feat: Add scripts for upserting and validating bestiary data

- Implemented `upsert-allewis-from-5001.js` to fetch and update Allewis data from API.
- Created `upsert-missing-movement-from-5001.js` to fill missing movement and wounds data from API.
- Developed `upsert-missing-movement-from-pdfs.js` to extract movement and wounds from PDF text.
- Added `upsert-missing-profiles-from-pdfs.js` to fill missing profiles from PDF data.
- Introduced `upsert-missing-wounds-from-pdfs.js` to update wounds data from PDF sources.
- Created `validate-bestiary.js` to validate the structure of the bestiary JSON.
- Updated `BestiaryTab.jsx` component to display bestiary data with improved structure and search functionality.
- Added tests for `BestiaryTab` to ensure proper rendering and functionality.
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{
"name": "Alexei Drahj",
"source": "Deathwatch - The Emperor Protects.pdf",
"pdfPage": 89,
"printedPage": 88,
"stats": {
"profile": {
"ws": 10,
"bs": 12,
"s": 8,
"t": 55,
"ag": 50,
"int": 58,
"per": 65,
"wp": 47,
"fel": 52,
"modifiers": [
0
]
},
"movement": "4/8/12/24",
"wounds": 38,
"skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,",
"armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ"
},
"insertedAt": "2025-08-16T18:02:09.643Z"
}
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{
"generatedAt": "2025-08-16T17:19:36.234Z",
"matches": [
{
"pdf": "Deathwatch - The Emperor Protects.pdf",
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"snippet": "™ PERILOUS MISSIONS OF DUTY AND HONOUR Inside this tome are three adventures set amongst the war-torn front lines of an Imperial Crusade. The Price of Hubris—The Kill-team travels to the Feral World of Aurum to win over a fierce and",
"stats": {
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"snippet": "™ PERILOUS MISSIONS OF DUTY AND HONOUR Inside this tome are three adventures set amongst the war-torn front lines of an Imperial Crusade. The Price of Hubris—The Kill-team travels to the Feral World of Aurum to win over a fierce and",
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{
"generatedAt": "2025-08-16T16:33:20.712Z",
"count": 22,
"results": [
{
"bestiaryName": "Battle Servitor (Erioch-Pattern)",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
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"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
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}
},
{
"bestiaryName": "Chaos Heretic",
"book": "Deathwatch Core Rulebook",
"page": "364",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": 1
}
},
{
"bestiaryName": "Chaos Space Marine",
"book": "Deathwatch Core Rulebook",
"page": "363",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ",
"stats": {
"profile": null,
"movement": null,
"wounds": null,
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": null,
"weapons": null,
"gear": null,
"snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,",
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}
},
{
"bestiaryName": "Chapter Serf",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
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}
},
{
"bestiaryName": "Civilian",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
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},
{
"bestiaryName": "Daemon Prince",
"book": "Deathwatch Core Rulebook",
"page": "362",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ",
"stats": {
"profile": null,
"movement": null,
"wounds": null,
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": null,
"weapons": null,
"gear": null,
"snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,",
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},
{
"bestiaryName": "Gun Drone",
"book": "Deathwatch Core Rulebook",
"page": "367",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
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},
{
"bestiaryName": "Hive Tyrant",
"book": "Deathwatch Core Rulebook",
"page": "369",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T",
"stats": {
"profile": {
"ws": 18,
"bs": 12,
"s": 75,
"t": 60,
"ag": 66,
"int": 45,
"per": 48,
"wp": 48,
"fel": 48
},
"movement": "7/14/21/42",
"wounds": 80,
"toughness": null,
"skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;",
"chosenOffset": -2
}
},
{
"bestiaryName": "Hormagaunt",
"book": "Deathwatch Core Rulebook",
"page": "371",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Agent",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": 0
}
},
{
"bestiaryName": "Imperial Guard Field Officer",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Guard Senior Officer",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Guardsman",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Monotask Servitor (Erioch-Pattern)",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -2
}
},
{
"bestiaryName": "Renegade Militia",
"book": "Deathwatch Core Rulebook",
"page": "364",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
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}
},
{
"bestiaryName": "Servo-Skull",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
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}
},
{
"bestiaryName": "Tau Commander",
"book": "Deathwatch Core Rulebook",
"page": "365",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": 0
}
},
{
"bestiaryName": "Tau Fire Warrior",
"book": "Deathwatch Core Rulebook",
"page": "368",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": 2
}
},
{
"bestiaryName": "Tau Stealth Suit",
"book": "Deathwatch Core Rulebook",
"page": "366",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": -1
}
},
{
"bestiaryName": "Termagant",
"book": "Deathwatch Core Rulebook",
"page": "371",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": -1
}
},
{
"bestiaryName": "Tyrannid Warrior",
"book": "Deathwatch Core Rulebook",
"page": "370",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe",
"stats": {
"profile": {
"ws": 14,
"bs": 8,
"s": 50,
"t": 50,
"ag": 65,
"int": 45,
"per": 40,
"wp": 35,
"fel": 40
},
"movement": "5/10/15/30",
"wounds": 29,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they",
"chosenOffset": -2
}
},
{
"name": "Alexei Drahj",
"source": "Deathwatch - The Emperor Protects.pdf",
"page": 88,
"pdfPage": 89,
"stats": {
"profile": {
"ws": 10,
"bs": 12,
"s": 8,
"t": 55,
"ag": 50,
"int": 58,
"per": 65,
"wp": 47,
"fel": 52,
"modifiers": [
0
]
},
"movement": "4/8/12/24",
"wounds": 38,
"skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,",
"armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ"
}
}
]
}
@@ -0,0 +1,668 @@
{
"generatedAt": "2025-08-16T16:33:20.712Z",
"count": 22,
"results": [
{
"bestiaryName": "Battle Servitor (Erioch-Pattern)",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -2
}
},
{
"bestiaryName": "Chaos Heretic",
"book": "Deathwatch Core Rulebook",
"page": "364",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": 1
}
},
{
"bestiaryName": "Chaos Space Marine",
"book": "Deathwatch Core Rulebook",
"page": "363",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ",
"stats": {
"profile": null,
"movement": null,
"wounds": null,
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": null,
"weapons": null,
"gear": null,
"snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,",
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}
},
{
"bestiaryName": "Chapter Serf",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
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}
},
{
"bestiaryName": "Civilian",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
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},
{
"bestiaryName": "Daemon Prince",
"book": "Deathwatch Core Rulebook",
"page": "362",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ",
"stats": {
"profile": null,
"movement": null,
"wounds": null,
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": null,
"weapons": null,
"gear": null,
"snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,",
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},
{
"bestiaryName": "Gun Drone",
"book": "Deathwatch Core Rulebook",
"page": "367",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
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},
{
"bestiaryName": "Hive Tyrant",
"book": "Deathwatch Core Rulebook",
"page": "369",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T",
"stats": {
"profile": {
"ws": 18,
"bs": 12,
"s": 75,
"t": 60,
"ag": 66,
"int": 45,
"per": 48,
"wp": 48,
"fel": 48
},
"movement": "7/14/21/42",
"wounds": 80,
"toughness": null,
"skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;",
"chosenOffset": -2
}
},
{
"bestiaryName": "Hormagaunt",
"book": "Deathwatch Core Rulebook",
"page": "371",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Agent",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": 0
}
},
{
"bestiaryName": "Imperial Guard Field Officer",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Guard Senior Officer",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Guardsman",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Monotask Servitor (Erioch-Pattern)",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -2
}
},
{
"bestiaryName": "Renegade Militia",
"book": "Deathwatch Core Rulebook",
"page": "364",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
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}
},
{
"bestiaryName": "Servo-Skull",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
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}
},
{
"bestiaryName": "Tau Commander",
"book": "Deathwatch Core Rulebook",
"page": "365",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": 0
}
},
{
"bestiaryName": "Tau Fire Warrior",
"book": "Deathwatch Core Rulebook",
"page": "368",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": 2
}
},
{
"bestiaryName": "Tau Stealth Suit",
"book": "Deathwatch Core Rulebook",
"page": "366",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": -1
}
},
{
"bestiaryName": "Termagant",
"book": "Deathwatch Core Rulebook",
"page": "371",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": -1
}
},
{
"bestiaryName": "Tyrannid Warrior",
"book": "Deathwatch Core Rulebook",
"page": "370",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe",
"stats": {
"profile": {
"ws": 14,
"bs": 8,
"s": 50,
"t": 50,
"ag": 65,
"int": 45,
"per": 40,
"wp": 35,
"fel": 40
},
"movement": "5/10/15/30",
"wounds": 29,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they",
"chosenOffset": -2
}
},
{
"name": "Alexei Drahj",
"source": "Deathwatch - The Emperor Protects.pdf",
"page": 88,
"pdfPage": 89,
"stats": {
"profile": {
"ws": 10,
"bs": 12,
"s": 8,
"t": 55,
"ag": 50,
"int": 58,
"per": 65,
"wp": 47,
"fel": 52,
"modifiers": [
0
]
},
"movement": "4/8/12/24",
"wounds": 38,
"skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,",
"armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ"
}
}
]
}
@@ -0,0 +1,866 @@
{
"generatedAt": "2025-08-16T16:33:20.712Z",
"count": 28,
"results": [
{
"bestiaryName": "Battle Servitor (Erioch-Pattern)",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -2
}
},
{
"bestiaryName": "Chaos Heretic",
"book": "Deathwatch Core Rulebook",
"page": "364",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": 1
}
},
{
"bestiaryName": "Chaos Space Marine",
"book": "Deathwatch Core Rulebook",
"page": "363",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ",
"stats": {
"profile": null,
"movement": null,
"wounds": null,
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": null,
"weapons": null,
"gear": null,
"snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,",
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}
},
{
"bestiaryName": "Chapter Serf",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
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}
},
{
"bestiaryName": "Civilian",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
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},
{
"bestiaryName": "Daemon Prince",
"book": "Deathwatch Core Rulebook",
"page": "362",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ",
"stats": {
"profile": null,
"movement": null,
"wounds": null,
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": null,
"weapons": null,
"gear": null,
"snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,",
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},
{
"bestiaryName": "Gun Drone",
"book": "Deathwatch Core Rulebook",
"page": "367",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
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},
{
"bestiaryName": "Hive Tyrant",
"book": "Deathwatch Core Rulebook",
"page": "369",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T",
"stats": {
"profile": {
"ws": 18,
"bs": 12,
"s": 75,
"t": 60,
"ag": 66,
"int": 45,
"per": 48,
"wp": 48,
"fel": 48
},
"movement": "7/14/21/42",
"wounds": 80,
"toughness": null,
"skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;",
"chosenOffset": -2
}
},
{
"bestiaryName": "Hormagaunt",
"book": "Deathwatch Core Rulebook",
"page": "371",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Agent",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": 0
}
},
{
"bestiaryName": "Imperial Guard Field Officer",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Guard Senior Officer",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Guardsman",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Monotask Servitor (Erioch-Pattern)",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -2
}
},
{
"bestiaryName": "Renegade Militia",
"book": "Deathwatch Core Rulebook",
"page": "364",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
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}
},
{
"bestiaryName": "Servo-Skull",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
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}
},
{
"bestiaryName": "Tau Commander",
"book": "Deathwatch Core Rulebook",
"page": "365",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": 0
}
},
{
"bestiaryName": "Tau Fire Warrior",
"book": "Deathwatch Core Rulebook",
"page": "368",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": 2
}
},
{
"bestiaryName": "Tau Stealth Suit",
"book": "Deathwatch Core Rulebook",
"page": "366",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": null,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": -1
}
},
{
"bestiaryName": "Termagant",
"book": "Deathwatch Core Rulebook",
"page": "371",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": -1
}
},
{
"bestiaryName": "Tyrannid Warrior",
"book": "Deathwatch Core Rulebook",
"page": "370",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe",
"stats": {
"profile": {
"ws": 14,
"bs": 8,
"s": 50,
"t": 50,
"ag": 65,
"int": 45,
"per": 40,
"wp": 35,
"fel": 40
},
"movement": "5/10/15/30",
"wounds": 29,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they",
"chosenOffset": -2
}
},
{
"name": "Alexei Drahj",
"source": "Deathwatch - The Emperor Protects.pdf",
"page": 88,
"pdfPage": 89,
"stats": {
"profile": {
"ws": 10,
"bs": 12,
"s": 8,
"t": 55,
"ag": 50,
"int": 58,
"per": 65,
"wp": 47,
"fel": 52,
"modifiers": [
0
]
},
"movement": "4/8/12/24",
"wounds": 38,
"skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,",
"armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ"
}
},
{
"name": "Brother-Sergeant Agamorr",
"type": "Space Marine Sergeant",
"chapter": "Deathwatch",
"faction": "Imperium",
"threat": "Elite",
"description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats",
"source": "Deathwatch: The Emperor Protects",
"stats": {
"ag": 35,
"armor": 8,
"bs": 50,
"fel": 35,
"int": 35,
"per": 40,
"s": 40,
"t": 40,
"wounds": 18,
"wp": 40,
"ws": 50
},
"equipment": [
"Astartes Bolter",
"Chainsword",
"Power Armor",
"Frag Grenades"
],
"abilities": [
"Tactical Expertise",
"And They Shall Know No Fear",
"Bolter Mastery"
],
"apiId": 1
},
{
"name": "Ork Nob Skarjaw",
"type": "Ork Nob",
"faction": "Orks",
"threat": "Elite",
"description": "Brutal Ork leader commanding a warband with yellow teef and loud guns",
"source": "Deathwatch: The Emperor Protects",
"stats": {
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"fel": 25,
"int": 25,
"per": 30,
"s": 45,
"t": 45,
"wounds": 22,
"wp": 35,
"ws": 45
},
"equipment": [
"Big Choppa",
"Slugga",
"Eavy Armor",
"Stikkbombs"
],
"abilities": [
"Mob Rule",
"Furious Charge",
"'Ere We Go!"
],
"apiId": 2
},
{
"name": "Inquisitor Vex",
"type": "Inquisitor",
"faction": "Imperium",
"threat": "Master",
"description": "Seasoned Inquisitor specializing in xenos threats and alien conspiracies",
"source": "Deathwatch: The Emperor Protects",
"stats": {
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"per": 50,
"s": 35,
"t": 35,
"wounds": 15,
"wp": 55,
"ws": 40
},
"equipment": [
"Bolt Pistol",
"Power Sword",
"Carapace Armor",
"Auspex"
],
"abilities": [
"Authority",
"Purity of Faith",
"Forbidden Lore (Xenos)"
],
"apiId": 3
},
{
"name": "Genestealer Patriarch",
"type": "Genestealer Patriarch",
"faction": "Tyranids",
"threat": "Master",
"description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring",
"source": "Deathwatch: The Emperor Protects",
"stats": {
"ag": 50,
"armor": 4,
"bs": 0,
"fel": 10,
"int": 45,
"per": 55,
"s": 60,
"t": 50,
"wounds": 30,
"wp": 45,
"ws": 65
},
"equipment": [
"Rending Claws",
"Scything Talons",
"Psychic Powers"
],
"abilities": [
"Fear (3)",
"Unnatural Strength (x2)",
"Psy Rating 4"
],
"apiId": 4
},
{
"name": "Tech-Adept Zephon",
"type": "Tech-Priest",
"faction": "Adeptus Mechanicus",
"threat": "Elite",
"description": "Augmented servant of the Omnissiah with extensive cybernetic modifications",
"source": "Deathwatch: The Emperor Protects",
"stats": {
"ag": 30,
"armor": 5,
"bs": 45,
"fel": 20,
"int": 50,
"per": 40,
"s": 35,
"t": 40,
"wounds": 12,
"wp": 35,
"ws": 30
},
"equipment": [
"Laspistol",
"Omnissian Axe",
"Servo-skull",
"Mechadendrites"
],
"abilities": [
"Machine (4)",
"Technical Knock",
"Logis Implant"
],
"apiId": 5
},
{
"name": "Chaos Cultist Champion",
"type": "Chaos Cultist",
"faction": "Chaos",
"threat": "Troop",
"description": "Corrupted human leading other cultists in service to the Dark Gods",
"source": "Deathwatch: The Emperor Protects",
"stats": {
"ag": 35,
"armor": 3,
"bs": 35,
"fel": 40,
"int": 30,
"per": 35,
"s": 30,
"t": 30,
"wounds": 10,
"wp": 25,
"ws": 35
},
"equipment": [
"Autogun",
"Knife",
"Flak Armor",
"Chaos Symbol"
],
"abilities": [
"Fanatic",
"Hatred (Imperium)",
"Dark Blessing"
],
"apiId": 6
}
]
}
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{"filtered":false,"npcs":[{"abilities":["Tactical Expertise","And They Shall Know No Fear","Bolter Mastery"],"chapter":"Deathwatch","description":"Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats","equipment":["Astartes Bolter","Chainsword","Power Armor","Frag Grenades"],"faction":"Imperium","id":1,"name":"Brother-Sergeant Agamorr","source":"Deathwatch: The Emperor Protects","stats":{"ag":35,"armor":8,"bs":50,"fel":35,"int":35,"per":40,"s":40,"t":40,"wounds":18,"wp":40,"ws":50},"threat_level":"Elite","type":"Space Marine Sergeant"},{"abilities":["Mob Rule","Furious Charge","'Ere We Go!"],"clan":"Bad Moons","description":"Brutal Ork leader commanding a warband with yellow teef and loud guns","equipment":["Big Choppa","Slugga","Eavy Armor","Stikkbombs"],"faction":"Orks","id":2,"name":"Ork Nob Skarjaw","source":"Deathwatch: The Emperor Protects","stats":{"ag":30,"armor":6,"bs":30,"fel":25,"int":25,"per":30,"s":45,"t":45,"wounds":22,"wp":35,"ws":45},"threat_level":"Elite","type":"Ork Nob"},{"abilities":["Authority","Purity of Faith","Forbidden Lore (Xenos)"],"description":"Seasoned Inquisitor specializing in xenos threats and alien conspiracies","equipment":["Bolt Pistol","Power Sword","Carapace Armor","Auspex"],"faction":"Imperium","id":3,"name":"Inquisitor Vex","ordo":"Ordo Xenos","source":"Deathwatch: The Emperor Protects","stats":{"ag":40,"armor":6,"bs":45,"fel":40,"int":45,"per":50,"s":35,"t":35,"wounds":15,"wp":55,"ws":40},"threat_level":"Master","type":"Inquisitor"},{"abilities":["Fear (3)","Unnatural Strength (x2)","Psy Rating 4"],"brood":"Cult of the Perfect Form","description":"Ancient Genestealer patriarch commanding a cult of hybrid offspring","equipment":["Rending Claws","Scything Talons","Psychic Powers"],"faction":"Tyranids","id":4,"name":"Genestealer Patriarch","source":"Deathwatch: The Emperor Protects","stats":{"ag":50,"armor":4,"bs":0,"fel":10,"int":45,"per":55,"s":60,"t":50,"wounds":30,"wp":45,"ws":65},"threat_level":"Master","type":"Genestealer Patriarch"},{"abilities":["Machine (4)","Technical Knock","Logis Implant"],"description":"Augmented servant of the Omnissiah with extensive cybernetic modifications","equipment":["Laspistol","Omnissian Axe","Servo-skull","Mechadendrites"],"faction":"Adeptus Mechanicus","forgeworld":"Lucius","id":5,"name":"Tech-Adept Zephon","source":"Deathwatch: The Emperor Protects","stats":{"ag":30,"armor":5,"bs":45,"fel":20,"int":50,"per":40,"s":35,"t":40,"wounds":12,"wp":35,"ws":30},"threat_level":"Elite","type":"Tech-Priest"},{"abilities":["Fanatic","Hatred (Imperium)","Dark Blessing"],"cult":"The Bleeding Eye","description":"Corrupted human leading other cultists in service to the Dark Gods","equipment":["Autogun","Knife","Flak Armor","Chaos Symbol"],"faction":"Chaos","id":6,"name":"Chaos Cultist Champion","source":"Deathwatch: The Emperor Protects","stats":{"ag":35,"armor":3,"bs":35,"fel":40,"int":30,"per":35,"s":30,"t":30,"wounds":10,"wp":25,"ws":35},"threat_level":"Troop","type":"Chaos Cultist"}],"total":6}
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@@ -0,0 +1 @@
[]
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[
{
"id": 1,
"name": "caele Rylus Darkscourge",
"page": 49,
"stats": {
"ws": 68,
"bs": 48,
"s": 66,
"t": 65,
"ag": 55,
"int": 48,
"per": 45,
"wp": 52,
"fel": 50
},
"movement": "5/10/15/30 Wounds: 35",
"wounds": 35,
"skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20,",
"weapons": "",
"armour": "",
"talents": "Air of Authority, Ambidextrous, Blademaster, Basic (Technomat) +10."
},
{
"id": 2,
"name": "Father Marius",
"page": 50,
"stats": {
"ws": 38,
"bs": 28,
"s": 40,
"t": 35,
"ag": 42,
"int": 31,
"per": 45,
"wp": 48,
"fel": 50
},
"movement": "4/8/12/24 Wounds: 22",
"wounds": 22,
"skills": "Awareness (Per), Charm (Fel), Common Lore (Imperial",
"weapons": "",
"armour": "",
"talents": "Basic Weapon Training (Universal), Cleanse and"
},
{
"id": 3,
"name": "Infected Auran warrior",
"page": 51,
"stats": {
"ws": 48,
"bs": 41,
"s": 58,
"t": 48,
"ag": 42,
"int": 35,
"per": 40,
"wp": 32,
"fel": 35
},
"movement": "4/8/12/24 Wounds: 28 Movement: 5/10/15/30 Wounds: 20",
"wounds": 28,
"skills": "Awareness (Per) +10, Climb (S), Concealment (Ag), Skills: Awareness (Per) +20, Concealment (Ag), Silent Move",
"weapons": "Talons (1d10+5 R; Pen 4; Tearing).",
"armour": "Scales (All 3).",
"talents": "Furious Assault, Heightened Senses (Hearing, Sight,"
},
{
"id": 4,
"name": "Feynir Surbryte",
"page": 91,
"stats": {
"ws": 38,
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"s": 35,
"t": 35,
"ag": 35,
"int": 25,
"per": 35,
"wp": 38,
"fel": 25
},
"movement": "",
"wounds": 0,
"skills": "",
"weapons": "",
"armour": "",
"talents": ""
},
{
"id": 5,
"name": "Arcus Dyre",
"page": 134,
"stats": {
"ws": 40,
"bs": 35,
"s": 32,
"t": 40,
"ag": 44,
"int": 50,
"per": 35,
"wp": 55,
"fel": 45
},
"movement": "4/8/12/24 Wounds: 18",
"wounds": 18,
"skills": "Awareness (Per), Carousing (T) +10, Charm (Fel)",
"weapons": "",
"armour": "",
"talents": "†Psychic Alacrity, Favoured by the Warp, Jaded, Common Lore (Technology) (Int), Psyniscience (Per), Speak"
}
]
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{
"generatedAt": "2025-08-16T17:06:44.698Z",
"query": "/alexei\\s+drahj/i",
"matches": [
{
"pdf": "Deathwatch - The Emperor Protects.pdf",
"pageIndex": 0,
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"snippet": "™ PERILOUS MISSIONS OF DUTY AND HONOUR Inside this tome are three adventures set amongst the war-torn front lines of an Imperial Crusade. The Price of Hubris—The Kill-team travels to the Feral World of Aurum to win over a fierce and proud warrior culture to join the Imperium. However, alien forces stand between the Space Marines and any hope of victory. A Stony Sleep—On the hunt for a missing Inquisitor, the Kill-team faces dark enemies and a mysterious city beneath the sea. Can the Kill-team solve the riddle in time to save the heart of the Crusade itself? The Vigilant Sword—The Deathwatch has discovered a sinister conspiracy with dire consequences for the Jericho Reach. Now, they must prevail upon a corrupted Forge World! DEFEND THE IMPERIUM AGAINST ITS DEADLIEST FOES! Com"
}
]
}
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{
"generatedAt": "2025-08-16T17:23:31.265Z",
"matches": [
{
"pdf": "Deathwatch - Ark of Lost Souls.pdf",
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"snippet": "Ark of Lost Souls AN ADVENTURE ON THE SPACE HULK MORTIS THULE The Space Hulk Mortis Thule drifts silently through the void of the Jericho Reach and with it comes devastation, ruin, and woe. Peril on the Horizon—En route to break a siege at a newly founded Watch Station, the Kill- team is waylaid and met with a terrible fate. Survival—Stranded and alone, the Kill-team must find their way to salvation and find unexpected allies along the way. Darkness at the Core—The Kill-team must overcome the horrors of the Mortis Thule and make their escape, but it may cost more than they are willing to sacrifice. Use the Space Hulk Generator to create unique adventures set in the forlorn corridors of your own cursed Space Hulk. DEATH AND DARKNESS FROM BEYOND THE HORIZON The madness and"
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"snippet": "You are a Space Marine, one of the Imperium’s supreme warriors. Genetically enhanced and engineered with special implants to be the ultimate soldier, you are far stronger, tougher—and deadlier—than any human being. You have been selected to join an elite warrior brotherhood of alien-hunters known as the Deathwatch. As a Deathwatch Space Marine, your duty is to seek out vile alien ruins on forbidden worlds, venture behind enemy lines to perform special missions no- one else can accomplish, and confront the most dangerous challenges the galaxy possesses...challenges that only the heroes of the Space Marines can defeat. ROLEPLAYING IN THE GRIM DARKNESS OF THE 41 ST MILLENNIUM Fast character creation to get you into the game quickly, followed by a lifetime of possibilities with an expanded S"
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"pdf": "Deathwatch - Final Sanction.pdf",
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"snippet": "AN INTRODUCTION TO DEATHWATCH μ μ n μ Final Sanction Lead Developer Ross Watson Written by Owen Barnes Editing Ben Lurie Graphic Design Kevin Childress Additional Graphic Design Mark Raynor Cover Art Matt Bradbury Interior Art Matt Bradbury, Igor Kieryluk, Karl Kopinski, Jorge Maese, Hector Ortíz, Michael Phillippi, Karl Richardson, Oliver Specht, and Adrian Smith Art Direction Zoë Robinson Production Manager Gabe Laulunen FFG Lead Game Designer Corey Konieczka FFG Lead Game Producer Michael Hurley Publisher Christian T. Petersen GAMES WORKSHOP Licensing Manager Owen Rees Head of Licensing Paul Lyons Head of Intellectual Property Alan Merrett Special Thanks to the Playtesters “No Guts, No Glory” Sean Connor with Mathieu Booth, Nick Hodge, Stephen Pitson, and Michael Thompson, “You B"
},
{
"pdf": "Deathwatch - First Founding.pdf",
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"snippet": "ROLEPLAYING IN THE GRIM DARKNESS OF THE 41 ST MILLENNIUM ™ ™ 2 Credits Credits Lead Developers Andrew Fischer and Ross Watson Written and Developed by Owen Barnes, Nathan Dowdell, and Andy Hoare Editing Graham Davey Proofreading Dave Johnson and Matt Schempp Graphic Design Dallas Mehlhoff and WiL Springer Cover Art Michael Phillippi Interior Art Jacob Atienza, Alberto Bontempi, Matt Bradbury, Sobak Chauchau, Kevin Childress, Victor Corbella, Mauro Dal Bo, Ame En, Zach Graves, David Griffith, Citra Henryka, Nikolas Ingeneri, Thomasz Jedruszek, Jason Juta, Daniel McGowan, Marco Morte, Mark Smith, David Sondered, and Allison Theus Managing Art Director Andrew Navaro Art Direction Zoë Robinson Production Manager Eric Knight Licensing and Development Coordinator Deb Beck Executive Gam"
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"snippet": "® Credits 2 Lead Developer Ross Watson Written and Developed by Andrea Gausman Based on Dark Heresy, Designed by Owen Barnes, Kate Flack, and Mike Mason Editing Ben Lurie Graphic Design Kevin Childress Additional Graphic Design Mark Raynor Cover Art Michael Phillippi Interior Art Victor Corbella, Simon Eckert, Mark Gibbons, Zach Graves, Anton Kokarev, Hector Ortíz, Erich Schriener, and Mark Smith RPG Producer Mack Martin Art Direction Zoë Robinson Production Manager Gabe Laulunen FFG Lead Game Designer Corey Konieczka FFG Lead Game Producer Michael Hurley Publisher Christian T. Petersen Games Workshop Licensing Manager Owen Rees Head of Licensing Paul Lyons Head of Intellectual Property Alan Merrett Special Thanks “No Guts, No Glory” Sean Connor with Mathieu Booth, Nick Hodge, Step"
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},
{
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"snippet": "A GUIDEBOOK TO THE SUCCESSOR CHAPTERS ® ™ ™ ® TM TM # 4cVUZed CREDITS =VRU\u00115VgV]`aVc Tim Flanders HcZeZ_X\u0011R_U\u00115VgV]`a^V_e Owen Barnes, Tim Cox, John Dunn, Andrew Fischer, Jeff Hall, Andy Hoare, and Sam Stewart 6UZeZ_X Graham Davey Ac``WcVRUZ_X Dave Johnson and Julija Petkus 8cRaYZT\u00115VdZX_ Brian Schomburg and Shaun Boyke 4`gVc\u00112ce Michael Phillippi :_eVcZ`c\u00112ce Dimitri Bielak, Alberto Bontempi, Matt Bradbury, Kevin Childress, Kevin T. Chin, David Griffith, Anton Kokarev, Jason Juta, Jorge Maese, Ameen Naksewee, David Auden Nash, Mark W. Smith, Florian Stitz, Aidan Wilson >R_RXZ_X\u00112ce\u00115ZcVTe`c Andrew Navaro 2ce\u00115ZcVTeZ`_ Mike Linnemann Ac`UfTeZ`_\u0011>R_RXV^V_e Eric Knight =ZTV_dZ_X\u0011R_U\u00115VgV]`a^V_e\u00114``cUZ_Re`c Deb Beck 6iVTfeZgV\u00118R^V\u00115VdZX_Vc Corey Konieczka 6iVTfeZgV\u0011Ac`UfTVc Michael Hu"
},
{
"pdf": "Deathwatch - Mark of the Xenos.pdf",
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"snippet": "™ ™ THE GALAXY’S MOST DANGEROUS THREATS ®® ™ ™ ™ ™ ™ ROLEPLAYING IN THE GRIM DARKNESS OF THE 41 ST MILLENNIUM 2 Credits Lead Developer Ross Watson Written and Developed by Owen Barnes, Andy Chambers, Alex Davy, Andrea Gausman, Andy Hoare, Kevin Rubitsky, and Benn Williams Additional Writing Mack Martin Editing Graham Davey Proofreading Paul King Graphic Design Kevin Childress Additional Graphic Design Mark Raynor, Brian Schomberg, and Michael Silsby Cover Art Michael Phillippi Interior Art Jacob Atienza, John Blanche, Alberto Bontempi, Joao Bosco, Alex Boyd, Matt Bradbury, Christopher Burdett, Kevin Childress, Paul Dainton, Wayne England, Mark Gibbons, Nikolaus Ingeneri, Karl Kopinski, Brandon Leach, David Lecossu, Damien Mammoliti, Hector Ortiz, Adrian Smith Art Direction Zoë Ro"
},
{
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"snippet": "AN AdveNture for deAthwAtch ® TM TM TM TM TM TM TM TM TM TM ® ®® www.FantasyFlightgames.com Inside this tome is a three part adventure that threatens nothing less than the annihilation of the Jericho Reach! The Depths of Treachery—The Kill-team travels to the iron heart of the Canis Salient to eradicate a subversive xenos presence, and stirring in the chaos of sedition and catastrophy, they find something much darker. Assault on Javar Nil—Pursuing clues of an ancient evil, the Battle-Brothers find themselves caught between the factions of a holy schism on the shrine world of Eleusis. There, they must safeguard the blessed core of the Achilus Crusade. Exterminatus—Struck at the very bastion of their power, the Kill-team must brave the horrors of the Hadex Anomally and return to "
},
{
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"snippet": "AN AdveNture for deAthwAtch ® TM TM TM TM TM TM TM TM TM TM ® ®® www.FantasyFlightgames.com Inside this tome is a three part adventure that threatens nothing less than the annihilation of the Jericho Reach! The Depths of Treachery—The Kill-team travels to the iron heart of the Canis Salient to eradicate a subversive xenos presence, and stirring in the chaos of sedition and catastrophy, they find something much darker. Assault on Javar Nil—Pursuing clues of an ancient evil, the Battle-Brothers find themselves caught between the factions of a holy schism on the shrine world of Eleusis. There, they must safeguard the blessed core of the Achilus Crusade. Exterminatus—Struck at the very bastion of their power, the Kill-team must brave the horrors of the Hadex Anomally and return to "
},
{
"pdf": "Deathwatch - Rising Tempest.pdf",
"pageIndex": 0,
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"snippet": "AN AdveNture for deAthwAtch ® TM TM TM TM TM TM TM TM TM TM ® ®® www.FantasyFlightgames.com Inside this tome is a three part adventure that threatens nothing less than the annihilation of the Jericho Reach! The Depths of Treachery—The Kill-team travels to the iron heart of the Canis Salient to eradicate a subversive xenos presence, and stirring in the chaos of sedition and catastrophy, they find something much darker. Assault on Javar Nil—Pursuing clues of an ancient evil, the Battle-Brothers find themselves caught between the factions of a holy schism on the shrine world of Eleusis. There, they must safeguard the blessed core of the Achilus Crusade. Exterminatus—Struck at the very bastion of their power, the Kill-team must brave the horrors of the Hadex Anomally and return to "
},
{
"pdf": "Deathwatch - Rites of Battle.pdf",
"pageIndex": 0,
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"keyword": "transpired",
"snippet": "THE DEATHWATCH SPACE MARINE HANDBOOK ® ® ™ ™ ™ Credits Lead Developer Ross Watson Written and Developed by Owen Barnes, Andy Chambers, Ben Counter, Graham Davey, Lee Gunby, Andy Hoare, Jason Marker, Sam Stewart Additional Writing Andrea Gausman, Tim Huckelbery, and Kevin Rubitsky Editing Alex Davy Proofreading Alex Davy Graphic Design Kevin Childress Additional Graphic Design Mark Raynor, Brian Schomberg, and Michael Silsby Cover Art Michael Phillippi Interior Art Alberto Bontempi, Alex Boyd, Matt Bradbury, Paul Dainton, Simon Eckert, Wayne England, Hardy Fowler, David Gallagher, Mark Gibbons, Zach Graves, David Griffi th, James Hall, Nikolaus Ingeneri, Toni Justamente, Nuala Kennedy, Igor Kieryluk, Karl Kopinski, Stefan Kopinski, Clint Langley, Hector Ortiz, Karl Richardson, Oleg "
},
{
"pdf": "Deathwatch - Rites of Battle.pdf",
"pageIndex": 0,
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"snippet": "THE DEATHWATCH SPACE MARINE HANDBOOK ® ® ™ ™ ™ Credits Lead Developer Ross Watson Written and Developed by Owen Barnes, Andy Chambers, Ben Counter, Graham Davey, Lee Gunby, Andy Hoare, Jason Marker, Sam Stewart Additional Writing Andrea Gausman, Tim Huckelbery, and Kevin Rubitsky Editing Alex Davy Proofreading Alex Davy Graphic Design Kevin Childress Additional Graphic Design Mark Raynor, Brian Schomberg, and Michael Silsby Cover Art Michael Phillippi Interior Art Alberto Bontempi, Alex Boyd, Matt Bradbury, Paul Dainton, Simon Eckert, Wayne England, Hardy Fowler, David Gallagher, Mark Gibbons, Zach Graves, David Griffi th, James Hall, Nikolaus Ingeneri, Toni Justamente, Nuala Kennedy, Igor Kieryluk, Karl Kopinski, Stefan Kopinski, Clint Langley, Hector Ortiz, Karl Richardson, Oleg "
},
{
"pdf": "Deathwatch - The Achilus Assault.pdf",
"pageIndex": 0,
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"snippet": "™ ® ® ®® WWW.FANTASYFLIGHTGAMES.COM TM The Achilus Assault ™ ™ ™ ™ SECRETS OF THE CRUSADE INTO THE JERICHO REACH ™ ™ ™ Join the Deathwatch Space Marines as they battle alongside the forces of the glorious Achilus Crusade, sweeping across the lost worlds of the Jericho Reach. Detailed descriptions of the Reach’s most signifi cant planets and warzones allow players and GMs to plan new Deathwatch Missions of vital importance to the Crusade. Some foes may be reasoned with; others must be fought to the bitter end. Learn more about the major threats to the Crusade’s advance. New NPCs, adventure seeds, and player options await within. Bring your campaign into the front lines of the Achilus Crusade, and choose which worlds shall be saved...and which shall burn. All the information you"
},
{
"pdf": "Deathwatch - The Emperor Protects.pdf",
"pageIndex": 0,
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"snippet": "™ PERILOUS MISSIONS OF DUTY AND HONOUR Inside this tome are three adventures set amongst the war-torn front lines of an Imperial Crusade. The Price of Hubris—The Kill-team travels to the Feral World of Aurum to win over a fierce and proud warrior culture to join the Imperium. However, alien forces stand between the Space Marines and any hope of victory. A Stony Sleep—On the hunt for a missing Inquisitor, the Kill-team faces dark enemies and a mysterious city beneath the sea. Can the Kill-team solve the riddle in time to save the heart of the Crusade itself? The Vigilant Sword—The Deathwatch has discovered a sinister conspiracy with dire consequences for the Jericho Reach. Now, they must prevail upon a corrupted Forge World! DEFEND THE IMPERIUM AGAINST ITS DEADLIEST FOES! Com"
},
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},
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},
{
"pdf": "Deathwatch - The Emperors Chosen.pdf",
"pageIndex": 0,
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"keyword": "transpired",
"snippet": "The Emperor’s Chosen A Guide to the VeterAns of the Jericho reAch Only the most exceptional Battle-Brothers are seconded to the Deathwatch. Of those, only a rare few earn the right to be called Deathwatch veterans. Take your place among them. Delve into the history of the Jericho Deathwatch and honour the heroic veteran Battle-Brothers that have come before you. Assume a Heroic Legacy and combat your foes with tactical precision and martial excellence as a veteran Kill-team of the Deathwatch. Follow in the footsteps of your predecessors and complete the mission that laid them low. Join your brethren and pen your name teMPered BY BAttLe, Bound BY Brotherhood in the history of the Jericho Reach! A copy of the Deathwatch Core Rulebook is needed to use this supplement. ww"
},
{
"pdf": "Deathwatch - The Outer Reach.pdf",
"pageIndex": 0,
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"keyword": "transpired",
"snippet": "The Outer Reach A GUIDE TO THE DARKNESS BEYOND THE CRUSADE For as long as mankind has sailed the void of the Jericho Reach, it has been a place of danger and mystery. Evil slumbers in the forgotten places between the stars and only the Deathwatch can stand before it. Take the Dead Stations Vigil and serve alongside the Dead Cabal; learn what secrets they keep and uncover their shrouded history within the Deathwatch. Explore worlds beyond the reach of the Achilus Crusade, sites that hold the keys to ancient mysteries and provide the Deathwatch with the weapons to fi ght the coming darkness. Face the Necrons of the Suhbekhar Dynasty, a foe from aeons past waking to reclaim their once-great empire from the might of mankind. DOOM STIRS IN THE DEPTHS OF THE JERICHO REACH Une"
},
{
"pdf": "Deathwatch_Core_Rulebook_copy.pdf",
"pageIndex": 0,
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"keyword": "transpired",
"snippet": "You are a Space Marine, one of the Imperium’s supreme warriors. Genetically enhanced and engineered with special implants to be the ultimate soldier, you are far stronger, tougher—and deadlier—than any human being. You have been selected to join an elite warrior brotherhood of alien-hunters known as the Deathwatch. As a Deathwatch Space Marine, your duty is to seek out vile alien ruins on forbidden worlds, venture behind enemy lines to perform special missions no- one else can accomplish, and confront the most dangerous challenges the galaxy possesses...challenges that only the heroes of the Space Marines can defeat. ROLEPLAYING IN THE GRIM DARKNESS OF THE 41 ST MILLENNIUM Fast character creation to get you into the game quickly, followed by a lifetime of possibilities with an expanded S"
},
{
"pdf": "Deathwatch_Core_Rulebook_copy.pdf",
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"snippet": "You are a Space Marine, one of the Imperium’s supreme warriors. Genetically enhanced and engineered with special implants to be the ultimate soldier, you are far stronger, tougher—and deadlier—than any human being. You have been selected to join an elite warrior brotherhood of alien-hunters known as the Deathwatch. As a Deathwatch Space Marine, your duty is to seek out vile alien ruins on forbidden worlds, venture behind enemy lines to perform special missions no- one else can accomplish, and confront the most dangerous challenges the galaxy possesses...challenges that only the heroes of the Space Marines can defeat. ROLEPLAYING IN THE GRIM DARKNESS OF THE 41 ST MILLENNIUM Fast character creation to get you into the game quickly, followed by a lifetime of possibilities with an expanded S"
},
{
"pdf": "Deathwatch_Core_Rulebook_copy.pdf",
"pageIndex": 0,
"pageNumberApprox": 1,
"keyword": "plasma pistol",
"snippet": "You are a Space Marine, one of the Imperium’s supreme warriors. Genetically enhanced and engineered with special implants to be the ultimate soldier, you are far stronger, tougher—and deadlier—than any human being. You have been selected to join an elite warrior brotherhood of alien-hunters known as the Deathwatch. As a Deathwatch Space Marine, your duty is to seek out vile alien ruins on forbidden worlds, venture behind enemy lines to perform special missions no- one else can accomplish, and confront the most dangerous challenges the galaxy possesses...challenges that only the heroes of the Space Marines can defeat. ROLEPLAYING IN THE GRIM DARKNESS OF THE 41 ST MILLENNIUM Fast character creation to get you into the game quickly, followed by a lifetime of possibilities with an expanded S"
},
{
"pdf": "deathwatch_final_sanction.pdf",
"pageIndex": 0,
"pageNumberApprox": 1,
"keyword": "plasma pistol",
"snippet": "AN INTRODUCTION TO DEATHWATCH μ μ n μ Final Sanction Lead Developer Ross Watson Written by Owen Barnes Editing Ben Lurie Graphic Design Kevin Childress Additional Graphic Design Mark Raynor Cover Art Matt Bradbury Interior Art Matt Bradbury, Igor Kieryluk, Karl Kopinski, Jorge Maese, Hector Ortíz, Michael Phillippi, Karl Richardson, Oliver Specht, and Adrian Smith Art Direction Zoë Robinson Production Manager Gabe Laulunen FFG Lead Game Designer Corey Konieczka FFG Lead Game Producer Michael Hurley Publisher Christian T. Petersen GAMES WORKSHOP Licensing Manager Owen Rees Head of Licensing Paul Lyons Head of Intellectual Property Alan Merrett Special Thanks to the Playtesters “No Guts, No Glory” Sean Connor with Mathieu Booth, Nick Hodge, Stephen Pitson, and Michael Thompson, “You B"
}
]
}
+16
View File
@@ -58,6 +58,22 @@ try {
throw e;
}
// Add bestiary copy endpoint
app.post('/api/copy-bestiary', (req, res) => {
try {
const { copyBestiaryToPublic } = require('../scripts/copy-bestiary-live');
const success = copyBestiaryToPublic();
if (success) {
res.json({ success: true, message: 'Bestiary files updated successfully' });
} else {
res.status(500).json({ success: false, message: 'Failed to update bestiary files' });
}
} catch (error) {
console.error('Error in copy-bestiary endpoint:', error);
res.status(500).json({ success: false, message: 'Internal server error', error: error.message });
}
});
// Serve static files from build directory (React app)
const buildDir = path.join(__dirname, '..', 'build');
app.use(express.static(buildDir));
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