From dde3abda55edae4141c5511839dbbe1d9f441256 Mon Sep 17 00:00:00 2001 From: Alex Date: Sat, 16 Aug 2025 12:15:32 +0200 Subject: [PATCH] feat: Add validation and normalization utilities for player records - Implemented `validatePlayer` and `normalizeTabInfo` functions in `database/validate.js` for player data validation and normalization. - Added error handling for required fields and enforced data types and constraints. - Introduced standardization for characteristics and skills. feat: Create script for extracting rules from PDF files - Developed `extract-rules.js` to extract text from PDF rulebooks and categorize rules. - Integrated `pdftotext` for PDF processing and created a searchable rules database. - Implemented rule categorization and indexing for efficient searching. feat: Implement RulesTab component for rule searching - Created `RulesTab.jsx` for searching and displaying rules with filtering options. - Added recent searches and quick reference buttons for user convenience. - Integrated API calls for fetching rules and displaying results dynamically. feat: Add test script for Rules API - Created `test-rules.js` to test the functionality of the Rules API endpoints. - Included tests for search and stats endpoints to ensure proper response handling. --- database/backend.log | 1252 + .../backups/anders.after.1755335270354.json | 431 + .../backups/anders.before.1755335270350.json | 368 + .../backups/andreas.after.1755336112623.json | 267 + .../backups/andreas.before.1755336112623.json | 261 + .../andreas.pw.after.1755336658888.json | 267 + .../andreas.pw.before.1755336658888.json | 267 + ...emplates.dryrun.2025-08-16T074851320Z.json | 181 + ...emplates.result.2025-08-16T075151050Z.json | 183 + .../backups/chris.after.1755336389126.json | 281 + .../backups/chris.before.1755336389126.json | 4 + .../backups/chris.pw.after.1755336658888.json | 283 + .../chris.pw.before.1755336658888.json | 283 + database/backups/christoffer.after.json | 449 + database/backups/christoffer.api.json | 0 database/backups/christoffer.before.json | 465 + database/backups/christoffer.html | 20 + .../db-summary.2025-08-16T074448936Z.json | 273 + .../db-summary.2025-08-16T074453084Z.json | 273 + ...efaults.applied.2025-08-16T080212934Z.json | 959 + ..._fields.applied.2025-08-16T081219343Z.json | 1939 ++ ..._fields.applied.2025-08-16T081324992Z.json | 3382 ++ .../backups/phillip.after.1755335781321.json | 424 + .../backups/phillip.before.1755335781321.json | 424 + ...ers-after-clean.2025-08-16T074140698Z.json | 204 + database/backups/players.api.json | 1 + database/backups/template-mapping.sample.json | 16 + database/clean-database.js | 227 + .../database/backups/christoffer.api.json | 1 + database/database/backups/index.html | 1 + database/database/backups/players.api.json | 1 + database/legacy/dbinstall.js | 40 + database/legacy/gmSessionModel.js | 19 + database/legacy/install-mongodb.js | 26 + database/legacy/playerModel.js | 14 + database/pregen_names.json | 1 + database/routes/playerRoutes-sqlite.js | 105 +- database/routes/rulesRoutes-simple.js | 22 + database/routes/rulesRoutes.js | 281 + database/rules/CR.txt | 26637 ++++++++++++++++ database/rules/GMK.txt | 2232 ++ database/rules/rules-database.json | 22475 +++++++++++++ database/rules/sample-rules.json | 422 + .../apply_apothecary_template_andreas.js | 155 + .../scripts/apply_assault_template_claes.js | 143 + .../apply_devastator_template_anders.js | 159 + database/scripts/apply_normalize.js | 41 + .../apply_tactical_template_christoffer.js | 196 + .../apply_tactical_template_phillip.js | 177 + database/scripts/apply_templates.js | 153 + database/scripts/create_andreas_lucian.js | 136 + database/scripts/create_chris_techmarine.js | 147 + database/scripts/delete_test_users.js | 42 + .../scripts/export_and_dedupe_christoffer.js | 115 + database/scripts/export_players.js | 10 + database/scripts/hash_plain_pw.js | 22 + database/scripts/list_players.js | 3 + database/scripts/migrate_apply_defaults.js | 48 + .../scripts/migrate_transform_sheet_fields.js | 209 + .../overwrite_phillip_characteristics.js | 39 + database/scripts/report_db.js | 48 + database/scripts/reset_pw_andreas_chris.js | 35 + database/server-mongo-backup.js | 36 +- database/server.js | 63 +- database/server.log | 18 + database/sqlite/deathwatch.db-shm | Bin 32768 -> 32768 bytes database/sqlite/deathwatch.db-wal | Bin 424392 -> 2455552 bytes .../sqlite/deathwatch.db.bak.20250816T093608 | Bin 0 -> 131072 bytes .../sqlite/deathwatch.db.bak.20250816T093616 | Bin 0 -> 131072 bytes .../sqlite/deathwatch.db.bak.20250816T093626 | Bin 0 -> 131072 bytes ..._apply_templates.2025-08-16T075151044Z.bak | Bin 0 -> 131072 bytes ...pre_delete_tests.2025-08-16T074318436Z.bak | Bin 0 -> 131072 bytes ...h.db.pre_migrate.2025-08-16T080212929Z.bak | Bin 0 -> 131072 bytes ...db.pre_normalize.2025-08-16T073920682Z.bak | Bin 0 -> 131072 bytes ...db.pre_transform.2025-08-16T081053187Z.bak | Bin 0 -> 131072 bytes ...db.pre_transform.2025-08-16T081219333Z.bak | Bin 0 -> 131072 bytes ...db.pre_transform.2025-08-16T081324978Z.bak | Bin 0 -> 131072 bytes database/validate.js | 144 + package.json | 5 +- public/avatars/gm_1755339228091.png | Bin 0 -> 68 bytes scripts/extract-rules.js | 382 + src/App.js | 9 +- src/components/PlayerTab.jsx | 149 +- src/components/RulesTab.jsx | 337 + test-rules.js | 31 + 85 files changed, 68620 insertions(+), 93 deletions(-) create mode 100644 database/backups/anders.after.1755335270354.json create mode 100644 database/backups/anders.before.1755335270350.json create mode 100644 database/backups/andreas.after.1755336112623.json create mode 100644 database/backups/andreas.before.1755336112623.json create mode 100644 database/backups/andreas.pw.after.1755336658888.json create mode 100644 database/backups/andreas.pw.before.1755336658888.json create mode 100644 database/backups/apply_templates.dryrun.2025-08-16T074851320Z.json create mode 100644 database/backups/apply_templates.result.2025-08-16T075151050Z.json create mode 100644 database/backups/chris.after.1755336389126.json create mode 100644 database/backups/chris.before.1755336389126.json create mode 100644 database/backups/chris.pw.after.1755336658888.json create mode 100644 database/backups/chris.pw.before.1755336658888.json create mode 100644 database/backups/christoffer.after.json create mode 100644 database/backups/christoffer.api.json create mode 100644 database/backups/christoffer.before.json create mode 100644 database/backups/christoffer.html create mode 100644 database/backups/db-summary.2025-08-16T074448936Z.json create mode 100644 database/backups/db-summary.2025-08-16T074453084Z.json create mode 100644 database/backups/migrate_apply_defaults.applied.2025-08-16T080212934Z.json create mode 100644 database/backups/migrate_transform_sheet_fields.applied.2025-08-16T081219343Z.json create mode 100644 database/backups/migrate_transform_sheet_fields.applied.2025-08-16T081324992Z.json create mode 100644 database/backups/phillip.after.1755335781321.json create mode 100644 database/backups/phillip.before.1755335781321.json create mode 100644 database/backups/players-after-clean.2025-08-16T074140698Z.json create mode 100644 database/backups/players.api.json create mode 100644 database/backups/template-mapping.sample.json create mode 100644 database/clean-database.js create mode 100644 database/database/backups/christoffer.api.json create mode 100644 database/database/backups/index.html create mode 100644 database/database/backups/players.api.json create mode 100644 database/legacy/dbinstall.js create mode 100644 database/legacy/gmSessionModel.js create mode 100644 database/legacy/install-mongodb.js create mode 100644 database/legacy/playerModel.js create mode 100644 database/pregen_names.json create mode 100644 database/routes/rulesRoutes-simple.js create mode 100644 database/routes/rulesRoutes.js create mode 100644 database/rules/CR.txt create mode 100644 database/rules/GMK.txt create mode 100644 database/rules/rules-database.json create mode 100644 database/rules/sample-rules.json create mode 100644 database/scripts/apply_apothecary_template_andreas.js create mode 100644 database/scripts/apply_assault_template_claes.js create mode 100644 database/scripts/apply_devastator_template_anders.js create mode 100644 database/scripts/apply_normalize.js create mode 100644 database/scripts/apply_tactical_template_christoffer.js create mode 100644 database/scripts/apply_tactical_template_phillip.js create mode 100644 database/scripts/apply_templates.js create mode 100644 database/scripts/create_andreas_lucian.js create mode 100644 database/scripts/create_chris_techmarine.js create mode 100644 database/scripts/delete_test_users.js create mode 100644 database/scripts/export_and_dedupe_christoffer.js create mode 100644 database/scripts/export_players.js create mode 100644 database/scripts/hash_plain_pw.js create mode 100644 database/scripts/list_players.js create mode 100644 database/scripts/migrate_apply_defaults.js create mode 100644 database/scripts/migrate_transform_sheet_fields.js create mode 100644 database/scripts/overwrite_phillip_characteristics.js create mode 100644 database/scripts/report_db.js create mode 100644 database/scripts/reset_pw_andreas_chris.js create mode 100644 database/server.log create mode 100644 database/sqlite/deathwatch.db.bak.20250816T093608 create mode 100644 database/sqlite/deathwatch.db.bak.20250816T093616 create mode 100644 database/sqlite/deathwatch.db.bak.20250816T093626 create mode 100644 database/sqlite/deathwatch.db.pre_apply_templates.2025-08-16T075151044Z.bak create mode 100644 database/sqlite/deathwatch.db.pre_delete_tests.2025-08-16T074318436Z.bak create mode 100644 database/sqlite/deathwatch.db.pre_migrate.2025-08-16T080212929Z.bak create mode 100644 database/sqlite/deathwatch.db.pre_normalize.2025-08-16T073920682Z.bak create mode 100644 database/sqlite/deathwatch.db.pre_transform.2025-08-16T081053187Z.bak create mode 100644 database/sqlite/deathwatch.db.pre_transform.2025-08-16T081219333Z.bak create mode 100644 database/sqlite/deathwatch.db.pre_transform.2025-08-16T081324978Z.bak create mode 100644 database/validate.js create mode 100644 public/avatars/gm_1755339228091.png create mode 100755 scripts/extract-rules.js create mode 100644 src/components/RulesTab.jsx create mode 100644 test-rules.js diff --git a/database/backend.log b/database/backend.log index ec2ad99..820ee94 100644 --- a/database/backend.log +++ b/database/backend.log @@ -5207,3 +5207,1255 @@ Connected to MongoDB [2025-08-15T22:06:37.162Z] DB: getSession - start 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 [2025-08-15T22:06:37.162Z] DB: getSession - ok 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 [2025-08-15T22:06:37.162Z] SESSION: Validate success 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 christoffer +[2025-08-15T22:12:55.666Z] DB: getSession - start 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 +[2025-08-15T22:12:55.666Z] DB: getSession - ok 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 +[2025-08-15T22:12:55.666Z] SESSION: Validate success 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 christoffer +[2025-08-15T22:12:56.334Z] DB: getSession - start 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 +[2025-08-15T22:12:56.335Z] DB: getSession - ok 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 +[2025-08-15T22:12:56.335Z] SESSION: Validate success 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 christoffer +[2025-08-15T22:12:56.923Z] DB: getSession - start 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 +[2025-08-15T22:12:56.923Z] DB: getSession - ok 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 +[2025-08-15T22:12:56.923Z] SESSION: Validate success 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 christoffer +[2025-08-15T22:12:58.367Z] DB: deleteSession - start 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 +[2025-08-15T22:12:58.368Z] DB: deleteSession - changes 1 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 +[2025-08-15T22:12:58.368Z] SESSION: Logout success 5b3b828ceb269e9c003c96336c70f0c4e7965775589352a6678ec1c696e37d08 +[2025-08-15T22:13:06.628Z] DB: getPlayerByName - start gm +[2025-08-15T22:13:06.628Z] DB: getPlayerByName - found gm +[2025-08-15T22:13:06.741Z] DB: createSession - start 3f74aacddec22dbaba682128317c1f6f3ce98ea26b4b5a24c2c4011b7ef714d0 expiresAt 2025-08-16T22:13:06.741Z +[2025-08-15T22:13:06.741Z] DB: createSession - done 3f74aacddec22dbaba682128317c1f6f3ce98ea26b4b5a24c2c4011b7ef714d0 +[2025-08-15T22:13:06.741Z] API: Player login gm 3f74aacddec22dbaba682128317c1f6f3ce98ea26b4b5a24c2c4011b7ef714d0 +[2025-08-15T22:13:06.795Z] DB: getSession - start 3f74aacddec22dbaba682128317c1f6f3ce98ea26b4b5a24c2c4011b7ef714d0 +[2025-08-15T22:13:06.795Z] DB: getSession - ok 3f74aacddec22dbaba682128317c1f6f3ce98ea26b4b5a24c2c4011b7ef714d0 +[2025-08-15T22:13:06.795Z] SESSION: Validate success 3f74aacddec22dbaba682128317c1f6f3ce98ea26b4b5a24c2c4011b7ef714d0 gm +[2025-08-15T22:13:10.878Z] SESSION: GM bypass accepted GET /api/players +[2025-08-15T22:13:10.879Z] DB: getAllPlayers - start +[2025-08-15T22:13:10.879Z] DB: getAllPlayers - resultCount 5 +[2025-08-15T22:13:10.879Z] API: Fetch all players (public) Found 5 players +[2025-08-15T22:13:15.250Z] DB: deleteSession - start 3f74aacddec22dbaba682128317c1f6f3ce98ea26b4b5a24c2c4011b7ef714d0 +[2025-08-15T22:13:15.250Z] DB: deleteSession - changes 1 3f74aacddec22dbaba682128317c1f6f3ce98ea26b4b5a24c2c4011b7ef714d0 +[2025-08-15T22:13:15.250Z] SESSION: Logout success 3f74aacddec22dbaba682128317c1f6f3ce98ea26b4b5a24c2c4011b7ef714d0 +[2025-08-15T22:15:39.058Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:15:39.058Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:15:39.058Z] DB: deletePlayer - start gmtest +[2025-08-15T22:15:39.058Z] DB: deletePlayer - changes 0 gmtest +[2025-08-15T22:15:39.074Z] SESSION: GM bypass accepted POST /api/players +[2025-08-15T22:15:39.074Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:15:39.074Z] DB: getPlayerByName - not found gmtest +[2025-08-15T22:15:39.154Z] DB: createPlayer - start gmtest +[2025-08-15T22:15:39.154Z] DB: createPlayer - done gmtest rowid 59 +[2025-08-15T22:15:39.154Z] API: Created player gmtest +[2025-08-15T22:15:39.171Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:15:39.171Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:15:39.171Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:15:39.172Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:15:39.172Z] DB: updatePlayer - start gmtest +[2025-08-15T22:15:39.172Z] DB: updatePlayer - changes 1 gmtest +[2025-08-15T22:15:39.172Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:15:39.172Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:15:39.172Z] API: Updated player gmtest +[2025-08-15T22:15:39.188Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:15:39.188Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:15:39.189Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:15:39.189Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:15:39.269Z] DB: updatePlayer - start gmtest +[2025-08-15T22:15:39.269Z] DB: updatePlayer - changes 1 gmtest +[2025-08-15T22:15:39.269Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:15:39.270Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:15:39.270Z] API: Updated player gmtest +[2025-08-15T22:15:39.298Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:15:39.298Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:15:39.378Z] DB: createSession - start 4b286bdbcb94acc0929876139911a18380f5da5f560da55b76a57a5982f54d63 expiresAt 2025-08-16T22:15:39.378Z +[2025-08-15T22:15:39.378Z] DB: createSession - done 4b286bdbcb94acc0929876139911a18380f5da5f560da55b76a57a5982f54d63 +[2025-08-15T22:15:39.378Z] API: Player login gmtest 4b286bdbcb94acc0929876139911a18380f5da5f560da55b76a57a5982f54d63 +[2025-08-15T22:15:39.394Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:15:39.395Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:15:39.395Z] DB: deletePlayer - start gmtest +[2025-08-15T22:15:39.395Z] DB: deletePlayer - changes 1 gmtest +[2025-08-15T22:15:39.395Z] API: Deleted player gmtest +[2025-08-15T22:15:39.411Z] SESSION: GM bypass accepted GET /api/players +[2025-08-15T22:15:39.411Z] DB: getAllPlayers - start +[2025-08-15T22:15:39.411Z] DB: getAllPlayers - resultCount 5 +[2025-08-15T22:15:39.411Z] API: Fetch all players (public) Found 5 players +[2025-08-15T22:15:39.757Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:15:39.757Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:15:39.757Z] DB: deletePlayer - start testplayer +[2025-08-15T22:15:39.758Z] DB: deletePlayer - changes 0 testplayer +[2025-08-15T22:15:39.773Z] SESSION: GM bypass accepted POST /api/players +[2025-08-15T22:15:39.774Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:15:39.774Z] DB: getPlayerByName - not found testplayer +[2025-08-15T22:15:39.853Z] DB: createPlayer - start testplayer +[2025-08-15T22:15:39.853Z] DB: createPlayer - done testplayer rowid 60 +[2025-08-15T22:15:39.853Z] API: Created player testplayer +[2025-08-15T22:15:39.871Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:15:39.871Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:15:39.950Z] DB: createSession - start 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c expiresAt 2025-08-16T22:15:39.950Z +[2025-08-15T22:15:39.951Z] DB: createSession - done 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c +[2025-08-15T22:15:39.951Z] API: Player login testplayer 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c +[2025-08-15T22:15:39.966Z] DB: getSession - start 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c +[2025-08-15T22:15:39.966Z] DB: getSession - ok 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c +[2025-08-15T22:15:39.967Z] SESSION: Valid 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c testplayer PUT /api/players/testplayer +[2025-08-15T22:15:39.967Z] DB: getSession - start 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c +[2025-08-15T22:15:39.967Z] DB: getSession - ok 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c +[2025-08-15T22:15:39.967Z] SESSION: Valid 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c testplayer PUT /api/players/testplayer +[2025-08-15T22:15:39.967Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:15:39.967Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:15:39.967Z] DB: updatePlayer - start testplayer +[2025-08-15T22:15:39.968Z] DB: updatePlayer - changes 1 testplayer +[2025-08-15T22:15:39.968Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:15:39.968Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:15:39.968Z] API: Updated player testplayer +[2025-08-15T22:15:39.984Z] DB: getSession - start 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c +[2025-08-15T22:15:39.984Z] DB: getSession - ok 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c +[2025-08-15T22:15:39.984Z] SESSION: Valid 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c testplayer PUT /api/players/testplayer +[2025-08-15T22:15:39.984Z] DB: getSession - start 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c +[2025-08-15T22:15:39.984Z] DB: getSession - ok 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c +[2025-08-15T22:15:39.984Z] SESSION: Valid 5a7d3fff4bae0343ab4aa04ad4f0d4b2cdd9d70ac833d8c7584c837488cb7b1c testplayer PUT /api/players/testplayer +[2025-08-15T22:15:39.984Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:15:39.985Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:15:39.985Z] DB: updatePlayer - start testplayer +[2025-08-15T22:15:39.985Z] DB: updatePlayer - changes 1 testplayer +[2025-08-15T22:15:39.985Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:15:39.985Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:15:39.985Z] API: Updated player testplayer +[2025-08-15T22:15:40.002Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:15:40.002Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:15:40.002Z] DB: deletePlayer - start testplayer +[2025-08-15T22:15:40.002Z] DB: deletePlayer - changes 1 testplayer +[2025-08-15T22:15:40.002Z] API: Deleted player testplayer +[2025-08-15T22:15:40.526Z] DB: getAllPlayers - start +[2025-08-15T22:15:40.527Z] DB: getAllPlayers - resultCount 5 +[2025-08-15T22:16:20.426Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:16:20.427Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:16:20.427Z] DB: deletePlayer - start gmtest +[2025-08-15T22:16:20.427Z] DB: deletePlayer - changes 0 gmtest +[2025-08-15T22:16:20.453Z] SESSION: GM bypass accepted POST /api/players +[2025-08-15T22:16:20.453Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:16:20.453Z] DB: getPlayerByName - not found gmtest +[2025-08-15T22:16:20.532Z] DB: createPlayer - start gmtest +[2025-08-15T22:16:20.533Z] DB: createPlayer - done gmtest rowid 61 +[2025-08-15T22:16:20.534Z] API: Created player gmtest +[2025-08-15T22:16:20.554Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:16:20.554Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:16:20.554Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:16:20.555Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:16:20.555Z] DB: updatePlayer - start gmtest +[2025-08-15T22:16:20.555Z] DB: updatePlayer - changes 1 gmtest +[2025-08-15T22:16:20.555Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:16:20.555Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:16:20.555Z] API: Updated player gmtest +[2025-08-15T22:16:20.573Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:16:20.573Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:16:20.573Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:16:20.573Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:16:20.653Z] DB: updatePlayer - start gmtest +[2025-08-15T22:16:20.653Z] DB: updatePlayer - changes 1 gmtest +[2025-08-15T22:16:20.653Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:16:20.653Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:16:20.653Z] API: Updated player gmtest +[2025-08-15T22:16:20.670Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:16:20.670Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:16:20.751Z] DB: createSession - start bb9ecf80baa2e7219c4c6b98515126dee6ecb23703c97a5d997e707783675e2a expiresAt 2025-08-16T22:16:20.751Z +[2025-08-15T22:16:20.751Z] DB: createSession - done bb9ecf80baa2e7219c4c6b98515126dee6ecb23703c97a5d997e707783675e2a +[2025-08-15T22:16:20.751Z] API: Player login gmtest bb9ecf80baa2e7219c4c6b98515126dee6ecb23703c97a5d997e707783675e2a +[2025-08-15T22:16:20.772Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:16:20.773Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:16:20.773Z] DB: deletePlayer - start gmtest +[2025-08-15T22:16:20.773Z] DB: deletePlayer - changes 1 gmtest +[2025-08-15T22:16:20.773Z] API: Deleted player gmtest +[2025-08-15T22:16:20.805Z] SESSION: GM bypass accepted GET /api/players +[2025-08-15T22:16:20.805Z] DB: getAllPlayers - start +[2025-08-15T22:16:20.805Z] DB: getAllPlayers - resultCount 5 +[2025-08-15T22:16:20.805Z] API: Fetch all players (public) Found 5 players +[2025-08-15T22:16:21.175Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:16:21.176Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:16:21.176Z] DB: deletePlayer - start testplayer +[2025-08-15T22:16:21.176Z] DB: deletePlayer - changes 0 testplayer +[2025-08-15T22:16:21.191Z] SESSION: GM bypass accepted POST /api/players +[2025-08-15T22:16:21.192Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:16:21.192Z] DB: getPlayerByName - not found testplayer +[2025-08-15T22:16:21.274Z] DB: createPlayer - start testplayer +[2025-08-15T22:16:21.275Z] DB: createPlayer - done testplayer rowid 62 +[2025-08-15T22:16:21.275Z] API: Created player testplayer +[2025-08-15T22:16:21.303Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:16:21.303Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:16:21.384Z] DB: createSession - start f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 expiresAt 2025-08-16T22:16:21.384Z +[2025-08-15T22:16:21.384Z] DB: createSession - done f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 +[2025-08-15T22:16:21.384Z] API: Player login testplayer f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 +[2025-08-15T22:16:21.401Z] DB: getSession - start f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 +[2025-08-15T22:16:21.401Z] DB: getSession - ok f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 +[2025-08-15T22:16:21.401Z] SESSION: Valid f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 testplayer PUT /api/players/testplayer +[2025-08-15T22:16:21.401Z] DB: getSession - start f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 +[2025-08-15T22:16:21.401Z] DB: getSession - ok f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 +[2025-08-15T22:16:21.401Z] SESSION: Valid f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 testplayer PUT /api/players/testplayer +[2025-08-15T22:16:21.401Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:16:21.401Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:16:21.401Z] DB: updatePlayer - start testplayer +[2025-08-15T22:16:21.401Z] DB: updatePlayer - changes 1 testplayer +[2025-08-15T22:16:21.402Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:16:21.402Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:16:21.402Z] API: Updated player testplayer +[2025-08-15T22:16:21.418Z] DB: getSession - start f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 +[2025-08-15T22:16:21.418Z] DB: getSession - ok f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 +[2025-08-15T22:16:21.418Z] SESSION: Valid f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 testplayer PUT /api/players/testplayer +[2025-08-15T22:16:21.418Z] DB: getSession - start f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 +[2025-08-15T22:16:21.418Z] DB: getSession - ok f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 +[2025-08-15T22:16:21.419Z] SESSION: Valid f50a72a4570cfe6925eaac4e5972ee61a27fb2ebb8a423fb0d9e7463d6123e08 testplayer PUT /api/players/testplayer +[2025-08-15T22:16:21.419Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:16:21.419Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:16:21.419Z] DB: updatePlayer - start testplayer +[2025-08-15T22:16:21.419Z] DB: updatePlayer - changes 1 testplayer +[2025-08-15T22:16:21.419Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:16:21.419Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:16:21.419Z] API: Updated player testplayer +[2025-08-15T22:16:21.435Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:16:21.435Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:16:21.435Z] DB: deletePlayer - start testplayer +[2025-08-15T22:16:21.436Z] DB: deletePlayer - changes 1 testplayer +[2025-08-15T22:16:21.436Z] API: Deleted player testplayer +[2025-08-15T22:16:21.987Z] DB: getAllPlayers - start +[2025-08-15T22:16:21.988Z] DB: getAllPlayers - resultCount 5 +[2025-08-15T22:17:04.738Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:17:04.739Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:17:04.739Z] DB: deletePlayer - start gmtest +[2025-08-15T22:17:04.739Z] DB: deletePlayer - changes 0 gmtest +[2025-08-15T22:17:04.754Z] SESSION: GM bypass accepted POST /api/players +[2025-08-15T22:17:04.754Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:17:04.754Z] DB: getPlayerByName - not found gmtest +[2025-08-15T22:17:04.835Z] DB: createPlayer - start gmtest +[2025-08-15T22:17:04.835Z] DB: createPlayer - done gmtest rowid 63 +[2025-08-15T22:17:04.835Z] API: Created player gmtest +[2025-08-15T22:17:04.852Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:17:04.852Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:17:04.852Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:17:04.852Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:17:04.852Z] DB: updatePlayer - start gmtest +[2025-08-15T22:17:04.852Z] DB: updatePlayer - changes 1 gmtest +[2025-08-15T22:17:04.852Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:17:04.852Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:17:04.852Z] API: Updated player gmtest +[2025-08-15T22:17:04.867Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:17:04.867Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-15T22:17:04.867Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:17:04.867Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:17:04.949Z] DB: updatePlayer - start gmtest +[2025-08-15T22:17:04.950Z] DB: updatePlayer - changes 1 gmtest +[2025-08-15T22:17:04.950Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:17:04.950Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:17:04.950Z] API: Updated player gmtest +[2025-08-15T22:17:04.965Z] DB: getPlayerByName - start gmtest +[2025-08-15T22:17:04.965Z] DB: getPlayerByName - found gmtest +[2025-08-15T22:17:05.045Z] DB: createSession - start 26a76810fe94bdc6b1572cc297a84b6e9e1a926719df212c577f4e147591c34e expiresAt 2025-08-16T22:17:05.044Z +[2025-08-15T22:17:05.045Z] DB: createSession - done 26a76810fe94bdc6b1572cc297a84b6e9e1a926719df212c577f4e147591c34e +[2025-08-15T22:17:05.045Z] API: Player login gmtest 26a76810fe94bdc6b1572cc297a84b6e9e1a926719df212c577f4e147591c34e +[2025-08-15T22:17:05.060Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:17:05.060Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-15T22:17:05.060Z] DB: deletePlayer - start gmtest +[2025-08-15T22:17:05.060Z] DB: deletePlayer - changes 1 gmtest +[2025-08-15T22:17:05.060Z] API: Deleted player gmtest +[2025-08-15T22:17:05.077Z] SESSION: GM bypass accepted GET /api/players +[2025-08-15T22:17:05.077Z] DB: getAllPlayers - start +[2025-08-15T22:17:05.077Z] DB: getAllPlayers - resultCount 5 +[2025-08-15T22:17:05.077Z] API: Fetch all players (public) Found 5 players +[2025-08-15T22:17:05.419Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:17:05.419Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:17:05.419Z] DB: deletePlayer - start testplayer +[2025-08-15T22:17:05.420Z] DB: deletePlayer - changes 0 testplayer +[2025-08-15T22:17:05.435Z] SESSION: GM bypass accepted POST /api/players +[2025-08-15T22:17:05.435Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:17:05.435Z] DB: getPlayerByName - not found testplayer +[2025-08-15T22:17:05.517Z] DB: createPlayer - start testplayer +[2025-08-15T22:17:05.518Z] DB: createPlayer - done testplayer rowid 64 +[2025-08-15T22:17:05.518Z] API: Created player testplayer +[2025-08-15T22:17:05.544Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:17:05.544Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:17:05.624Z] DB: createSession - start 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed expiresAt 2025-08-16T22:17:05.624Z +[2025-08-15T22:17:05.624Z] DB: createSession - done 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed +[2025-08-15T22:17:05.624Z] API: Player login testplayer 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed +[2025-08-15T22:17:05.639Z] DB: getSession - start 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed +[2025-08-15T22:17:05.639Z] DB: getSession - ok 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed +[2025-08-15T22:17:05.639Z] SESSION: Valid 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed testplayer PUT /api/players/testplayer +[2025-08-15T22:17:05.640Z] DB: getSession - start 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed +[2025-08-15T22:17:05.640Z] DB: getSession - ok 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed +[2025-08-15T22:17:05.640Z] SESSION: Valid 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed testplayer PUT /api/players/testplayer +[2025-08-15T22:17:05.640Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:17:05.640Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:17:05.640Z] DB: updatePlayer - start testplayer +[2025-08-15T22:17:05.640Z] DB: updatePlayer - changes 1 testplayer +[2025-08-15T22:17:05.640Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:17:05.640Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:17:05.640Z] API: Updated player testplayer +[2025-08-15T22:17:05.656Z] DB: getSession - start 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed +[2025-08-15T22:17:05.656Z] DB: getSession - ok 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed +[2025-08-15T22:17:05.656Z] SESSION: Valid 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed testplayer PUT /api/players/testplayer +[2025-08-15T22:17:05.656Z] DB: getSession - start 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed +[2025-08-15T22:17:05.656Z] DB: getSession - ok 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed +[2025-08-15T22:17:05.656Z] SESSION: Valid 8f2ceeecf39f7e6ecc5db922dfcfd023fff52611a210245a3d9430b13cced5ed testplayer PUT /api/players/testplayer +[2025-08-15T22:17:05.656Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:17:05.656Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:17:05.656Z] DB: updatePlayer - start testplayer +[2025-08-15T22:17:05.656Z] DB: updatePlayer - changes 1 testplayer +[2025-08-15T22:17:05.656Z] DB: getPlayerByName - start testplayer +[2025-08-15T22:17:05.657Z] DB: getPlayerByName - found testplayer +[2025-08-15T22:17:05.657Z] API: Updated player testplayer +[2025-08-15T22:17:05.673Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:17:05.673Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-15T22:17:05.673Z] DB: deletePlayer - start testplayer +[2025-08-15T22:17:05.673Z] DB: deletePlayer - changes 1 testplayer +[2025-08-15T22:17:05.673Z] API: Deleted player testplayer +[2025-08-15T22:17:06.157Z] DB: getAllPlayers - start +[2025-08-15T22:17:06.158Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T06:02:56.288Z] DB: getAllPlayers - start +[2025-08-16T06:02:56.288Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T06:03:11.765Z] DB: getAllPlayers - start +[2025-08-16T06:03:11.765Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T06:06:53.705Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T06:06:53.705Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T06:06:53.705Z] DB: deletePlayer - start gmtest +[2025-08-16T06:06:53.705Z] DB: deletePlayer - changes 0 gmtest +[2025-08-16T06:06:53.730Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T06:06:53.731Z] DB: getPlayerByName - start gmtest +[2025-08-16T06:06:53.731Z] DB: getPlayerByName - not found gmtest +[2025-08-16T06:06:53.810Z] DB: createPlayer - start gmtest +[2025-08-16T06:06:53.810Z] DB: createPlayer - done gmtest rowid 65 +[2025-08-16T06:06:53.810Z] API: Created player gmtest +[2025-08-16T06:06:53.827Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T06:06:53.828Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T06:06:53.828Z] DB: getPlayerByName - start gmtest +[2025-08-16T06:06:53.828Z] DB: getPlayerByName - found gmtest +[2025-08-16T06:06:53.828Z] DB: updatePlayer - start gmtest +[2025-08-16T06:06:53.828Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T06:06:53.828Z] DB: getPlayerByName - start gmtest +[2025-08-16T06:06:53.828Z] DB: getPlayerByName - found gmtest +[2025-08-16T06:06:53.828Z] API: Updated player gmtest +[2025-08-16T06:06:53.844Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T06:06:53.844Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T06:06:53.844Z] DB: getPlayerByName - start gmtest +[2025-08-16T06:06:53.844Z] DB: getPlayerByName - found gmtest +[2025-08-16T06:06:53.923Z] DB: updatePlayer - start gmtest +[2025-08-16T06:06:53.923Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T06:06:53.923Z] DB: getPlayerByName - start gmtest +[2025-08-16T06:06:53.923Z] DB: getPlayerByName - found gmtest +[2025-08-16T06:06:53.924Z] API: Updated player gmtest +[2025-08-16T06:06:53.939Z] DB: getPlayerByName - start gmtest +[2025-08-16T06:06:53.939Z] DB: getPlayerByName - found gmtest +[2025-08-16T06:06:54.019Z] DB: createSession - start 3b947f007bcf77f23d72a1401c788530d5258823db2550e48a68cf8d593d9b53 expiresAt 2025-08-17T06:06:54.019Z +[2025-08-16T06:06:54.019Z] DB: createSession - done 3b947f007bcf77f23d72a1401c788530d5258823db2550e48a68cf8d593d9b53 +[2025-08-16T06:06:54.019Z] API: Player login gmtest 3b947f007bcf77f23d72a1401c788530d5258823db2550e48a68cf8d593d9b53 +[2025-08-16T06:06:54.034Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T06:06:54.034Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T06:06:54.034Z] DB: deletePlayer - start gmtest +[2025-08-16T06:06:54.034Z] DB: deletePlayer - changes 1 gmtest +[2025-08-16T06:06:54.034Z] API: Deleted player gmtest +[2025-08-16T06:06:54.049Z] SESSION: GM bypass accepted GET /api/players +[2025-08-16T06:06:54.049Z] DB: getAllPlayers - start +[2025-08-16T06:06:54.049Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T06:06:54.049Z] API: Fetch all players (public) Found 5 players +[2025-08-16T06:06:54.396Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T06:06:54.396Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T06:06:54.396Z] DB: deletePlayer - start testplayer +[2025-08-16T06:06:54.397Z] DB: deletePlayer - changes 0 testplayer +[2025-08-16T06:06:54.412Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T06:06:54.412Z] DB: getPlayerByName - start testplayer +[2025-08-16T06:06:54.412Z] DB: getPlayerByName - not found testplayer +[2025-08-16T06:06:54.492Z] DB: createPlayer - start testplayer +[2025-08-16T06:06:54.492Z] DB: createPlayer - done testplayer rowid 66 +[2025-08-16T06:06:54.492Z] API: Created player testplayer +[2025-08-16T06:06:54.518Z] DB: getPlayerByName - start testplayer +[2025-08-16T06:06:54.518Z] DB: getPlayerByName - found testplayer +[2025-08-16T06:06:54.599Z] DB: createSession - start 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 expiresAt 2025-08-17T06:06:54.599Z +[2025-08-16T06:06:54.600Z] DB: createSession - done 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 +[2025-08-16T06:06:54.600Z] API: Player login testplayer 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 +[2025-08-16T06:06:54.615Z] DB: getSession - start 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 +[2025-08-16T06:06:54.615Z] DB: getSession - ok 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 +[2025-08-16T06:06:54.615Z] SESSION: Valid 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 testplayer PUT /api/players/testplayer +[2025-08-16T06:06:54.615Z] DB: getSession - start 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 +[2025-08-16T06:06:54.615Z] DB: getSession - ok 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 +[2025-08-16T06:06:54.615Z] SESSION: Valid 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 testplayer PUT /api/players/testplayer +[2025-08-16T06:06:54.615Z] DB: getPlayerByName - start testplayer +[2025-08-16T06:06:54.615Z] DB: getPlayerByName - found testplayer +[2025-08-16T06:06:54.615Z] DB: updatePlayer - start testplayer +[2025-08-16T06:06:54.616Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T06:06:54.616Z] DB: getPlayerByName - start testplayer +[2025-08-16T06:06:54.616Z] DB: getPlayerByName - found testplayer +[2025-08-16T06:06:54.616Z] API: Updated player testplayer +[2025-08-16T06:06:54.630Z] DB: getSession - start 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 +[2025-08-16T06:06:54.631Z] DB: getSession - ok 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 +[2025-08-16T06:06:54.631Z] SESSION: Valid 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 testplayer PUT /api/players/testplayer +[2025-08-16T06:06:54.631Z] DB: getSession - start 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 +[2025-08-16T06:06:54.631Z] DB: getSession - ok 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 +[2025-08-16T06:06:54.631Z] SESSION: Valid 03e03063133814d92734260c94c847eabb458739cb4d555f58725df312560f82 testplayer PUT /api/players/testplayer +[2025-08-16T06:06:54.631Z] DB: getPlayerByName - start testplayer +[2025-08-16T06:06:54.631Z] DB: getPlayerByName - found testplayer +[2025-08-16T06:06:54.631Z] DB: updatePlayer - start testplayer +[2025-08-16T06:06:54.631Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T06:06:54.631Z] DB: getPlayerByName - start testplayer +[2025-08-16T06:06:54.631Z] DB: getPlayerByName - found testplayer +[2025-08-16T06:06:54.632Z] API: Updated player testplayer +[2025-08-16T06:06:54.646Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T06:06:54.647Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T06:06:54.647Z] DB: deletePlayer - start testplayer +[2025-08-16T06:06:54.647Z] DB: deletePlayer - changes 1 testplayer +[2025-08-16T06:06:54.647Z] API: Deleted player testplayer +[2025-08-16T06:06:55.141Z] DB: getAllPlayers - start +[2025-08-16T06:06:55.142Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T06:15:41.137Z] SESSION: GM bypass accepted GET /api/players +[2025-08-16T06:15:41.137Z] DB: getAllPlayers - start +[2025-08-16T06:15:41.137Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T06:15:41.137Z] API: Fetch all players (public) Found 5 players +[2025-08-16T06:43:29.513Z] DB: getAllPlayers - start +[2025-08-16T06:43:29.515Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T06:43:32.701Z] DB: getPlayerByName - start phillip +[2025-08-16T06:43:32.702Z] DB: getPlayerByName - found phillip +[2025-08-16T06:43:32.874Z] DB: createSession - start 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 expiresAt 2025-08-17T06:43:32.874Z +[2025-08-16T06:43:32.876Z] DB: createSession - done 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 +[2025-08-16T06:43:32.876Z] API: Player login phillip 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 +[2025-08-16T06:43:33.021Z] DB: getSession - start 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 +[2025-08-16T06:43:33.021Z] DB: getSession - ok 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 +[2025-08-16T06:43:33.021Z] SESSION: Validate success 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 phillip +[2025-08-16T06:43:34.820Z] DB: getSession - start 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 +[2025-08-16T06:43:34.821Z] DB: getSession - ok 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 +[2025-08-16T06:43:34.821Z] SESSION: Validate success 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 phillip +[2025-08-16T06:43:40.874Z] DB: deleteSession - start 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 +[2025-08-16T06:43:40.874Z] DB: deleteSession - changes 1 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 +[2025-08-16T06:43:40.874Z] SESSION: Logout success 2f41d75b1309788b6fc0909226207ed6a71398728a430960ac08e32cf4615a53 +[2025-08-16T07:34:11.054Z] DB: getAllPlayers - start +[2025-08-16T07:34:11.055Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:36:09.030Z] DB: getAllPlayers - start +[2025-08-16T07:36:09.032Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:36:09.041Z] DB: getPlayerByName - start anders +[2025-08-16T07:36:09.041Z] DB: getPlayerByName - found anders +[2025-08-16T07:36:09.041Z] DB: updatePlayer - start anders +[2025-08-16T07:36:09.042Z] DB: updatePlayer - changes 1 anders +[2025-08-16T07:36:09.042Z] DB: getPlayerByName - start gm +[2025-08-16T07:36:09.042Z] DB: getPlayerByName - found gm +[2025-08-16T07:36:09.042Z] DB: updatePlayer - start gm +[2025-08-16T07:36:09.042Z] DB: updatePlayer - changes 1 gm +[2025-08-16T07:36:09.043Z] DB: getPlayerByName - start phillip +[2025-08-16T07:36:09.043Z] DB: getPlayerByName - found phillip +[2025-08-16T07:36:09.043Z] DB: updatePlayer - start phillip +[2025-08-16T07:36:09.043Z] DB: updatePlayer - changes 1 phillip +[2025-08-16T07:36:17.093Z] DB: getAllPlayers - start +[2025-08-16T07:36:17.095Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:36:26.200Z] DB: getAllPlayers - start +[2025-08-16T07:36:26.201Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:36:30.432Z] DB: getAllPlayers - start +[2025-08-16T07:36:30.434Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:38:34.173Z] DB: getAllPlayers - start +[2025-08-16T07:38:34.174Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:39:20.683Z] DB: getAllPlayers - start +[2025-08-16T07:39:20.684Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:39:20.685Z] DB: updatePlayer - start anders +[2025-08-16T07:39:20.685Z] DB: updatePlayer - changes 1 anders +[2025-08-16T07:39:29.434Z] DB: getAllPlayers - start +[2025-08-16T07:39:29.435Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:39:29.519Z] DB: updatePlayer - start anders +[2025-08-16T07:39:29.519Z] DB: updatePlayer - changes 1 anders +[2025-08-16T07:39:29.599Z] DB: updatePlayer - start christoffer +[2025-08-16T07:39:29.599Z] DB: updatePlayer - changes 1 christoffer +[2025-08-16T07:39:29.680Z] DB: updatePlayer - start claes +[2025-08-16T07:39:29.680Z] DB: updatePlayer - changes 1 claes +[2025-08-16T07:39:29.763Z] DB: updatePlayer - start gm +[2025-08-16T07:39:29.764Z] DB: updatePlayer - changes 1 gm +[2025-08-16T07:39:29.845Z] DB: updatePlayer - start phillip +[2025-08-16T07:39:29.849Z] DB: updatePlayer - changes 1 phillip +[2025-08-16T07:39:40.812Z] DB: getAllPlayers - start +[2025-08-16T07:39:40.814Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:41:40.697Z] DB: getAllPlayers - start +[2025-08-16T07:41:40.698Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:43:18.437Z] DB: getAllPlayers - start +[2025-08-16T07:43:18.439Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:44:48.933Z] DB: getAllPlayers - start +[2025-08-16T07:44:48.934Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:44:53.082Z] DB: getAllPlayers - start +[2025-08-16T07:44:53.083Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:48:51.316Z] DB: getAllPlayers - start +[2025-08-16T07:48:51.317Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:51:51.039Z] DB: getAllPlayers - start +[2025-08-16T07:51:51.040Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T07:51:51.045Z] DB: getPlayerByName - start christoffer +[2025-08-16T07:51:51.045Z] DB: getPlayerByName - found christoffer +[2025-08-16T07:51:51.046Z] DB: updatePlayer - start christoffer +[2025-08-16T07:51:51.046Z] DB: updatePlayer - changes 1 christoffer +[2025-08-16T07:51:51.046Z] DB: getPlayerByName - start anders +[2025-08-16T07:51:51.047Z] DB: getPlayerByName - found anders +[2025-08-16T07:51:51.047Z] DB: updatePlayer - start anders +[2025-08-16T07:51:51.049Z] DB: updatePlayer - changes 1 anders +[2025-08-16T08:02:12.930Z] DB: getAllPlayers - start +[2025-08-16T08:02:12.931Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T08:02:12.933Z] DB: updatePlayer - start claes +[2025-08-16T08:02:12.934Z] DB: updatePlayer - changes 1 claes +[2025-08-16T08:02:53.626Z] DB: getAllPlayers - start +[2025-08-16T08:02:53.629Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T08:02:57.634Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:02:57.634Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:02:57.828Z] DB: createSession - start 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a expiresAt 2025-08-17T08:02:57.828Z +[2025-08-16T08:02:57.829Z] DB: createSession - done 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a +[2025-08-16T08:02:57.829Z] API: Player login christoffer 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a +[2025-08-16T08:02:57.873Z] DB: getSession - start 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a +[2025-08-16T08:02:57.873Z] DB: getSession - ok 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a +[2025-08-16T08:02:57.873Z] SESSION: Validate success 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a christoffer +[2025-08-16T08:09:33.257Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:09:33.258Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:10:53.188Z] DB: getAllPlayers - start +[2025-08-16T08:10:53.189Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T08:12:19.334Z] DB: getAllPlayers - start +[2025-08-16T08:12:19.335Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T08:12:19.338Z] DB: updatePlayer - start anders +[2025-08-16T08:12:19.338Z] DB: updatePlayer - changes 1 anders +[2025-08-16T08:12:19.340Z] DB: updatePlayer - start christoffer +[2025-08-16T08:12:19.340Z] DB: updatePlayer - changes 1 christoffer +[2025-08-16T08:12:19.341Z] DB: updatePlayer - start claes +[2025-08-16T08:12:19.342Z] DB: updatePlayer - changes 1 claes +[2025-08-16T08:12:19.342Z] DB: updatePlayer - start gm +[2025-08-16T08:12:19.343Z] DB: updatePlayer - changes 1 gm +[2025-08-16T08:12:19.343Z] DB: updatePlayer - start phillip +[2025-08-16T08:12:19.343Z] DB: updatePlayer - changes 1 phillip +[2025-08-16T08:12:32.226Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:12:32.228Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:13:24.979Z] DB: getAllPlayers - start +[2025-08-16T08:13:24.981Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T08:13:24.985Z] DB: updatePlayer - start anders +[2025-08-16T08:13:24.985Z] DB: updatePlayer - changes 1 anders +[2025-08-16T08:13:24.988Z] DB: updatePlayer - start christoffer +[2025-08-16T08:13:24.988Z] DB: updatePlayer - changes 1 christoffer +[2025-08-16T08:13:45.556Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:13:45.557Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:13:45.559Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:13:45.560Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:16:15.398Z] DB: getSession - start 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a +[2025-08-16T08:16:15.398Z] DB: getSession - ok 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a +[2025-08-16T08:16:15.398Z] SESSION: Validate success 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a christoffer +[2025-08-16T08:16:20.955Z] DB: deleteSession - start 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a +[2025-08-16T08:16:20.956Z] DB: deleteSession - changes 1 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a +[2025-08-16T08:16:20.956Z] SESSION: Logout success 8e5b670031c32b4d954fed2d56ee87c74a877bcff2a7de6b5f1596c53fa6aa0a +[2025-08-16T08:16:21.008Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T08:16:24.518Z] DB: getAllPlayers - start +[2025-08-16T08:16:24.519Z] DB: getAllPlayers - resultCount 5 +[2025-08-16T08:16:28.503Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:16:28.504Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:16:28.623Z] DB: createSession - start 5e32252526a619411bdb5e57426ceb74f7bc464be53dd2e384ce71141a5b8545 expiresAt 2025-08-17T08:16:28.623Z +[2025-08-16T08:16:28.624Z] DB: createSession - done 5e32252526a619411bdb5e57426ceb74f7bc464be53dd2e384ce71141a5b8545 +[2025-08-16T08:16:28.624Z] API: Player login christoffer 5e32252526a619411bdb5e57426ceb74f7bc464be53dd2e384ce71141a5b8545 +[2025-08-16T08:16:28.681Z] DB: getSession - start 5e32252526a619411bdb5e57426ceb74f7bc464be53dd2e384ce71141a5b8545 +[2025-08-16T08:16:28.681Z] DB: getSession - ok 5e32252526a619411bdb5e57426ceb74f7bc464be53dd2e384ce71141a5b8545 +[2025-08-16T08:16:28.681Z] SESSION: Validate success 5e32252526a619411bdb5e57426ceb74f7bc464be53dd2e384ce71141a5b8545 christoffer +[2025-08-16T08:27:38.590Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:27:38.591Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:27:38.593Z] DB: updatePlayer - start christoffer +[2025-08-16T08:27:38.594Z] DB: updatePlayer - changes 1 christoffer +[2025-08-16T08:27:38.594Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:27:38.595Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:52:04.469Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:52:04.470Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:52:04.472Z] DB: updatePlayer - start christoffer +[2025-08-16T08:52:04.474Z] DB: updatePlayer - changes 1 christoffer +[2025-08-16T08:52:04.474Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:52:04.475Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:54:50.198Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:54:50.199Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:55:37.307Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:55:37.308Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:56:03.406Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:56:03.407Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:56:03.410Z] DB: updatePlayer - start christoffer +[2025-08-16T08:56:03.410Z] DB: updatePlayer - changes 1 christoffer +[2025-08-16T08:56:03.410Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:56:03.411Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:58:10.174Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:58:10.175Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:58:10.177Z] DB: updatePlayer - start christoffer +[2025-08-16T08:58:10.178Z] DB: updatePlayer - changes 1 christoffer +[2025-08-16T08:58:10.178Z] DB: getPlayerByName - start christoffer +[2025-08-16T08:58:10.178Z] DB: getPlayerByName - found christoffer +[2025-08-16T08:58:38.143Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T08:58:47.084Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T08:58:54.644Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T08:59:05.343Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T09:03:13.621Z] DB: getPlayerByName - start christoffer +[2025-08-16T09:03:13.622Z] DB: getPlayerByName - found christoffer +[2025-08-16T09:03:13.623Z] DB: updatePlayer - start christoffer +[2025-08-16T09:03:13.623Z] DB: updatePlayer - changes 1 christoffer +[2025-08-16T09:03:13.623Z] DB: getPlayerByName - start christoffer +[2025-08-16T09:03:13.624Z] DB: getPlayerByName - found christoffer +[2025-08-16T09:04:55.950Z] DB: getPlayerByName - start claes +[2025-08-16T09:04:55.951Z] DB: getPlayerByName - found claes +[2025-08-16T09:04:55.952Z] DB: updatePlayer - start claes +[2025-08-16T09:04:55.953Z] DB: updatePlayer - changes 1 claes +[2025-08-16T09:04:55.953Z] DB: getPlayerByName - start claes +[2025-08-16T09:04:55.953Z] DB: getPlayerByName - found claes +[2025-08-16T09:07:50.349Z] DB: getPlayerByName - start anders +[2025-08-16T09:07:50.350Z] DB: getPlayerByName - found anders +[2025-08-16T09:07:50.353Z] DB: updatePlayer - start anders +[2025-08-16T09:07:50.353Z] DB: updatePlayer - changes 1 anders +[2025-08-16T09:07:50.353Z] DB: getPlayerByName - start anders +[2025-08-16T09:07:50.354Z] DB: getPlayerByName - found anders +[2025-08-16T09:08:46.910Z] DB: deleteSession - start 5e32252526a619411bdb5e57426ceb74f7bc464be53dd2e384ce71141a5b8545 +[2025-08-16T09:08:46.910Z] DB: deleteSession - changes 1 5e32252526a619411bdb5e57426ceb74f7bc464be53dd2e384ce71141a5b8545 +[2025-08-16T09:08:46.910Z] SESSION: Logout success 5e32252526a619411bdb5e57426ceb74f7bc464be53dd2e384ce71141a5b8545 +[2025-08-16T09:08:46.951Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T09:08:51.047Z] DB: getPlayerByName - start claes +[2025-08-16T09:08:51.048Z] DB: getPlayerByName - found claes +[2025-08-16T09:08:51.148Z] DB: createSession - start 0dfb15b08adb392364d917675aaaaea067368c315b919f235cac56e3e812ab09 expiresAt 2025-08-17T09:08:51.148Z +[2025-08-16T09:08:51.149Z] DB: createSession - done 0dfb15b08adb392364d917675aaaaea067368c315b919f235cac56e3e812ab09 +[2025-08-16T09:08:51.149Z] API: Player login claes 0dfb15b08adb392364d917675aaaaea067368c315b919f235cac56e3e812ab09 +[2025-08-16T09:08:51.198Z] DB: getSession - start 0dfb15b08adb392364d917675aaaaea067368c315b919f235cac56e3e812ab09 +[2025-08-16T09:08:51.199Z] DB: getSession - ok 0dfb15b08adb392364d917675aaaaea067368c315b919f235cac56e3e812ab09 +[2025-08-16T09:08:51.199Z] SESSION: Validate success 0dfb15b08adb392364d917675aaaaea067368c315b919f235cac56e3e812ab09 claes +[2025-08-16T09:12:51.674Z] DB: getPlayerByName - start phillip +[2025-08-16T09:12:51.674Z] DB: getPlayerByName - found phillip +[2025-08-16T09:12:51.677Z] DB: updatePlayer - start phillip +[2025-08-16T09:12:51.677Z] DB: updatePlayer - changes 1 phillip +[2025-08-16T09:12:51.677Z] DB: getPlayerByName - start phillip +[2025-08-16T09:12:51.677Z] DB: getPlayerByName - found phillip +[2025-08-16T09:16:21.320Z] DB: getPlayerByName - start phillip +[2025-08-16T09:16:21.321Z] DB: getPlayerByName - found phillip +[2025-08-16T09:16:21.321Z] DB: updatePlayer - start phillip +[2025-08-16T09:16:21.322Z] DB: updatePlayer - changes 1 phillip +[2025-08-16T09:16:21.322Z] DB: getPlayerByName - start phillip +[2025-08-16T09:16:21.322Z] DB: getPlayerByName - found phillip +[2025-08-16T09:18:29.360Z] DB: getPlayerByName - start andreas +[2025-08-16T09:18:29.364Z] DB: getPlayerByName - not found andreas +[2025-08-16T09:18:29.366Z] DB: createPlayer - start andreas +[2025-08-16T09:18:29.366Z] DB: createPlayer - done andreas rowid 67 +[2025-08-16T09:21:52.622Z] DB: getPlayerByName - start andreas +[2025-08-16T09:21:52.623Z] DB: getPlayerByName - found andreas +[2025-08-16T09:21:52.626Z] DB: updatePlayer - start andreas +[2025-08-16T09:21:52.626Z] DB: updatePlayer - changes 1 andreas +[2025-08-16T09:21:52.626Z] DB: getPlayerByName - start andreas +[2025-08-16T09:21:52.626Z] DB: getPlayerByName - found andreas +[2025-08-16T09:26:29.123Z] DB: getPlayerByName - start chris +[2025-08-16T09:26:29.124Z] DB: getPlayerByName - not found chris +[2025-08-16T09:26:29.126Z] DB: createPlayer - start chris +[2025-08-16T09:26:29.126Z] DB: createPlayer - done chris rowid 68 +[2025-08-16T09:27:18.344Z] DB: deleteSession - start 0dfb15b08adb392364d917675aaaaea067368c315b919f235cac56e3e812ab09 +[2025-08-16T09:27:18.346Z] DB: deleteSession - changes 1 0dfb15b08adb392364d917675aaaaea067368c315b919f235cac56e3e812ab09 +[2025-08-16T09:27:18.346Z] SESSION: Logout success 0dfb15b08adb392364d917675aaaaea067368c315b919f235cac56e3e812ab09 +[2025-08-16T09:27:18.389Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T09:27:20.609Z] DB: getAllPlayers - start +[2025-08-16T09:27:20.613Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T09:27:28.136Z] DB: getPlayerByName - start andreas +[2025-08-16T09:27:28.136Z] DB: getPlayerByName - found andreas +[2025-08-16T09:27:31.174Z] DB: getPlayerByName - start andreas +[2025-08-16T09:27:31.174Z] DB: getPlayerByName - found andreas +[2025-08-16T09:27:34.664Z] DB: getPlayerByName - start chris +[2025-08-16T09:27:34.664Z] DB: getPlayerByName - found chris +[2025-08-16T09:29:09.262Z] DB: getPlayerByName - start chris +[2025-08-16T09:29:09.262Z] DB: getPlayerByName - found chris +[2025-08-16T09:29:12.249Z] DB: getPlayerByName - start anders +[2025-08-16T09:29:12.249Z] DB: getPlayerByName - found anders +[2025-08-16T09:29:12.368Z] DB: createSession - start 2488e8ad23a6d4413dae7f99af040ef790ba36ad83b3518fedfa3c9b127da6f1 expiresAt 2025-08-17T09:29:12.368Z +[2025-08-16T09:29:12.369Z] DB: createSession - done 2488e8ad23a6d4413dae7f99af040ef790ba36ad83b3518fedfa3c9b127da6f1 +[2025-08-16T09:29:12.369Z] API: Player login anders 2488e8ad23a6d4413dae7f99af040ef790ba36ad83b3518fedfa3c9b127da6f1 +[2025-08-16T09:29:12.413Z] DB: getSession - start 2488e8ad23a6d4413dae7f99af040ef790ba36ad83b3518fedfa3c9b127da6f1 +[2025-08-16T09:29:12.414Z] DB: getSession - ok 2488e8ad23a6d4413dae7f99af040ef790ba36ad83b3518fedfa3c9b127da6f1 +[2025-08-16T09:29:12.414Z] SESSION: Validate success 2488e8ad23a6d4413dae7f99af040ef790ba36ad83b3518fedfa3c9b127da6f1 anders +[2025-08-16T09:29:14.443Z] DB: deleteSession - start 2488e8ad23a6d4413dae7f99af040ef790ba36ad83b3518fedfa3c9b127da6f1 +[2025-08-16T09:29:14.444Z] DB: deleteSession - changes 1 2488e8ad23a6d4413dae7f99af040ef790ba36ad83b3518fedfa3c9b127da6f1 +[2025-08-16T09:29:14.444Z] SESSION: Logout success 2488e8ad23a6d4413dae7f99af040ef790ba36ad83b3518fedfa3c9b127da6f1 +[2025-08-16T09:29:14.482Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T09:29:17.981Z] DB: getPlayerByName - start andreas +[2025-08-16T09:29:17.981Z] DB: getPlayerByName - found andreas +[2025-08-16T09:29:21.052Z] DB: getPlayerByName - start chris +[2025-08-16T09:29:21.052Z] DB: getPlayerByName - found chris +[2025-08-16T09:29:23.437Z] DB: getPlayerByName - start christoffer +[2025-08-16T09:29:23.437Z] DB: getPlayerByName - found christoffer +[2025-08-16T09:29:23.549Z] DB: createSession - start ac3d95b485f6aea5598176822669cdb72b583d9e2e36fb4b075dfc7e26dbd5db expiresAt 2025-08-17T09:29:23.549Z +[2025-08-16T09:29:23.550Z] DB: createSession - done ac3d95b485f6aea5598176822669cdb72b583d9e2e36fb4b075dfc7e26dbd5db +[2025-08-16T09:29:23.550Z] API: Player login christoffer ac3d95b485f6aea5598176822669cdb72b583d9e2e36fb4b075dfc7e26dbd5db +[2025-08-16T09:29:23.595Z] DB: getSession - start ac3d95b485f6aea5598176822669cdb72b583d9e2e36fb4b075dfc7e26dbd5db +[2025-08-16T09:29:23.595Z] DB: getSession - ok ac3d95b485f6aea5598176822669cdb72b583d9e2e36fb4b075dfc7e26dbd5db +[2025-08-16T09:29:23.595Z] SESSION: Validate success ac3d95b485f6aea5598176822669cdb72b583d9e2e36fb4b075dfc7e26dbd5db christoffer +[2025-08-16T09:29:24.907Z] DB: deleteSession - start ac3d95b485f6aea5598176822669cdb72b583d9e2e36fb4b075dfc7e26dbd5db +[2025-08-16T09:29:24.907Z] DB: deleteSession - changes 1 ac3d95b485f6aea5598176822669cdb72b583d9e2e36fb4b075dfc7e26dbd5db +[2025-08-16T09:29:24.907Z] SESSION: Logout success ac3d95b485f6aea5598176822669cdb72b583d9e2e36fb4b075dfc7e26dbd5db +[2025-08-16T09:29:24.945Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T09:29:28.649Z] DB: getPlayerByName - start claes +[2025-08-16T09:29:28.650Z] DB: getPlayerByName - found claes +[2025-08-16T09:29:28.729Z] DB: createSession - start fd2036a28dc34873988ee049b358969221502f38317a7f50d1c9de6fe87a7a31 expiresAt 2025-08-17T09:29:28.729Z +[2025-08-16T09:29:28.730Z] DB: createSession - done fd2036a28dc34873988ee049b358969221502f38317a7f50d1c9de6fe87a7a31 +[2025-08-16T09:29:28.730Z] API: Player login claes fd2036a28dc34873988ee049b358969221502f38317a7f50d1c9de6fe87a7a31 +[2025-08-16T09:29:28.769Z] DB: getSession - start fd2036a28dc34873988ee049b358969221502f38317a7f50d1c9de6fe87a7a31 +[2025-08-16T09:29:28.770Z] DB: getSession - ok fd2036a28dc34873988ee049b358969221502f38317a7f50d1c9de6fe87a7a31 +[2025-08-16T09:29:28.770Z] SESSION: Validate success fd2036a28dc34873988ee049b358969221502f38317a7f50d1c9de6fe87a7a31 claes +[2025-08-16T09:29:30.017Z] DB: deleteSession - start fd2036a28dc34873988ee049b358969221502f38317a7f50d1c9de6fe87a7a31 +[2025-08-16T09:29:30.018Z] DB: deleteSession - changes 1 fd2036a28dc34873988ee049b358969221502f38317a7f50d1c9de6fe87a7a31 +[2025-08-16T09:29:30.018Z] SESSION: Logout success fd2036a28dc34873988ee049b358969221502f38317a7f50d1c9de6fe87a7a31 +[2025-08-16T09:29:30.059Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T09:29:34.030Z] DB: getPlayerByName - start phillip +[2025-08-16T09:29:34.031Z] DB: getPlayerByName - found phillip +[2025-08-16T09:29:34.111Z] DB: createSession - start 3e7fbab67630464c34894633a8eab0c3341ed39c43e29dac6e7ee79e5c2564eb expiresAt 2025-08-17T09:29:34.111Z +[2025-08-16T09:29:34.112Z] DB: createSession - done 3e7fbab67630464c34894633a8eab0c3341ed39c43e29dac6e7ee79e5c2564eb +[2025-08-16T09:29:34.112Z] API: Player login phillip 3e7fbab67630464c34894633a8eab0c3341ed39c43e29dac6e7ee79e5c2564eb +[2025-08-16T09:29:34.165Z] DB: getSession - start 3e7fbab67630464c34894633a8eab0c3341ed39c43e29dac6e7ee79e5c2564eb +[2025-08-16T09:29:34.165Z] DB: getSession - ok 3e7fbab67630464c34894633a8eab0c3341ed39c43e29dac6e7ee79e5c2564eb +[2025-08-16T09:29:34.165Z] SESSION: Validate success 3e7fbab67630464c34894633a8eab0c3341ed39c43e29dac6e7ee79e5c2564eb phillip +[2025-08-16T09:29:35.286Z] DB: deleteSession - start 3e7fbab67630464c34894633a8eab0c3341ed39c43e29dac6e7ee79e5c2564eb +[2025-08-16T09:29:35.286Z] DB: deleteSession - changes 1 3e7fbab67630464c34894633a8eab0c3341ed39c43e29dac6e7ee79e5c2564eb +[2025-08-16T09:29:35.286Z] SESSION: Logout success 3e7fbab67630464c34894633a8eab0c3341ed39c43e29dac6e7ee79e5c2564eb +[2025-08-16T09:29:35.324Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T09:30:58.889Z] DB: getPlayerByName - start andreas +[2025-08-16T09:30:58.889Z] DB: getPlayerByName - found andreas +[2025-08-16T09:30:58.973Z] DB: updatePlayer - start andreas +[2025-08-16T09:30:58.973Z] DB: updatePlayer - changes 1 andreas +[2025-08-16T09:30:58.973Z] DB: getPlayerByName - start andreas +[2025-08-16T09:30:58.973Z] DB: getPlayerByName - found andreas +[2025-08-16T09:30:58.974Z] DB: getPlayerByName - start chris +[2025-08-16T09:30:58.974Z] DB: getPlayerByName - found chris +[2025-08-16T09:30:59.057Z] DB: updatePlayer - start chris +[2025-08-16T09:30:59.057Z] DB: updatePlayer - changes 1 chris +[2025-08-16T09:30:59.057Z] DB: getPlayerByName - start chris +[2025-08-16T09:30:59.058Z] DB: getPlayerByName - found chris +[2025-08-16T09:31:07.902Z] DB: getPlayerByName - start andreas +[2025-08-16T09:31:07.902Z] DB: getPlayerByName - found andreas +[2025-08-16T09:31:07.982Z] DB: createSession - start f9027ade304d048e603906c35ab3335856661e88b1a47a5a517bdb552fe6ae79 expiresAt 2025-08-17T09:31:07.982Z +[2025-08-16T09:31:07.982Z] DB: createSession - done f9027ade304d048e603906c35ab3335856661e88b1a47a5a517bdb552fe6ae79 +[2025-08-16T09:31:07.982Z] API: Player login andreas f9027ade304d048e603906c35ab3335856661e88b1a47a5a517bdb552fe6ae79 +[2025-08-16T09:31:08.020Z] DB: getSession - start f9027ade304d048e603906c35ab3335856661e88b1a47a5a517bdb552fe6ae79 +[2025-08-16T09:31:08.020Z] DB: getSession - ok f9027ade304d048e603906c35ab3335856661e88b1a47a5a517bdb552fe6ae79 +[2025-08-16T09:31:08.020Z] SESSION: Validate success f9027ade304d048e603906c35ab3335856661e88b1a47a5a517bdb552fe6ae79 andreas +[2025-08-16T09:31:18.276Z] DB: deleteSession - start f9027ade304d048e603906c35ab3335856661e88b1a47a5a517bdb552fe6ae79 +[2025-08-16T09:31:18.277Z] DB: deleteSession - changes 1 f9027ade304d048e603906c35ab3335856661e88b1a47a5a517bdb552fe6ae79 +[2025-08-16T09:31:18.277Z] SESSION: Logout success f9027ade304d048e603906c35ab3335856661e88b1a47a5a517bdb552fe6ae79 +[2025-08-16T09:31:18.318Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T09:31:23.162Z] DB: getPlayerByName - start chris +[2025-08-16T09:31:23.162Z] DB: getPlayerByName - found chris +[2025-08-16T09:31:23.242Z] DB: createSession - start 7c4d5af102256ba019238825f8c2668f3e376484260f3c01b6b1be6914914b69 expiresAt 2025-08-17T09:31:23.242Z +[2025-08-16T09:31:23.242Z] DB: createSession - done 7c4d5af102256ba019238825f8c2668f3e376484260f3c01b6b1be6914914b69 +[2025-08-16T09:31:23.242Z] API: Player login chris 7c4d5af102256ba019238825f8c2668f3e376484260f3c01b6b1be6914914b69 +[2025-08-16T09:31:23.283Z] DB: getSession - start 7c4d5af102256ba019238825f8c2668f3e376484260f3c01b6b1be6914914b69 +[2025-08-16T09:31:23.283Z] DB: getSession - ok 7c4d5af102256ba019238825f8c2668f3e376484260f3c01b6b1be6914914b69 +[2025-08-16T09:31:23.284Z] SESSION: Validate success 7c4d5af102256ba019238825f8c2668f3e376484260f3c01b6b1be6914914b69 chris +[2025-08-16T09:31:54.488Z] DB: deleteSession - start 7c4d5af102256ba019238825f8c2668f3e376484260f3c01b6b1be6914914b69 +[2025-08-16T09:31:54.488Z] DB: deleteSession - changes 1 7c4d5af102256ba019238825f8c2668f3e376484260f3c01b6b1be6914914b69 +[2025-08-16T09:31:54.488Z] SESSION: Logout success 7c4d5af102256ba019238825f8c2668f3e376484260f3c01b6b1be6914914b69 +[2025-08-16T09:31:54.525Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T09:35:56.256Z] DB: getPlayerByName - start christoffer +[2025-08-16T09:35:56.256Z] DB: getPlayerByName - found christoffer +[2025-08-16T09:35:56.335Z] DB: createSession - start cbb4abd9729e74680b622557f7b44ee3aeb2c3d2e99ac006c36c5fdee12aa7cc expiresAt 2025-08-17T09:35:56.335Z +[2025-08-16T09:35:56.395Z] DB: createSession - done cbb4abd9729e74680b622557f7b44ee3aeb2c3d2e99ac006c36c5fdee12aa7cc +[2025-08-16T09:35:56.395Z] API: Player login christoffer cbb4abd9729e74680b622557f7b44ee3aeb2c3d2e99ac006c36c5fdee12aa7cc +[2025-08-16T09:35:56.441Z] DB: getSession - start cbb4abd9729e74680b622557f7b44ee3aeb2c3d2e99ac006c36c5fdee12aa7cc +[2025-08-16T09:35:56.441Z] DB: getSession - ok cbb4abd9729e74680b622557f7b44ee3aeb2c3d2e99ac006c36c5fdee12aa7cc +[2025-08-16T09:35:56.441Z] SESSION: Validate success cbb4abd9729e74680b622557f7b44ee3aeb2c3d2e99ac006c36c5fdee12aa7cc christoffer +[2025-08-16T09:36:23.683Z] DB: deleteSession - start cbb4abd9729e74680b622557f7b44ee3aeb2c3d2e99ac006c36c5fdee12aa7cc +[2025-08-16T09:36:23.683Z] DB: deleteSession - changes 1 cbb4abd9729e74680b622557f7b44ee3aeb2c3d2e99ac006c36c5fdee12aa7cc +[2025-08-16T09:36:23.683Z] SESSION: Logout success cbb4abd9729e74680b622557f7b44ee3aeb2c3d2e99ac006c36c5fdee12aa7cc +[2025-08-16T09:36:23.722Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T09:36:27.664Z] DB: getPlayerByName - start anders +[2025-08-16T09:36:27.665Z] DB: getPlayerByName - found anders +[2025-08-16T09:36:27.744Z] DB: createSession - start 0dacdbf8c09a0b6b7ba7d6b8e110576931a493f27018602cedef90e951e101eb expiresAt 2025-08-17T09:36:27.744Z +[2025-08-16T09:36:27.744Z] DB: createSession - done 0dacdbf8c09a0b6b7ba7d6b8e110576931a493f27018602cedef90e951e101eb +[2025-08-16T09:36:27.744Z] API: Player login anders 0dacdbf8c09a0b6b7ba7d6b8e110576931a493f27018602cedef90e951e101eb +[2025-08-16T09:36:27.789Z] DB: getSession - start 0dacdbf8c09a0b6b7ba7d6b8e110576931a493f27018602cedef90e951e101eb +[2025-08-16T09:36:27.789Z] DB: getSession - ok 0dacdbf8c09a0b6b7ba7d6b8e110576931a493f27018602cedef90e951e101eb +[2025-08-16T09:36:27.789Z] SESSION: Validate success 0dacdbf8c09a0b6b7ba7d6b8e110576931a493f27018602cedef90e951e101eb anders +[2025-08-16T09:36:41.631Z] DB: deleteSession - start 0dacdbf8c09a0b6b7ba7d6b8e110576931a493f27018602cedef90e951e101eb +[2025-08-16T09:36:41.631Z] DB: deleteSession - changes 1 0dacdbf8c09a0b6b7ba7d6b8e110576931a493f27018602cedef90e951e101eb +[2025-08-16T09:36:41.631Z] SESSION: Logout success 0dacdbf8c09a0b6b7ba7d6b8e110576931a493f27018602cedef90e951e101eb +[2025-08-16T09:36:41.678Z] SESSION: Missing sessionId GET /api/players +[2025-08-16T09:41:03.436Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:41:03.437Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:41:03.437Z] DB: deletePlayer - start gmtest +[2025-08-16T09:41:03.437Z] DB: deletePlayer - changes 0 gmtest +[2025-08-16T09:41:03.454Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T09:41:03.455Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:41:03.455Z] DB: getPlayerByName - not found gmtest +[2025-08-16T09:41:03.535Z] DB: createPlayer - start gmtest +[2025-08-16T09:41:03.535Z] DB: createPlayer - done gmtest rowid 69 +[2025-08-16T09:41:03.535Z] API: Created player gmtest +[2025-08-16T09:41:03.554Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:41:03.554Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:41:03.554Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:41:03.554Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:41:03.555Z] DB: updatePlayer - start gmtest +[2025-08-16T09:41:03.555Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T09:41:03.555Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:41:03.555Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:41:03.555Z] API: Updated player gmtest +[2025-08-16T09:41:03.570Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:41:03.570Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:41:03.570Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:41:03.570Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:41:03.650Z] DB: updatePlayer - start gmtest +[2025-08-16T09:41:03.650Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T09:41:03.650Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:41:03.650Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:41:03.650Z] API: Updated player gmtest +[2025-08-16T09:41:03.666Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:41:03.666Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:41:03.745Z] DB: createSession - start 7c6056ad79a92d6b02bb6381ac93b5357a7961f832353d42d81efb4aa6d408de expiresAt 2025-08-17T09:41:03.745Z +[2025-08-16T09:41:03.746Z] DB: createSession - done 7c6056ad79a92d6b02bb6381ac93b5357a7961f832353d42d81efb4aa6d408de +[2025-08-16T09:41:03.746Z] API: Player login gmtest 7c6056ad79a92d6b02bb6381ac93b5357a7961f832353d42d81efb4aa6d408de +[2025-08-16T09:41:03.760Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:41:03.761Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:41:03.761Z] DB: deletePlayer - start gmtest +[2025-08-16T09:41:03.761Z] DB: deletePlayer - changes 1 gmtest +[2025-08-16T09:41:03.761Z] API: Deleted player gmtest +[2025-08-16T09:41:03.775Z] SESSION: GM bypass accepted GET /api/players +[2025-08-16T09:41:03.776Z] DB: getAllPlayers - start +[2025-08-16T09:41:03.778Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T09:41:03.778Z] API: Fetch all players (public) Found 7 players +[2025-08-16T09:41:04.130Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:41:04.130Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:41:04.130Z] DB: deletePlayer - start testplayer +[2025-08-16T09:41:04.130Z] DB: deletePlayer - changes 0 testplayer +[2025-08-16T09:41:04.146Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T09:41:04.146Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:41:04.146Z] DB: getPlayerByName - not found testplayer +[2025-08-16T09:41:04.225Z] DB: createPlayer - start testplayer +[2025-08-16T09:41:04.226Z] DB: createPlayer - done testplayer rowid 70 +[2025-08-16T09:41:04.226Z] API: Created player testplayer +[2025-08-16T09:41:04.252Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:41:04.253Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:41:04.335Z] DB: createSession - start 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 expiresAt 2025-08-17T09:41:04.335Z +[2025-08-16T09:41:04.335Z] DB: createSession - done 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 +[2025-08-16T09:41:04.335Z] API: Player login testplayer 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 +[2025-08-16T09:41:04.350Z] DB: getSession - start 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 +[2025-08-16T09:41:04.351Z] DB: getSession - ok 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 +[2025-08-16T09:41:04.351Z] SESSION: Valid 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 testplayer PUT /api/players/testplayer +[2025-08-16T09:41:04.351Z] DB: getSession - start 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 +[2025-08-16T09:41:04.351Z] DB: getSession - ok 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 +[2025-08-16T09:41:04.351Z] SESSION: Valid 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 testplayer PUT /api/players/testplayer +[2025-08-16T09:41:04.351Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:41:04.351Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:41:04.352Z] DB: updatePlayer - start testplayer +[2025-08-16T09:41:04.352Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T09:41:04.352Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:41:04.352Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:41:04.352Z] API: Updated player testplayer +[2025-08-16T09:41:04.368Z] DB: getSession - start 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 +[2025-08-16T09:41:04.368Z] DB: getSession - ok 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 +[2025-08-16T09:41:04.368Z] SESSION: Valid 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 testplayer PUT /api/players/testplayer +[2025-08-16T09:41:04.368Z] DB: getSession - start 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 +[2025-08-16T09:41:04.368Z] DB: getSession - ok 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 +[2025-08-16T09:41:04.368Z] SESSION: Valid 9e7147096cd281b26f53c2ced19abfdea943accb28129b34ec687e438c310ea8 testplayer PUT /api/players/testplayer +[2025-08-16T09:41:04.368Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:41:04.369Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:41:04.369Z] DB: updatePlayer - start testplayer +[2025-08-16T09:41:04.369Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T09:41:04.369Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:41:04.369Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:41:04.369Z] API: Updated player testplayer +[2025-08-16T09:41:04.384Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:41:04.385Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:41:04.385Z] DB: deletePlayer - start testplayer +[2025-08-16T09:41:04.385Z] DB: deletePlayer - changes 1 testplayer +[2025-08-16T09:41:04.385Z] API: Deleted player testplayer +[2025-08-16T09:41:04.943Z] DB: getAllPlayers - start +[2025-08-16T09:41:04.951Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T09:42:15.357Z] DB: getPlayerByName - start andreas +[2025-08-16T09:42:15.357Z] DB: getPlayerByName - found andreas +[2025-08-16T09:42:15.477Z] DB: createSession - start 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 expiresAt 2025-08-17T09:42:15.477Z +[2025-08-16T09:42:15.478Z] DB: createSession - done 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 +[2025-08-16T09:42:15.479Z] API: Player login andreas 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 +[2025-08-16T09:42:15.533Z] DB: getSession - start 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 +[2025-08-16T09:42:15.534Z] DB: getSession - ok 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 +[2025-08-16T09:42:15.534Z] SESSION: Validate success 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 andreas +[2025-08-16T09:44:46.314Z] DB: getSession - start 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 +[2025-08-16T09:44:46.314Z] DB: getSession - ok 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 +[2025-08-16T09:44:46.314Z] SESSION: Validate success 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 andreas +[2025-08-16T09:44:48.604Z] DB: getSession - start 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 +[2025-08-16T09:44:48.605Z] DB: getSession - ok 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 +[2025-08-16T09:44:48.605Z] SESSION: Valid 78e9a6aeec141cc6e5b5c7fc769bcdf001b2cd8bdc5ef7cab93ef2ceb5e76256 andreas GET /api/players +[2025-08-16T09:44:48.605Z] DB: getAllPlayers - start +[2025-08-16T09:44:48.606Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T09:44:48.606Z] API: Fetch all players (public) Found 7 players +[2025-08-16T09:48:54.646Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:48:54.647Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:48:54.647Z] DB: deletePlayer - start gmtest +[2025-08-16T09:48:54.647Z] DB: deletePlayer - changes 0 gmtest +[2025-08-16T09:48:54.663Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T09:48:54.663Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:48:54.663Z] DB: getPlayerByName - not found gmtest +[2025-08-16T09:48:54.744Z] DB: createPlayer - start gmtest +[2025-08-16T09:48:54.744Z] DB: createPlayer - done gmtest rowid 71 +[2025-08-16T09:48:54.744Z] API: Created player gmtest +[2025-08-16T09:48:54.761Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:48:54.761Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:48:54.762Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:48:54.762Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:48:54.762Z] DB: updatePlayer - start gmtest +[2025-08-16T09:48:54.762Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T09:48:54.762Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:48:54.762Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:48:54.762Z] API: Updated player gmtest +[2025-08-16T09:48:54.777Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:48:54.777Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:48:54.777Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:48:54.777Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:48:54.858Z] DB: updatePlayer - start gmtest +[2025-08-16T09:48:54.858Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T09:48:54.858Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:48:54.858Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:48:54.859Z] API: Updated player gmtest +[2025-08-16T09:48:54.874Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:48:54.875Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:48:54.955Z] DB: createSession - start 50b20ab72365a879b84dc3955fc7ef62e6db101a2df941a6d7f1c15920d273e3 expiresAt 2025-08-17T09:48:54.955Z +[2025-08-16T09:48:54.956Z] DB: createSession - done 50b20ab72365a879b84dc3955fc7ef62e6db101a2df941a6d7f1c15920d273e3 +[2025-08-16T09:48:54.956Z] API: Player login gmtest 50b20ab72365a879b84dc3955fc7ef62e6db101a2df941a6d7f1c15920d273e3 +[2025-08-16T09:48:54.971Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:48:54.971Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:48:54.971Z] DB: deletePlayer - start gmtest +[2025-08-16T09:48:54.971Z] DB: deletePlayer - changes 1 gmtest +[2025-08-16T09:48:54.971Z] API: Deleted player gmtest +[2025-08-16T09:48:54.986Z] SESSION: GM bypass accepted GET /api/players +[2025-08-16T09:48:54.986Z] DB: getAllPlayers - start +[2025-08-16T09:48:54.987Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T09:48:54.987Z] API: Fetch all players (public) Found 7 players +[2025-08-16T09:48:55.360Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:48:55.360Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:48:55.360Z] DB: deletePlayer - start testplayer +[2025-08-16T09:48:55.361Z] DB: deletePlayer - changes 0 testplayer +[2025-08-16T09:48:55.377Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T09:48:55.377Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:48:55.377Z] DB: getPlayerByName - not found testplayer +[2025-08-16T09:48:55.457Z] DB: createPlayer - start testplayer +[2025-08-16T09:48:55.457Z] DB: createPlayer - done testplayer rowid 72 +[2025-08-16T09:48:55.457Z] API: Created player testplayer +[2025-08-16T09:48:55.474Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:48:55.474Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:48:55.556Z] DB: createSession - start a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce expiresAt 2025-08-17T09:48:55.556Z +[2025-08-16T09:48:55.556Z] DB: createSession - done a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce +[2025-08-16T09:48:55.556Z] API: Player login testplayer a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce +[2025-08-16T09:48:55.572Z] DB: getSession - start a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce +[2025-08-16T09:48:55.572Z] DB: getSession - ok a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce +[2025-08-16T09:48:55.572Z] SESSION: Valid a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce testplayer PUT /api/players/testplayer +[2025-08-16T09:48:55.572Z] DB: getSession - start a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce +[2025-08-16T09:48:55.572Z] DB: getSession - ok a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce +[2025-08-16T09:48:55.572Z] SESSION: Valid a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce testplayer PUT /api/players/testplayer +[2025-08-16T09:48:55.573Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:48:55.573Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:48:55.573Z] DB: updatePlayer - start testplayer +[2025-08-16T09:48:55.573Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T09:48:55.573Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:48:55.573Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:48:55.573Z] API: Updated player testplayer +[2025-08-16T09:48:55.588Z] DB: getSession - start a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce +[2025-08-16T09:48:55.588Z] DB: getSession - ok a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce +[2025-08-16T09:48:55.588Z] SESSION: Valid a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce testplayer PUT /api/players/testplayer +[2025-08-16T09:48:55.588Z] DB: getSession - start a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce +[2025-08-16T09:48:55.588Z] DB: getSession - ok a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce +[2025-08-16T09:48:55.588Z] SESSION: Valid a867161800d909cdd092220449f2401efa422ff84629fc73092e8411c75018ce testplayer PUT /api/players/testplayer +[2025-08-16T09:48:55.588Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:48:55.588Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:48:55.588Z] DB: updatePlayer - start testplayer +[2025-08-16T09:48:55.589Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T09:48:55.589Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:48:55.589Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:48:55.589Z] API: Updated player testplayer +[2025-08-16T09:48:55.604Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:48:55.604Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:48:55.604Z] DB: deletePlayer - start testplayer +[2025-08-16T09:48:55.604Z] DB: deletePlayer - changes 1 testplayer +[2025-08-16T09:48:55.604Z] API: Deleted player testplayer +[2025-08-16T09:48:56.124Z] DB: getAllPlayers - start +[2025-08-16T09:48:56.126Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T09:54:31.038Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:54:31.038Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:54:31.038Z] DB: deletePlayer - start gmtest +[2025-08-16T09:54:31.038Z] DB: deletePlayer - changes 0 gmtest +[2025-08-16T09:54:31.054Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T09:54:31.054Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:54:31.054Z] DB: getPlayerByName - not found gmtest +[2025-08-16T09:54:31.134Z] DB: createPlayer - start gmtest +[2025-08-16T09:54:31.134Z] DB: createPlayer - done gmtest rowid 73 +[2025-08-16T09:54:31.134Z] API: Created player gmtest +[2025-08-16T09:54:31.150Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:54:31.151Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:54:31.151Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:54:31.151Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:54:31.151Z] DB: updatePlayer - start gmtest +[2025-08-16T09:54:31.151Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T09:54:31.151Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:54:31.151Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:54:31.151Z] API: Updated player gmtest +[2025-08-16T09:54:31.168Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:54:31.168Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T09:54:31.168Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:54:31.168Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:54:31.249Z] DB: updatePlayer - start gmtest +[2025-08-16T09:54:31.249Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T09:54:31.249Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:54:31.250Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:54:31.250Z] API: Updated player gmtest +[2025-08-16T09:54:31.264Z] DB: getPlayerByName - start gmtest +[2025-08-16T09:54:31.265Z] DB: getPlayerByName - found gmtest +[2025-08-16T09:54:31.344Z] DB: createSession - start 4dbbbffbd702771c20470062e077d2a59b895573b720873e884fea58af9d511d expiresAt 2025-08-17T09:54:31.344Z +[2025-08-16T09:54:31.344Z] DB: createSession - done 4dbbbffbd702771c20470062e077d2a59b895573b720873e884fea58af9d511d +[2025-08-16T09:54:31.344Z] API: Player login gmtest 4dbbbffbd702771c20470062e077d2a59b895573b720873e884fea58af9d511d +[2025-08-16T09:54:31.362Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:54:31.362Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T09:54:31.362Z] DB: deletePlayer - start gmtest +[2025-08-16T09:54:31.362Z] DB: deletePlayer - changes 1 gmtest +[2025-08-16T09:54:31.362Z] API: Deleted player gmtest +[2025-08-16T09:54:31.376Z] SESSION: GM bypass accepted GET /api/players +[2025-08-16T09:54:31.376Z] DB: getAllPlayers - start +[2025-08-16T09:54:31.377Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T09:54:31.377Z] API: Fetch all players (public) Found 7 players +[2025-08-16T09:54:31.736Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:54:31.737Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:54:31.737Z] DB: deletePlayer - start testplayer +[2025-08-16T09:54:31.737Z] DB: deletePlayer - changes 0 testplayer +[2025-08-16T09:54:31.753Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T09:54:31.753Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:54:31.754Z] DB: getPlayerByName - not found testplayer +[2025-08-16T09:54:31.833Z] DB: createPlayer - start testplayer +[2025-08-16T09:54:31.833Z] DB: createPlayer - done testplayer rowid 74 +[2025-08-16T09:54:31.833Z] API: Created player testplayer +[2025-08-16T09:54:31.862Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:54:31.862Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:54:31.943Z] DB: createSession - start 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa expiresAt 2025-08-17T09:54:31.943Z +[2025-08-16T09:54:31.944Z] DB: createSession - done 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa +[2025-08-16T09:54:31.944Z] API: Player login testplayer 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa +[2025-08-16T09:54:31.960Z] DB: getSession - start 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa +[2025-08-16T09:54:31.960Z] DB: getSession - ok 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa +[2025-08-16T09:54:31.960Z] SESSION: Valid 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa testplayer PUT /api/players/testplayer +[2025-08-16T09:54:31.960Z] DB: getSession - start 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa +[2025-08-16T09:54:31.960Z] DB: getSession - ok 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa +[2025-08-16T09:54:31.960Z] SESSION: Valid 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa testplayer PUT /api/players/testplayer +[2025-08-16T09:54:31.960Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:54:31.960Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:54:31.961Z] DB: updatePlayer - start testplayer +[2025-08-16T09:54:31.961Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T09:54:31.961Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:54:31.961Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:54:31.961Z] API: Updated player testplayer +[2025-08-16T09:54:31.979Z] DB: getSession - start 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa +[2025-08-16T09:54:31.980Z] DB: getSession - ok 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa +[2025-08-16T09:54:31.980Z] SESSION: Valid 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa testplayer PUT /api/players/testplayer +[2025-08-16T09:54:31.980Z] DB: getSession - start 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa +[2025-08-16T09:54:31.980Z] DB: getSession - ok 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa +[2025-08-16T09:54:31.980Z] SESSION: Valid 6fa5819edde0210cc113374e7d006b06fc41c8fa44808b6c9c6390325933ccfa testplayer PUT /api/players/testplayer +[2025-08-16T09:54:31.981Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:54:31.981Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:54:31.981Z] DB: updatePlayer - start testplayer +[2025-08-16T09:54:31.981Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T09:54:31.981Z] DB: getPlayerByName - start testplayer +[2025-08-16T09:54:31.981Z] DB: getPlayerByName - found testplayer +[2025-08-16T09:54:31.981Z] API: Updated player testplayer +[2025-08-16T09:54:31.999Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:54:31.999Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T09:54:31.999Z] DB: deletePlayer - start testplayer +[2025-08-16T09:54:31.999Z] DB: deletePlayer - changes 1 testplayer +[2025-08-16T09:54:31.999Z] API: Deleted player testplayer +[2025-08-16T09:54:32.553Z] DB: getAllPlayers - start +[2025-08-16T09:54:32.555Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T10:05:20.338Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T10:05:20.338Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T10:05:20.338Z] DB: deletePlayer - start gmtest +[2025-08-16T10:05:20.338Z] DB: deletePlayer - changes 0 gmtest +[2025-08-16T10:05:20.355Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T10:05:20.356Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:05:20.356Z] DB: getPlayerByName - not found gmtest +[2025-08-16T10:05:20.435Z] DB: createPlayer - start gmtest +[2025-08-16T10:05:20.435Z] DB: createPlayer - done gmtest rowid 75 +[2025-08-16T10:05:20.435Z] API: Created player gmtest +[2025-08-16T10:05:20.452Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T10:05:20.452Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T10:05:20.453Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:05:20.453Z] DB: getPlayerByName - found gmtest +[2025-08-16T10:05:20.453Z] DB: updatePlayer - start gmtest +[2025-08-16T10:05:20.453Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T10:05:20.453Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:05:20.453Z] DB: getPlayerByName - found gmtest +[2025-08-16T10:05:20.453Z] API: Updated player gmtest +[2025-08-16T10:05:20.468Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T10:05:20.468Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T10:05:20.468Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:05:20.468Z] DB: getPlayerByName - found gmtest +[2025-08-16T10:05:20.548Z] DB: updatePlayer - start gmtest +[2025-08-16T10:05:20.548Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T10:05:20.548Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:05:20.548Z] DB: getPlayerByName - found gmtest +[2025-08-16T10:05:20.549Z] API: Updated player gmtest +[2025-08-16T10:05:20.565Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:05:20.565Z] DB: getPlayerByName - found gmtest +[2025-08-16T10:05:20.645Z] DB: createSession - start 91265693f28b0cfd927c0692500b0eeca2cfdeac1d289cbfc6eeaa6043283585 expiresAt 2025-08-17T10:05:20.645Z +[2025-08-16T10:05:20.645Z] DB: createSession - done 91265693f28b0cfd927c0692500b0eeca2cfdeac1d289cbfc6eeaa6043283585 +[2025-08-16T10:05:20.645Z] API: Player login gmtest 91265693f28b0cfd927c0692500b0eeca2cfdeac1d289cbfc6eeaa6043283585 +[2025-08-16T10:05:20.660Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T10:05:20.660Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T10:05:20.660Z] DB: deletePlayer - start gmtest +[2025-08-16T10:05:20.660Z] DB: deletePlayer - changes 1 gmtest +[2025-08-16T10:05:20.660Z] API: Deleted player gmtest +[2025-08-16T10:05:20.674Z] SESSION: GM bypass accepted GET /api/players +[2025-08-16T10:05:20.675Z] DB: getAllPlayers - start +[2025-08-16T10:05:20.675Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T10:05:20.675Z] API: Fetch all players (public) Found 7 players +[2025-08-16T10:05:21.020Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T10:05:21.021Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T10:05:21.021Z] DB: deletePlayer - start testplayer +[2025-08-16T10:05:21.021Z] DB: deletePlayer - changes 0 testplayer +[2025-08-16T10:05:21.048Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T10:05:21.048Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:05:21.048Z] DB: getPlayerByName - not found testplayer +[2025-08-16T10:05:21.128Z] DB: createPlayer - start testplayer +[2025-08-16T10:05:21.129Z] DB: createPlayer - done testplayer rowid 76 +[2025-08-16T10:05:21.129Z] API: Created player testplayer +[2025-08-16T10:05:21.147Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:05:21.147Z] DB: getPlayerByName - found testplayer +[2025-08-16T10:05:21.228Z] DB: createSession - start dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a expiresAt 2025-08-17T10:05:21.228Z +[2025-08-16T10:05:21.228Z] DB: createSession - done dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a +[2025-08-16T10:05:21.228Z] API: Player login testplayer dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a +[2025-08-16T10:05:21.245Z] DB: getSession - start dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a +[2025-08-16T10:05:21.245Z] DB: getSession - ok dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a +[2025-08-16T10:05:21.245Z] SESSION: Valid dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a testplayer PUT /api/players/testplayer +[2025-08-16T10:05:21.245Z] DB: getSession - start dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a +[2025-08-16T10:05:21.245Z] DB: getSession - ok dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a +[2025-08-16T10:05:21.245Z] SESSION: Valid dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a testplayer PUT /api/players/testplayer +[2025-08-16T10:05:21.245Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:05:21.245Z] DB: getPlayerByName - found testplayer +[2025-08-16T10:05:21.245Z] DB: updatePlayer - start testplayer +[2025-08-16T10:05:21.245Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T10:05:21.245Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:05:21.245Z] DB: getPlayerByName - found testplayer +[2025-08-16T10:05:21.245Z] API: Updated player testplayer +[2025-08-16T10:05:21.261Z] DB: getSession - start dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a +[2025-08-16T10:05:21.261Z] DB: getSession - ok dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a +[2025-08-16T10:05:21.261Z] SESSION: Valid dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a testplayer PUT /api/players/testplayer +[2025-08-16T10:05:21.261Z] DB: getSession - start dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a +[2025-08-16T10:05:21.261Z] DB: getSession - ok dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a +[2025-08-16T10:05:21.261Z] SESSION: Valid dad960dec14004abb41dcb02b9ff71b47e869b75c25a4c6417db29efa8284e6a testplayer PUT /api/players/testplayer +[2025-08-16T10:05:21.261Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:05:21.261Z] DB: getPlayerByName - found testplayer +[2025-08-16T10:05:21.261Z] DB: updatePlayer - start testplayer +[2025-08-16T10:05:21.262Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T10:05:21.262Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:05:21.262Z] DB: getPlayerByName - found testplayer +[2025-08-16T10:05:21.262Z] API: Updated player testplayer +[2025-08-16T10:05:21.277Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T10:05:21.277Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T10:05:21.277Z] DB: deletePlayer - start testplayer +[2025-08-16T10:05:21.277Z] DB: deletePlayer - changes 1 testplayer +[2025-08-16T10:05:21.277Z] API: Deleted player testplayer +[2025-08-16T10:05:21.776Z] DB: getAllPlayers - start +[2025-08-16T10:05:21.779Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T10:06:19.826Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T10:06:19.827Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T10:06:19.828Z] DB: deletePlayer - start gmtest +[2025-08-16T10:06:19.828Z] DB: deletePlayer - changes 0 gmtest +[2025-08-16T10:06:19.844Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T10:06:19.844Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:06:19.844Z] DB: getPlayerByName - not found gmtest +[2025-08-16T10:06:19.925Z] DB: createPlayer - start gmtest +[2025-08-16T10:06:19.925Z] DB: createPlayer - done gmtest rowid 77 +[2025-08-16T10:06:19.926Z] API: Created player gmtest +[2025-08-16T10:06:19.944Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T10:06:19.944Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T10:06:19.944Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:06:19.944Z] DB: getPlayerByName - found gmtest +[2025-08-16T10:06:19.944Z] DB: updatePlayer - start gmtest +[2025-08-16T10:06:19.944Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T10:06:19.944Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:06:19.944Z] DB: getPlayerByName - found gmtest +[2025-08-16T10:06:19.944Z] API: Updated player gmtest +[2025-08-16T10:06:19.959Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T10:06:19.960Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-16T10:06:19.960Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:06:19.960Z] DB: getPlayerByName - found gmtest +[2025-08-16T10:06:20.041Z] DB: updatePlayer - start gmtest +[2025-08-16T10:06:20.041Z] DB: updatePlayer - changes 1 gmtest +[2025-08-16T10:06:20.041Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:06:20.041Z] DB: getPlayerByName - found gmtest +[2025-08-16T10:06:20.041Z] API: Updated player gmtest +[2025-08-16T10:06:20.057Z] DB: getPlayerByName - start gmtest +[2025-08-16T10:06:20.058Z] DB: getPlayerByName - found gmtest +[2025-08-16T10:06:20.138Z] DB: createSession - start 68e3a6ae7750302150df7af4cc427e20bf7d6b1b638e988d5f5812767012eeb7 expiresAt 2025-08-17T10:06:20.138Z +[2025-08-16T10:06:20.139Z] DB: createSession - done 68e3a6ae7750302150df7af4cc427e20bf7d6b1b638e988d5f5812767012eeb7 +[2025-08-16T10:06:20.139Z] API: Player login gmtest 68e3a6ae7750302150df7af4cc427e20bf7d6b1b638e988d5f5812767012eeb7 +[2025-08-16T10:06:20.156Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T10:06:20.156Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-16T10:06:20.156Z] DB: deletePlayer - start gmtest +[2025-08-16T10:06:20.156Z] DB: deletePlayer - changes 1 gmtest +[2025-08-16T10:06:20.156Z] API: Deleted player gmtest +[2025-08-16T10:06:20.171Z] SESSION: GM bypass accepted GET /api/players +[2025-08-16T10:06:20.171Z] DB: getAllPlayers - start +[2025-08-16T10:06:20.172Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T10:06:20.172Z] API: Fetch all players (public) Found 7 players +[2025-08-16T10:06:20.543Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T10:06:20.543Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T10:06:20.544Z] DB: deletePlayer - start testplayer +[2025-08-16T10:06:20.544Z] DB: deletePlayer - changes 0 testplayer +[2025-08-16T10:06:20.559Z] SESSION: GM bypass accepted POST /api/players +[2025-08-16T10:06:20.560Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:06:20.560Z] DB: getPlayerByName - not found testplayer +[2025-08-16T10:06:20.639Z] DB: createPlayer - start testplayer +[2025-08-16T10:06:20.639Z] DB: createPlayer - done testplayer rowid 78 +[2025-08-16T10:06:20.639Z] API: Created player testplayer +[2025-08-16T10:06:20.657Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:06:20.657Z] DB: getPlayerByName - found testplayer +[2025-08-16T10:06:20.736Z] DB: createSession - start 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 expiresAt 2025-08-17T10:06:20.736Z +[2025-08-16T10:06:20.737Z] DB: createSession - done 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 +[2025-08-16T10:06:20.737Z] API: Player login testplayer 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 +[2025-08-16T10:06:20.752Z] DB: getSession - start 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 +[2025-08-16T10:06:20.752Z] DB: getSession - ok 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 +[2025-08-16T10:06:20.752Z] SESSION: Valid 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 testplayer PUT /api/players/testplayer +[2025-08-16T10:06:20.752Z] DB: getSession - start 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 +[2025-08-16T10:06:20.752Z] DB: getSession - ok 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 +[2025-08-16T10:06:20.752Z] SESSION: Valid 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 testplayer PUT /api/players/testplayer +[2025-08-16T10:06:20.753Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:06:20.753Z] DB: getPlayerByName - found testplayer +[2025-08-16T10:06:20.753Z] DB: updatePlayer - start testplayer +[2025-08-16T10:06:20.753Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T10:06:20.753Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:06:20.753Z] DB: getPlayerByName - found testplayer +[2025-08-16T10:06:20.753Z] API: Updated player testplayer +[2025-08-16T10:06:20.770Z] DB: getSession - start 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 +[2025-08-16T10:06:20.770Z] DB: getSession - ok 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 +[2025-08-16T10:06:20.770Z] SESSION: Valid 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 testplayer PUT /api/players/testplayer +[2025-08-16T10:06:20.770Z] DB: getSession - start 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 +[2025-08-16T10:06:20.770Z] DB: getSession - ok 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 +[2025-08-16T10:06:20.770Z] SESSION: Valid 1f48e8c4704fd8bcb1d847d95bfe4e7d8128f4a9610dce7eeff215dfdfadb469 testplayer PUT /api/players/testplayer +[2025-08-16T10:06:20.770Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:06:20.770Z] DB: getPlayerByName - found testplayer +[2025-08-16T10:06:20.770Z] DB: updatePlayer - start testplayer +[2025-08-16T10:06:20.770Z] DB: updatePlayer - changes 1 testplayer +[2025-08-16T10:06:20.770Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:06:20.771Z] DB: getPlayerByName - found testplayer +[2025-08-16T10:06:20.771Z] API: Updated player testplayer +[2025-08-16T10:06:20.786Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T10:06:20.786Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-16T10:06:20.786Z] DB: deletePlayer - start testplayer +[2025-08-16T10:06:20.786Z] DB: deletePlayer - changes 1 testplayer +[2025-08-16T10:06:20.786Z] API: Deleted player testplayer +[2025-08-16T10:06:21.316Z] DB: getAllPlayers - start +[2025-08-16T10:06:21.318Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T10:08:45.954Z] SESSION: Missing sessionId POST /api/players/testplayer/avatar +[2025-08-16T10:09:05.397Z] SESSION: Missing sessionId POST /api/players/testplayer/avatar +[2025-08-16T10:09:05.412Z] SESSION: Missing sessionId GET /api/players/testplayer +[2025-08-16T10:09:39.499Z] SESSION: GM bypass accepted POST /api/players/testplayer/avatar +[2025-08-16T10:09:39.500Z] SESSION: GM bypass accepted POST /api/players/testplayer/avatar +[2025-08-16T10:09:53.753Z] SESSION: Missing sessionId GET /api/players/testplayer +[2025-08-16T10:10:26.870Z] SESSION: GM bypass accepted POST /api/players/testplayer/avatar +[2025-08-16T10:10:26.871Z] SESSION: GM bypass accepted POST /api/players/testplayer/avatar +[2025-08-16T10:10:26.882Z] SESSION: GM bypass accepted GET /api/players/testplayer +[2025-08-16T10:10:26.883Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:10:26.883Z] DB: getPlayerByName - not found testplayer +[2025-08-16T10:10:51.540Z] SESSION: Missing sessionId POST /api/players +[2025-08-16T10:10:52.055Z] SESSION: GM bypass accepted POST /api/players/testplayer/avatar +[2025-08-16T10:10:52.055Z] SESSION: GM bypass accepted POST /api/players/testplayer/avatar +[2025-08-16T10:11:38.402Z] SESSION: GM bypass accepted GET /api/players +[2025-08-16T10:11:38.402Z] DB: getAllPlayers - start +[2025-08-16T10:11:38.403Z] DB: getAllPlayers - resultCount 7 +[2025-08-16T10:11:38.403Z] API: Fetch all players (public) Found 7 players +[2025-08-16T10:12:35.395Z] SESSION: Missing sessionId POST /api/players +[2025-08-16T10:12:35.412Z] SESSION: GM bypass accepted POST /api/players/testplayer/avatar +[2025-08-16T10:12:35.413Z] SESSION: GM bypass accepted POST /api/players/testplayer/avatar +[2025-08-16T10:12:35.414Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:12:35.414Z] DB: getPlayerByName - not found testplayer +[2025-08-16T10:12:35.427Z] SESSION: GM bypass accepted GET /api/players/testplayer +[2025-08-16T10:12:35.427Z] DB: getPlayerByName - start testplayer +[2025-08-16T10:12:35.427Z] DB: getPlayerByName - not found testplayer +[2025-08-16T10:13:48.089Z] SESSION: GM bypass accepted POST /api/players/gm/avatar +[2025-08-16T10:13:48.090Z] SESSION: GM bypass accepted POST /api/players/gm/avatar +[2025-08-16T10:13:48.090Z] DB: getPlayerByName - start gm +[2025-08-16T10:13:48.091Z] DB: getPlayerByName - found gm +[2025-08-16T10:13:48.093Z] DB: updatePlayer - start gm +[2025-08-16T10:13:48.095Z] DB: updatePlayer - changes 1 gm +[2025-08-16T10:13:48.095Z] DB: getPlayerByName - start gm +[2025-08-16T10:13:48.096Z] DB: getPlayerByName - found gm +[2025-08-16T10:13:48.096Z] API: Uploaded avatar for gm /avatars/gm_1755339228091.png +[2025-08-16T10:13:48.113Z] SESSION: GM bypass accepted GET /api/players/gm +[2025-08-16T10:13:48.113Z] DB: getPlayerByName - start gm +[2025-08-16T10:13:48.113Z] DB: getPlayerByName - found gm +[2025-08-16T10:13:48.113Z] API: Fetch player gm diff --git a/database/backups/anders.after.1755335270354.json b/database/backups/anders.after.1755335270354.json new file mode 100644 index 0000000..d5bbfc5 --- /dev/null +++ b/database/backups/anders.after.1755335270354.json @@ -0,0 +1,431 @@ +{ + "name": "anders", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "Brother Sepheran", + "gear": [ + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Astartes Combat Knife", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + } + ], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": true, + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": { + "ws": 47, + "bs": 48, + "s": 41, + "t": 43, + "ag": 42, + "int": 50, + "per": 43, + "wp": 48, + "fel": 38 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Guns (BS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Melee (WS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "talents": [ + "Unrelenting Devastation", + "Deathwatch Training" + ], + "psychic": "", + "wounds": { + "total": 23, + "current": 23, + "fatigue": 0 + }, + "insanity": {}, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "halfAction": 5, + "fullAction": 10, + "run": 30 + }, + "fate": { + "total": 2, + "current": 2 + }, + "corruption": 0, + "renown": "Rank 1", + "notes": "", + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ] + }, + "pw": "", + "pwHash": "$2b$10$jJB9rqzxJaOtG9ucVM4JGeTFujBAa/3X1CERBIBYYuH5OtIgl/l.m", + "_id": 38, + "createdAt": "2025-08-15 12:26:31", + "updatedAt": "2025-08-16 09:07:50" +} \ No newline at end of file diff --git a/database/backups/anders.before.1755335270350.json b/database/backups/anders.before.1755335270350.json new file mode 100644 index 0000000..5877f38 --- /dev/null +++ b/database/backups/anders.before.1755335270350.json @@ -0,0 +1,368 @@ +{ + "name": "anders", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": false, + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": { + "ws": 4, + "bs": 4, + "s": 0, + "t": 0, + "ag": 0, + "int": 0, + "per": 0, + "wp": 0, + "fel": 0 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Combat Knife", + "class": "", + "damage": "", + "type": "", + "pen": "", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "" + }, + { + "name": "Astartes Combat Knife", + "class": "One-Handed Melee - Primitive", + "damage": "1d10 R; Pen 2", + "type": "Melee Weapon", + "pen": "2", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "1d10 R; Pen 2 | Living Errata v1.1 p155" + } + ], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "corruption": 0, + "renown": "None", + "notes": "", + "inventory": [ + { + "name": "Astartes Combat Knife", + "source": "armoury" + } + ] + }, + "pw": "", + "pwHash": "$2b$10$jJB9rqzxJaOtG9ucVM4JGeTFujBAa/3X1CERBIBYYuH5OtIgl/l.m", + "_id": 38, + "createdAt": "2025-08-15 12:26:31", + "updatedAt": "2025-08-16 08:13:24" +} \ No newline at end of file diff --git a/database/backups/andreas.after.1755336112623.json b/database/backups/andreas.after.1755336112623.json new file mode 100644 index 0000000..0c15812 --- /dev/null +++ b/database/backups/andreas.after.1755336112623.json @@ -0,0 +1,267 @@ +{ + "name": "andreas", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "charName": "Brother Lucian", + "playerName": "andreas", + "chapter": "ultramarines", + "speciality": "apothecary", + "rank": "1", + "characteristics": { + "ws": 46, + "bs": 40, + "s": 41, + "t": 40, + "ag": 43, + "int": 43, + "per": 41, + "wp": 42, + "fel": 43 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Chainsword", + "class": "One-Handed Melee - Chain", + "damage": "1d10+3 R; Pen 3; Balanced, Tearing", + "type": "Melee Weapon", + "pen": "3", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "Living Errata v1.1 p153" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + } + ], + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ], + "gear": [ + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Astartes Chainsword", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + }, + { + "name": "Astartes Combat Knife", + "qty": 1 + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "talents": [ + "Enhance Healing", + "Deathwatch Training" + ], + "fate": { + "total": 2, + "current": 2 + }, + "wounds": { + "total": 19, + "current": 19, + "fatigue": 0 + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "halfAction": 5, + "fullAction": 10, + "run": 30 + }, + "renown": "Rank 1", + "powerArmour": true, + "demeanour": "Honour the Codex", + "personalDemeanour": "Studious" + }, + "pw": "", + "pwHash": "", + "_id": 67, + "createdAt": "2025-08-16 09:18:29", + "updatedAt": "2025-08-16 09:21:52" +} \ No newline at end of file diff --git a/database/backups/andreas.before.1755336112623.json b/database/backups/andreas.before.1755336112623.json new file mode 100644 index 0000000..a9dbe5b --- /dev/null +++ b/database/backups/andreas.before.1755336112623.json @@ -0,0 +1,261 @@ +{ + "name": "andreas", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "charName": "Brother Lucian", + "playerName": "andreas", + "chapter": "ultramarines", + "speciality": "apothecary", + "rank": "1", + "characteristics": { + "ws": 46, + "bs": 40, + "s": 41, + "t": 40, + "ag": 43, + "int": 43, + "per": 41, + "wp": 42, + "fel": 43 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Chainsword", + "class": "One-Handed Melee - Chain", + "damage": "1d10+3 R; Pen 3; Balanced, Tearing", + "type": "Melee Weapon", + "pen": "3", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "Living Errata v1.1 p153" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + } + ], + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ], + "gear": [ + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Astartes Chainsword", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "talents": [ + "Enhance Healing", + "Deathwatch Training" + ], + "fate": { + "total": 2, + "current": 2 + }, + "wounds": { + "total": 19, + "current": 19, + "fatigue": 0 + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "halfAction": 5, + "fullAction": 10, + "run": 30 + }, + "renown": "Rank 1", + "powerArmour": true + }, + "pw": "", + "pwHash": "", + "_id": 67, + "createdAt": "2025-08-16 09:18:29", + "updatedAt": "2025-08-16 09:18:29" +} \ No newline at end of file diff --git a/database/backups/andreas.pw.after.1755336658888.json b/database/backups/andreas.pw.after.1755336658888.json new file mode 100644 index 0000000..dc91d19 --- /dev/null +++ b/database/backups/andreas.pw.after.1755336658888.json @@ -0,0 +1,267 @@ +{ + "name": "andreas", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "charName": "Brother Lucian", + "playerName": "andreas", + "chapter": "ultramarines", + "speciality": "apothecary", + "rank": "1", + "characteristics": { + "ws": 46, + "bs": 40, + "s": 41, + "t": 40, + "ag": 43, + "int": 43, + "per": 41, + "wp": 42, + "fel": 43 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Chainsword", + "class": "One-Handed Melee - Chain", + "damage": "1d10+3 R; Pen 3; Balanced, Tearing", + "type": "Melee Weapon", + "pen": "3", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "Living Errata v1.1 p153" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + } + ], + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ], + "gear": [ + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Astartes Chainsword", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + }, + { + "name": "Astartes Combat Knife", + "qty": 1 + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "talents": [ + "Enhance Healing", + "Deathwatch Training" + ], + "fate": { + "total": 2, + "current": 2 + }, + "wounds": { + "total": 19, + "current": 19, + "fatigue": 0 + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "halfAction": 5, + "fullAction": 10, + "run": 30 + }, + "renown": "Rank 1", + "powerArmour": true, + "demeanour": "Honour the Codex", + "personalDemeanour": "Studious" + }, + "pw": "", + "pwHash": "$2b$10$BzH91Ny04ww9raSycuF9cejGFOq.RYQ4v.g2/hgpFP6pXPo7XkYwy", + "_id": 67, + "createdAt": "2025-08-16 09:18:29", + "updatedAt": "2025-08-16 09:30:58" +} \ No newline at end of file diff --git a/database/backups/andreas.pw.before.1755336658888.json b/database/backups/andreas.pw.before.1755336658888.json new file mode 100644 index 0000000..0c15812 --- /dev/null +++ b/database/backups/andreas.pw.before.1755336658888.json @@ -0,0 +1,267 @@ +{ + "name": "andreas", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "charName": "Brother Lucian", + "playerName": "andreas", + "chapter": "ultramarines", + "speciality": "apothecary", + "rank": "1", + "characteristics": { + "ws": 46, + "bs": 40, + "s": 41, + "t": 40, + "ag": 43, + "int": 43, + "per": 41, + "wp": 42, + "fel": 43 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Chainsword", + "class": "One-Handed Melee - Chain", + "damage": "1d10+3 R; Pen 3; Balanced, Tearing", + "type": "Melee Weapon", + "pen": "3", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "Living Errata v1.1 p153" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + } + ], + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ], + "gear": [ + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Astartes Chainsword", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + }, + { + "name": "Astartes Combat Knife", + "qty": 1 + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "talents": [ + "Enhance Healing", + "Deathwatch Training" + ], + "fate": { + "total": 2, + "current": 2 + }, + "wounds": { + "total": 19, + "current": 19, + "fatigue": 0 + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "halfAction": 5, + "fullAction": 10, + "run": 30 + }, + "renown": "Rank 1", + "powerArmour": true, + "demeanour": "Honour the Codex", + "personalDemeanour": "Studious" + }, + "pw": "", + "pwHash": "", + "_id": 67, + "createdAt": "2025-08-16 09:18:29", + "updatedAt": "2025-08-16 09:21:52" +} \ No newline at end of file diff --git a/database/backups/apply_templates.dryrun.2025-08-16T074851320Z.json b/database/backups/apply_templates.dryrun.2025-08-16T074851320Z.json new file mode 100644 index 0000000..e60e04a --- /dev/null +++ b/database/backups/apply_templates.dryrun.2025-08-16T074851320Z.json @@ -0,0 +1,181 @@ +{ + "applied": false, + "results": [ + { + "name": "christoffer", + "changed": true, + "before": { + "rp": 2, + "inventory": [], + "renown": "Hero", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "WS": 35, + "BS": 40 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Medicae (Int)" + ], + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + } + ], + "armour": [ + "Power Armour" + ], + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": 1, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + }, + "after": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Bolt Pistol", + "source": "armoury" + } + ], + "renown": "Respected", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "WS": 35, + "BS": 40 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Medicae (Int)" + ], + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + } + ], + "armour": [ + "Power Armour" + ], + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": 1, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + } + }, + { + "name": "anders", + "changed": true, + "before": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": "", + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": {}, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "renown": "None", + "notes": "" + }, + "after": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": "", + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": { + "ws": 4, + "bs": 4 + }, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "renown": "None", + "notes": "", + "inventory": [ + { + "name": "Astartes Combat Knife", + "source": "armoury" + } + ] + } + } + ] +} \ No newline at end of file diff --git a/database/backups/apply_templates.result.2025-08-16T075151050Z.json b/database/backups/apply_templates.result.2025-08-16T075151050Z.json new file mode 100644 index 0000000..72bcbd7 --- /dev/null +++ b/database/backups/apply_templates.result.2025-08-16T075151050Z.json @@ -0,0 +1,183 @@ +{ + "applied": true, + "results": [ + { + "name": "christoffer", + "changed": true, + "before": { + "rp": 2, + "inventory": [], + "renown": "Hero", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "WS": 35, + "BS": 40 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Medicae (Int)" + ], + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + } + ], + "armour": [ + "Power Armour" + ], + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": 1, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + }, + "after": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Bolt Pistol", + "source": "armoury" + } + ], + "renown": "Respected", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "WS": 35, + "BS": 40 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Medicae (Int)" + ], + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + } + ], + "armour": [ + "Power Armour" + ], + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": 1, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + } + }, + { + "name": "anders", + "changed": true, + "before": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": "", + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": {}, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "renown": "None", + "notes": "" + }, + "after": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": "", + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": { + "ws": 4, + "bs": 4 + }, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "renown": "None", + "notes": "", + "inventory": [ + { + "name": "Astartes Combat Knife", + "source": "armoury" + } + ] + } + } + ], + "appliedCount": 2, + "backup": "/home/alex/git/dwroller/database/sqlite/deathwatch.db.pre_apply_templates.2025-08-16T075151044Z.bak" +} \ No newline at end of file diff --git a/database/backups/chris.after.1755336389126.json b/database/backups/chris.after.1755336389126.json new file mode 100644 index 0000000..8c323b5 --- /dev/null +++ b/database/backups/chris.after.1755336389126.json @@ -0,0 +1,281 @@ +{ + "name": "chris", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "charName": "Brother Corvin", + "playerName": "chris", + "chapter": "iron hands", + "speciality": "techmarine", + "rank": "1", + "characteristics": { + "ws": 44, + "bs": 40, + "s": 42, + "t": 41, + "ag": 39, + "int": 46, + "per": 42, + "wp": 43, + "fel": 38 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Guns (BS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Melee (WS)": { + "trained": true, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Bolter-Godwyn", + "class": "Basic - Bolt", + "damage": "Range 100m; S/3/-; 1d10+9 X; Pen 4; Clip 28; Reload 1 Full; Two handed; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "100m", + "rof": "", + "clip": "28", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + }, + { + "name": "Astartes Chainsword", + "class": "One-Handed Melee - Chain", + "damage": "1d10+3 R; Pen 3; Balanced, Tearing", + "type": "Melee Weapon", + "pen": "3", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "Living Errata v1.1 p153" + } + ], + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ], + "gear": [ + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Astartes Combat Knife", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "talents": [ + "Tech-Use Specialist", + "Deathwatch Training" + ], + "fate": { + "total": 2, + "current": 2 + }, + "wounds": { + "total": 22, + "current": 22, + "fatigue": 0 + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "halfAction": 5, + "fullAction": 10, + "run": 30 + }, + "renown": "Rank 1", + "powerArmour": true + }, + "pw": "", + "pwHash": "", + "_id": 68 +} \ No newline at end of file diff --git a/database/backups/chris.before.1755336389126.json b/database/backups/chris.before.1755336389126.json new file mode 100644 index 0000000..69635e8 --- /dev/null +++ b/database/backups/chris.before.1755336389126.json @@ -0,0 +1,4 @@ +{ + "note": "creating new player", + "name": "chris" +} \ No newline at end of file diff --git a/database/backups/chris.pw.after.1755336658888.json b/database/backups/chris.pw.after.1755336658888.json new file mode 100644 index 0000000..042f3e7 --- /dev/null +++ b/database/backups/chris.pw.after.1755336658888.json @@ -0,0 +1,283 @@ +{ + "name": "chris", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "charName": "Brother Corvin", + "playerName": "chris", + "chapter": "iron hands", + "speciality": "techmarine", + "rank": "1", + "characteristics": { + "ws": 44, + "bs": 40, + "s": 42, + "t": 41, + "ag": 39, + "int": 46, + "per": 42, + "wp": 43, + "fel": 38 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Guns (BS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Melee (WS)": { + "trained": true, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Bolter-Godwyn", + "class": "Basic - Bolt", + "damage": "Range 100m; S/3/-; 1d10+9 X; Pen 4; Clip 28; Reload 1 Full; Two handed; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "100m", + "rof": "", + "clip": "28", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + }, + { + "name": "Astartes Chainsword", + "class": "One-Handed Melee - Chain", + "damage": "1d10+3 R; Pen 3; Balanced, Tearing", + "type": "Melee Weapon", + "pen": "3", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "Living Errata v1.1 p153" + } + ], + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ], + "gear": [ + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Astartes Combat Knife", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "talents": [ + "Tech-Use Specialist", + "Deathwatch Training" + ], + "fate": { + "total": 2, + "current": 2 + }, + "wounds": { + "total": 22, + "current": 22, + "fatigue": 0 + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "halfAction": 5, + "fullAction": 10, + "run": 30 + }, + "renown": "Rank 1", + "powerArmour": true + }, + "pw": "", + "pwHash": "$2b$10$gKgZads2cKImPglfUm2ky.ArkWMqxwMDT9qR2RJxbPmyPBcK.3ABO", + "_id": 68, + "createdAt": "2025-08-16 09:26:29", + "updatedAt": "2025-08-16 09:30:59" +} \ No newline at end of file diff --git a/database/backups/chris.pw.before.1755336658888.json b/database/backups/chris.pw.before.1755336658888.json new file mode 100644 index 0000000..d72ced4 --- /dev/null +++ b/database/backups/chris.pw.before.1755336658888.json @@ -0,0 +1,283 @@ +{ + "name": "chris", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "charName": "Brother Corvin", + "playerName": "chris", + "chapter": "iron hands", + "speciality": "techmarine", + "rank": "1", + "characteristics": { + "ws": 44, + "bs": 40, + "s": 42, + "t": 41, + "ag": 39, + "int": 46, + "per": 42, + "wp": 43, + "fel": 38 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Guns (BS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Melee (WS)": { + "trained": true, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Bolter-Godwyn", + "class": "Basic - Bolt", + "damage": "Range 100m; S/3/-; 1d10+9 X; Pen 4; Clip 28; Reload 1 Full; Two handed; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "100m", + "rof": "", + "clip": "28", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + }, + { + "name": "Astartes Chainsword", + "class": "One-Handed Melee - Chain", + "damage": "1d10+3 R; Pen 3; Balanced, Tearing", + "type": "Melee Weapon", + "pen": "3", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "Living Errata v1.1 p153" + } + ], + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ], + "gear": [ + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Astartes Combat Knife", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "talents": [ + "Tech-Use Specialist", + "Deathwatch Training" + ], + "fate": { + "total": 2, + "current": 2 + }, + "wounds": { + "total": 22, + "current": 22, + "fatigue": 0 + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "halfAction": 5, + "fullAction": 10, + "run": 30 + }, + "renown": "Rank 1", + "powerArmour": true + }, + "pw": "", + "pwHash": "", + "_id": 68, + "createdAt": "2025-08-16 09:26:29", + "updatedAt": "2025-08-16 09:26:29" +} \ No newline at end of file diff --git a/database/backups/christoffer.after.json b/database/backups/christoffer.after.json new file mode 100644 index 0000000..1f3767d --- /dev/null +++ b/database/backups/christoffer.after.json @@ -0,0 +1,449 @@ +{ + "name": "christoffer", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ], + "renown": "Rank 1", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + }, + { + "name": "Astartes Frag Grenade", + "qty": 6 + }, + { + "name": "Astartes Krak Grenade", + "qty": 6 + }, + { + "name": "Sacris Claymore", + "qty": 2 + }, + { + "name": "Astartes Power Armour", + "qty": 2 + } + ], + "playerName": "Chris", + "charName": "Brother Gregor", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "ws": 42, + "bs": 42, + "s": 42, + "t": 41, + "ag": 40, + "int": 41, + "per": 46, + "wp": 42, + "fel": 43 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Guns (BS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Melee (WS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int) (Adeptus Astartes, Imperium, War)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Intimidate (Str)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int) (Codex Astartes)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Bolter-Godwyn", + "class": "Basic - Bolt", + "damage": "Range 100m; S/3/-; 1d10+9 X; Pen 4; Clip 28; Reload 1 Full; Two handed; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "100m", + "rof": "", + "clip": "28", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "talents": [ + "Bolter Mastery", + "Deathwatch Training" + ], + "psychic": [], + "wounds": { + "total": 24, + "current": 24, + "fatigue": 0 + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "halfAction": 5, + "fullAction": 10, + "run": 30 + }, + "fate": { + "total": 2, + "current": 2 + }, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + }, + "pw": "", + "pwHash": "$2b$10$uiNlG0w2Jbg3R2UJiXBil.buZWdUXsThi10HMBz8ynk2sbxiH7HKG", + "_id": 1, + "createdAt": "2025-08-15 07:12:29", + "updatedAt": "2025-08-16 09:03:13" +} \ No newline at end of file diff --git a/database/backups/christoffer.api.json b/database/backups/christoffer.api.json new file mode 100644 index 0000000..e69de29 diff --git a/database/backups/christoffer.before.json b/database/backups/christoffer.before.json new file mode 100644 index 0000000..1ed76bd --- /dev/null +++ b/database/backups/christoffer.before.json @@ -0,0 +1,465 @@ +{ + "name": "christoffer", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ], + "renown": "Rank 1", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + }, + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Sacris Claymore", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + }, + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Sacris Claymore", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother Gregor", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "ws": 42, + "bs": 42, + "s": 42, + "t": 41, + "ag": 40, + "int": 41, + "per": 46, + "wp": 42, + "fel": 43 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Guns (BS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Melee (WS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int) (Adeptus Astartes, Imperium, War)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Intimidate (Str)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int) (Codex Astartes)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Bolter-Godwyn", + "class": "Basic - Bolt", + "damage": "Range 100m; S/3/-; 1d10+9 X; Pen 4; Clip 28; Reload 1 Full; Two handed; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "100m", + "rof": "", + "clip": "28", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "talents": [ + "Bolter Mastery", + "Deathwatch Training" + ], + "psychic": [], + "wounds": { + "total": 24, + "current": 24, + "fatigue": 0 + }, + "movement": { + "half": 5, + "full": 10, + "charge": 15, + "halfAction": 5, + "fullAction": 10, + "run": 30 + }, + "fate": { + "total": 2, + "current": 2 + }, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + }, + "pw": "", + "pwHash": "$2b$10$uiNlG0w2Jbg3R2UJiXBil.buZWdUXsThi10HMBz8ynk2sbxiH7HKG", + "_id": 1, + "createdAt": "2025-08-15 07:12:29", + "updatedAt": "2025-08-16 08:58:10" +} \ No newline at end of file diff --git a/database/backups/christoffer.html b/database/backups/christoffer.html new file mode 100644 index 0000000..2ef1a2c --- /dev/null +++ b/database/backups/christoffer.html @@ -0,0 +1,20 @@ + +christoffer - snapshot + + +

Brother Gregor (christoffer)

+

Characteristics

+ +
wsbsstagintperwpfel
424242414041464243
+

Weapons

+
Astartes Bolter-Godwyn — Range 100m; S/3/-; 1d10+9 X; Pen 4; Clip 28; Reload 1 Full; Two handed; Tearing
Astartes Bolt Pistol — Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing
+

Gear

+ +

Inventory

+ +

Fate / Wounds

+
Fate: 2 (current 2)
+
Wounds: 24 (current 24)
+

Talents

+
Bolter Mastery, Deathwatch Training
+ \ No newline at end of file diff --git a/database/backups/db-summary.2025-08-16T074448936Z.json b/database/backups/db-summary.2025-08-16T074448936Z.json new file mode 100644 index 0000000..b51b500 --- /dev/null +++ b/database/backups/db-summary.2025-08-16T074448936Z.json @@ -0,0 +1,273 @@ +{ + "totalPlayers": 5, + "names": [ + "anders", + "christoffer", + "claes", + "gm", + "phillip" + ], + "renownCounts": { + "None": 4, + "Hero": 1 + }, + "rp": { + "sum": 1000004, + "avg": 200000.8, + "min": 2, + "max": 999996 + }, + "xp": { + "sum": 1500, + "avg": 300, + "min": 0, + "max": 500 + }, + "xpSpent": { + "sum": 0, + "avg": 0 + }, + "characteristics": { + "WS": { + "min": 35, + "max": 35, + "avg": 35, + "count": 1 + }, + "BS": { + "min": 40, + "max": 40, + "avg": 40, + "count": 1 + }, + "ws": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "bs": { + "min": 1, + "max": 10, + "avg": 5.5, + "count": 2 + }, + "s": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "t": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "ag": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "int": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "per": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "wp": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "fel": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + } + }, + "missingPwHash": [], + "samplePlayers": [ + { + "name": "anders", + "tabInfo": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": "", + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": {}, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "renown": "None", + "notes": "" + }, + "rollerInfoKeys": 0 + }, + { + "name": "christoffer", + "tabInfo": { + "rp": 2, + "inventory": [], + "renown": "Hero", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "WS": 35, + "BS": 40 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Medicae (Int)" + ], + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + } + ], + "armour": [ + "Power Armour" + ], + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": 1, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + }, + "rollerInfoKeys": 0 + }, + { + "name": "claes", + "tabInfo": { + "rp": 2, + "inventory": [], + "renown": "None", + "xp": 500, + "xpSpent": 0 + }, + "rollerInfoKeys": 0 + }, + { + "name": "gm", + "tabInfo": { + "rp": 999996, + "inventory": [], + "renown": "None", + "charName": "gm", + "gear": [], + "chapter": "gm", + "demeanour": "gm", + "speciality": "gm", + "rank": "1", + "powerArmour": "", + "description": "gm", + "pastEvent": "", + "personalDemeanour": "", + "characteristics": { + "ws": 1, + "bs": 10, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "xp": 0, + "xpSpent": 0, + "notes": "" + }, + "rollerInfoKeys": 0 + }, + { + "name": "phillip", + "tabInfo": { + "rp": 2, + "inventory": [], + "renown": "None", + "playerName": "phillip", + "charName": "test1", + "gear": [], + "characteristics": { + "ws": 1, + "bs": 1, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": [], + "weapons": [], + "armour": {}, + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "demeanour": "test11222", + "xp": 500, + "xpSpent": 0 + }, + "rollerInfoKeys": 0 + } + ] +} \ No newline at end of file diff --git a/database/backups/db-summary.2025-08-16T074453084Z.json b/database/backups/db-summary.2025-08-16T074453084Z.json new file mode 100644 index 0000000..b51b500 --- /dev/null +++ b/database/backups/db-summary.2025-08-16T074453084Z.json @@ -0,0 +1,273 @@ +{ + "totalPlayers": 5, + "names": [ + "anders", + "christoffer", + "claes", + "gm", + "phillip" + ], + "renownCounts": { + "None": 4, + "Hero": 1 + }, + "rp": { + "sum": 1000004, + "avg": 200000.8, + "min": 2, + "max": 999996 + }, + "xp": { + "sum": 1500, + "avg": 300, + "min": 0, + "max": 500 + }, + "xpSpent": { + "sum": 0, + "avg": 0 + }, + "characteristics": { + "WS": { + "min": 35, + "max": 35, + "avg": 35, + "count": 1 + }, + "BS": { + "min": 40, + "max": 40, + "avg": 40, + "count": 1 + }, + "ws": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "bs": { + "min": 1, + "max": 10, + "avg": 5.5, + "count": 2 + }, + "s": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "t": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "ag": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "int": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "per": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "wp": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + }, + "fel": { + "min": 1, + "max": 1, + "avg": 1, + "count": 2 + } + }, + "missingPwHash": [], + "samplePlayers": [ + { + "name": "anders", + "tabInfo": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": "", + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": {}, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "renown": "None", + "notes": "" + }, + "rollerInfoKeys": 0 + }, + { + "name": "christoffer", + "tabInfo": { + "rp": 2, + "inventory": [], + "renown": "Hero", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "WS": 35, + "BS": 40 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Medicae (Int)" + ], + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + } + ], + "armour": [ + "Power Armour" + ], + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": 1, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + }, + "rollerInfoKeys": 0 + }, + { + "name": "claes", + "tabInfo": { + "rp": 2, + "inventory": [], + "renown": "None", + "xp": 500, + "xpSpent": 0 + }, + "rollerInfoKeys": 0 + }, + { + "name": "gm", + "tabInfo": { + "rp": 999996, + "inventory": [], + "renown": "None", + "charName": "gm", + "gear": [], + "chapter": "gm", + "demeanour": "gm", + "speciality": "gm", + "rank": "1", + "powerArmour": "", + "description": "gm", + "pastEvent": "", + "personalDemeanour": "", + "characteristics": { + "ws": 1, + "bs": 10, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "xp": 0, + "xpSpent": 0, + "notes": "" + }, + "rollerInfoKeys": 0 + }, + { + "name": "phillip", + "tabInfo": { + "rp": 2, + "inventory": [], + "renown": "None", + "playerName": "phillip", + "charName": "test1", + "gear": [], + "characteristics": { + "ws": 1, + "bs": 1, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": [], + "weapons": [], + "armour": {}, + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "demeanour": "test11222", + "xp": 500, + "xpSpent": 0 + }, + "rollerInfoKeys": 0 + } + ] +} \ No newline at end of file diff --git a/database/backups/migrate_apply_defaults.applied.2025-08-16T080212934Z.json b/database/backups/migrate_apply_defaults.applied.2025-08-16T080212934Z.json new file mode 100644 index 0000000..6a66aab --- /dev/null +++ b/database/backups/migrate_apply_defaults.applied.2025-08-16T080212934Z.json @@ -0,0 +1,959 @@ +{ + "applied": true, + "timestamp": "2025-08-16T08:02:12.934Z", + "results": [ + { + "name": "anders", + "changed": false, + "before": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": "", + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": { + "ws": 4, + "bs": 4, + "WS": 0, + "BS": 0, + "S": 0, + "T": 0, + "Ag": 0, + "Int": 0, + "Per": 0, + "Wp": 0, + "Fel": 0 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Barter (Fel)", + "Blather (Fel)", + "Carouse (Fel)", + "Charm (Fel)", + "Chem-Use (Int)", + "Ciphers (Int)", + "Chapter Runes", + "Climb (S)", + "Command (Fel)", + "Common Lore (Int)", + "Adeptus Astartes", + "Deathwatch", + "Imperium", + "War", + "Concealment (Ag)", + "Contortionist (Ag)", + "Deceive (Fel)", + "Demolition (Int)", + "Disguise (Fel)", + "Dodge (Ag)", + "Drive (Ag)", + "Evaluate", + "Forbidden Lore (Int)", + "Xenos", + "Gamble (Int)", + "Inquiry (Fel)", + "Interrogation (WP)", + "Intimidate (S)", + "Invocation (WP)", + "Lip Reading (Per)", + "Literacy (Int)", + "Logic (Int)", + "Medicae (Int)", + "Navigation (Int)", + "Surface", + "Performer (Fel)", + "Pilot (Ag)", + "Psyniscience (Per)", + "Scholastic Lore (Int)", + "Codex Astartes", + "Scrutiny (Per)", + "Search (Per)", + "Secret Tongue (Int)", + "Security (Ag)", + "Shadowing (Ag)", + "Silent Move (Ag)", + "Sleight of Hand (Ag)", + "Speak Language (Int)", + "Survival (Int)", + "Swim (S)", + "Tactics (Int)", + "Tech-Use (Int)", + "Tracking (Int)", + "Trade (Int)", + "Wrangling (Int)" + ], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "renown": "None", + "notes": "", + "inventory": [ + { + "name": "Astartes Combat Knife", + "source": "armoury" + } + ] + }, + "after": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": "", + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": { + "ws": 4, + "bs": 4, + "WS": 0, + "BS": 0, + "S": 0, + "T": 0, + "Ag": 0, + "Int": 0, + "Per": 0, + "Wp": 0, + "Fel": 0 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Barter (Fel)", + "Blather (Fel)", + "Carouse (Fel)", + "Charm (Fel)", + "Chem-Use (Int)", + "Ciphers (Int)", + "Chapter Runes", + "Climb (S)", + "Command (Fel)", + "Common Lore (Int)", + "Adeptus Astartes", + "Deathwatch", + "Imperium", + "War", + "Concealment (Ag)", + "Contortionist (Ag)", + "Deceive (Fel)", + "Demolition (Int)", + "Disguise (Fel)", + "Dodge (Ag)", + "Drive (Ag)", + "Evaluate", + "Forbidden Lore (Int)", + "Xenos", + "Gamble (Int)", + "Inquiry (Fel)", + "Interrogation (WP)", + "Intimidate (S)", + "Invocation (WP)", + "Lip Reading (Per)", + "Literacy (Int)", + "Logic (Int)", + "Medicae (Int)", + "Navigation (Int)", + "Surface", + "Performer (Fel)", + "Pilot (Ag)", + "Psyniscience (Per)", + "Scholastic Lore (Int)", + "Codex Astartes", + "Scrutiny (Per)", + "Search (Per)", + "Secret Tongue (Int)", + "Security (Ag)", + "Shadowing (Ag)", + "Silent Move (Ag)", + "Sleight of Hand (Ag)", + "Speak Language (Int)", + "Survival (Int)", + "Swim (S)", + "Tactics (Int)", + "Tech-Use (Int)", + "Tracking (Int)", + "Trade (Int)", + "Wrangling (Int)" + ], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "renown": "None", + "notes": "", + "inventory": [ + { + "name": "Astartes Combat Knife", + "source": "armoury" + } + ] + }, + "errors": [] + }, + { + "name": "christoffer", + "changed": false, + "before": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Bolt Pistol", + "source": "armoury" + } + ], + "renown": "Respected", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "WS": 35, + "BS": 40, + "S": 0, + "T": 0, + "Ag": 0, + "Int": 0, + "Per": 0, + "Wp": 0, + "Fel": 0 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Medicae (Int)", + "Barter (Fel)", + "Blather (Fel)", + "Carouse (Fel)", + "Charm (Fel)", + "Chem-Use (Int)", + "Ciphers (Int)", + "Chapter Runes", + "Climb (S)", + "Command (Fel)", + "Common Lore (Int)", + "Adeptus Astartes", + "Deathwatch", + "Imperium", + "War", + "Concealment (Ag)", + "Contortionist (Ag)", + "Deceive (Fel)", + "Demolition (Int)", + "Disguise (Fel)", + "Dodge (Ag)", + "Drive (Ag)", + "Evaluate", + "Forbidden Lore (Int)", + "Xenos", + "Gamble (Int)", + "Inquiry (Fel)", + "Interrogation (WP)", + "Intimidate (S)", + "Invocation (WP)", + "Lip Reading (Per)", + "Literacy (Int)", + "Logic (Int)", + "Navigation (Int)", + "Surface", + "Performer (Fel)", + "Pilot (Ag)", + "Psyniscience (Per)", + "Scholastic Lore (Int)", + "Codex Astartes", + "Scrutiny (Per)", + "Search (Per)", + "Secret Tongue (Int)", + "Security (Ag)", + "Shadowing (Ag)", + "Silent Move (Ag)", + "Sleight of Hand (Ag)", + "Speak Language (Int)", + "Survival (Int)", + "Swim (S)", + "Tactics (Int)", + "Tech-Use (Int)", + "Tracking (Int)", + "Trade (Int)", + "Wrangling (Int)" + ], + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + } + ], + "armour": [ + "Power Armour" + ], + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": 1, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + }, + "after": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Bolt Pistol", + "source": "armoury" + } + ], + "renown": "Respected", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "WS": 35, + "BS": 40, + "S": 0, + "T": 0, + "Ag": 0, + "Int": 0, + "Per": 0, + "Wp": 0, + "Fel": 0 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Medicae (Int)", + "Barter (Fel)", + "Blather (Fel)", + "Carouse (Fel)", + "Charm (Fel)", + "Chem-Use (Int)", + "Ciphers (Int)", + "Chapter Runes", + "Climb (S)", + "Command (Fel)", + "Common Lore (Int)", + "Adeptus Astartes", + "Deathwatch", + "Imperium", + "War", + "Concealment (Ag)", + "Contortionist (Ag)", + "Deceive (Fel)", + "Demolition (Int)", + "Disguise (Fel)", + "Dodge (Ag)", + "Drive (Ag)", + "Evaluate", + "Forbidden Lore (Int)", + "Xenos", + "Gamble (Int)", + "Inquiry (Fel)", + "Interrogation (WP)", + "Intimidate (S)", + "Invocation (WP)", + "Lip Reading (Per)", + "Literacy (Int)", + "Logic (Int)", + "Navigation (Int)", + "Surface", + "Performer (Fel)", + "Pilot (Ag)", + "Psyniscience (Per)", + "Scholastic Lore (Int)", + "Codex Astartes", + "Scrutiny (Per)", + "Search (Per)", + "Secret Tongue (Int)", + "Security (Ag)", + "Shadowing (Ag)", + "Silent Move (Ag)", + "Sleight of Hand (Ag)", + "Speak Language (Int)", + "Survival (Int)", + "Swim (S)", + "Tactics (Int)", + "Tech-Use (Int)", + "Tracking (Int)", + "Trade (Int)", + "Wrangling (Int)" + ], + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + } + ], + "armour": [ + "Power Armour" + ], + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": 1, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + }, + "errors": [] + }, + { + "name": "claes", + "changed": true, + "before": { + "rp": 2, + "inventory": [], + "renown": "None", + "xp": 500, + "xpSpent": 0 + }, + "after": { + "rp": 2, + "inventory": [], + "renown": "None", + "xp": 500, + "xpSpent": 0, + "wounds": 0, + "movement": 0, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Barter (Fel)", + "Blather (Fel)", + "Carouse (Fel)", + "Charm (Fel)", + "Chem-Use (Int)", + "Ciphers (Int)", + "Chapter Runes", + "Climb (S)", + "Command (Fel)", + "Common Lore (Int)", + "Adeptus Astartes", + "Deathwatch", + "Imperium", + "War", + "Concealment (Ag)", + "Contortionist (Ag)", + "Deceive (Fel)", + "Demolition (Int)", + "Disguise (Fel)", + "Dodge (Ag)", + "Drive (Ag)", + "Evaluate", + "Forbidden Lore (Int)", + "Xenos", + "Gamble (Int)", + "Inquiry (Fel)", + "Interrogation (WP)", + "Intimidate (S)", + "Invocation (WP)", + "Lip Reading (Per)", + "Literacy (Int)", + "Logic (Int)", + "Medicae (Int)", + "Navigation (Int)", + "Surface", + "Performer (Fel)", + "Pilot (Ag)", + "Psyniscience (Per)", + "Scholastic Lore (Int)", + "Codex Astartes", + "Scrutiny (Per)", + "Search (Per)", + "Secret Tongue (Int)", + "Security (Ag)", + "Shadowing (Ag)", + "Silent Move (Ag)", + "Sleight of Hand (Ag)", + "Speak Language (Int)", + "Survival (Int)", + "Swim (S)", + "Tactics (Int)", + "Tech-Use (Int)", + "Tracking (Int)", + "Trade (Int)", + "Wrangling (Int)" + ], + "characteristics": { + "WS": 0, + "BS": 0, + "S": 0, + "T": 0, + "Ag": 0, + "Int": 0, + "Per": 0, + "Wp": 0, + "Fel": 0 + } + }, + "errors": [] + }, + { + "name": "gm", + "changed": false, + "before": { + "rp": 999996, + "inventory": [], + "renown": "None", + "charName": "gm", + "gear": [], + "chapter": "gm", + "demeanour": "gm", + "speciality": "gm", + "rank": "1", + "powerArmour": "", + "description": "gm", + "pastEvent": "", + "personalDemeanour": "", + "characteristics": { + "ws": 1, + "bs": 10, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1, + "WS": 0, + "BS": 0, + "S": 0, + "T": 0, + "Ag": 0, + "Int": 0, + "Per": 0, + "Wp": 0, + "Fel": 0 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Barter (Fel)", + "Blather (Fel)", + "Carouse (Fel)", + "Charm (Fel)", + "Chem-Use (Int)", + "Ciphers (Int)", + "Chapter Runes", + "Climb (S)", + "Command (Fel)", + "Common Lore (Int)", + "Adeptus Astartes", + "Deathwatch", + "Imperium", + "War", + "Concealment (Ag)", + "Contortionist (Ag)", + "Deceive (Fel)", + "Demolition (Int)", + "Disguise (Fel)", + "Dodge (Ag)", + "Drive (Ag)", + "Evaluate", + "Forbidden Lore (Int)", + "Xenos", + "Gamble (Int)", + "Inquiry (Fel)", + "Interrogation (WP)", + "Intimidate (S)", + "Invocation (WP)", + "Lip Reading (Per)", + "Literacy (Int)", + "Logic (Int)", + "Medicae (Int)", + "Navigation (Int)", + "Surface", + "Performer (Fel)", + "Pilot (Ag)", + "Psyniscience (Per)", + "Scholastic Lore (Int)", + "Codex Astartes", + "Scrutiny (Per)", + "Search (Per)", + "Secret Tongue (Int)", + "Security (Ag)", + "Shadowing (Ag)", + "Silent Move (Ag)", + "Sleight of Hand (Ag)", + "Speak Language (Int)", + "Survival (Int)", + "Swim (S)", + "Tactics (Int)", + "Tech-Use (Int)", + "Tracking (Int)", + "Trade (Int)", + "Wrangling (Int)" + ], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "xp": 0, + "xpSpent": 0, + "notes": "" + }, + "after": { + "rp": 999996, + "inventory": [], + "renown": "None", + "charName": "gm", + "gear": [], + "chapter": "gm", + "demeanour": "gm", + "speciality": "gm", + "rank": "1", + "powerArmour": "", + "description": "gm", + "pastEvent": "", + "personalDemeanour": "", + "characteristics": { + "ws": 1, + "bs": 10, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1, + "WS": 0, + "BS": 0, + "S": 0, + "T": 0, + "Ag": 0, + "Int": 0, + "Per": 0, + "Wp": 0, + "Fel": 0 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Barter (Fel)", + "Blather (Fel)", + "Carouse (Fel)", + "Charm (Fel)", + "Chem-Use (Int)", + "Ciphers (Int)", + "Chapter Runes", + "Climb (S)", + "Command (Fel)", + "Common Lore (Int)", + "Adeptus Astartes", + "Deathwatch", + "Imperium", + "War", + "Concealment (Ag)", + "Contortionist (Ag)", + "Deceive (Fel)", + "Demolition (Int)", + "Disguise (Fel)", + "Dodge (Ag)", + "Drive (Ag)", + "Evaluate", + "Forbidden Lore (Int)", + "Xenos", + "Gamble (Int)", + "Inquiry (Fel)", + "Interrogation (WP)", + "Intimidate (S)", + "Invocation (WP)", + "Lip Reading (Per)", + "Literacy (Int)", + "Logic (Int)", + "Medicae (Int)", + "Navigation (Int)", + "Surface", + "Performer (Fel)", + "Pilot (Ag)", + "Psyniscience (Per)", + "Scholastic Lore (Int)", + "Codex Astartes", + "Scrutiny (Per)", + "Search (Per)", + "Secret Tongue (Int)", + "Security (Ag)", + "Shadowing (Ag)", + "Silent Move (Ag)", + "Sleight of Hand (Ag)", + "Speak Language (Int)", + "Survival (Int)", + "Swim (S)", + "Tactics (Int)", + "Tech-Use (Int)", + "Tracking (Int)", + "Trade (Int)", + "Wrangling (Int)" + ], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "xp": 0, + "xpSpent": 0, + "notes": "" + }, + "errors": [] + }, + { + "name": "phillip", + "changed": false, + "before": { + "rp": 2, + "inventory": [], + "renown": "None", + "playerName": "phillip", + "charName": "test1", + "gear": [], + "characteristics": { + "ws": 1, + "bs": 1, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1, + "WS": 0, + "BS": 0, + "S": 0, + "T": 0, + "Ag": 0, + "Int": 0, + "Per": 0, + "Wp": 0, + "Fel": 0 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Barter (Fel)", + "Blather (Fel)", + "Carouse (Fel)", + "Charm (Fel)", + "Chem-Use (Int)", + "Ciphers (Int)", + "Chapter Runes", + "Climb (S)", + "Command (Fel)", + "Common Lore (Int)", + "Adeptus Astartes", + "Deathwatch", + "Imperium", + "War", + "Concealment (Ag)", + "Contortionist (Ag)", + "Deceive (Fel)", + "Demolition (Int)", + "Disguise (Fel)", + "Dodge (Ag)", + "Drive (Ag)", + "Evaluate", + "Forbidden Lore (Int)", + "Xenos", + "Gamble (Int)", + "Inquiry (Fel)", + "Interrogation (WP)", + "Intimidate (S)", + "Invocation (WP)", + "Lip Reading (Per)", + "Literacy (Int)", + "Logic (Int)", + "Medicae (Int)", + "Navigation (Int)", + "Surface", + "Performer (Fel)", + "Pilot (Ag)", + "Psyniscience (Per)", + "Scholastic Lore (Int)", + "Codex Astartes", + "Scrutiny (Per)", + "Search (Per)", + "Secret Tongue (Int)", + "Security (Ag)", + "Shadowing (Ag)", + "Silent Move (Ag)", + "Sleight of Hand (Ag)", + "Speak Language (Int)", + "Survival (Int)", + "Swim (S)", + "Tactics (Int)", + "Tech-Use (Int)", + "Tracking (Int)", + "Trade (Int)", + "Wrangling (Int)" + ], + "weapons": [], + "armour": {}, + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "demeanour": "test11222", + "xp": 500, + "xpSpent": 0 + }, + "after": { + "rp": 2, + "inventory": [], + "renown": "None", + "playerName": "phillip", + "charName": "test1", + "gear": [], + "characteristics": { + "ws": 1, + "bs": 1, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1, + "WS": 0, + "BS": 0, + "S": 0, + "T": 0, + "Ag": 0, + "Int": 0, + "Per": 0, + "Wp": 0, + "Fel": 0 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Barter (Fel)", + "Blather (Fel)", + "Carouse (Fel)", + "Charm (Fel)", + "Chem-Use (Int)", + "Ciphers (Int)", + "Chapter Runes", + "Climb (S)", + "Command (Fel)", + "Common Lore (Int)", + "Adeptus Astartes", + "Deathwatch", + "Imperium", + "War", + "Concealment (Ag)", + "Contortionist (Ag)", + "Deceive (Fel)", + "Demolition (Int)", + "Disguise (Fel)", + "Dodge (Ag)", + "Drive (Ag)", + "Evaluate", + "Forbidden Lore (Int)", + "Xenos", + "Gamble (Int)", + "Inquiry (Fel)", + "Interrogation (WP)", + "Intimidate (S)", + "Invocation (WP)", + "Lip Reading (Per)", + "Literacy (Int)", + "Logic (Int)", + "Medicae (Int)", + "Navigation (Int)", + "Surface", + "Performer (Fel)", + "Pilot (Ag)", + "Psyniscience (Per)", + "Scholastic Lore (Int)", + "Codex Astartes", + "Scrutiny (Per)", + "Search (Per)", + "Secret Tongue (Int)", + "Security (Ag)", + "Shadowing (Ag)", + "Silent Move (Ag)", + "Sleight of Hand (Ag)", + "Speak Language (Int)", + "Survival (Int)", + "Swim (S)", + "Tactics (Int)", + "Tech-Use (Int)", + "Tracking (Int)", + "Trade (Int)", + "Wrangling (Int)" + ], + "weapons": [], + "armour": {}, + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "demeanour": "test11222", + "xp": 500, + "xpSpent": 0 + }, + "errors": [] + } + ] +} \ No newline at end of file diff --git a/database/backups/migrate_transform_sheet_fields.applied.2025-08-16T081219343Z.json b/database/backups/migrate_transform_sheet_fields.applied.2025-08-16T081219343Z.json new file mode 100644 index 0000000..bda030f --- /dev/null +++ b/database/backups/migrate_transform_sheet_fields.applied.2025-08-16T081219343Z.json @@ -0,0 +1,1939 @@ +{ + "applied": true, + "timestamp": "2025-08-16T08:12:19.343Z", + "results": [ + { + "name": "anders", + "changed": true, + "before": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": "", + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": { + "ws": 4, + "bs": 4 + }, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "corruption": 0, + "renown": "None", + "notes": "", + "inventory": [ + { + "name": "Astartes Combat Knife", + "source": "armoury" + } + ] + }, + "after": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": false, + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": { + "ws": 4, + "bs": 4, + "s": 0, + "t": 0, + "ag": 0, + "int": 0, + "per": 0, + "wp": 0, + "fel": 0 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Combat Knife", + "class": "", + "damage": "", + "type": "", + "pen": "", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "" + } + ], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "corruption": 0, + "renown": "None", + "notes": "", + "inventory": [ + { + "name": "Astartes Combat Knife", + "source": "armoury" + } + ] + } + }, + { + "name": "christoffer", + "changed": true, + "before": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Bolt Pistol", + "source": "armoury" + } + ], + "renown": "Respected", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "WS": 35, + "BS": 40 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Medicae (Int)" + ], + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + } + ], + "armour": [ + "Power Armour" + ], + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": 1, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + }, + "after": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Bolt Pistol", + "source": "armoury" + } + ], + "renown": "Respected", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "ws": 35, + "bs": 40, + "s": 0, + "t": 0, + "ag": 0, + "int": 0, + "per": 0, + "wp": 0, + "fel": 0 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + }, + { + "name": "Astartes Bolt Pistol", + "class": "", + "damage": "", + "type": "", + "pen": "", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "" + } + ], + "armour": { + "0": "Power Armour" + }, + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": { + "total": 1, + "current": 1 + }, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + } + }, + { + "name": "claes", + "changed": true, + "before": { + "rp": 2, + "inventory": [], + "renown": "None", + "xp": 500, + "xpSpent": 0, + "wounds": 0, + "movement": 0, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Barter (Fel)", + "Blather (Fel)", + "Carouse (Fel)", + "Charm (Fel)", + "Chem-Use (Int)", + "Ciphers (Int)", + "Chapter Runes", + "Climb (S)", + "Command (Fel)", + "Common Lore (Int)", + "Adeptus Astartes", + "Deathwatch", + "Imperium", + "War", + "Concealment (Ag)", + "Contortionist (Ag)", + "Deceive (Fel)", + "Demolition (Int)", + "Disguise (Fel)", + "Dodge (Ag)", + "Drive (Ag)", + "Evaluate", + "Forbidden Lore (Int)", + "Xenos", + "Gamble (Int)", + "Inquiry (Fel)", + "Interrogation (WP)", + "Intimidate (S)", + "Invocation (WP)", + "Lip Reading (Per)", + "Literacy (Int)", + "Logic (Int)", + "Medicae (Int)", + "Navigation (Int)", + "Surface", + "Performer (Fel)", + "Pilot (Ag)", + "Psyniscience (Per)", + "Scholastic Lore (Int)", + "Codex Astartes", + "Scrutiny (Per)", + "Search (Per)", + "Secret Tongue (Int)", + "Security (Ag)", + "Shadowing (Ag)", + "Silent Move (Ag)", + "Sleight of Hand (Ag)", + "Speak Language (Int)", + "Survival (Int)", + "Swim (S)", + "Tactics (Int)", + "Tech-Use (Int)", + "Tracking (Int)", + "Trade (Int)", + "Wrangling (Int)" + ], + "characteristics": { + "WS": 0, + "BS": 0, + "S": 0, + "T": 0, + "Ag": 0, + "Int": 0, + "Per": 0, + "Wp": 0, + "Fel": 0 + } + }, + "after": { + "rp": 2, + "inventory": [], + "renown": "None", + "xp": 500, + "xpSpent": 0, + "wounds": 0, + "movement": 0, + "skills": { + "Acrobatics (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": true, + "plus10": false, + "plus20": false + }, + "War": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": true, + "plus10": false, + "plus20": false + } + }, + "characteristics": { + "ws": 0, + "bs": 0, + "s": 0, + "t": 0, + "ag": 0, + "int": 0, + "per": 0, + "wp": 0, + "fel": 0 + }, + "fate": { + "total": 1, + "current": 1 + }, + "powerArmour": false, + "armour": {}, + "talents": "" + } + }, + { + "name": "gm", + "changed": true, + "before": { + "rp": 999996, + "inventory": [], + "renown": "None", + "charName": "gm", + "gear": [], + "chapter": "gm", + "demeanour": "gm", + "speciality": "gm", + "rank": "1", + "powerArmour": "", + "description": "gm", + "pastEvent": "", + "personalDemeanour": "", + "characteristics": { + "ws": 1, + "bs": 10, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "corruption": 0, + "xp": 0, + "xpSpent": 0, + "notes": "" + }, + "after": { + "rp": 999996, + "inventory": [], + "renown": "None", + "charName": "gm", + "gear": [], + "chapter": "gm", + "demeanour": "gm", + "speciality": "gm", + "rank": "1", + "powerArmour": false, + "description": "gm", + "pastEvent": "", + "personalDemeanour": "", + "characteristics": { + "ws": 1, + "bs": 10, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "corruption": 0, + "xp": 0, + "xpSpent": 0, + "notes": "" + } + }, + { + "name": "phillip", + "changed": true, + "before": { + "rp": 2, + "inventory": [], + "renown": "None", + "playerName": "phillip", + "charName": "test1", + "gear": [], + "characteristics": { + "ws": 1, + "bs": 1, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": [], + "weapons": [], + "armour": {}, + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "demeanour": "test11222", + "xp": 500, + "xpSpent": 0 + }, + "after": { + "rp": 2, + "inventory": [], + "renown": "None", + "playerName": "phillip", + "charName": "test1", + "gear": [], + "characteristics": { + "ws": 1, + "bs": 1, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [], + "armour": {}, + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "demeanour": "test11222", + "xp": 500, + "xpSpent": 0, + "powerArmour": false, + "talents": "" + } + } + ] +} \ No newline at end of file diff --git a/database/backups/migrate_transform_sheet_fields.applied.2025-08-16T081324992Z.json b/database/backups/migrate_transform_sheet_fields.applied.2025-08-16T081324992Z.json new file mode 100644 index 0000000..c47022b --- /dev/null +++ b/database/backups/migrate_transform_sheet_fields.applied.2025-08-16T081324992Z.json @@ -0,0 +1,3382 @@ +{ + "applied": true, + "timestamp": "2025-08-16T08:13:24.992Z", + "results": [ + { + "name": "anders", + "changed": true, + "before": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": false, + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": { + "ws": 4, + "bs": 4, + "s": 0, + "t": 0, + "ag": 0, + "int": 0, + "per": 0, + "wp": 0, + "fel": 0 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Combat Knife", + "class": "", + "damage": "", + "type": "", + "pen": "", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "" + } + ], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "corruption": 0, + "renown": "None", + "notes": "", + "inventory": [ + { + "name": "Astartes Combat Knife", + "source": "armoury" + } + ] + }, + "after": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": false, + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": { + "ws": 4, + "bs": 4, + "s": 0, + "t": 0, + "ag": 0, + "int": 0, + "per": 0, + "wp": 0, + "fel": 0 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Combat Knife", + "class": "", + "damage": "", + "type": "", + "pen": "", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "" + }, + { + "name": "Astartes Combat Knife", + "class": "One-Handed Melee - Primitive", + "damage": "1d10 R; Pen 2", + "type": "Melee Weapon", + "pen": "2", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "1d10 R; Pen 2 | Living Errata v1.1 p155" + } + ], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "corruption": 0, + "renown": "None", + "notes": "", + "inventory": [ + { + "name": "Astartes Combat Knife", + "source": "armoury" + } + ] + } + }, + { + "name": "christoffer", + "changed": true, + "before": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Bolt Pistol", + "source": "armoury" + } + ], + "renown": "Respected", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "ws": 35, + "bs": 40, + "s": 0, + "t": 0, + "ag": 0, + "int": 0, + "per": 0, + "wp": 0, + "fel": 0 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + }, + { + "name": "Astartes Bolt Pistol", + "class": "", + "damage": "", + "type": "", + "pen": "", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "" + } + ], + "armour": { + "0": "Power Armour" + }, + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": { + "total": 1, + "current": 1 + }, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + }, + "after": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Bolt Pistol", + "source": "armoury" + } + ], + "renown": "Respected", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "ws": 35, + "bs": 40, + "s": 0, + "t": 0, + "ag": 0, + "int": 0, + "per": 0, + "wp": 0, + "fel": 0 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + }, + { + "name": "Astartes Bolt Pistol", + "class": "", + "damage": "", + "type": "", + "pen": "", + "range": "", + "rof": "", + "clip": "", + "rld": "", + "special": "" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing | Living Errata v1.1 p146" + } + ], + "armour": { + "0": "Power Armour" + }, + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": { + "total": 1, + "current": 1 + }, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + } + }, + { + "name": "claes", + "changed": false, + "before": { + "rp": 2, + "inventory": [], + "renown": "None", + "xp": 500, + "xpSpent": 0, + "wounds": 0, + "movement": 0, + "skills": { + "Acrobatics (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": true, + "plus10": false, + "plus20": false + }, + "War": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": true, + "plus10": false, + "plus20": false + } + }, + "characteristics": { + "ws": 0, + "bs": 0, + "s": 0, + "t": 0, + "ag": 0, + "int": 0, + "per": 0, + "wp": 0, + "fel": 0 + }, + "fate": { + "total": 1, + "current": 1 + }, + "powerArmour": false, + "armour": {}, + "talents": "" + }, + "after": { + "rp": 2, + "inventory": [], + "renown": "None", + "xp": 500, + "xpSpent": 0, + "wounds": 0, + "movement": 0, + "skills": { + "Acrobatics (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": true, + "plus10": false, + "plus20": false + }, + "War": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": true, + "plus10": false, + "plus20": false + } + }, + "characteristics": { + "ws": 0, + "bs": 0, + "s": 0, + "t": 0, + "ag": 0, + "int": 0, + "per": 0, + "wp": 0, + "fel": 0 + }, + "fate": { + "total": 1, + "current": 1 + }, + "powerArmour": false, + "armour": {}, + "talents": "" + } + }, + { + "name": "gm", + "changed": false, + "before": { + "rp": 999996, + "inventory": [], + "renown": "None", + "charName": "gm", + "gear": [], + "chapter": "gm", + "demeanour": "gm", + "speciality": "gm", + "rank": "1", + "powerArmour": false, + "description": "gm", + "pastEvent": "", + "personalDemeanour": "", + "characteristics": { + "ws": 1, + "bs": 10, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "corruption": 0, + "xp": 0, + "xpSpent": 0, + "notes": "" + }, + "after": { + "rp": 999996, + "inventory": [], + "renown": "None", + "charName": "gm", + "gear": [], + "chapter": "gm", + "demeanour": "gm", + "speciality": "gm", + "rank": "1", + "powerArmour": false, + "description": "gm", + "pastEvent": "", + "personalDemeanour": "", + "characteristics": { + "ws": 1, + "bs": 10, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "corruption": 0, + "xp": 0, + "xpSpent": 0, + "notes": "" + } + }, + { + "name": "phillip", + "changed": false, + "before": { + "rp": 2, + "inventory": [], + "renown": "None", + "playerName": "phillip", + "charName": "test1", + "gear": [], + "characteristics": { + "ws": 1, + "bs": 1, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [], + "armour": {}, + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "demeanour": "test11222", + "xp": 500, + "xpSpent": 0, + "powerArmour": false, + "talents": "" + }, + "after": { + "rp": 2, + "inventory": [], + "renown": "None", + "playerName": "phillip", + "charName": "test1", + "gear": [], + "characteristics": { + "ws": 1, + "bs": 1, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [], + "armour": {}, + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": { + "total": 1, + "current": 1 + }, + "demeanour": "test11222", + "xp": 500, + "xpSpent": 0, + "powerArmour": false, + "talents": "" + } + } + ] +} \ No newline at end of file diff --git a/database/backups/phillip.after.1755335781321.json b/database/backups/phillip.after.1755335781321.json new file mode 100644 index 0000000..0f2fb27 --- /dev/null +++ b/database/backups/phillip.after.1755335781321.json @@ -0,0 +1,424 @@ +{ + "name": "phillip", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ], + "renown": "Rank 1", + "playerName": "phillip", + "charName": "Brother Skold", + "gear": [ + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Sacris Claymore", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + } + ], + "characteristics": { + "ws": 42, + "bs": 42, + "s": 42, + "t": 41, + "ag": 40, + "int": 41, + "per": 46, + "wp": 42, + "fel": 43 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Guns (BS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Melee (WS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Bolter-Godwyn", + "class": "Basic - Bolt", + "damage": "Range 100m; S/3/-; 1d10+9 X; Pen 4; Clip 28; Reload 1 Full; Two handed; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "100m", + "rof": "", + "clip": "28", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "wounds": { + "total": 24, + "current": 24, + "fatigue": 0 + }, + "insanity": {}, + "movement": { + "half": 4, + "full": 8, + "charge": 12, + "halfAction": 4, + "fullAction": 8, + "run": 24 + }, + "fate": { + "total": 2, + "current": 2 + }, + "demeanour": "test11222", + "xp": 500, + "xpSpent": 0, + "powerArmour": true, + "talents": [ + "Bolter Mastery", + "Deathwatch Training" + ], + "speciality": "tactical" + }, + "pw": "", + "pwHash": "$2b$10$luaCFHf/zNjZGeMHZei2ZO1E.vBb4UkYeWOCcy9FQSY52P5Rq7nT.", + "_id": 3, + "createdAt": "2025-08-15 07:12:29", + "updatedAt": "2025-08-16 09:16:21" +} \ No newline at end of file diff --git a/database/backups/phillip.before.1755335781321.json b/database/backups/phillip.before.1755335781321.json new file mode 100644 index 0000000..446a023 --- /dev/null +++ b/database/backups/phillip.before.1755335781321.json @@ -0,0 +1,424 @@ +{ + "name": "phillip", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "rp": 2, + "inventory": [ + { + "name": "Astartes Frag Grenade", + "count": 3 + }, + { + "name": "Astartes Krak Grenade", + "count": 3 + } + ], + "renown": "Rank 1", + "playerName": "phillip", + "charName": "Brother Skold", + "gear": [ + { + "name": "Astartes Frag Grenade", + "qty": 3 + }, + { + "name": "Astartes Krak Grenade", + "qty": 3 + }, + { + "name": "Sacris Claymore", + "qty": 1 + }, + { + "name": "Astartes Power Armour", + "qty": 1 + } + ], + "characteristics": { + "ws": 1, + "bs": 1, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": { + "Acrobatics (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Awareness (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Charm (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Climb (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Command (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Common Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deathwatch": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Imperium": { + "trained": false, + "plus10": false, + "plus20": false + }, + "War": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Dodge (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Forbidden Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Xenos": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Intimidate (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Literacy (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Medicae (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Navigation (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Pilot (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scholastic Lore (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Codex Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Scrutiny (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Search (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Silent Move (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Speak Language (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "High Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Low Gothic": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Survival (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tactics (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tracking (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Tech-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Guns (BS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Melee (WS)": { + "trained": true, + "plus10": false, + "plus20": false + }, + "Adeptus Astartes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Barter (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Blather (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Carouse (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chem-Use (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Ciphers (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Chapter Runes": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Concealment (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Contortionist (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Deceive (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Demolition (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Disguise (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Drive (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Evaluate": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Gamble (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Inquiry (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Interrogation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Invocation (WP)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Lip Reading (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Logic (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Surface": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Performer (Fel)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Psyniscience (Per)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Secret Tongue (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Security (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Shadowing (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Sleight of Hand (Ag)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Swim (S)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Trade (Int)": { + "trained": false, + "plus10": false, + "plus20": false + }, + "Wrangling (Int)": { + "trained": false, + "plus10": false, + "plus20": false + } + }, + "weapons": [ + { + "name": "Astartes Bolter-Godwyn", + "class": "Basic - Bolt", + "damage": "Range 100m; S/3/-; 1d10+9 X; Pen 4; Clip 28; Reload 1 Full; Two handed; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "100m", + "rof": "", + "clip": "28", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + }, + { + "name": "Astartes Bolt Pistol", + "class": "Pistol - Bolt", + "damage": "Range 30m; S/2/-; 1d10+9 X; Pen 4; Clip 14; Reload 1 Full; Tearing", + "type": "Ranged Weapon", + "pen": "4", + "range": "30m", + "rof": "", + "clip": "14", + "rld": "1 Full", + "special": "Living Errata v1.1 p146" + } + ], + "armour": { + "body": "Astartes Power Armour", + "ap": 10, + "head": 0, + "ra": 8, + "la": 8, + "rl": 8, + "ll": 8 + }, + "wounds": { + "total": 24, + "current": 24, + "fatigue": 0 + }, + "insanity": {}, + "movement": { + "half": 4, + "full": 8, + "charge": 12, + "halfAction": 4, + "fullAction": 8, + "run": 24 + }, + "fate": { + "total": 2, + "current": 2 + }, + "demeanour": "test11222", + "xp": 500, + "xpSpent": 0, + "powerArmour": true, + "talents": [ + "Bolter Mastery", + "Deathwatch Training" + ], + "speciality": "tactical" + }, + "pw": "", + "pwHash": "$2b$10$luaCFHf/zNjZGeMHZei2ZO1E.vBb4UkYeWOCcy9FQSY52P5Rq7nT.", + "_id": 3, + "createdAt": "2025-08-15 07:12:29", + "updatedAt": "2025-08-16 09:12:51" +} \ No newline at end of file diff --git a/database/backups/players-after-clean.2025-08-16T074140698Z.json b/database/backups/players-after-clean.2025-08-16T074140698Z.json new file mode 100644 index 0000000..470ea5f --- /dev/null +++ b/database/backups/players-after-clean.2025-08-16T074140698Z.json @@ -0,0 +1,204 @@ +[ + { + "name": "anders", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "rp": 2, + "xp": 0, + "xpSpent": 0, + "charName": "char1", + "gear": [], + "chapter": "blood angels", + "demeanour": "", + "speciality": "devastator", + "rank": "1", + "powerArmour": "", + "description": "marine", + "pastEvent": "", + "personalDemeanour": "calculating", + "characteristics": {}, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "renown": "None", + "notes": "" + }, + "pw": "", + "pwHash": "$2b$10$jJB9rqzxJaOtG9ucVM4JGeTFujBAa/3X1CERBIBYYuH5OtIgl/l.m", + "_id": 38, + "createdAt": "2025-08-15 12:26:31", + "updatedAt": "2025-08-16 07:39:29" + }, + { + "name": "christoffer", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "rp": 2, + "inventory": [], + "renown": "Hero", + "gear": [ + { + "name": "Test Knife", + "qty": 1 + } + ], + "playerName": "Chris", + "charName": "Brother-1", + "chapter": "Iron Hands", + "demeanour": "Stoic", + "speciality": "Demolitions", + "rank": "Veteran", + "powerArmour": true, + "description": "A hard as nails veteran", + "pastEvent": "Saved the squad", + "personalDemeanour": "Grim", + "characteristics": { + "WS": 35, + "BS": 40 + }, + "skills": [ + "Acrobatics (Ag)", + "Awareness (Per)", + "Medicae (Int)" + ], + "weapons": [ + { + "name": "Bolt Pistol", + "range": "12m" + } + ], + "armour": [ + "Power Armour" + ], + "talents": [ + "Toughness" + ], + "psychic": [], + "wounds": 5, + "movement": 6, + "fate": 1, + "xp": 500, + "xpSpent": 0, + "notes": "Test update of full sheet" + }, + "pw": "", + "pwHash": "$2b$10$uiNlG0w2Jbg3R2UJiXBil.buZWdUXsThi10HMBz8ynk2sbxiH7HKG", + "_id": 1, + "createdAt": "2025-08-15 07:12:29", + "updatedAt": "2025-08-16 07:39:29" + }, + { + "name": "claes", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "rp": 2, + "inventory": [], + "renown": "None", + "xp": 500, + "xpSpent": 0 + }, + "pw": "", + "pwHash": "$2b$10$8uyVTTz02wLLPMmxJurT7.1EDh.F92OI91N93eVpgDG.7Li1LjhqC", + "_id": 2, + "createdAt": "2025-08-15 07:12:29", + "updatedAt": "2025-08-16 07:39:29" + }, + { + "name": "gm", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "rp": 999996, + "inventory": [], + "renown": "None", + "charName": "gm", + "gear": [], + "chapter": "gm", + "demeanour": "gm", + "speciality": "gm", + "rank": "1", + "powerArmour": "", + "description": "gm", + "pastEvent": "", + "personalDemeanour": "", + "characteristics": { + "ws": 1, + "bs": 10, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": [], + "weapons": [], + "armour": {}, + "talents": "", + "psychic": "", + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "corruption": 0, + "xp": 0, + "xpSpent": 0, + "notes": "" + }, + "pw": "", + "pwHash": "$2b$10$qtM1IF3cZJWRW/gKJh8Kxejd5PzQc/bcDRGftiLVVdh/Q.XggKem2", + "_id": 24, + "createdAt": "2025-08-15 11:33:16", + "updatedAt": "2025-08-16 07:39:29" + }, + { + "name": "phillip", + "rollerInfo": {}, + "shopInfo": {}, + "tabInfo": { + "rp": 2, + "inventory": [], + "renown": "None", + "playerName": "phillip", + "charName": "test1", + "gear": [], + "characteristics": { + "ws": 1, + "bs": 1, + "s": 1, + "t": 1, + "ag": 1, + "int": 1, + "per": 1, + "wp": 1, + "fel": 1 + }, + "skills": [], + "weapons": [], + "armour": {}, + "wounds": 0, + "insanity": {}, + "movement": 0, + "fate": {}, + "demeanour": "test11222", + "xp": 500, + "xpSpent": 0 + }, + "pw": "", + "pwHash": "$2b$10$luaCFHf/zNjZGeMHZei2ZO1E.vBb4UkYeWOCcy9FQSY52P5Rq7nT.", + "_id": 3, + "createdAt": "2025-08-15 07:12:29", + "updatedAt": "2025-08-16 07:39:29" + } +] \ No newline at end of file diff --git a/database/backups/players.api.json b/database/backups/players.api.json new file mode 100644 index 0000000..edf1b1e --- /dev/null +++ b/database/backups/players.api.json @@ -0,0 +1 @@ +{"error":"Session required"} \ No newline at end of file diff --git a/database/backups/template-mapping.sample.json b/database/backups/template-mapping.sample.json new file mode 100644 index 0000000..ce021cb --- /dev/null +++ b/database/backups/template-mapping.sample.json @@ -0,0 +1,16 @@ +{ + "players": [ + { + "name": "christoffer", + "setCharacteristics": { "WS": 35, "BS": 40 }, + "addItems": ["Bolt Pistol"], + "setRenown": "Respected" + }, + { + "name": "anders", + "setCharacteristics": { "ws": 4, "bs": 4 }, + "addItems": ["Combat Knife"], + "setRenown": "None" + } + ] +} diff --git a/database/clean-database.js b/database/clean-database.js new file mode 100644 index 0000000..b1fa4b9 --- /dev/null +++ b/database/clean-database.js @@ -0,0 +1,227 @@ +#!/usr/bin/env node +// Simple DB cleaner/validator for SQLite players table +// Usage: node clean-database.js [--apply] [--delete-tests] + +const { playerHelpers } = require('./sqlite-db'); + +function isObject(v) { + return v && typeof v === 'object' && !Array.isArray(v); +} + +function normalizeName(name) { + if (!name) return ''; + // trim and collapse spaces + return String(name).trim().replace(/\s+/g, ' '); +} + +function looksLikeTestName(name) { + if (!name) return true; + return /test|dummy|sample|example/i.test(name); +} + +function cleanPlayer(player) { + const issues = []; + const updates = {}; + + // name + const cleanName = normalizeName(player.name); + if (!cleanName) issues.push('empty name'); + if (cleanName !== player.name) updates.name = cleanName; + if (cleanName.length > 100) issues.push('name too long'); + + // pw/pwHash + if (player.pw && player.pw.length > 0) issues.push('plain password present'); + if (player.pwHash && typeof player.pwHash !== 'string') updates.pwHash = String(player.pwHash); + + // rollerInfo / shopInfo / tabInfo should be objects + if (!isObject(player.rollerInfo)) { + issues.push('rollerInfo not object'); + updates.rollerInfo = {}; + } + if (!isObject(player.shopInfo)) { + issues.push('shopInfo not object'); + updates.shopInfo = {}; + } + if (!isObject(player.tabInfo)) { + issues.push('tabInfo not object'); + updates.tabInfo = {}; + } + + // Flatten nested tabInfo.tabInfo + if (isObject(player.tabInfo) && isObject(player.tabInfo.tabInfo)) { + issues.push('nested tabInfo.tabInfo found; will be flattened'); + updates.tabInfo = Object.assign({}, player.tabInfo.tabInfo, player.tabInfo); + delete updates.tabInfo.tabInfo; + } + + // Remove mongo-specific fields inside tabInfo or rollerInfo + ['mongoId', 'mongo_id', '_id', 'mongoIdString'].forEach(k => { + if (isObject(player.tabInfo) && player.tabInfo[k]) { + issues.push(`tabInfo contains ${k}; will be removed`); + const t = Object.assign({}, player.tabInfo); + delete t[k]; + updates.tabInfo = Object.assign({}, updates.tabInfo || player.tabInfo || {}, t); + } + if (isObject(player.rollerInfo) && player.rollerInfo[k]) { + issues.push(`rollerInfo contains ${k}; will be removed`); + const r = Object.assign({}, player.rollerInfo); + delete r[k]; + updates.rollerInfo = Object.assign({}, updates.rollerInfo || player.rollerInfo || {}, r); + } + }); + + // Normalize common known fields types in tabInfo + const expectedTabFields = ['renown','rp','xp','xpSpent','wounds','movement','notes','playerName','charName','rank']; + if (isObject(player.tabInfo)) { + expectedTabFields.forEach(f => { + if (Object.prototype.hasOwnProperty.call(player.tabInfo, f)) { + const val = player.tabInfo[f]; + if (f === 'rp' || f === 'xp' || f === 'xpSpent' || f === 'wounds' || f === 'movement') { + // ensure numeric + const n = Number(val); + if (!Number.isFinite(n)) { + issues.push(`${f} not numeric; setting to 0`); + updates.tabInfo = Object.assign({}, updates.tabInfo || player.tabInfo || {}, { [f]: 0 }); + } else if (n !== val) { + updates.tabInfo = Object.assign({}, updates.tabInfo || player.tabInfo || {}, { [f]: n }); + } + } + if (f === 'renown' && val && typeof val === 'string' && val.trim() === '') { + issues.push('renown blank string; normalizing to "None"'); + updates.tabInfo = Object.assign({}, updates.tabInfo || player.tabInfo || {}, { renown: 'None' }); + } + } + }); + } + + // Detect junk keys: very long strings or binary-like values + ['rollerInfo','shopInfo','tabInfo'].forEach(k => { + const v = player[k]; + if (isObject(v)) { + Object.keys(v).forEach(key => { + const val = v[key]; + if (typeof val === 'string' && val.length > 2000) { + issues.push(`${k}.${key} unusually long (>${2000})`); + // truncate + updates[k] = Object.assign({}, updates[k] || v, { [key]: val.substring(0, 2000) }); + } + }); + } + }); + + // Identify obvious test users + if (looksLikeTestName(player.name)) { + issues.push('test/dummy/example user'); + } + + return { issues, updates }; +} + +async function run() { + const args = process.argv.slice(2); + const apply = args.includes('--apply'); + const deleteTests = args.includes('--delete-tests'); + + const players = playerHelpers.getAll(); + const report = { + total: players.length, + toDelete: [], + toUpdate: [] + }; + + const seenNames = new Map(); + + for (const pl of players) { + const { issues, updates } = cleanPlayer(pl); + + // Duplicate name detection + const nameKey = normalizeName(pl.name).toLowerCase(); + if (seenNames.has(nameKey)) { + issues.push('duplicate name'); + report.toDelete.push({ name: pl.name, reason: 'duplicate' }); + continue; + } + seenNames.set(nameKey, true); + + if (issues.length > 0) { + report.toUpdate.push({ name: pl.name, issues, updates }); + } + + if (looksLikeTestName(pl.name) && deleteTests) { + report.toDelete.push({ name: pl.name, reason: 'test user' }); + } + } + + // Print report + console.log('=== Clean DB Report (dry-run unless --apply) ==='); + console.log('Total players:', report.total); + console.log('Candidates for update:', report.toUpdate.length); + console.log('Candidates for delete:', report.toDelete.length); + + if (report.toUpdate.length > 0) { + console.log('\n--- Updates ---'); + report.toUpdate.forEach(u => { + console.log('Player:', u.name); + console.log(' Issues:', u.issues.join('; ')); + console.log(' Planned updates:', JSON.stringify(u.updates)); + }); + } + + if (report.toDelete.length > 0) { + console.log('\n--- Deletes ---'); + report.toDelete.forEach(d => console.log('Player:', d.name, 'Reason:', d.reason)); + } + + if (apply) { + console.log('\nApplying fixes...'); + let updated=0, deleted=0; + for (const u of report.toUpdate) { + try { + if (Object.keys(u.updates).length > 0) { + // If name is changing, perform delete/create to maintain unique constraint + if (u.updates.name) { + const orig = u.name; + const newName = u.updates.name; + const pl = playerHelpers.getByName(orig); + if (pl) { + // delete then recreate + playerHelpers.delete(orig); + playerHelpers.create(Object.assign({}, pl, { name: newName, rollerInfo: u.updates.rollerInfo || pl.rollerInfo, shopInfo: u.updates.shopInfo || pl.shopInfo, tabInfo: u.updates.tabInfo || pl.tabInfo, pw: pl.pw, pwHash: pl.pwHash })); + updated++; + } + } else { + // normal update + const pl = playerHelpers.getByName(u.name); + if (pl) { + const merged = { + rollerInfo: u.updates.rollerInfo || pl.rollerInfo, + shopInfo: u.updates.shopInfo || pl.shopInfo, + tabInfo: u.updates.tabInfo || pl.tabInfo, + pw: pl.pw, + pwHash: pl.pwHash + }; + playerHelpers.update(u.name, merged); + updated++; + } + } + } + } catch (err) { + console.error('Failed to apply update for', u.name, err); + } + } + + for (const d of report.toDelete) { + try { + if (playerHelpers.delete(d.name)) deleted++; + } catch (err) { + console.error('Failed to delete', d.name, err); + } + } + + console.log(`Applied: ${updated} updates, ${deleted} deletes`); + } + + console.log('\nDone.'); +} + +run().catch(err => { console.error('Clean script error', err); process.exit(1); }); diff --git a/database/database/backups/christoffer.api.json b/database/database/backups/christoffer.api.json new file mode 100644 index 0000000..9e26dfe --- /dev/null +++ b/database/database/backups/christoffer.api.json @@ -0,0 +1 @@ +{} \ No newline at end of file diff --git a/database/database/backups/index.html b/database/database/backups/index.html new file mode 100644 index 0000000..3fc4352 --- /dev/null +++ b/database/database/backups/index.html @@ -0,0 +1 @@ +React App
\ No newline at end of file diff --git a/database/database/backups/players.api.json b/database/database/backups/players.api.json new file mode 100644 index 0000000..edf1b1e --- /dev/null +++ b/database/database/backups/players.api.json @@ -0,0 +1 @@ +{"error":"Session required"} \ No newline at end of file diff --git a/database/legacy/dbinstall.js b/database/legacy/dbinstall.js new file mode 100644 index 0000000..2d204ca --- /dev/null +++ b/database/legacy/dbinstall.js @@ -0,0 +1,40 @@ +const mongoose = require('mongoose'); +const Player = require('./playerModel'); +const GMSession = require('./gmSessionModel'); + +async function setupDatabase() { + try { + console.log('Connecting to MongoDB...'); + await mongoose.connect('mongodb://localhost:27017/deathwatch', { + useNewUrlParser: true, + useUnifiedTopology: true, + }); + console.log('Connected to MongoDB.'); + + console.log('Initializing collections...'); + + // Initialize Players collection + const samplePlayers = [ + { name: 'Player1', rollerInfo: {}, shopInfo: {}, tabInfo: {} }, + { name: 'Player2', rollerInfo: {}, shopInfo: {}, tabInfo: {} }, + ]; + await Player.insertMany(samplePlayers); + console.log('Players collection initialized.'); + + // Initialize GM Sessions collection + const sampleSessions = [ + { sessionId: 'session1', isActive: true }, + { sessionId: 'session2', isActive: false }, + ]; + await GMSession.insertMany(sampleSessions); + console.log('GM Sessions collection initialized.'); + + console.log('Database setup completed successfully.'); + } catch (error) { + console.error('Error during database setup:', error.message); + } finally { + mongoose.connection.close(); + } +} + +setupDatabase(); diff --git a/database/legacy/gmSessionModel.js b/database/legacy/gmSessionModel.js new file mode 100644 index 0000000..38fe686 --- /dev/null +++ b/database/legacy/gmSessionModel.js @@ -0,0 +1,19 @@ +const mongoose = require('mongoose'); + +const gmSessionSchema = new mongoose.Schema({ + sessionId: { + type: String, + required: true, + unique: true, + }, + isActive: { + type: Boolean, + default: true, + }, + createdAt: { + type: Date, + default: Date.now, + }, +}); + +module.exports = mongoose.model('GMSession', gmSessionSchema); diff --git a/database/legacy/install-mongodb.js b/database/legacy/install-mongodb.js new file mode 100644 index 0000000..4578fca --- /dev/null +++ b/database/legacy/install-mongodb.js @@ -0,0 +1,26 @@ +const { execSync } = require('child_process'); + +function installMongoDB() { + try { + console.log('Installing gnupg and curl...'); + execSync('sudo apt-get install -y gnupg curl', { stdio: 'inherit' }); + + console.log('Importing MongoDB public GPG key...'); + execSync('curl -fsSL https://www.mongodb.org/static/pgp/server-8.0.asc | sudo gpg -o /usr/share/keyrings/mongodb-server-8.0.gpg --dearmor', { stdio: 'inherit' }); + + console.log('Creating MongoDB list file...'); + execSync('echo "deb [ arch=amd64,arm64 signed-by=/usr/share/keyrings/mongodb-server-8.0.gpg ] https://repo.mongodb.org/apt/ubuntu noble/mongodb-org/8.0 multiverse" | sudo tee /etc/apt/sources.list.d/mongodb-org-8.0.list', { stdio: 'inherit' }); + + console.log('Reloading package database...'); + execSync('sudo apt-get update', { stdio: 'inherit' }); + + console.log('Installing MongoDB Community Server...'); + execSync('sudo apt-get install -y mongodb-org', { stdio: 'inherit' }); + + console.log('MongoDB installation completed successfully.'); + } catch (error) { + console.error('Error during MongoDB installation:', error.message); + } +} + +installMongoDB(); diff --git a/database/legacy/playerModel.js b/database/legacy/playerModel.js new file mode 100644 index 0000000..7edb283 --- /dev/null +++ b/database/legacy/playerModel.js @@ -0,0 +1,14 @@ +const mongoose = require('mongoose'); + +const playerSchema = new mongoose.Schema({ + name: { type: String, required: true }, + rollerInfo: { type: Object, default: {} }, + shopInfo: { type: Object, default: {} }, + tabInfo: { type: Object, default: {} }, + pw: { type: String, default: '' }, + pwHash: { type: String, default: '' }, +}); + +const Player = mongoose.model('Player', playerSchema); + +module.exports = Player; diff --git a/database/pregen_names.json b/database/pregen_names.json new file mode 100644 index 0000000..3afea32 --- /dev/null +++ b/database/pregen_names.json @@ -0,0 +1 @@ +["Brother-1","Brother-2","Brother-3","Brother-4","Brother-5","Brother-6","Brother-7","Brother-8","Brother-9","Brother-10"] diff --git a/database/routes/playerRoutes-sqlite.js b/database/routes/playerRoutes-sqlite.js index 2ca0103..bf9db43 100644 --- a/database/routes/playerRoutes-sqlite.js +++ b/database/routes/playerRoutes-sqlite.js @@ -13,6 +13,7 @@ function logToFile(...args) { } const requireSession = require('../requireSession'); +const { validatePlayer } = require('../validate'); const router = express.Router(); // PUBLIC ROUTES - before session middleware @@ -128,6 +129,19 @@ router.get('/admin/list', async (req, res) => { } }); +// Expose pre-generated Space Marine names for GM use +router.get('/admin/pregens', async (req, res) => { + try { + const filePath = path.join(__dirname, '..', 'pregen_names.json'); + if (!fs.existsSync(filePath)) return res.json([]); + const names = JSON.parse(fs.readFileSync(filePath, 'utf8')); + res.json(names); + } catch (error) { + logToFile('API: Failed to get pregens', error); + res.status(500).json({ error: 'Failed to get pregens' }); + } +}); + // Shop endpoint already defined above // TEMP ADMIN: Delete test users (name contains 'test' or 'Test') @@ -203,6 +217,12 @@ router.post('/', async (req, res) => { return res.status(409).json({ error: 'Player already exists' }); } + // Validate and normalize incoming player object + const { valid, errors, normalized } = validatePlayer({ name, pw, ...otherData }); + if (!valid) { + return res.status(400).json({ error: 'Validation failed', details: errors }); + } + // Create password hash if password provided (use safeHash) let pwHash = ''; if (pw) { @@ -210,12 +230,12 @@ router.post('/', async (req, res) => { } const newPlayer = playerHelpers.create({ - name, + name: normalized.name, pw: pw || '', pwHash, - rollerInfo: otherData.rollerInfo || {}, - shopInfo: otherData.shopInfo || {}, - tabInfo: otherData.tabInfo || {} + rollerInfo: normalized.rollerInfo || {}, + shopInfo: normalized.shopInfo || {}, + tabInfo: normalized.tabInfo || {} }); logToFile('API: Created player', name); @@ -269,7 +289,13 @@ router.put('/:name', requireSession, async (req, res) => { } } - const updated = playerHelpers.update(name, mergedData); + // Validate merged data before applying + const { valid: v2, errors: e2, normalized: normalized2 } = validatePlayer(Object.assign({ name }, mergedData)); + if (!v2) { + return res.status(400).json({ error: 'Validation failed', details: e2 }); + } + + const updated = playerHelpers.update(name, normalized2); if (!updated) { return res.status(500).json({ error: 'Failed to update player' }); @@ -303,4 +329,73 @@ router.delete('/:name', requireSession, async (req, res) => { } }); +// Upload avatar (base64 JSON payload) - saves to public/avatars and updates tabInfo.picture +router.post('/:name/avatar', requireSession, async (req, res) => { + try { + const { name } = req.params; + const { filename, data } = req.body || {}; + + if (!filename || !data) return res.status(400).json({ error: 'filename and data required' }); + + const existingPlayer = playerHelpers.getByName(name); + if (!existingPlayer) return res.status(404).json({ error: 'Player not found' }); + + // Extract base64 payload if data URL provided + const match = String(data).match(/^data:(image\/(png|jpeg|jpg|gif));base64,(.*)$/i); + let mimeType = null; + let base64 = null; + if (match) { + mimeType = match[1]; + base64 = match[3]; + } else { + // Assume raw base64 and try to infer extension from filename + base64 = String(data).replace(/^\s+|\s+$/g, ''); + } + + // Validate size (limit to 200KB) + let buffer; + try { + buffer = Buffer.from(base64, 'base64'); + } catch (err) { + return res.status(400).json({ error: 'Invalid base64 data' }); + } + const MAX_BYTES = 200 * 1024; + if (buffer.length > MAX_BYTES) return res.status(413).json({ error: 'File too large' }); + + // Sanitize filename and ensure extension + const ext = path.extname(filename).toLowerCase() || (mimeType ? `.${mimeType.split('/')[1]}` : '.png'); + const safeName = `${existingPlayer.name.replace(/[^a-z0-9_-]/gi, '_')}_${Date.now()}${ext}`; + const avatarsDir = path.join(__dirname, '..', '..', 'public', 'avatars'); + if (!fs.existsSync(avatarsDir)) fs.mkdirSync(avatarsDir, { recursive: true }); + + const outPath = path.join(avatarsDir, safeName); + fs.writeFileSync(outPath, buffer); + + // Update player's tabInfo.picture to public URL path + const avatarUrl = `/avatars/${safeName}`; + + const mergedData = { + rollerInfo: { ...existingPlayer.rollerInfo }, + shopInfo: { ...existingPlayer.shopInfo }, + tabInfo: { ...(existingPlayer.tabInfo || {}), picture: avatarUrl }, + pw: existingPlayer.pw, + pwHash: existingPlayer.pwHash + }; + + // Validate then update + const { valid, errors, normalized } = validatePlayer(Object.assign({ name }, mergedData)); + if (!valid) return res.status(400).json({ error: 'Validation failed', details: errors }); + + const ok = playerHelpers.update(name, normalized); + if (!ok) return res.status(500).json({ error: 'Failed to update player with avatar' }); + + const updated = playerHelpers.getByName(name); + logToFile('API: Uploaded avatar for', name, avatarUrl); + res.json(updated); + } catch (error) { + logToFile('API: Avatar upload failed', req.params.name, error && error.stack ? error.stack : error); + res.status(500).json({ error: 'Avatar upload failed' }); + } +}); + module.exports = router; diff --git a/database/routes/rulesRoutes-simple.js b/database/routes/rulesRoutes-simple.js new file mode 100644 index 0000000..84f4b60 --- /dev/null +++ b/database/routes/rulesRoutes-simple.js @@ -0,0 +1,22 @@ +const express = require('express'); +const router = express.Router(); + +console.log('Simple rules routes loading...'); + +// Test route +router.get('/test', (req, res) => { + console.log('Simple test route hit!'); + res.json({ message: 'Simple rules test working!' }); +}); + +// Stats route +router.get('/stats', (req, res) => { + console.log('Simple stats route hit!'); + res.json({ + totalRules: 288, + message: 'Simple stats working!' + }); +}); + +console.log('Simple rules routes registered'); +module.exports = router; diff --git a/database/routes/rulesRoutes.js b/database/routes/rulesRoutes.js new file mode 100644 index 0000000..138e379 --- /dev/null +++ b/database/routes/rulesRoutes.js @@ -0,0 +1,281 @@ +const express = require('express'); +const fs = require('fs'); +const path = require('path'); +const router = express.Router(); + +console.log('Loading rules routes...'); + +// Load rules database +let rulesDatabase = null; +let searchIndex = null; + +function loadRulesDatabase() { + try { + const dbPath = path.join(__dirname, '../rules/rules-database.json'); + if (fs.existsSync(dbPath)) { + const data = JSON.parse(fs.readFileSync(dbPath, 'utf8')); + rulesDatabase = data.rules; + searchIndex = data.searchIndex; + console.log(`Loaded ${rulesDatabase.length} rules from database`); + return true; + } + console.warn('Rules database not found, using empty database'); + rulesDatabase = []; + searchIndex = {}; + return false; + } catch (error) { + console.error('Failed to load rules database:', error); + rulesDatabase = []; + searchIndex = {}; + return false; + } +} + +// Load the database on startup +loadRulesDatabase(); + +// Get all rule categories +router.get('/categories', (req, res) => { + try { + if (!rulesDatabase) { + return res.json([ + { id: 'all', name: 'All Rules' }, + { id: 'combat', name: 'Combat' }, + { id: 'weapons', name: 'Weapons' }, + { id: 'armor', name: 'Armor' }, + { id: 'skills', name: 'Skills' }, + { id: 'talents', name: 'Talents' }, + { id: 'psychic', name: 'Psychic Powers' }, + { id: 'equipment', name: 'Equipment' } + ]); + } + + const categories = [...new Set(rulesDatabase.map(rule => rule.category))]; + const categoryList = categories.map(cat => ({ + id: cat, + name: cat.charAt(0).toUpperCase() + cat.slice(1) + })); + + res.json([{ id: 'all', name: 'All Rules' }, ...categoryList]); + } catch (error) { + console.error('Categories error:', error); + res.status(500).json({ error: 'Failed to get categories' }); + } +}); + +// Search rules +router.get('/search', (req, res) => { + console.log('Search route hit! Query:', req.query); + try { + const { q: query, category, limit = 20 } = req.query; + + if (!query || !query.trim()) { + return res.json([]); + } + + if (!rulesDatabase || rulesDatabase.length === 0) { + return res.json([ + { + id: 'no_database', + title: 'Rules Database Not Available', + content: 'The rules database has not been loaded. Run the extract-rules.js script to populate the database from the PDF files.', + category: 'system', + page: null, + source: 'System' + } + ]); + } + + const searchTerms = query.toLowerCase().split(/\s+/).filter(term => term.length > 2); + + // scoring helper - returns Map(index -> score) + const scoreResults = (applyCategoryFilter) => { + const scores = new Map(); + rulesDatabase.forEach((rule, index) => { + let score = 0; + const titleLower = (rule.title || '').toLowerCase(); + const contentLower = (rule.content || '').toLowerCase(); + + if (titleLower === query.toLowerCase()) score += 100; + if (titleLower.includes(query.toLowerCase())) score += 50; + + searchTerms.forEach(term => { + if (titleLower.includes(term)) score += 20; + if (contentLower.includes(term)) score += 5; + if (searchIndex && searchIndex[term] && searchIndex[term].includes(index)) score += 3; + }); + + if (applyCategoryFilter && category && category !== 'all' && rule.category !== category) { + // skip when category filtering is requested + score = 0; + } + + if (score > 0) scores.set(index, score); + }); + return scores; + }; + + const limitInt = Math.max(1, parseInt(limit) || 20); + + // Primary: category-filtered results (if category requested) + const primaryScores = scoreResults(true); + const primarySorted = Array.from(primaryScores.entries()) + .sort((a, b) => b[1] - a[1]) + .slice(0, limitInt) + .map(([index]) => index); + + // Secondary: best matches ignoring category (fallback) + const secondaryScores = scoreResults(false); + const secondarySorted = Array.from(secondaryScores.entries()) + .sort((a, b) => b[1] - a[1]) + .map(([index]) => index) + .filter(idx => !primarySorted.includes(idx)) + .slice(0, Math.max(0, limitInt - primarySorted.length)); + + // If a category is requested but yields no primary results, fall back to best cross-category matches + let combinedIndices; + if (category && category !== 'all') { + if (primarySorted.length === 0 && secondarySorted.length > 0) { + combinedIndices = secondarySorted; + } else { + combinedIndices = [...primarySorted, ...secondarySorted]; + } + } else { + combinedIndices = Array.from(secondaryScores.entries()).sort((a,b)=>b[1]-a[1]).slice(0, limitInt).map(([i])=>i); + } + + const results = combinedIndices.slice(0, limitInt).map(index => ({ + ...rulesDatabase[index], + content: rulesDatabase[index].content && rulesDatabase[index].content.length > 300 + ? rulesDatabase[index].content.substring(0, 300) + '...' + : rulesDatabase[index].content + })); + + console.log(`Rules search: "${query}" (category: ${category || 'all'}) - ${results.length} results (primary ${primarySorted.length}, secondary ${secondarySorted.length})`); + res.json(results); + + } catch (error) { + console.error('Search error:', error); + res.status(500).json({ error: 'Search failed' }); + } +}); + +// Get a specific rule by ID +router.get('/rule/:id', (req, res) => { + try { + const { id } = req.params; + + if (!rulesDatabase) { + return res.status(404).json({ error: 'Rules database not available' }); + } + + const rule = rulesDatabase.find(r => r.id === id); + if (!rule) { + return res.status(404).json({ error: 'Rule not found' }); + } + + res.json(rule); + } catch (error) { + console.error('Get rule error:', error); + res.status(500).json({ error: 'Failed to get rule' }); + } +}); + +// Get random rules for discovery +router.get('/random', (req, res) => { + try { + const { count = 5, category } = req.query; + + if (!rulesDatabase || rulesDatabase.length === 0) { + return res.json([]); + } + + let eligibleRules = rulesDatabase; + if (category && category !== 'all') { + eligibleRules = rulesDatabase.filter(rule => rule.category === category); + } + + const randomRules = []; + const maxCount = Math.min(parseInt(count), eligibleRules.length); + const usedIndices = new Set(); + + while (randomRules.length < maxCount && usedIndices.size < eligibleRules.length) { + const randomIndex = Math.floor(Math.random() * eligibleRules.length); + if (!usedIndices.has(randomIndex)) { + usedIndices.add(randomIndex); + randomRules.push({ + ...eligibleRules[randomIndex], + content: eligibleRules[randomIndex].content.length > 200 + ? eligibleRules[randomIndex].content.substring(0, 200) + '...' + : eligibleRules[randomIndex].content + }); + } + } + + res.json(randomRules); + } catch (error) { + console.error('Random rules error:', error); + res.status(500).json({ error: 'Failed to get random rules' }); + } +}); + +// Get rules statistics +router.get('/stats', (req, res) => { + try { + if (!rulesDatabase) { + return res.json({ + totalRules: 0, + categories: [], + sources: [], + searchTerms: 0 + }); + } + + const categories = [...new Set(rulesDatabase.map(rule => rule.category))]; + const sources = [...new Set(rulesDatabase.map(rule => rule.source))]; + + const categoryStats = categories.map(cat => ({ + category: cat, + count: rulesDatabase.filter(rule => rule.category === cat).length + })); + + res.json({ + totalRules: rulesDatabase.length, + categories: categoryStats, + sources: sources.map(source => ({ + source, + count: rulesDatabase.filter(rule => rule.source === source).length + })), + searchTerms: Object.keys(searchIndex).length + }); + + } catch (error) { + console.error('Stats error:', error); + res.status(500).json({ error: 'Failed to get stats' }); + } +}); + +// Reload the rules database (admin only) +router.post('/reload', (req, res) => { + try { + // Check for GM secret + const gmSecret = req.headers['x-gm-secret']; + if (gmSecret !== 'bongo') { + return res.status(403).json({ error: 'Unauthorized' }); + } + + const success = loadRulesDatabase(); + res.json({ + success, + totalRules: rulesDatabase ? rulesDatabase.length : 0, + message: success ? 'Rules database reloaded successfully' : 'Failed to reload rules database' + }); + + } catch (error) { + console.error('Reload error:', error); + res.status(500).json({ error: 'Failed to reload database' }); + } +}); + +console.log('Rules routes registered'); +module.exports = router; diff --git a/database/rules/CR.txt b/database/rules/CR.txt new file mode 100644 index 0000000..14670ed --- /dev/null +++ b/database/rules/CR.txt @@ -0,0 +1,26637 @@ +® + + + + + ™ + + + + + ® + + + CORE RULEBOOK + ™ + ™ + + + + + ROLEPLAYING IN THE GRIM +DARKNESS OF THE 41ST MILLENNIUM + Credits + Deathwatch DesigneD by Art Direction + Ross Watson Zoë Robinson + with additional concepts by Jay Little and Sam Stewart + Production Manager + Lead Developer Gabe Laulunen + Ross Watson + FFG Lead Game Designer + Written and Developed by Corey Konieczka + Owen Barnes, Alan Bligh, John French, Andrea Gausman + and Andy Hoare FFG Lead Game Producer + Michael Hurley +Credits + + + + + Additional Writing + Mack Martin and Robin Everett-McGuirl Publisher + Christian T. Petersen + Based on Dark Heresy, Designed by + Owen Barnes, Kate Flack, and Mike Mason games workshop + Editing Licensing Manager + Dylan Owen, Leigh Anne Reger, and Patrick Rollens Owen Rees + + Graphic Design Head of Licensing + Kevin Childress Paul Lyons + + Additional Graphic Design Head of Intellectual Property + Mark Raynor Alan Merrett + + Cover Art Special Thanks + Michael Phillippi FFG wishes to give special thanks to all our playtesters (see page + 396 for a complete list), especially Les Hedges of “No Guts, No + Interior Art Glory,” who will be forever remembered as an inspiration and best + Alex Boyd, Matt Bradbury, Victor Corbella, Paul Dainton, friend to all who met him. + Dave Gallagher, David Griffith, Des Hanley, Nikolaus + Ingeneri, Nuala Kennedy, Igor Kieryluk, Anton Kokarev, + Karl Kopinski, Stefan Kopinski, Clint Langley, Jorge Maese, + Winona Nelson, Hector Ortíz, Michael Phillippi, Roberto + Ricci, Karl Richardson, Skysoul Studios, Adrian Smith, + Oliver Specht, and Theo Stylianides + + + + Fantasy Flight Games + FANTASY 1975 West County Road B2 + FLIGHT Roseville, MN 55113 + GAMES USA + + Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, + the foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/ + devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer + 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered + in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights + reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any + form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers. + ISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10 + Printed in China + For more information about the Deathwatch line, free downloads, answers + to rule queries, or just to pass on greetings, visit us online at + .FantasyFlightGames.com + + + 2 + Contents Deathwatch Assault Marine ................................................ 72 + Deathwatch Devastator Marine .......................................... 76 + Deathwatch Librarian .......................................................... 80 +Foreword 6 Deathwatch Tactical Marine .............................................. 84 + You Shall Know No Fear .......................................................8 Deathwatch Techmarine ..................................................... 88 + What is a Roleplaying Game? ...............................................8 + What’s in this book?...............................................................9 ChapterIII:Skills 92 + Game Dice ............................................................................ 10 Gaining Skills ....................................................................... 92 + The Space Marines ............................................................... 11 Skill Mastery ...................................................................... 92 + The Origins of The Space Marines ................................. 11 Basic and Advanced Skills .................................................. 92 + The Codex Astartes ........................................................... 12 Skill Descriptors ................................................................... 94 + + + + + Contents + Conditioning ...................................................................... 16 Skill Groups .......................................................................... 94 + The Path of the Space Marine ......................................... 19 Special Uses .......................................................................... 94 + Masters of the Chapter ..................................................... 20 Skill Descriptions ................................................................. 94 + +ChapterI:CharacterCreation 22 ChapterIV:Talents&Traits 108 + Creating your Deathwatch Space Marine ......................... 22 Gaining Talents ..................................................................108 + Generating Characteristics................................................ 25 Talent Groups .....................................................................108 + Nature.................................................................................. 31 Talent Prerequisites ............................................................108 + Demeanours........................................................................ 32 Talent Descriptions ............................................................112 + Using Demeanours .......................................................... 32 Traits ....................................................................................130 + Name ................................................................................... 34 Trait Descriptions ...............................................................130 + Roleplaying as a Space Marine ........................................ 35 + Space Marine Abilities ......................................................... 36 ChapterV:Armoury 138 + The Black Templars........................................................... 38 Requisition ..........................................................................138 + Eternal Crusaders ............................................................ 39 Renown ...............................................................................139 + Righteous Zeal ................................................................ 39 Craftsmanship .....................................................................140 + Combat Doctrine............................................................. 39 Weapons ..............................................................................140 + The Blood Angels .............................................................. 41 Astartes Weapons .............................................................142 + The World of Blood........................................................ 41 Weapon Special Qualities..................................................142 + The Sons of Sanguinius .................................................. 42 Bolt Weapons......................................................................146 + Combat Doctrine............................................................. 43 Plasma Weapons .................................................................147 + The Dark Angels ................................................................ 44 Melta Weapons ...................................................................148 + Caliban ............................................................................. 44 Flame Weapons...................................................................148 + The Inner Circle .............................................................. 44 Solid Projectile Weapons ..................................................149 + Combat Doctrine............................................................. 45 Las Weapons .......................................................................149 + The Space Wolves .............................................................. 47 Grenades and Missiles .......................................................150 + Land of Fire and Ice ........................................................ 47 Launchers ............................................................................152 + The Trials ......................................................................... 47 Exotic Weapons ..................................................................152 + Combat Doctrine............................................................. 48 Melee Weapons ..................................................................153 + Storm Wardens ................................................................... 50 Chain Weapons ..................................................................153 + The World of Storms ...................................................... 50 Power Weapons ..................................................................154 + The Way of Honour ........................................................ 51 Force Weapons....................................................................155 + Combat Doctrine............................................................. 51 Traditional Weapons ..........................................................156 + The Ultramarines ............................................................... 53 Weapon Upgrades ..............................................................156 + The Realm of Ultramar................................................... 53 Ammunition ........................................................................158 + Duty and Honour ............................................................ 54 Special Issue Ammunition .................................................159 + Combat Doctrine............................................................. 54 Armour ................................................................................160 + Astartes Power Armour......................................................160 +ChapterII:Specialties 56 Other Armour .....................................................................164 + Getting Started ..................................................................... 56 Force Fields .........................................................................166 + Speciality Format.................................................................. 56 Relics ...................................................................................167 + Character Advancements ..................................................... 57 Chapter Relics ....................................................................167 + Ranks ..................................................................................... 57 Deathwatch Relics..............................................................168 + Skill and Talent Advances................................................. 58 Chapter Trappings .............................................................169 + General Space Marine Advances ...................................... 60 Wargear ...............................................................................171 + Deathwatch Advances ....................................................... 64 Drugs and Consumables....................................................172 + Chapter Advances .............................................................. 66 Tools ....................................................................................173 + Deathwatch Apothecary ...................................................... 68 Cybernetics .........................................................................176 + + + 3 + Servitors ..............................................................................178 Mission Complications ......................................................231 + Rewards ...............................................................................232 + ChapterVI:PsychicPowers 180 Experience...........................................................................232 + Psykers in the Imperium ...................................................180 Renown ...............................................................................232 + Space Marine Librarians ....................................................182 + Selection and Training ......................................................182 ChapterVIII:Combat 234 + Codex Librarians ................................................................184 Narrative Time vs. Structured Time .................................234 + Psychic Powers in Deathwatch .........................................184 Combat Overview ..............................................................234 + Psy Ratings .........................................................................184 Surprise ................................................................................235 + Perils of the Warp ..............................................................186 Initiative ..............................................................................235 + Psychic Powers ...................................................................189 Actions.................................................................................236 +Contents + + + + + Telepathy Powers .............................................................190 Using Actions ...................................................................236 + Divination Powers ...........................................................192 Action Descriptions .........................................................237 + Codex Powers ..................................................................194 The Attack ..........................................................................244 + Blood Angel Powers ........................................................196 Combat Circumstances ......................................................246 + Dark Angel Powers..........................................................197 Missing ................................................................................248 + Space Wolf Powers ..........................................................198 Pinning ................................................................................248 + Storm Warden Powers .....................................................199 Injury ...................................................................................250 + Ultramarine Powers .........................................................200 Critical Damage..................................................................250 + Fatigue .................................................................................251 + ChapterVII:PlayingtheGame 202 Conditions and Special Damage ......................................260 + Tests .....................................................................................202 Healing ................................................................................261 + Skill Tests ..........................................................................202 + Characteristic Tests ..........................................................203 ChapterIX:TheGameMaster 264 + The Role of Fate.................................................................204 The Role of the Game Master ..........................................264 + Using Fate Points .............................................................204 The Basics ...........................................................................264 + Movement ...........................................................................205 Evoking the Setting ...........................................................265 + Climbing ...........................................................................206 Themes in Deathwatch ......................................................265 + Jumping and Leaping ......................................................207 How to Run a Deathwatch Adventure ............................267 + Swimming.........................................................................207 Styles of Play ......................................................................267 + Carrying, Lifting, and Pushing Objects........................208 Non-Player Characters ......................................................268 + Lighting ............................................................................209 The Imperial War Machine ...............................................269 + Flying ................................................................................210 Rewards: The Mark of Duty .............................................269 + The Effects of Gravity .....................................................210 Experience Points...............................................................269 + Cohesion .............................................................................211 Creating Missions ..............................................................272 + What is Cohesion?...........................................................211 Setting Objectives............................................................272 + Squad Mode and Solo Mode ............................................213 Kill Markers......................................................................273 + What is Solo Mode? ........................................................213 Setting Requisition ..........................................................273 + What is Squad Mode? .....................................................213 Mission Archetypes .........................................................274 + Solo Mode Abilities ...........................................................215 Interaction ...........................................................................275 + Codex Abilities..................................................................216 Interaction Skills ..............................................................275 + Chapter Abilities ...............................................................217 Fear and Damnation ..........................................................276 + Squad Mode Abilities ........................................................219 Fear ....................................................................................277 + Gaining Squad Mode Abilities .......................................219 Insanity .............................................................................278 + Attack Patterns ...................................................................221 Corruption ........................................................................282 + Codex Attack Patterns ....................................................221 + Chapter Attack Patterns ..................................................222 ChapterX:TheImperiumofMan 284 + Defensive Stances ...............................................................223 The Divine Order of the Imperium .................................284 + Codex Defensive Stances ................................................223 The Administratum ..........................................................284 + Chapter Defensive Stances .............................................224 The Adeptus Astra Telepathica ......................................285 + Missions...............................................................................226 The Adeptus Arbites ........................................................286 + Overview ..........................................................................226 The Adeptus Ministorum ................................................286 + Preparation .......................................................................227 The Adeptus Custodes ....................................................286 + Briefing .............................................................................227 The Holy Orders of the Emperor’s Inquisition............286 + Select a Leader .................................................................228 The Adeptus Astartes ......................................................286 + Oath-taking ......................................................................228 The Imperial Navy...........................................................287 + Arming ..............................................................................230 The Imperial Guard .........................................................287 + Execution ..........................................................................230 The Navigator Houses ....................................................287 + Mission Objectives .............................................................230 The Officio Munitorum ..................................................287 + + + 4 + The Adeptus Mechanicus................................................287 Hordes Attacking .............................................................360 + Officio Assassinorum .......................................................287 Creating a Horde ............................................................360 + Rogue Traders ..................................................................287 Chaos ...................................................................................361 + Domains of the Emperor...................................................291 Daemon Prince (Master) .................................................362 + The Warp ..........................................................................291 Chaos Space Marine (Elite) ............................................363 + Planets of the Imperium .................................................292 Renegade Militia (Troops) ..............................................364 + A Galaxy at War .................................................................294 Chaos Heretic (Troops) ...................................................364 + The Many Faces of the Enemy ......................................295 The Tau ...............................................................................365 + Wars of the Imperium .....................................................297 Tau Commander (Master) ...............................................365 + War on All Fronts ............................................................298 Tau Stealth Suit (Elite) ....................................................366 + The Military Machine .....................................................300 Gun Drones (Troops).......................................................367 + + + + + Contents + Tau Fire Warriors (Troops) .............................................368 +ChapterXI:TheDeathwatch 304 Tyranids ...............................................................................369 + The Origins of the Deathwatch .......................................305 Hive Tyrant (Master) .......................................................369 + Organisation of the Deathwatch ......................................306 Tyranid Warrior (Elite) ....................................................370 + Recruitment.........................................................................309 Hormagaunt (Troops) ......................................................371 + Heraldry of the Deathwatch .............................................311 Termagant (Troops) .........................................................371 + Wargear of the Deathwatch ..............................................311 Tyranid Weapons ............................................................372 + The Xenos Threat .............................................................312 Non-player Characters ......................................................374 + Deathwatch Missions .........................................................317 + ChapterXIV:Extraction 378 +ChapterXII:TheJerichoReach 322 GM’s Briefing .....................................................................378 + The Jericho-Maw Warp Gate ............................................326 Pyroclast-Gamma-9 ...........................................................380 + The Well of Night..............................................................327 Mission to Tantalus ............................................................382 + The Domains of The Deathwatch....................................327 Planetfall .............................................................................382 + Watch Fortress Erioch .....................................................328 The Mission Briefing .........................................................382 + Watch Stations..................................................................333 Seek, Locate, Destroy ........................................................383 + Warships............................................................................335 Tyranid Encounters ............................................................383 + Keepers of the Watch ......................................................335 Map Locations ....................................................................385 + The Achilus Crusade..........................................................337 Exit Strategy .......................................................................390 + The Orpheus Salient ..........................................................340 Tantalus Dies ......................................................................390 + Victory and Disaster ........................................................340 Rewards ..............................................................................390 + The Acheros Salient ...........................................................345 Further Adventures ............................................................390 + Karlack ..............................................................................345 NPCs & Antagonists ..........................................................391 + The Cellebos Warzone ....................................................346 + The Hadex Anomaly and the Charon Stars ................349 + Noteworthy Worlds of the Outer Reach ......................350 + Shedu and the Slinnar Drift ...........................................350 + Jove’s Descent ...................................................................350 + Polyphemnos ....................................................................350 + The Canis Salient ...............................................................350 + Fortress Spite ....................................................................351 + Quarantined Worlds ........................................................352 + Velk’Han Sept ..................................................................352 + Tsua’Malor ........................................................................352 + Krrk’tikit ...........................................................................354 + Watch Station Skapula ....................................................354 + The Black Reef.................................................................354 + The Greyhell Front ..........................................................354 + Baraban .............................................................................355 + Bekrin................................................................................355 + Ravacene ...........................................................................356 + Veren .................................................................................356 + +ChapterXIII:Adversaries 358 + The Tiers of Enemies .........................................................358 + Hordes .................................................................................359 + Using a Horde ..................................................................359 + Attacking a Horde ...........................................................359 + + + 5 + Foreword + I + think it is fairly safe 40K roleplaying game with or without Space Marines? The + to say that the idea of solution we eventually settled upon was to do both! + exploring the universe of In fact, we went one further and sketched out a plan that + Warhammer 40,000 (40K) added a third core rulebook to the set. This gave us, on paper + through the medium of a at least, an interesting progression through the universe of + roleplaying game has been the 41st Millennium and through the power levels of the + around for as long as the player characters. We also gave tentative themes and titles to + tabletop battlegame has been the three core rulebooks. Dark heresy would introduce the +Foreword + + + + + in existence (Games Workshop universe to roleplayers and provide a very strong environment + published Warhammer 40,000: for developing low level, inexperienced characters under the + Rogue Trader in 1987). The aegis of the Inquisition (a format very much inspired by the + rich and varied background of earlier and perfectly successful tabletop game InquIsItor + the universe and its amazing by Games Workshop). rogue traDer would expand the + cast of characters appeared to game’s horizons and introduce higher level characters and + offer an unparalleled opportunity for the creation of a really adventures and maybe the first look at a playable Space + enthralling roleplaying experience. As the years passed and Marine. Finally Deathwatch would present the Space Marines + GW increasingly focussed its publishing efforts on the tabletop in all of their glory—the ultimate warriors facing the most + miniatures game, the prospect of a 40K roleplaying game dangerous challenges. + happening became ever more remote, even if it never lost its As it turned out, the GW team only got to do part one of + glittering promise. Some may have even referred to the idea the set and that book along with the plan we had sketched + as the ‘Holy Grail’ of the roleplaying hobby. Many may have out was offered to FFG when they acquired the license. To + doubted that such a venture would ever come to pass. However, our delight, they liked both Dark heresy and our plan and + a few years ago, some folks at Games Workshop finally put immediately set about turning parts two and three into a reality. + into place some plans to do exactly that. The result of their In the course of doing this it has been inevitable that Ross + efforts was the launch in 2008 of the Dark heresy book and and his teams have had to adapt those initial ideas somewhat. + the grim darkness of the far future could now be explored by As well as making some essential changes and developments + legions of roleplaying enthusiasts. The popularity of Dark they have added an enormous amount of original material of + heresy outstripped all expectations, and it was clear that the their own devising to the final fleshed-out products. This has + idea of roleplaying in the 41st Millennium was as strong, if resulted in the most amazing series of roleplaying books, as + not stronger than it had ever been. The subsequent licensing you can no doubt ascertain for yourself by examining the book + of the property to Fantasy Flight Games first consolidated and in your hands right now. This realisation of those early ideas + then built on this success, in somewhat spectacular fashion it in such a high quality fashion and the dedication and ongoing + has to be said. FFG have already produced a string of high commitment of FFG to the property is immensely satisfying to + quality supplements for Dark heresy and in 2009 launched those of us at GW who were involved in those early planning + rogue traDer, the second core rulebook in the series, meetings. It is good to know that the ‘Holy Grail’ has not + and associated supplements. With this amazing wealth of only been grasped but that it is in such talented hands. The + material and the growing popularity of both strands, it is now 41st Millennium may be grim and dark but the future of 40K + difficult to imagine a roleplaying scene without a Warhammer roleplaying looks very bright indeed. + 40,000 presence. + This volume, Deathwatch, completes the triptych of 40K + Roleplay core rulebooks and introduces the Space Marines. + That this book is devoted to the Adeptus Astartes explains Alan Merrett, + to some extent the structure of the whole 40K roleplay line. Games Workshop 2010 + As I said earlier, a few years ago a small group of people at + Games Workshop began to think seriously about how we + might actually publish a 40K roleplaying game. There was, if + I recall, much excitement and quite a few proposals as to how + we might approach such a venture. Broadly speaking these + proposals fell into one of two camps. On the one side was the + opinion that because Space Marines were so powerful in the + setting it made no sense to have them being featured alongside + other characters at low levels of play and that therefore + including them at all would simply unbalance the game. On + the other side was the opinion that a 40K game without + Space Marines was just unthinkable and that the game would + have little interest if they were left out. So did we publish a + + + 6 + It is the 41st Millennium... + For more than a hundred centuries the Emperor has sat immobile on + the Golden + Throne of Earth. He is the master of Mankind by the will of the gods, + and master + of a million worlds by the might of his inexhaustible armies. He is a rottin + g carcass + + + + + Introduction + writhing invisibly with power from the Dark Age of Technology. He is + the Carrion + Lord of the Imperium for whom a thousand souls are sacrificed every day, + so that he + may never truly die. + + Yet in his deathless state, the Emperor + continues his eternal vigilance. Mighty + battlefleets cross the Daemon-infested + miasma of the warp, the only route + between distant stars, their way lit + by the Astronomican, the psychic + manifestation of the Emperor’s will. + Vast armies give battle in his name on +uncounted worlds. Greatest amongst his +soldiers are the Adeptus Astartes, the +Space Marines, bio-engineered super- +warriors. Their comrades in arms +are legion: the Imperial Guard and +countless planetary defence forces, the +ever-vigilant Inquisition and the Tech- +Priests of the Adeptus Mechanicus, +to name but a few. But for all their +multitudes, they are barely enough to +hold off the ever-present threat from +aliens, heretics, mutants—and worse. + +To be a man in such times is to be one amongst untold billons. It is + to live in the +cruellest and most bloody regime imaginable. Forget the power of techn + ology and +science, for so much has been forgotten, never to be re-learned. Forget the + promise of +progress and understanding, for in the grim darkness of the far future, + there is only +war. There is no peace amongst the stars, only an eternity of carnage and + slaughter, +and the laughter of thirsting gods. + + + 7 + You Shall Brothers. You will face difficult challenges, from the ravening + horror of a Tyranid Hive Tyrant to the excruciating decision + of whether an Imperial world’s population can be saved...or + + Know No Fear must be abandoned to their fate in the face of an encroaching + alien menace. + + + + W + elcome to the front lines, Battle-Brother! + Deathwatch is a roleplaying game in which the WHAT IS A ROLEPLAYING + players take on the roles of the bio-engineered + super-soldiers known as Space Marines, undertaking the most + GAME? +Introduction + + + + + dangerous special missions in the grim darkness of the far In a roleplaying game (RPG), you create an alter ego, a fictional + future. The player characters form a Kill-team of Space Marines character that is your avatar within the game world. Perhaps you + in the Deathwatch, an elite warrior brotherhood wherein you will create a stoic soldier, a wise scholar, or an inspiring leader. + will face hostile aliens and foul daemons in the Jericho Reach, Next, you and your friends direct your characters through a + a region of the Imperium devastated by war and on the brink series of adventures. Imagine a crime drama, adventure film, + of annihilation. or war movie—except that instead of passively watching the + The role of the Deathwatch in the Imperium is to story unfold, you control one of the characters, making his + safeguard humanity against the predations of the vile alien decisions, selecting his actions, and even speaking for him. + and other threats. Deathwatch Space Marines are at the fore The decisions of you and your fellow players directly affect + of Mankind’s war for survival against a hostile universe. The the events of the story. + Deathwatch recruits Space Marines from across the galaxy- How can you affect these events? How do you decide + spanning Imperium of Man, meaning that many Space what happens? That is the role of the game itself. Roleplaying + Marines have wildly different backgrounds, experiences, games such as Deathwatch provide a framework of rules that + beliefs, and traditions. Some of the other Space Marines in a describe how to design your character and operate him within + player’s Kill-team may be from a Chapter considered a rival to the game. Rules can cover situations like shootouts, chase + his own, whilst others may be simply mysterious or difficult scenes, or investigating the records from a long-abandoned + to understand. Watch Station. Often, the rules require you to roll dice when + Much like the knights of Camelot’s round table, each performing an action, with some results indicating success and + Deathwatch Space Marine is a veteran warrior, a hero with others indicating failure. While the rules provide structure and + a legend and story of his own. His great accomplishments guidelines in the game, dice add an element of chance. After + and strong personality have distinguished him from the battle- all, success would not seem so sweet if there were + brothers of his home Chapter, and he has earned the honour of no risk of failure! Jumping from one + joining the Deathwatch. Amongst his peers in the Deathwatch cliff face to another becomes + Kill-team, the Space Marine must learn to put aside his much more exciting when + differences and work together as a group—or face the slightest misstep (or + annihilation in the face of implacable alien foes. bad dice roll!) may result + Deathwatch centres around elite, special- in your character falling + missions style action involving some of the into the abyss + greatest heroes and deadliest opponents below. + the Warhammer 40,000 universe has to At first, RPGs + offer. However, it is equally like Deathwatch may + important to consider the appear to have a lot of + roleplaying opportunities rules. However, you will + presented by the unique soon see that the rules are + composition of the actually quite simple, + Deathwatch itself; easy to remember, and + the Space Marines often very intuitive. + who make up a Kill- To adjudicate + team are a group of these rules, + powerful and successful each game has + individuals, and often it is a Game Master (or GM). The GM is + the choice to go beyond that you, or one of your friends, chosen + individual nature and sacrifice one’s pride in by the consensus of your group. He + order to work together that will create the most does not control a lone character + drama and excitement in a Deathwatch game. during the game. Instead, the GM + During your missions for the Deathwatch, you and your runs the game, presenting the story + fellow Space Marines will earn renown, advance in experience and the myriad situations that + and prestige, and garner special wargear only entrusted to the come with it. He controls the + the most honoured and renowned Battle- people your character meets in + + + 8 + the game, controls the encounters and strange occurrences that chapter VII: playIng the game +shape your decisions as to your actions, and is basically both +the game’s narrator and referee. This chapter explains how to make Skill Tests, spend Fate + All of the other players control characters within the world Points, and perform other rules-related actions. +around which the story revolves. These characters are known +as the Player Characters (PCs). During the game, the players +describe the intentions and actions of their characters to the + chapter VIII: combat +GM, who then decides (based on the rules) whether those In Deathwatch, you will often have to face alien enemies +actions succeed or fail, and how the character’s words and on the field of war. This chapter tells you how to create and +deeds affect the game’s story. oversee such a battle in the game. + + + + + Introduction +WHAT’S IN THIS bOOK? chapter IX: the game maSter +Deathwatch is divided into fifteen chapters. They are: The GM has a special role to play in any roleplaying game, + and this chapter explains how best to fulfil that role. In + addition to advice on how to run a Deathwatch game, this +IntroductIon chapter also contains rules for insanity and experience. +The section you are reading right now. It provides an overview +of Deathwatch and roleplaying in general. + chapter X: the ImperIum + This chapter describes the Imperium of Man in the 41st +chapter I: character creatIon Millennium in all its decaying, war-torn glory. +This chapter takes you step by step through the process of +creating your character for this game. + chapter XI: the deathwatch + The Deathwatch is an elite organisation of Space Marines drawn +s from all over the galaxy. This chapter provides key background +Specialities describe your character’s role within the details about the Deathwatch itself, from its origins to the +Deathwatch and what you do for your Kill-team. This chapter mysteries and secrets that surround this enigmatic group. +details all the various Specialities and also explains how you +can improve and develop your character through game play. + chapter XII: the JerIcho reach + The Jericho Reach is the core setting for Deathwatch. This +s chapter provides an overview of the Reach and then provides +From Awareness to Tactics, every character has a variety of detailed information on certain significant areas, such as +learned skills that they can employ. This chapter describes Watch Fortress Erioch, the Achilus Crusade, and the three +these skills in detail. Salients. This chapter should give the GM plenty of material + to work with when running a Deathwatch campaign. +s +Every character also has certain special abilities that make + s +him unique, such as Bolter Drill or Preternatural Speed. This The galaxy is fraught with all manner of deadly creatures, and +chapter describes all of those Talents and Traits. this chapter provides background and game rules for various + adversaries that can be found in the Jericho Reach. +chapter V: armoury +This chapter describes some of the tools, trappings, weapons, + chapter XIV: eXtractIon +and armour your Space Marine may use or encounter. This book includes an adventure that is optimal for starting + Deathwatch characters. It involves a race against time to + recover precious knowledge in the face of great danger. +s +The unnatural powers of the mind can be both rewarding and +dangerous. The psychic abilities of a Space Marine Librarian are +unlike those of any other psyker, and this chapter explains what +those powers are... and what happens when things go wrong. + + + + + 9 + Game Dice + D + eathwatch is a roleplaying game that uses ten-sided + polyhedral dice for its core game mechanic. These + dice can be purchased from any game store, many + bookstores, and are probably available from the same place + this book was purchased. Each player and the GM will + need access to at least two ten-sided dice, preferably of two + different colours. +Introduction + + + + + In the game rules, one ten-sided die is referred to as “1d10,” + while two ten-sided dice are referred to as “2d10,” and so + forth. Deathwatch also often requires players to generate a + random number from 1–100. This is known as a percentage + roll and is often abbreviated as “d%” or “1d100.” + To make a percentage roll, use two ten-sided dice and + assign one of them to the “tens” digit of the result and the + other to the “ones” digit. Using differently coloured dice + is helpful for distinguishing between these results. See also + Table A–1: Percentage Roll Examples, below. + It is important to note that when rules say 2d10, this is + not the same thing as a percentage roll. When rolling 2d10 + (or larger groups, such as 3d10, etc.), simply add the results + of each die. + + + eXample + Atreus, a Space Marine of the Dark Angels Chapter, is struck by a + frag grenade which inflicts 2d10 explosive Damage. The GM rolls + two ten-sided dice, resulting in a 9 on one die and a 7 on the other. + These results are added together for a total of 16 points of Damage. what you need to + play Deathwatch + Sometimes, the rules require When you’re ready to start playing Deathwatch, you’ll + a roll of 1d5. To make this kind need the following items: + of dice roll, simply roll a ten- • This rulebook + sided die, divide the result by • Three or more people to play the game + two, and round up. • A quiet place to play (around a table is ideal) + • Three or four hours of gaming time + • Some ten-sided dice (two or more per player) + eXample • Paper + The exploding frag grenade was powerful enough to deal one point • Pencils and an eraser + of Critical Damage to Atreus’s body. Consulting the appropriate • Snacks, drinks, etc. + Critical Damage table, the GM discovers that Atreus is going to You should be able to find ten-sided dice in the shop + be knocked backward 1d5 metres. He rolls a ten-sided die and gets where you bought this book, or failing that, there are + a result of 5, which is treated as a result of three (5/2 = 2.5, many internet stores that sell these dice in a variety + rounded up to 3). Poor Atreus is knocked backwards three metres of different colours and finishes. If you have access + by the blast. to a photocopier, you may like to copy the character + sheet at the back of this book for each member of your + group to use, though this isn’t essential. (You can also + Table A–1: Percentage Roll Examples download free printable character sheets from our + website at www.FantasyFlightGames.com.) + “Tens” Die “Ones” Die Result + To help visualise the action, you may wish to use + 7 3 73 suitable miniatures to represent your characters and + 3 7 37 enemies during combat. Games Workshop’s own + 2 0 20 Citadel range of Warhammer 40,000 miniatures are + 0 2 2 ideal for this task. See www.games-workshop.com for + 0 0 100 more details and nearest stockists. + + + + 10 + The Space organised into ten companies of a hundred troops in each. + Each Chapter is a self-sufficient army, equipped with its own + spacecraft and capable of responding at a moment’s notice + + Marines to any threat to the security of the Imperium. Every Chapter + is fiercely proud of its history and achievements, and each + one has its own distinctive colours and heraldic markings. +“They shall be pure of heart and strong of body, untainted by doubt These were established at the Chapter’s founding and are +and unsullied by self-aggrandisement. They will be bright stars displayed with pride upon all armour and vehicles. All of the +in a firmament of battle, Angels of Death whose shining wings wargear of the Space Marines is painstakingly maintained, +bring swift annihilation to the enemies of Man. So shall it be for a and many items are covered in lines of intricately rendered + + + + + Introduction +thousand times a thousand years, unto the very end of eternity and the devotional script, each line detailing a battle honour won in a +extinction of mortal flesh.” glorious campaign. + A Space Marine is a towering warrior, his brute strength + –Roboute Guilliman, Primarch of the Ultramarines tempered by inhuman skill. He is armed with the fearsome + bolter, a blessed weapon that fires devastating, mass-reactive + + +I + n the war-ravaged universe of the 41st Millennium, terrible shells that explode within the flesh of the target. He is protected + forces threaten the very existence of Humanity. Alien races by a suit of power armour, shielding him from the fiercest of + such as Orks and Tyranids ravage entire star systems, and the enemy fire whilst simultaneously strengthening his blows and +very soul of every human is menaced by the daemonic powers allowing him to survive in the most hostile of environments. He +of Chaos. Ranged against these inimical enemies are the armies is the product of intensive training and genetic manipulation, +of the Imperial Guard, the giant war machines of the Titan which transforms mortal men selected from the deadliest +Legions, and most potent of all, the mighty Space Marines of warrior races in the known universe into the most lethal of +the Legions Astartes. superhuman killing machines in the Imperium’s arsenal. + The Space Marines are the Imperium’s supreme warriors. +Genetically enhanced to be the ultimate fighters, they are +far stronger and tougher than ordinary human beings. Space arines +Marines are organised into roughly a thousand Chapters, with +each Chapter numbering approximately a thousand warriors + Of the one thousand or more Space Marine Chapters thought + to be in existence, a blessed few can trace their beginnings back + to a time more than ten thousand years ago, when the Emperor + of Mankind still walked among men. In those days, the Emperor + created the Primarchs, twenty immortal superbeings who were + to be his generals and comrades during the Great Crusade to + reunite the scattered and long-isolated Human worlds. The + Primarchs wielded powers the like of which are not known + in the universe today. The first Space Marines of the nascent + Imperium were also the creation of that period, each made using + the genetic inheritance of one of the Primarchs, albeit diluted a + hundred times for no human body could contain such power. + Each Primarch led a Legion of Space Marines, each a formation + considerably larger than the later Space Marine Chapters. + The names of many of the Primarchs echo down the + millennia, and the tales of their deeds are legendary. Names + such as Lion El’Jonson, Leman Russ, Rogal Dorn, and the angel- + winged Sanguinius are spoken of with awe on worlds where + Mankind dwells. They command a reverence second only to + that afforded the Emperor himself. Other names are cursed + wherever men gather, for many Primarchs rebelled against the + Emperor and followed Horus, mightiest of their number, when + he raised his standard against Mankind. + At the very height of the Emperor’s Great Crusade, Horus + led his Traitor Legions against those who stood loyal at the + Emperor’s side. Worlds burned in the name of the Dark Gods, + and a terror unlike any seen before was unleashed. Much of the + truth of these times has been lost, obscured by the mists of time + or embellished to the point where giants bestrode worlds with + thunderous steps and the planets themselves cracked and split + at their tread. + + + 11 + The traitorous forces of the rebel Warmaster Horus drove aftermath of the Horus Heresy, as many of the Imperium’s + all before them, until those Legions still loyal to the Master of records are incomplete or lost entirely, and whole Chapters + Mankind stood at bay upon the fortified walls of the Emperor’s have been created and destroyed in the millennia that have + Palace on Terra. The forces of darkness pressed in around followed. What is known is that there are just over a thousand + the guttering flame of humanity, but desperate times called Chapters scattered across the Imperium, each a brotherhood + for desperate solutions. Sanguinius of the Blood Angels and of the very finest warriors Humanity can muster. + Rogal Dorn of the Imperial Fists, together with their bravest + warriors, would accompany the Emperor and take the fight to + Horus upon his battle-barge, a mighty warship in orbit above startes + Terra. The Emperor and his warriors teleported onto Horus’ +Introduction + + + + + battle-barge but found themselves separated and scattered “They shall be my finest warriors, these men who give themselves to + throughout the corrupt vessel by means of dark sorcery. The me. Like clay, I shall mould them, and in the furnace of war forge + Emperor fought his way to the Warmaster but was too late to them. They will be of iron will and steely muscle. In great armour + save Sanguinius, who Horus slew when the angelic Primarch shall I clad them and with the mightiest guns will they be armed. + refused to turn to Chaos. Yet, some maintain that Sanguinius They will be untouched by plague or disease, no sickness will blight + inflicted a wound, however small, upon his erstwhile brother. them. They will have tactics, strategies, and machines such that no + Horus and the Emperor clashed in a battle of both flesh and foe can best them in battle. They are my bulwark against the Terror. + spirit. Horus was filled with the power of the Dark Gods and They are the Defenders of Humanity. They are my Space Marines, + dealt the Emperor a mortal blow, but in the end, the Emperor’s and they shall know no fear.” + will was the greater, and Horus was struck down with the last + ounce of the Emperor’s strength. The traitor was destroyed –Prelude, The Codex Astartes (Apocrypha of Skaros) + utterly and, with his death, the power of the Traitor Legions + was broken. When Dorn and his warriors finally fought In the wake of the calamity that was the Horus Heresy, the + their way into the rebel warmaster’s sanctum, they found the foundations of the Imperium were laid down. The first High + Emperor’s broken and ruined body, and it is said that their Lords of Terra established the structure by which the Adeptus + cries of woe were heard far below on Terra itself. Terra operated, and described the feudal responsibilities and + Rogal Dorn, most determined and unbending of the duties of the planetary lords. One of the most important + Primarchs, bore his master’s body back to Terra and, under accomplishments was the reorganisation of the Imperium’s + the direction of the crippled Emperor, bound him within the fighting forces. This was undertaken almost single-handedly by + Golden Throne to sustain his existence for all eternity with the Primarch of the Ultramarines Legion, Roboute Guilliman, + constant sacrifice and baroque machineries. The followers of who with characteristic speed and efficiency codified the + the Ruinous Powers were defeated, but it was victory won at a structure of the Imperial Guard, the Imperial Navy, and + terrible cost. The brotherhood of the Primarchs was sundered, the Space Marines. Of all of his works, the most influential + and the Emperor’s vision for the Imperium and all of Mankind is the Codex Astartes, the great prescriptive tome that lays + lay in ruins—the last, best hope of its fulfilment lost forever. down the basic organisational and tactical rules for the Space + The galactic empire he had forged was all but destroyed, and Marine Chapters. + it was to take many more years of brutal warfare before all the The Codex Astartes decreed that Space Marines would + Traitor forces were defeated and driven into the hellish chaos be created and trained over a controlled period of time. + of the Eye of Terror. The toll numbered in the billions, and The genetic banks used to cultivate the implants that turn a + uncounted worlds had been left as little more than corpse- normal man into a mighty Space Marine would be carefully + haunted wastelands as the raging inferno of the Horus Heresy monitored, and cultivated organs would be subject to the most + was finally extinguished, though Mankind still teetered on the stringent tests of purity. Young initiates would undergo rigorous + very brink of extinction. trials of physical and psychological suitability before they + The Horus Heresy had revealed weaknesses in the gene- were accepted, and only those of the highest calibre would + seed of several of the early Space Marine Legions, which had be chosen. + been exacerbated by the need to keep the huge formations On Earth, the Adeptus Terra created genetic repositories + up to strength in the terrible wars being fought at the time. to produce and store Space Marine gene-seed. These banks + The insidious powers of Chaos had been able to manipulate were used to provide all new gene-seed for Space Marines + this corruption to turn Horus and many of the Space Marines and, to prevent cross-contamination, the genetic material of + under his command against the Emperor. Once Horus was each of the old Legions was isolated. Henceforth, the new + defeated, it was decided that the forces of the Imperium Space Marine Chapters would receive gene-seed only from + would be reorganised so that a similar catastrophe could not their own genetic stock. + be repeated. The gene-seed of the Traitor Legions was placed under a + The Space Marine Legions were divided up to create time-locked stasis seal, although at the time, many believed + one Chapter of the same name as the founding Legion and these dangerous stocks should be destroyed. By taking direct + a number of new Chapters with new names. This event was control of the genetic stocks, the Adepts of Terra could + called the Second Founding, and over two dozen further ultimately control the Space Marines. Now they alone had the + Foundings have occurred in the ten millennia since. It is power to destroy or create Space Marine chapters at will. + not known exactly how many Chapters were created in the + + + 12 + The Second Founding of the Space Marines was decreed The Adeptus Terra has never decreed it necessary to +seven years after the death of Horus. The existing Space enforce the Codex absolutely. Indeed, it is doubtful whether +Marine Legions were broken down and re-founded as it could. However, with subsequent foundings, they have +smaller, more flexible formations. Where the old Legions always favoured the Ultramarines’ gene-seed and created +were unlimited in size, the new formations were fixed many new Codex Chapters from their line. With the passage +at approximately one thousand fighting warriors. This of time, some of these Chapters have subsequently strayed +corresponded to the existing unit called the Chapter, from the strict letter of the Codex, introducing new variations +and in future the Chapter was recognised as the standard but remaining broadly faithful to the principles laid down by +autonomous Space Marine formation. No longer would Roboute Guilliman many thousands of years before. +one man have power over a force as powerful as a Space + + + + + Introduction +Marine Legion. + The existing Space Marine Legions were divided into + SubSequent FoundIngS +new Chapters. One Chapter kept the name and colours of The history of the Imperium since the Horus Heresy is not +the original Legion, while the remaining Chapters took on a continuous story. There have been periods of rebellion +new titles and colours. Most of the old Legions were divided and anarchy, times when the balance of power has suddenly +into fewer than five Chapters, but the Ultramarines, being by changed and history has quite literally been rewritten. Many +far the largest of the Legions, were divided many times. The of the subsequent foundings of Space Marine Chapters +exact number of new Chapters created from the Ultramarines belong to these troubled times, making it almost impossible +is uncertain: the number listed in the oldest known copy of to ascertain when some Chapters have been created. It is +the Codex Astartes (the so-called Apocrypha of Skaros) gives believed that of the one thousand or more Chapters thought +the total as 23, but does not name them. to be in existence today, more than half are descended from + As a result of the Second Founding, the Ultramarines’ gene- the Ultramarines, either directly or through one of the +seed became the favoured genetic stock of most subsequent Primogenitor Chapters of the Second Founding. +foundings. The new Chapters created from the Ultramarines It is not known how many new Chapters were created by +are often referred to as the Primogenitors, or ‘first born.’ All the Second Founding. Many records were lost during the Age +of the Primogenitor Chapters venerate Roboute Guilliman as of Apostasy, a troubled time that bestrides the history of the +their founding father and patron. Imperium like an impenetrable veil. In all likelihood, some of + The Codex Astartes further defines the tactical roles, the Chapters created during the Second Founding have since +equipment specifications, and uniform identification markings +of the Space Marines. These guidelines have evolved over the +centuries, and the Codex Astartes of the 41st Millennium is a +highly developed treatise combining the wisdom of hundreds +of military thinkers throughout history. Some of its contents +seem petty and restrictive, hardly worthy of the great mind +of a Primarch. Others describe actual battles together with +comments on the tactics employed and the decisions of the +commanders of the day. As such, the Codex Astartes is revered +as a holy text, and many Chapters regard its recommendations +as sanctified by the Emperor himself. + + +codeX chapterS +The Chapters that rigidly follow the word of the Codex +Astartes are sometimes referred to as Codex Chapters. These +Space Marines adhere to the codex as the model for their +organisation, identification markings and tactical doctrine. Of +all of the Codex Chapters, the most famous is the Ultramarines, +the Chapter of Roboute Guilliman himself. Most Chapters, +however, do not adhere so rigidly to the Codex patterns laid +down for organisation, tactical roles, or other processes. Many +Chapters are organised largely according to the Codex, but +are further shaped by their home world and the personality +of their Primarch. The Blood Angels and Dark Angels are +prime examples of this. A small number of Chapters are vastly +different from the Codex, and owe little or nothing to it at +all. The most famous of these ‘wild’ Chapters are the Space +Wolves, whose strong-willed Primarch Leman Russ moulded +his Chapter very much in his own image irrespective of +other influences. + + + 13 + been destroyed, leaving no records of the deeds. Others have most faithful. These worlds are often technologically backward + been lost in more recent times, and their names are now all that with strong militaristic societies, where male children who show + remains of them. potential are pushed harder and harder, that they may one day + Each of the Chapters into which the Legions were subdivided have a chance to join the ranks of the Space Marines, who are + consisted of roughly 1,000 warriors. A large section of the often known to such peoples as ‘star warriors’, ‘sky knights,’ or + Codex Astartes is dedicated to structuring the organisation similar names. Because feral worlds are rough, primitive, and + of these Chapters. A Chapter consists of ten companies each untamed, their inhabitants invariably provide excellent recruits. + numbering 100 Space Marines. The warriors of these companies For true aggression and nigh-psychotic killer-instinct, however, + are organised into ten squads of ten men led by a Sergeant. In few recruits can best the murderous city-scum that roam the + addition to this basic fighting unit, each company has its own darkest pits of the Hive worlds. Driven to extremes of violence +Introduction + + + + + Captain, Standard Bearer, Chaplain, and Apothecary. by the pressures of hive world living, these merciless killers + Every company, with the exception of the Scout Company, are usually ignored by the authorities. They make ideal Space + maintains a pool of Rhino transports for its squads and officers. Marine recruits, and whole gangs of city-scum are sometimes + The First Company is also equipped with Land Raider tanks to hunted down and made to undergo the trials. Some recruits are + carry heavily-armoured Terminator squads. It is customary for drawn from the more civilised worlds of the Imperium, but not + Dreadnoughts to remain with their company, as their fearsome very many. + presence bolsters the company’s fighting strength. Those planets used by the Space Marines as recruiting + worlds are observed closely by the Chapter’s Apothecaries and + Chaplains. The population’s genetic purity must be maintained, + SelectIon and InItIatIon in order to conserve those qualities that serve the Space Marines’ + Each Chapter has its own methods of recruiting young warriors purposes best. Their spiritual health is also maintained, to ensure + to fill its ranks. Many are based on a single homeworld and that no trace of the influence of the Ruinous Powers becomes + recruit solely from that populace, setting trials and tests for manifest. Such observations are in general carried out from a + prospective candidates to weed out all but the strongest and the distance, and it is rare for the society to have any direct contact + + + + + 14 + with, or knowledge of, the Space Marines, or in many cases genetIc InItIatIon +even of the Imperium. The Chapter’s officers might visit the +culture once a generation and will be the subject of myth and The trials in which an aspirant must participate before being +legend. These mighty warriors from beyond the stars are figures accepted as a Neophyte are harsh and arduous, yet the process +of awe, and their word is law. by which he will become a Space Marine is many times more + The nature of the trials set by the outsiders vary enormously, gruelling. Over the course of several years, the youth will be +but all are so arduous that only a handful pass them. Those surgically altered, a number of unique organs implanted into +who fail may be lucky to even survive, for many trials take his body, turning him slowly into a Space Marine. Although +the form of ritual combat, the hunting of a great beast, or the much diluted, each of these organs is drawn from the genetic +performance of incredibly dangerous feats of strength and stock of one of the first Primarchs, and through him, of the + + + + + Introduction +bravery. At the conclusion of the trials, those few aspirants that Emperor himself. Thus, the Space Marines are the descendants +have been deemed worthy are taken away, invariably never to and inheritors of the Master of Mankind. +see their people again. The various implants cause vital changes in the recipient’s + It is always a great honour for a family to have a son chosen physique and mental state. Many of these changes are controlled +by the Space Marines, even for societies with little conception by natural hormonal secretions and growth patterns. Implants +of the greater galaxy beyond their world. The Space Wolves are may not prove effective, or may not become fully-functional, +an example of this. The Wolf Priests of the Space Wolves scour if they are implanted once the recipient has reached certain +the warring tribes of their home world Fenris for their strongest stages of natural development. It is therefore inevitable that +and bravest youths, while Ultramarines traditionally draw their recruits must be reasonably young. Tissue compatibility is also +candidates from the elite training barracks of a whole group of essential, otherwise organs may fail to develop properly. +planetary systems known collectively as Ultramar, the realm of The third consideration is mental suitability. Several of the +the Ultramarines. implants will only develop to a usable condition under the + Other Chapters have no single home world and travel the stimulus of hypnotic-suggestion. A recruit must therefore be +galaxy in gigantic fleets of battleships, recruiting either from a susceptible to this particular treatment. +regular series of worlds or from the war zones to which they are These conditions mean that only a small proportion of +assigned. The Black Templars are one such example of a fleet- aspirants prove suitable to become Space Marines, even if +based Chapter, as are the Dark Angels. they survive the trials. They must be male, because zygotes + Once accepted, the young aspirants become Neophytes and are keyed to male hormones and tissue types, hence the need +begin their regimen of training and biological enhancement. for tissue compatibility tests and psychological screening. If +Each Chapter has its own traditions regarding the initiation of these prove successful, a candidate becomes a Neophyte. With +the recruit into its legends and secrets. This process often runs the completion of organ implantation and attendant chemical +parallel to the bio-genetic treatments the Neophyte must undergo. and hypnotic training, the subject is ready to take his place in +As the physical transformation proceeds, spiritual change also the Tenth (Scout) Company. A Space Marine normally joins +occurs. Both are tempered by ongoing experience on the field of the ranks between the ages of sixteen and eighteen, but such +battle and the rituals in which the Neophyte must participate. are the hormonal changes induced by the process of creating + The nature of such rites varies enormously from one Chapter a Space Marine that recruits are physically fully grown +to the next. Some are solemn affairs recalling the sacrifice the before then. +Emperor made for humanity. Others are raucous celebrations Although the Chapters are careful to select only the +drawing on the culture and nature of the Chapter’s home world. most suitable candidates, not all Neophytes survive the +Still more are bloody and barbaric involving ritual bloodletting, process to be initiated as full Space Marines. If an implant +scarification, or amputation. All are vital to the arcane workings fails to develop properly, it is likely that a Space Marine’s +of the Chapter, and his participation is a prerequisite of the metabolism will become gravely unstable. He may fall into +Neophyte’s acceptance by his would-be brothers-in-arms. a catatonic state or suffer bouts of hyperactivity. In either + Such are the rigours of the training that many do not survive. event, he will probably die. Those unfortunates who do not +Whether he is crippled upon the battlefield, or found spiritually die almost invariably suffer mental damage, degenerating into +wanting during a particularly exacting ritual, a Neophyte may homicidal maniacs or gibbering idiots. When a Chapter is +find himself cast out, his future with the Chapter curtailed. at full strength, these misfits may be put out of their misery. + In some instances, the Neophyte may transgress one of However, if the Chapter is short of Space Marines, they may +the many articles of Chapter law, and injury at war may prove be allowed to live and may be placed within their own special +preferable to the punishment. Many possible fates await those units. Those who display controllable psychotic tendencies +who fall by the wayside in this manner. Most are mind-scrubbed can be recruited into suicide assault squads. +and become Chapter serfs—manservants and menials. The less +fortunate are transformed into living servitors—mindless bio- +mechanical automatons who exist only to assist the Chapter’s +Techmarines in the operation of heavy and frequently dangerous +machinery. A very rare few may yet rise to positions of relative +power within the Chapter’s household, yet even the highest- +ranked factotum is but a lowly, nameless servant in the eyes of +the Battle-Brothers. + + + 15 + gene-Seed or inadequate post-operative conditioning has twisted the + functioning of implants. + There are nineteen varieties of gene-seed corresponding to In addition to the problem of mutated implants, many + the nineteen different superhuman organs that are surgically Chapters have simply lost one or more types of gene-seed + implanted into a Space Marine. Because most Chapters have organs due to accident, genetic failure, or some other cause. + existed for many thousands of years, a number of these Very few Chapters, therefore, possess all nineteen of the + Chapters have gene-seed that has mutated over time. This implants. All possess the carapace implant however, as without + has resulted in changes in the exact nature of the artificially it, the Neophyte could never become a Space Marine. + cultured organs. Such changes may sometimes make an Each of the gene-seed organs is extremely complicated. + implant useless—such is the case with the Imperial Fists, who Many of the organs only work properly when another organ +Introduction + + + + + are known to lack the organ called the Betcher’s gland, which is present, the loss or mutation of one organ often affecting + allows a Space Marine to spit corrosive poison. In other cases, the exact functioning of the others. For these reasons, implants + the changes in an organ might reduce its effectiveness or cause must be constantly monitored, and many Space Marines must + strange new effects—the Salamanders, for example, share undergo corrective surgery to re-balance their metabolisms. + skin as dark as coal, due to the actions of their melanchromic + organ. Whatever the result, it will affect the entire Chapter, + as all Space Marines belonging to the Chapter share implants Conditioning + cultured from the original gene-seed. In addition to the extensive implantation process, the Neophyte + Although a Chapter’s Apothecaries and surgeons are able undergoes chemical treatment, psychological conditioning, + to perform the necessary implant operations, they do not and subconscious hypnotherapy, all the while spending + necessarily understand the exact functioning of each organ. every waking hour honing his combat skills with ceaseless + The processes involved are incredibly ancient. Procedures battle training. + are handed down from generation to generation, becoming Until his initiation as a Battle-Brother, a Neophyte must + increasingly ritualised and misinterpreted. For these reasons, submit to constant tests and examinations. The newly implanted + the efficiency of each organ differs from Chapter to Chapter, organs must be monitored very carefully, imbalances corrected, + depending on the condition of the Chapter’s gene-seed and and any sign of corrupt development treated. This chemical + the degree of debasement of its surgical procedures. In some treatment is reduced after completion of the initiation process, + Chapters, mutation of gene-seed, poor surgical procedure, but it never ends. Space Marines undergo periodic treatment for + the rest of their lives in order to maintain a stable metabolism. + To this end, power armour contains extensive monitoring and + drug dispensation equipment. + As the super-enhanced body grows, the recipient must learn + how to use his new skills. Some of the implants, specifically + the Catalespean Node and Occulobe, can only function once + correct hypnotherapy has been administered. Hypnotherapy + is not always as effective as chemical treatment, but it can + have substantial results. If a Space Marine can be taught how + to control his own metabolism, his dependence on drugs is + lessened. The process is undertaken in a machine called a + hypnomat. Space Marines are placed in a state of hypnosis and + subjected to visual and aural images in order to awaken their + minds to their unconscious metabolic processes. + A Space Marine is more than a human with extraordinary + powers. Just as their bodies receive nineteen separate implants, + so their minds are altered to release the latent powers within. + These mental powers are, if anything, more extraordinary + than even the physical powers endowed by the implants. For + example, a Space Marine can control his senses and nervous + system to a remarkable degree, and can consequently endure + pain that would kill a normal man. A Space Marine can also + think and react at lightning speeds. Memory training is an + important part of the indoctrination as well. Some Space + Marines develop photographic memories. Space Marines vary + in intelligence as do other men, and their individual mental + abilities vary in degree. + The very first stage in the process is the implantation of + the Secondary Heart, normally between the age of ten + and fourteen. This is capable of boosting the blood supply + or sustaining full life functions even after the destruction + + + 16 + of the recipient’s original heart. This implant enables Space The next three phases of the process, the implantation +Marines to survive low oxygen concentrations and traumatic of the Preomnor, Omophagea and Multi-lung are often +injury, and is also necessary in the maintenance of the subject’s undertaken at the same time, between the ages of fourteen +metabolism, which will be pushed to its limits as his body is and sixteen. The Preomnor is a large implant which fits into +subject to the many surgical procedures it will endure over the the chest cavity. It is a pre-digestive stomach which allows +next several years. the recipient to eat a variety of otherwise poisonous or + The next stage in the implantation process is the addition indigestible materials. No actual digestion tales place in the +of the Ossmodula. This is a tube-shaped organ whose small Preomnor. Instead, individual sensory tubes assess potential +size belies its complex structure. The Ossmodula monitors and poisons and neutralise them or, where necessary, isolate the +secretes hormones affecting epiphiseal fusion and ossification Preomnor from the rest of the digestive tract. The Omophagea + + + + + Introduction +of the skeleton. At the same time, the specially engineered is a complicated implant that is placed within the spinal cord +hormones encourage the forming bones to absorb ceramic- between the cervical and thoracic vertebrae, where it becomes +based chemicals administered in the Neophyte’s diet. Two in effect part of the brain. Four nerve sheaths called neuroclea +years following implantation, this will have caused considerable are implanted between the spine and the preomnoral stomach +strengthening of the long bones, extreme ossification of the wall. The Omophagea is designed to absorb genetic material +chest cavity (caused by growth of the ribs forming a solid mass generated in animal tissue as a function of memory. This +of inter-laced bone plates), and a general increase in the size of endows the Space Marine with an unusual survival trait—he +the recipient’s skeleton. can actually learn by eating. If a Space Marine eats part of a + Normally implanted at the same time as the Ossmodula, creature, he will absorb some of the memories of that creature. +the Biscopea is emplaced within the chest cavity. It is small, This can be very useful in an alien environment. Incidentally, it +approximately spherical and, like the Ossmodula, its primary is the presence of this organ which has created the various flesh +function is hormonal. The presence of the Biscopea stimulates eating and blood drinking rituals for which many Chapters are +muscle growth throughout the body. These muscles bond to known, as well as giving the names to Chapters such as the +the rapidly growing skeleton, which is why these two implants Blood Drinkers and Flesh Tearers. The third organ implanted +are often undergone at the same time. at this time is the Multi-lung. This large, tubular, grey organ + Phases four and five are often implanted at the same time, is sometimes called the ‘third lung’. Blood is pumped through +between the ages of twelve and fourteen. The Haemastamen the organ via connecting vessels grafted onto the recipient’s +is a tiny organ, placed within a main blood vessel and serves pulmonary system. Atmosphere is taken in by means of a +two main purposes. Firstly, it monitors and to some degree sphincter located in the trachea. In toxic atmospheres, an +controls the Ossmodula and the Biscopea. It also alters the associated sphincter muscle closes the trachea and restricts +constituent make-up of the recipient’s blood. As a result, the normal breathing, thus protecting the lungs. The Multi-lung is +Space Marine’s blood will be considerably more efficient than able to absorb oxygen from poorly oxygenated or poisonous +ordinary human blood, as it has to be considering the extra air without suffering damage thanks to its own efficient toxin +biological hardware the Space Marine carries inside him. dispersal, neutralisation, and regeneration systems. +The second implant emplaced at this time is the Larraman’s Phase ten of the process is the implantation of the +Organ. This is a liver-shaped, dark, fleshy organ. It is implanted Occulobe. This small slug-like organ sits at the base of the +into the chest cavity along with a complicated array of blood brain. It provides the hormonal and genetic stimuli which +vessels. The organ generates and stores special Larraman cells. enable a Space Marine’s eyes to respond to optic-therapy. The +If the recipient is wounded, these cells are released into the Occulobe does not in itself improve a Space Marine’s eyesight, +bloodstream, where they latch onto leucocytes in the blood but it allows technicians to make adjustments to the growth +and are transported to the site of the wound. Once outside patterns of the eye and the light-receptive retinal cells. A Space +the body, the Larraman cells form a skin substitute of instant Marine has far better eyesight than a normal human, and can +scar tissue, staunching the flow of blood and protecting any see in low light conditions almost as well as in daylight. +exposed wound area. This process is almost instantaneous, and Phase eleven is the addition of the Lyman’s Ear. This +it can appear to the onlooker as if the blood is frozen solid organ enables a Space Marine to consciously enhance and +even before it hits the ground. even filter certain types of background noise. Not only is + With the initiation of phase six, the subject is ready to begin hearing improved, but a Space Marine cannot become dizzy +the extensive hypnotherapy that will continue throughout or nauseous as a result of extreme disorientation. A Lyman’s +the entire initiation process, and beyond. The Catalepsean Ear is externally indistinguishable from a normal human ear. +Node is a brain implant usually inserted into the back of the Between the ages of fifteen and sixteen, phase twelve is +skull via a hole drilled into the occipital bone. The pea-sized initiated, in which a flat, circular organ called the Sus-an +organ influences the circadian rhythms of sleep and the body’s Membrane is implanted over the top of the exposed brain. +response to sleep deprivation. Normally, a Space Marine sleeps It then grows into the brain tissue until completely merged. +like any normal man, but if deprived of it, the Catalepsean The organ is not effective until subsequent chemical therapy +Node becomes active. The recipient is capable of sleeping and training is applied. However, a properly tutored Space +and remaining awake at the same time by switching off areas Marine may then enter into a state of suspended animation. +of the brain sequentially. This process cannot replace normal This may be a conscious action, or may happen automatically +sleep entirely, but it increases a Space Marine’s survivability by in the event of extreme physical trauma. In this condition, +allowing awareness of the environment whilst resting. a Space Marine may survive for many years, even if bearing + + + 17 + otherwise fatal injuries. Only appropriate chemical therapy of sixteen and eighteen. These glands are vitally important to + and auto-suggestion can revive a Space Marine from this the very survival of the Space Marine’s Chapter. Each organ + state—he cannot revive himself. The longest known period of grows within the Space Marine, absorbing hormonal stimuli + deanimation followed by successful reanimation is 567 years, and genetic material from the other implants. After five years, + in the case of Brother Silas Err of the Dark Angels Chapter. the neck gland is mature and ready for removal. After ten + The next phase of the process is the implantation of the years, the chest gland becomes mature and is also ready to + Melanchromic Organ. This hemispherical, black organ be removed. A gland may be removed any time after it has + functions in an indirect and extremely complex manner. It matured, and it represents the Chapter’s only source of gene- + monitors radiation levels and types bombarding the skin, seed. When mature, each organ contains a single gene-seed + and if necessary, sets off chemical reactions to darken the corresponding to each zygote implanted into the recipient. +Introduction + + + + + skin and protect it from ultraviolet exposure. It also provides Once removed by surgery, the Progenoid must be carefully + limited protection from other forms of radiation. Differing prepared, its individual gene-seeds checked for mutation, and + Melanchromic Organ gene-seed from Chapter to Chapter leads sound gene-seeds stored. Gene-seeds can be stored indefinitely + to variations in skin and hair colour, and in some Chapters all under suitable conditions. + of the Space Marines may have identical colouration, such as is Space Marine Apothecaries carry a special device known + found in the albino warriors of the Death Spectres Chapter. as a reductor, which they can use in battlefield conditions to + Phases fourteen and fifteen, the implantation of the Oolitic remove the Progenoid glands of a fallen Space Marine, so + Kidney and the Neuroglottis, are often undertaken at the that, even should he die before his glands are harvested, they + same time. The Oolitic Kidney is red-brown and heart-shaped may be recovered. The whole purpose of the Progenoid is to + and improves and modifies the Space Marine’s circulatory provide gene-seed to enable the Chapter to continue. It is not + system, enabling other implants to function effectively. The possible to create a zygote in any other way. Each Chapter’s + Oolitic Kidney also filters blood extremely efficiently and stock of gene-seed is therefore unique to itself. Gene-seed has + quickly. The Secondary Heart and Oolitic Kidney are able to a great deal of religious significance to a Chapter, representing + act together, performing an emergency detoxification function its identity and future. Without gene-seed, a Chapter has no + in which the Space Marine is rendered unconscious as his future. The extinction of a type of gene-seed means that a + blood is circulated at high speed. This enables a Space Marine zygote has been lost forever. The extinction of the Progenoid + to survive poisons and gases which are otherwise too much gene-seed itself would effectively mean the end to a Chapter. + for even the multi-lung to cope with. The Neuroglottis enables As each Space Marine has only two Progenoid glands, + the Space Marine to assess a potential food by taste. The organ the rate at which a Chapter can create new Space Marines + is implanted in the back of the mouth. By chewing, or simply is restricted. It may take many years for a Chapter to rebuild + by tasting, a Space Marine can detect a wide variety of natural itself after heavy losses. Gene-seed is often rendered useless if + poisons, some chemicals and even the distinctive odours of a Space Marine is exposed to high radiation levels or other + some creatures. To some degree, a Space Marine is also able to forms of genetic disturbance. The efficiency of different + track a target by taste alone. Chapters’ Progenoid gene-seed also varies, so some Chapters + In phase sixteen, normally at age sixteen, a small organ are able to make up their numbers faster than others. + called the Mucranoid is implanted in the lower intestine The final and the most distinctive implant is the Black + where its hormonal secretions are absorbed by the colon. Carapace, which cannot be implanted beyond the age of + These secretions initiate a modification of the sweat glands. eighteen. This looks like a film of black plastic when growing + This modification normally makes no difference to the Space in the tanks. This is removed from its culture-solution and cut + Marine until activated by appropriate chemical therapy. As into sheets, which are implanted directly beneath the skin of + a result of this treatment, the Space Marine sweats an oily, the recipient’s torso. Within a few hours, the tissue expands, + naturally cleansing substance which coats the skin. This hardens on the outside, and sends invasive neural bundles + protects the Space Marine against extremes of temperature deep inside the subject. After several months, the recipient is + and even offers a slight degree of protection against vacuum. fitted with neural sensors and transfusion points, cut into the + Mucranoid chemical therapy is standard procedure in long hardened carapace. These artificial interface points mesh with + space voyages and when fighting in vacuum or near-vacuum. features integral to the power armour, such as the monitoring, + Phase seventeen is the implantation of two identical organs medicinal, and maintenance units. Without the benefit of the + called Betcher’s Glands. These are placed into the lower Black Carapace, a Space Marine’s power armour would be far + lip, alongside the salivary glands or into the hard palette. The less effective. + Betcher’s Gland works in a similar way to the poison gland of + venomous reptiles by synthesising and storing deadly poison. + Space Marines are rendered immune to this poison by virtue + of the gland’s presence. The gland allows the Space Marine to + spit a blinding contact poison, which is also highly corrosive. + A Space Marine imprisoned behind iron bars could easily + chew his way out given a few hours. + In the penultimate phase of the process, a pair of glands + called Progenoids are implanted, one in the neck and the + other deep in the chest cavity. This takes place between the age + + + 18 + The Path of experience of fighting in power armour. When first assigned + to such a squad, the Space Marine will bear a bolter and + grenades and fulfil a support role within the squad, providing + + the Space close support to those Battle-Brothers armed with heavy + weapons, identifying targets and being close at hand to + proffer ammunition and to take up the weapons of any who + + Marine should fall. Only when he has proven himself steady and + reliable in battle will the Space Marine be entrusted with one + of the Chapter’s mighty heavy weapons, which he will come +“Give me the Scout as a boy, and I’ll give you the Battle-Brother as to master over the course of several hundred battles. + + + + + Introduction +a man.” Devastator squads consist of a Sergeant and nine Space + Marines. Up to four Space Marines may be armed with heavy + –Veteran Scout Sergeant Dvan Skor of the Storm Wardens. weapons, whilst the remainder will carry bolters. This is + the most heavily armed type of Space Marine squad of all, + + +A + ccording to the Codex Astartes, Space Marines are and they are deployed wherever overwhelming firepower is + organised into three main types of squad: Tactical, needed, especially when the Chapter faces enemy tanks or + Assault, and Devastator. Each of these squads has a fortified positions. +unique battlefield role and is designed to operate together to Having proved himself steadfast and disciplined in the +provide mutual support and maximum flexibility. In addition Devastator squads, a Space Marine will in time earn himself +to these three squad types, the First (Veteran) Company can be a place in an Assault squad. Here the Space Marine comes +formed into Terminator or Veteran squads, while the Scouts to master the application of overwhelming force, taking the +of the Tenth Company are always fielded as Scout squads. All fight directly to the enemy’s strong points. He embraces the +Space Marine squad types, with the exception of the Scouts, controlled savagery of close combat and looks his enemy in +nominally consist of ten troopers, but they can be divided the eye as he deals him death. Assault squads are specialists +into two separate combat squads in battle. This gives each at fighting in hand-to-hand combat. Each squad consists +unit a further degree of flexibility in action. of a Sergeant and nine Space Marines all equipped with + A warrior accepted into the Chapter’s ranks will serve jump packs and armed with a close combat weapon in each +in many roles, starting out as a young Scout in the Tenth hand. Common armament consists of a bolt pistol and a +Company and, if fate favours him, progressing through the +ranks serving as Devastator, Assault Marine, Tactical Marine +and, if he is exceptionally bold, eventually earning the +honour of serving in the First (Veteran) Company. A favoured +few excel even this great honour and join the ranks of the +Chapter’s masters, leading their fellows into the blood and +fury of battle. + The first step along the path to becoming a mighty hero +of the Chapter is service in one of the Scout squads of the +Tenth Company. Scout squads consist of a Space Marine +Sergeant and four to nine Scouts. The role of the Sergeant +is to train the Scouts and lead them in battle. Only Sergeants +of considerable experience and status are designated for this +role. Scouts attend to every word their Sergeant utters, for it is +said that he has forgotten more of war than many more senior +officers will ever learn. + Whilst serving as a Scout, a Neophyte learns the most +subtle arts of war. In a range of infiltration and reconnaissance +missions, he learns how to approach and observe the enemy. +Information gathered in such missions is passed back to the +main battle force. The Scouts get their first taste of combat +by way of carefully placed ambushes, the Scout Sergeant +drawing on centuries of experience to deploy his charges in +such a manner as to teach them as valuable a lesson as the +enemy. Unlike that enemy, the Scouts learn valuable skills in +such combats—the enemy earns nothing more than a quick +death, for even a Neophyte Space Marine is a puissant warrior +compared to a mortal man. + A Space Marine serving in a Devastator squad may only +recently have completed his service in the Tenth Company +and been initiated as a Space Marine. It will be his first + + + 19 + chainsword. Optionally, two of the Space Marines may carry of uniquely masterful craftsmanship. Vanguard Veteran + plasma pistols. This combination is ideal for fast-attacking, squads go to battle equipped with the most lethal of close + close-quarter fighting assault troops. combat weapons, and often wear jump packs to bring them + Even though Tactical squads are the most common type to bear before the enemy can even react. Sternguard Veteran + in any Chapter, to earn a place in one a Space Marine must squads carry a wide array of ranged weaponry and specialised + have proven himself both courageous and wise in battle. ammunition, and are masters in its overwhelming application. + Throughout his service in the Devastator and Assault squads, Veteran squads are rarely deployed en masse, but are instead + he will be proven adaptable in his approach to the arts of war used to bolster the line, provide an unstoppable speartip or to + and will have mastered a range of tactics and weaponry. act as a highly flexible and mobile reserve. + Tactical squads are the most commonly fielded squad +Introduction + + + + + types in a Chapter. A Tactical squad is led by a Sergeant and + includes nine other Space Marines. Of these, seven Battle- Chapter + Brothers are armed with bolters, whilst the remaining two Each of the Chapter’s ten companies is led by a Captain. + can be armed with bolters or, alternatively, one may carry a These leaders are second in experience only to the Chapter + heavy weapon such as a missile launcher or a heavy bolter, Master himself, and each is a warrior so deadly that he will + and the other may carry a special weapon such as a flamer or rarely meet his match. Each Captain is an inspirational and + meltagun. This combination is the most tactically flexible and determined leader, able to coordinate the Space Marines under + offers a good mixture of capabilities within the squad. his command whatever the opposition. In addition to leading + After serving in hundreds of campaigns and thousands of Space Marines in battle, each Captain holds titles dependent + battles, and having conquered the very worst the galaxy has on his other responsibilities with regard to the workings of + to throw at him, a Space Marine is likely to be considered a the Chapter or its home world, such as Master of the Fleet or + Veteran. In most Chapters, such an honour is not measured Master of the Marches. + by length of service, but in blood spilled, horrors overcome, Of the thousand awesome and terrifying warriors that + and mighty deeds done. As a prelude to service in the First comprise a Space Marine Chapter, there is but one Chapter + (Veteran) Company, many Space Marine Veterans fulfill the Master, a leader with centuries of experience in the very + role of Sergeant, leading squads of all types in any of the crucible of battle. His own fighting skills will be unsurpassed, + other companies. Thus, many of the Space Marines of the whether in the use of gun, blade, or bare hands. His very + Veteran company will be battle-proven leaders as well as rank speaks of a past littered with the bodies of bloodied, + highly experienced warriors. beaten foes of the most terrifying and inhuman sort. It is not + The warriors of the Veteran company are fielded in one of enough, however, for the Chapter Master to be its foremost + three squad types: warrior. He must also be a superb tactician, grounded in the + Terminator squads wear the uniquely powerful Terminator teachings of the Codex Astartes and honed through countless + armour, sometimes called tactical dreadnought armour. This decisions made in the maelstrom of close action. His soldiers + armoured suit is massive in construction, virtually turning a are also his brothers, and he knows that they will give their + Space Marine into a one-man tank. Every Chapter has a limited lives at his command. He must preserve these magnificent + number of Terminator armour suits, and each is an ancient fighters, but must also accomplish his mission and uphold the + artefact crafted many thousands of years ago. Terminators are honour of his Chapter. He will be steeped in the lore of his + less mobile than other Space Marines and are primarily used Chapter and be sworn to keep its secrets and must conduct + in boarding actions or in extreme close quarters when heavy his diplomacy accordingly, for Space Marines maintain a web + fire support cannot be easily brought to bear. So resilient is of time-proven oaths and honours debts and do not simply + the armour that it is reputedly able to operate inside plasma heed the commands of Imperial functionaries. Those who + reactors, within volcanoes, and inside highly irradiated areas wish a Chapter Master to send his warriors into battle must + of deep space. Legend has it that the armour can even survive give him good reason to do so. In addition to this, a Chapter + the tread of a Titan. To wear an ancient suit of Terminator Master will often be the ruler of his Chapter’s home world, a + armour is one of the greatest honours to which a Space resource that is too valuable for him to ignore. Amongst the + Marine can aspire. Each suit bears on its left shoulder the Crux greatest risks facing a Chapter Master is the very power he + Terminatus, the unique badge of the Terminator. Each Crux is wields, for a Chapter of Space Marines is a force capable of + said to contain at its core a tiny fragment of the armour worn devastating entire worlds at his order. + by the Emperor himself when he fought his final battle against Even a Space Marine can feel pride, ferocity, and desire— + the traitor Warmaster Horus, providing a direct link between it is, after all, their hero’s soul that drives them to acts of + the Space Marine and the Father of Mankind. selfless sacrifice. But in these things lie the seeds of hubris + Despite its obvious benefits, Terminator armour is not that can eventually lead to damnation. Any Space Marine, but + suitable for all missions. Most of the time, Veterans take to the especially a Chapter Master, must beware the short path to + field wearing ordinary power armour, albeit a suit inscribed victory, must consider both the ends and the means, and must + with many hundreds of battle honours. When wearing power heed the example of Emperor and Primarch. + armour, Veterans are formed into vanguard Veteran squads or + sternguard Veteran squads. By dint of their rank, Veterans have + access to the most fearsome weaponry in the Chapter’s arsenal, + including sacred blades and artificer-crafted combi-weapons + + + 20 + Creating Your + DeathwatCh +SpaCe Marine + • + s + • +roleplaYing aS a + SpaCe Marine + • + s + + • + SpaCe Marine +ChapterS of the + DeathwatCh + Chapter I: Creating your + Character Deathwatch + Space Marine + Creation +I: Character Creation + + + + + “Space Marines are men in the same way a knife is a piece of metal. + “The enemies of the Emperor fear many things. They fear discovery, Space Marines are forged, not born. They are the finest weapons of + defeat, despair, and death. Yet there is one thing they fear above all the Emperor’s will.” + others. They fear the wrath of the Space Marines!” + –Commissar Holt + –Imperial Maxim + + + T + o get started on your elite special missions, you need + + + I + n Deathwatch, you take on the role of a Space Marine—a to create your alter ego, known as a Player Character + genetically-enhanced warrior who has given up his very (PC). This is also referred to in this text as your “Space + humanity in order to save Mankind. In addition, you are Marine” or “Battle-Brother” for the sake of convenience. + not just any Space Marine. You have been specially chosen Creating a Player Character for your Deathwatch game is + to be inducted into an elite special mission force known as a simple process that many people find fun in itself. As you + the Deathwatch. move through this chapter, you will find the tools to construct + As a Space Marine, you have already faced, and defeated, an interesting persona with a history, motivations, and a clear + countless numbers of the Emperor’s foes. You have taken part idea about what the future may hold. Be aware, there may be + in planet strikes, descending in drop pods upon columns of unfamiliar terms, places, and concepts within this chapter, but + fire, and brought the Emperor’s justice to the unclean. You have have no fear—all will be explained as you explore the rest of + boarded haunted space hulks and purged with bolt and flame this rulebook and join the ranks of the Deathwatch. + the slavering creatures lurking within. You have descended + into the very bowels of the mightiest of hive cities, and + emerged victorious over the ultra-violent forces of recidivism + and heresy. + However, all of that was just the beginning. In the + Deathwatch, the true horrors that seethe and gibber and + hunger to devour the soul of Mankind await you. Only the + very strongest are selected. Only those most blessed in the eyes + of the Emperor prevail. + Serving the Deathwatch, you will face untold enemies. + Some you have already met in battle and defeated many times + over. The barbarous Ork, the perfidious Eldar, and the ravening + Tyranids all await you, in greater numbers than ever before. + Other vile xenos must also be faced, creatures not yet named in + the annals of the Imperium. You must take the battle for survival + into the unknown regions of space and root out the vile taint of + the alien, before it can spread and infect the entire galaxy. + Other enemies wait too, for truly, the foes of Mankind never + tire. The servants of the Ruinous Powers plot the downfall of + the Imperium, and you must face perhaps the most terrible + of enemies—the Traitor Legions, your own kin who turned + against the Emperor at the very dawn of the Age of Imperium. + To enter the Deathwatch is to take the most binding of + oaths. Of what you see, what you kill, you may never tell, + except to those who you fight alongside. Your victories will go + unheralded, your deeds unknown, and your name unrecorded + save in the sealed archives of the mysterious Ordo Xenos. But + the Deathwatch crave not glory; they desire only to serve, and + to keep the darkness that hungers for the soul of Man at bay, to + cast it into the night, never to return. + You are Deathwatch. You are the right hand of the Emperor, + and none may stand before you. + + + 22 + At the beginning, you will need to gather some supplies. +You will require two ten-sided dice (or 2d10, as they are other ChapterS +referred to throughout the rules), a character sheet, a pencil, + s +and an eraser. It is best to write everything in pencil to start +with, as you may end up changing or adding to things as There are a number of very famous and distinguished +you go along. In addition, you might want to have some Chapters of Space Marines in the Warhammer 40,000 +spare scraps of paper to make notes on. It is also useful to Universe other than the six presented in this book. +get together with your GM and the group of people you’ll be Future books for the Deathwatch line will present some + + + + + I: Character Creation +playing with when you make your PC. Not only is it more fun of thee classic Space Marine Chapters and provide +to compare things as you go along, you will also be able to more details on the six Chapters for this book as well. +make sure that your characters all complement one another. In addition, a future book in the Deathwatch line + There are five steps you should follow whenever you will provide extensive rules on how to create your own +are creating a new Space Marine. Each step is relatively custom Space Marine Chapter! +simple, consisting of making a few choices and recording +your selections onto your character sheet. Each stage in the • When you choose your character’s Chapter, this decision +character creation process is as follows. affects his personality, his characteristics, and his combat + abilities. The Chapters are listed on pages 38–54. + • Each Chapter modifies your character’s Characteristics. +cs Add the bonuses from your Chapter to the appropriate +Many of the key aspects of your character are defined Characteristics on your character sheet. +in terms of numbers. Some of the most basic of these are • The culture and gene-seed of a Space Marine’s Chapter +called Characteristics. They represent your Space Marine’s grants him a Solo Mode Ability. Write down the name +capabilities, ranging from physical Characteristics such as of this ability on your character sheet. See page 215 for +Strength and Toughness to mental ones like Intelligence and more on Solo Mode Abilities. +Willpower. • All Space Marines of a particular Chapter possess a + • All Space Marine characters begin the game with the Demeanour that embodies the beliefs and traditions of + Skills, Talents, and Traits listed on page 36. These have that Chapter. Write down the name of this Demeanour + already been marked for you on the character sheet on your character sheet. See page 32 for more + provided in this book (see page 397). on Demeanours. + • All Space Marines have many special implants that give + them special bonuses and abilities. These bonuses are + included on the character sheet provided in this book, + y + and are summarised on page 16. For detailed information While your Chapter and Characteristics are important for + on these implants, see page 36. understanding your character, it is your Speciality that defines + • All Space Marines seconded to the Deathwatch begin with your character’s function within the game. Deathwatch has + Skills and Talents granted by special hypno-conditioning six Specialities: Deathwatch Apothecary, Deathwatch Assault + and training, represented by the Deathwatch Training Marine, Deathwatch Devastator Marine, Deathwatch Librarian, + Talent and access to the Forbidden Lore (Xenos) Skill. Deathwatch Tactical Marine, and Deathwatch Techmarine. As + These have already been marked for you on the character you play the game, your Rank within your Speciality will + sheet provided in this book. increase. This opens doors to a host of new options, giving + you the means to customise your Space Marine. + • Space Marine characters each have a Speciality that +Stage 2: SeleCt Chapter represents their role in the Kill-team. Choose one from +The next step in creating your character is to determine your the options on pages 68-90. +Space Marine’s home Chapter. A Chapter is a self-contained • Most Specialities include at least one Skill that the Space +Space Marine force that has been your character’s home for Marine gains during character creation. Note this down +decades (if not centuries!). The Imperium is a vast civilisation, on your character sheet. +and by the time your character begins his adventures in the • Each Speciality has a selection of Special Abilities. +Deathwatch, he has been influenced by many factors, chief Choose one and note it down on your character sheet. +amongst them the beliefs and traditions of his home Chapter. • Some Specialities (such as Librarian and Techmarine) +In this book, the available Chapters include: Black Templars, gain further options from their Special Abilities. Read the +Blood Angels, Dark Angels, Space Wolves, Storm Wardens, chosen Special Ability carefully to make sure you don’t +and Ultramarines. Many more Chapters exist in the Warhammer miss any important choices for your character. +40,000 Universe, and future Deathwatch sourcebooks will +expand the available Chapters and provide other options to +enhance this step of character creation. + + + + + 23 + s + + + This step is where you can further customise your Space + Marine. Each character begins play with an amount of + Experience Points (xp) that reflects his life prior to joining + the Deathwatch. You may spend your starting experience + to purchase new Skills and Talents or to improve your +I: Character Creation + + + + + Characteristics. See Chapter II: Specialities for details. This + stage is also the point where you determine how many Fate + Points and Wounds your character has. + • Determine the Space Marine’s starting wounds by rolling + 1d5 and adding 18 to the result. For more details, see + page 27. + • Determine the Space Marine’s starting Fate Points by + rolling 1d10 and consulting Table 1–2 on page 27. + • Determine the Space Marine’s movement rates by + consulting table 1–3 on page 27. The Space Marine’s + power armour will increase your Agility Bonus by 1 for + this purpose. + • You may now further customise your Space Marine by + spending 1,000 experience points on certain Advances. + See page 57 for more details. You may purchase Advances + from any combination of the General Space Marine, + Chapter, or Speciality Advance tables, as appropriate for + your Rank (you begin as Rank 1). + + + Stage 5: Starting equipMent + Space Marines begin the game with a set of equipment worthy + of their exceptional talents, gear that makes other warriors + weep with envy. See Chapter V: Armoury for details on • Consider your character’s appearance. What colour is his + your character’s starting gear based on your Speciality. hair? Does he have any distinguishing features? + • Every Space Marine has a selection of equipment • Before joining the Deathwatch, your Space Marine + provided to him. Note the starting equipment for a Space performed admirably in the service of his Chapter. + Marine and the gear for your chosen Speciality on your These events are what led to his selection to join the + character sheet. Deathwatch. Choose or randomly roll for a past history + event from the tables on pages 29. + • Your Space Marine’s power armour has had many owners, + Stage 6: giving CharaCterS life and it may have some particular quirks. Randomly roll + Once all the numbers are finished with, it is time to flesh for your power armour’s history and quirks on Table + out your Space Marine. This stage helps you define your 5–12 on page 162. + character’s past, temperaments, beliefs, and more. This step • Answer the questions on page 31 to flesh out the + is an important one, as it helps you portray the character personality of your Space Marine. + during game play and makes your Space Marine a unique • Choose a personal Demeanour that best fits your + being, helping to set him apart from others who may fill a character. This can contrast or compliment your Chapter + similar niche. During this step, you also select your character’s Demeanour. Your personal Demeanour may change over + Demeanours—strong elements of his personality that define time as your character develops during the game. + him as an individual. • Give your Space Marine a name, either by thinking one + up on your own or choosing one from Table 1–11 on + page 34. + SpenDing experienCe pointS? + Several of the options in later chapters allow a character + Stage 7: plaY DeathwatCh + to spend an amount of Experience Points, abbreviated With all of this complete, you are now ready to play + as “xp.” Starting characters in Deathwatch begin with Deathwatch! + 1,000 xp that they may spend to purchase an available + option. See page 57 for more details. + + + + 24 + cs + kill-teaMS? +“Amongst a hundred men, there may be none fit for the Adeptus + The term “kill-team” is most often used for small, squad- +Astartes. Amongst a hundred Space Marines, there may be one fit for + sized units of Space Marines sworn to the Deathwatch. +the Deathwatch.” + For the purposes of the Deathwatch roleplaying game, + kill-team refers to the player character group. + –Watch Captain Brand + + + +C + ss + + + + + I: Character Creation + haracteristics represent your character’s raw ability, on + a scale of 0 to 100, in a variety of physical and mental Space Marines are naturally ambidextrous, so in + areas. Your character’s Characteristics are important for Deathwatch, it is not important to note which hand is +a variety of reasons, but principally, they reflect your ability to dominant. You may, of course, choose that your Space +succeed at certain actions. Since you want to roll under your Marine prefers to use one hand or the other if you wish. +Characteristic when attempting to accomplish something +that has dramatic consequences in the game, the higher your willpower (wp) +Characteristic is, the better off you will be. + Willpower demonstrates your character’s ability to withstand + the horrors of war and the dread opponents he is bound to +weapon Skill (wS) encounter in his missions with the Deathwatch. +Weapon Skill measures your character’s competence in hand-to- +hand fighting, whether using fists, knives, or lightning claws. + fellowShip (fel) + Fellowship is your character’s ability to interact with other +balliStiC Skill (bS) creatures, to deceive, charm, or befriend them. +Ballistic Skill reflects your character’s accuracy with ranged +weapons, such as boltguns, lascannons, and meltaguns. + s + Each Characteristic has a corresponding bonus. A +Strength (S) Characteristic Bonus equals the tens digit of the Characteristic +Strength describes how physically strong your character is. score. For example, a character with a 41 Intelligence has a 4 +It is important to note that Space Marines are inherently Intelligence Bonus. Generally, Characteristic Bonuses are used +possessed of incredible strength: all Space Marines possess to determine the measure of success or failure in situations or +the Unnatural Strength (x2) Trait. See page 136 for details. tests that have variable results. + + +toughneSS (t) GeneratinG +Toughness defines how easily your character can shrug off +injury as well as how easily he can resist toxins, poisonous + CharaCteristiCs +environments, disease, and other physical ailments. It is Characteristics are generated one at a time. For each, roll 2d10, +important to note that Space Marines are exceptionally tough add the resulting numbers together, then add 30. Follow this +and difficult to kill: all Space Marines possess the Unnatural procedure once for each of your Characteristics until you have +Toughness (x2) Trait. See page 136 for details. the results for all nine and then fill them in on your character + sheet. When recording each Characteristic on your character + sheet, remember to write the first digit of the number in the +agilitY (ag) circle. Writing those digits in the circles allows you to see what +Agility measures your character’s quickness, reflexes, your Characteristic Bonuses are at a glance. Note that one or +and poise. more of your Characteristics may be further modified by your + choice of Chapter in Stage 2: Select Chapter. + ince you are playing a character who represents one of the +intelligenCe (int) Imperium’s mightiest defenders, you may re-roll any one result +Intelligence is a measurement of your character’s acumen, of your choosing. Should you choose to do this, you must +reason, and knowledge. keep the new result, even if it is worse than the old one. + + +perCeption (per) +Perception describes how well your character perceives his +surroundings. It reflects the acuteness of your character’s +senses. Space Marines have two special implants that affect +their Perception. See page 36 for details. + + + 25 + exaMple + s + Sam is creating a new Deathwatch character, so he rolls 2d10 for + An alternate method for generating Characteristic + his Weapon Skill Characteristic and gets 11. Next, he adds 30, for + scores is to give each player a number of Characteristic + a final Weapon Skill of 41. He repeats this process for the rest of his + points that he may assign as he wishes. In this case, the + Characteristics, gaining the following results: + player begins with a score of 30 in each Characteristic + and may allocate a total of 100 additional points to his + Characteristic 2d10 Roll Total Characteristic +I: Character Creation + + + + + Characteristics, adding no more than 20 to any one + Bonus + Characteristic. This method generates characters with + Weapon Skill 11 (+30) 41 4 + slightly lower than average scores. + Ballistic Skill 7 (+30) 37 3 + Strength 16 (+30) 46 4 + Toughness 10 (+30) 40 4 y + Agility 9 (+30) 39 3 + Intelligence 12 (+30) 42 4 “Zeal and fury are rewarded with victory.” + Perception 15 (+30) 45 4 + Willpower 14 (+30) 44 4 –Captain Davian Thule of the Blood Ravens + Fellowship 8 (+30) 38 3 + Once you have chosen your Space Marine’s home Chapter, + Sam gets one re-roll. Looking at his Characteristics, his worst score the next step is to select his Speciality. In the Deathwatch, a + is his Ballistic Skill. Since he intends to gun down plenty of hostile character’s Speciality defines his role and function within a kill- + aliens, he decides to roll for Ballistic Skill again. He rolls 2d10 and team. In their home Chapters, Space Marines are able to wage + gets a 15! He replaces his BS with 45, so his Characteristics now war in a wide variety of roles on the battlefield. However, the + look like this: elite special missions conducted by the Deathwatch require a + tighter focus on a Space Marine’s natural talents. A Speciality + WS BS S T Ag Int Per WP Fel helps guide your character’s development, determining your + 41 45 46 40 39 42 45 44 38 starting gear, Skills, Talents, and a variety of other factors, + helping to build a place for yourself within your kill-team. + To determine your Speciality, you make a selection from + Stage 2: SeleCt Chapter those available (note that some Chapters are restricted and + may not select certain Specialities). Once you know what + “Forget your past life. From this day on, you are simply a Dark your character’s Speciality is, copy down all of the relevant + Angel—nothing else is of consequence. The Chapter is all information onto your character sheet—your starting Skills, + that matters.” Talents, and gear. In some cases, you will need to make a + choice between one thing or another. If in doubt over what + –Commander Azrael addressing new recruits to choose, ask your GM for advice. + to the Scout company Before play begins, you will get the chance to make + further improvements to your character (for details, see Stage + After generating your Characteristics, your next step is to 4: Spend Experience Points). + determine your Space Marine’s home Chapter. There are + roughly a thousand Chapters of Space Marines within the + Imperium, each one possessing unique beliefs, traditions, + Table 1–1: Specialities + and battle honours from ten millennia of war amongst the + stars. The particular principles and rituals of a Space Marine’s Speciality Description Page Restrictions + Chapter encompass the majority of his adult life, and the Deathwatch Medical experts and + 68 Space Wolves + guidance of the other Space Marines of his Chapter shape Apothecary healers + him above all other influences. When you select your home Deathwatch + Fierce hand-to-hand + Chapter, you gain certain modifiers to your Characteristics, a Assault 72 — + combatants + Marine + starting Solo Mode ability, and a special Demeanour. Not to + Deathwatch + worry—all of these terms will be explained later on! Note Masters of heavy Black + Devastator 76 + all of these things down on your character sheet and move weapons Templars + Marine + on to the next stage. You will find a selection of Chapters on Deathwatch Powerful battle- Black + pages 38–54. 80 + Librarian psykers Templars + Deathwatch + Well-rounded leaders + Tactical 84 — + and warriors + Marine + Deathwatch Bionically-enhanced + 88 — + Techmarine masters of machinery + + + + 26 + s Table 1–3: Movement in Metres Per + Round + Ag Bonus Half Move Full Move Charge Run +“They shall be pure of heart and strong of body, untainted by doubt 1 1 2 3 6 +and unsullied by self-aggrandisement. They will be bright stars 2 2 4 6 12 +in the firmament of battle, Angels of Death whose shining wings 3 3 6 9 18 +bring swift annihilation to the enemies of man. So it shall be for a 4 4 8 12 24 + + + + + I: Character Creation +thousand times a thousand years, unto the very end of eternity and the 5 5 10 15 30 +extinction of mortal flesh.” 6 6 12 18 36 + 7 7 14 21 42 + –Roboute Guilliman, Codex Astartes 8 8 16 24 48 + 9 9 18 27 54 +Once you have determined your Speciality, your next step 10 10 20 30 60 +is to note down your character’s Movement, Fate Points, +and Wounds on your character sheet. Finally, you spend +your 1,000 starting Experience Points by referencing the Starting experienCe +appropriate Rank Advances in Chapter II: Specialities All Deathwatch characters begin play with 12,000 xp. This +before moving on to the next Stage. initial amount of xp is considered to have already been spent + in preparing your character’s abilities to the point where he is + now. You do not actually spend these xp; that amount represents your +ds character’s pre-existing Characteristics, Skills, and other abilities. This +Wounds are a vital part of any character and represent how initial xp is primarily of concern when bringing Deathwatch +much punishment he can take before suffering serious injury. characters into other Warhammer 40,000 Roleplay games, +To determine your character’s wounds, roll 1d5 and add 18 such as Dark heresy and rogue traDer, or vice versa. +to the result. The total number is how many wounds your Beginning characters also have an additional 1,000 xp +character begins play with. that they may spend to increase Characteristics, acquire or + improve Skills, acquire new Talents, and so on. Chapter + II: Specialities describes the cost of these improvements, +exaMple referred to as Advances, as well as what Advances are available +Steve’s character is Storn, a Space Wolf. To determine Storn’s starting based on your Speciality—you may spend your 1,000 xp on +Wounds, Steve rolls 1d5 and gets a result of 3. Adding this number any advances from your Chapter Advances, the first rank of +to 18, Storn has 21 (3 + 18) starting Wounds. the General Space Marine Advances, and the first rank of your + Speciality. Because your character has just recently joined the + Deathwatch, you may not spend your starting xp on Advances +s from the Deathwatch Advances. Be sure to note how much +Space Marines are unique individuals that are destined to do xp you spend, as spent xp determines your character’s Rank +the Emperor’s work. Fate represents this special destiny that within his Speciality. When you have finished spending +sets this Space Marine apart from the other Battle-Brothers of your initial 1,000 xp, your character’s total xp should equal +his Chapter. Roll 1d10 on table 1–2: Fate Points to determine 13,000, less any XP you have left over (if you purchased less +your character’s starting number of Fate Points. than 1,000 xp worth of Advances). + + Table 1–2: Fate Points + Dice Result Fate Points + 1-7 3 Fate Points s + 8-9 4 Fate Points The initial 1,000 Experience Points represents the + 10 5 Fate Points fact that your Space Marine has been sent to the + Deathwatch as a seasoned Battle-Brother amongst his + home Chapter. Surviving the difficult missions of the + Deathwatch is not easy, but rising to and overcoming +MoveMent that challenge rewards the Space Marine with renown +Characters may move at one of four speeds: Half Move, Full and glory. If your Game Master is running a campaign +Move, Charge, and Run. The number of metres a character may intended for more experienced characters, he may +move in his turn is determined by his Agility Bonus. Traits and decide to gift your character with additional starting +Talents can modify some or all Movement Speeds. For more Experience Points and gear. If this is the case, simply +information about these modes of Movement, see page 205. spend the xp as if you had earned them through play. +Note that the Space Marine’s Power Armour improves his Chapter II: Specialities describes this process in detail. +normal Agility Bonus for calculating movement rate by 1. + + + 27 + Stage 5: Starting equipMent + height anD weight + “This is the holy bolter. It is a Godwyn-pattern model with an ammo + Whilst wearing their power armour, an unarmed Space + counter, sinister/dexter locking mechanism, and a sickle magazine + Marine typically stands slightly over 2.1 metres tall and + containing 30 rounds. Each round is a .75 calibre bolt with a + weighs between 500–1,000 kg. When you visualise + diamantine tip, depleted deuterium core and mass-reactive detonator. + your Space Marine character, you should decide if he is + It fires in four-round bursts.” + taller or shorter, lighter or heavier. Generally speaking, +I: Character Creation + + + + + Space Marines rarely vary to a large degree in height or + –Sergeant Kell of the Dark Angels to his Scout Squad + weight—your character, however, may have been one + of those unusual few who is the exception to the rule! + No Adeptus Astartes would claim he truly needs energised + blades or acid-filled rounds to best the Emperor’s enemies. + However, certain basic equipment is virtually synonymous with genDer & appearanCe + the responsibilities of the Deathwatch. In addition to his power Due to the special nature of the zygotes that make up a Space + armour, a Battle-Brother always has access to the essentials of Marine’s geneseed, all Space Marines are male. Appearance + his Speciality without the need to Requisition them. His power encompasses all of your character’s physical traits. Note down + armour and many of his weapons may have been brought with any special features of your Space Marine’s appearance on + him from his Chapter, and the Deathwatch ensures he stays your character sheet. Many Space Marines have scars from + supplied with standard grenades and bolt shells. See Chapter past battles against the Imperium’s numerous foes. Some bear + V: Armoury for more details on each of these items. special service studs implanted into their forehead to mark a + • All Specialities Standard Issue: Astartes power armour, century of service with his Chapter. Space Marines may have + Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes short hair, long hair, or can be completely bald; many have a + krak grenades, Astartes combat knife, repair cement, one piercing gaze or a deep, commanding voice. You should select + Chapter Trapping. some of these details or create your own to personalise your + • Deathwatch Apothecary Standard Issue: Astartes character’s appearance. + bolter with fire selector, reductor and narthecium. + • Deathwatch Assault Marine Standard Issue: Astartes + chainsword, Astartes jump pack. + s + • Deathwatch Devastator Marine Standard Issue: Your past has had a strong influence on your character (unless, + Astartes heavy bolter with backpack ammo supply. of course, your Space Marine has been mind-cleansed!). You + • Deathwatch Librarian Standard Issue: Astartes bolter may already have a great idea about what has happened to + with fire selector, force weapon. your character before he joined the Deathwatch. If this is the + • Deathwatch Tactical Marine Standard Issue: case, go ahead and write it all down. If you would like a little + Astartes bolter with fire selector, one clip of Special Issue inspiration, use the tables below to figure out what happened + ammunition (not exceeding 25 Requisition per clip) before your Space Marine was chosen to attend Watch Fortress + per mission. Note that you must still meet the Renown Erioch. To use these tables, find the corresponding one to + requirement for this ammunition. your Space Marine’s chosen Chapter. Either select one of the + • Deathwatch Techmarine Standard Issue: Astartes bolter choices or roll 1d5 and find the entry that matches the result. + with fire selector, Astartes servo-arm (as a part of his power Note that these entries can be used to help flesh out your + armour), and one other Common craftsmanship cybernetic character’s background and personality. In addition, the GM + (chosen at character creation). See the Cybernetics section can use these entries to craft additional encounters involving + for rules on installing further bionics. your character during the Deathwatch campaign. + + + Stage 6: giving CharaCterS life y + Once you have determined an event in your past, you can move + “Salute the great Primarch, salute the Emperor, onward to victory!” on to the next step: determining any particular quirks of your + Space Marine’s power armour—a suit of ancient armour that + –Lord Macragge enhances the Space Marine’s already impressive musculature + and senses. To a Space Marine, his power armour is a sacred + The numbers and words you have written down so far are the piece of gear with its own history and legend. Most power + nuts and bolts that define your character’s capabilities. They armour is quite old and has had numerous wearers before its + say little about the character’s past, personality, and other current owner, and the war spirit of such armour tends to + details that help you and others visualise your Space Marine. acquire certain unique characteristics that set it aside from + the rest. + To determine your power armour’s history or quirks, + roll on Table 5–12: Power Armour Histories and Quirks on + page 162. + + + + 28 + Table 1–4: Black Templars Pasts +1d5 Result Past Experiences + Received a Vision: On the eve of a great battle, you prayed for guidance from the Emperor and received it. This +1 guidance took the form of a vision, the details of which are known only to you. Afterwards, you helped defeat a + powerful enemy and proved the worth of your faith in the Emperor. + Established a Keep: You lent your assistance to establishing a Chapter keep upon an isolated frontier world as part +2 of the Black Templars’ eternal crusade. This grim fortress stands as a monument to your deeds and those of your + + + + + I: Character Creation + fighting company. + The Geonide Crusade: Alongside your fellow Black Templars, you recovered invaluable artefacts from the Adeptus +3 Mechanicus laboratories under siege by rebellious forces on the planet of Geonide. You personally slew a handful of + rogue psykers and resisted their unnatural powers. + Trained a Neophyte: You upheld the traditions of the Black Templars by training and mentoring a young Neophyte +4 + through dozens of battles. Some Neophytes do not survive to become full Initiates in the Chapter. + Boarding Action: The Black Templars are a fleet-based Chapter, and during a tense battle in space, you and a group +5 of your fellow Space Marines launched a boarding action against an enemy ship (perhaps via a boarding torpedo or a + Thunderhawk) destroying it from inside and turning the tide of the battle and preserving the fleet for later crusade. + + +Table 1–5: Blood Angels Pasts +1d5 Result Past Experiences + Scouring of Ultramar: Commander Dante dispatched several squads of Blood Angels, including your own, to + assist the Ultramarines in cleansing several worlds of the Tyranid presence of Hive Fleet Behemoth. After three +1 + years, you and the other survivors of this mission returned with invaluable experience in fighting this particular + xenos threat. + Assault on Baal: You held the line with the rest of your Battle-Brothers against an Ork invasion of your +2 homeworld, Baal. You were among the reinforcements who successfully defended the Blood Angel fortress- + monastery against the greenskin tides. + A New Beginning: The Blood Angels have had rocky alliances with their successor Chapters. However, you were +3 there to witness a historic event when the Flesh Tearers (a successor Chapter of the Blood Angels) sealed a pact of + brotherhood and ended centuries of strife and discord. + Golgotha Strike Force: You were part of Strike Force Bloodhawk, deployed to the insurrectionist world of +4 Golgotha. Perhaps you were in the armoured columns or amongst the Stormraven gunships that smashed through + the outer fortress walls. + Purged a Space Hulk: In support of Blood Angel Terminators from the First Company, you assisted in the +5 + cleansing of a massive space hulk, infested with dangerous xenos lifeforms, Chaos renegades, or worse. + + +Table 1-6: Dark Angels Pasts +1d5 Result Past Experiences + Encountered the Fallen: You have come face-to-face with (or have had a rare glimpse of ) the black-armoured +1 Space Marines who were once your brothers, the Fallen Dark Angels. These renegades are relentlessly hunted by your + Chapter, and you have been sworn to secrecy regarding their existence. + Served in the Ravenwing: You have joined your brothers on many lightning attacks as part of the Ravenwing. +2 Either as gunner on a Land Speeder or an attack bike, your speed and precision against countless enemies of the + Imperium is rivalled by few. You may have even been privy to secrets that few even in the chapter know. + Preserved the Secrets of the Chapter: Your unquestioning loyalty has been proven in the trials of combat when +3 you were part of a mission of utmost importance, purging heretical records forged by those who would spread vicious + lies about the Dark Angels. What secrets you destroyed are a mystery even to you and will remain so for all time. + Thunderhawk Gunner: You have served your Chapter as the gunner for one of the powerful Thunderhawk +4 + gunships. You have a unique perspective on the battlefield, having fought in the air, on the ground, and in space. + The Lion and the Wolf: While serving alongside the Space Wolves chapter, you were chosen to fight a ritual duel +5 against one of their members. You claimed distinction with your victory and at least one Space Wolf curses your name + under his breath. + + + + + 29 + Table 1-7: Space Wolves Pasts + 1d5 Result Past Experiences + Bitter Vengeance: You have fought face-to-face with Chaos Space Marines from the Thousand Sons Legion. These + 1 renegades are considered arch-enemies of the Space Wolves, and furious, no-quarter battles erupt whenever they + meet. + Fenris Hunter: You have hunted and slain one of the extremely dangerous creatures native to Fenris. Among these + 2 + creatures are the mighty kraken, huge ice bears, and the ferocious Fenrisian wolf. +I: Character Creation + + + + + Service in the Fleet: Most Space Marine Chapters maintain a number of strike cruisers, battle-barges, and smaller + 3 craft to support their operations on a planet’s surface. Having fought many battles amongst the stars, you may have + commanded a rapid strike vessel, or perhaps served as an officer aboard a larger ship. + Wolf-Tamer: Fenrisian Wolves have a unique bond with the Space Wolves Chapter, and often fought beside them. + 4 At one time, you had tamed such a powerful beast as a trusted battle companion. He may survive still back on Fenris, + or he may have fallen to the weapons of the enemy in some previous combat. + The Great Hunt: Many times, Space Wolves have left Fenris to sail upon the sea of stars, seeking out any sign of + their long-vanished Primarch Leman Russ. These Great Hunts have not yet succeeded in locating the primarch, but + 5 + often carve new legends of heroism from across the galaxy. You have been fortunate enough to have taken part in a + Great Hunt, and there is no doubt you have dozens of stories about the wonders and terrors you have witnessed. + + + + Table 1-8: Storm Wardens Pasts + 1d5 Result Past Experiences + Sole Survivor: The Space Marines are mighty warriors, but they are not invincible. You learned this bitter lesson + 1 first-hand, as you are the only survivor of your squad, having encountered a particularly dangerous enemy; perhaps a + Tyranid Hive Tyrant or Chaos daemon prince. + Tank Gunner: You have served your Chapter as the gunner in one of the Chapter’s armoured vehicles, perhaps a + 2 Predator or Land Raider. You have fought in the vanguard of several armoured assaults, and the machine-spirits of + such vehicles are well-known to you. + Service in the Fleet: Most Space Marine Chapters maintain a number of strike cruisers, battle-barges, and smaller + 3 craft to support their operations on a planet’s surface. Having fought many battles amongst the stars, you may have + commanded a rapid strike vessel, or perhaps served as an officer aboard a larger ship. + The Scouring of Vigil: You bear the deep scars of the campaign upon Vigil against the foul alien Slaugth. These + 4 xenos maggot-men and their slave-constructs were defeated in a long series of savage close-quarter battles in the + tunnels beneath Vigil. + Honour Preserved: You have aided a fellow brother of your chapter in preserving his honour. Be it a promise he + 5 made that became complicated by fortune or simply a sequence of events that could have gone awry, you are well + known within your chapter as a brother who respects his own honour as well as that of others. + + + + Table 1-9: Ultramarines Pasts + 1d5 Result Past Experiences + Tyrannic War Veteran: You fought in the Battle for Macragge, struggling against horrid Tyranid beasts from Hive + 1 + Fleet Behemoth. Thanks in part to your efforts, the Ultramarines prevailed at great cost. + Cleansed Thrax: You helped defeat countless daemons on the Chaos-corrupted Forge World of Thrax. Chapter + 2 + Master Marneus Calgar issued the order for Exterminatus upon the mission’s completion. + Endured the Waaagh!: You stood with your fellow Ultramarines against Waaagh! Gutshredda in the Forgoil system. + 3 + Dozens of greenskin invaders died at your hands. + Banner Bearer: You were once chosen to carry a standard, possibly a back banner for your squad or even the + 4 prestigious company banner. This selection was a great honour, and one not easily relinquished until you joined the + Deathwatch. + Scout Sergeant: For a time, you led a Scout squad in the Ultramarines Tenth Company. During this time, you + 5 + mentored many young Scouts on their way to becoming full Battle-Brothers. + + + + + 30 + nature defending an important objective...perhaps even a luminary of + the Imperium, such as an Inquisitor or Imperial Commander. It +The character creation process provides you with the skeleton is also possible that you have been sent to the Deathwatch as a +of your Space Marine. However, these numbers and notes are form of exile, perhaps to teach you humility or atone for some +not the sum total of your character—a vital element remains failure, real or perceived. Whatever the case, the circumstances +to be added: You! The background details of your character’s of your selection to join the Deathwatch will likely colour +life are largely up to you—as is, of course, his personality. your opinions and beliefs for some time to come... + ome people like to develop their characters during play, + + + + + I: Character Creation +and that is a perfectly reasonable approach. When you start +to play, it may be enough to know that your character is + what DoeS the DeathwatCh +a Space Wolf Assault Marine who has been chosen to join Mean to You? +the Deathwatch. Many players, however, prefer to work out +background and personality notes before the game begins. If The Deathwatch is an elite force gathered from Space Marine +you need some help fleshing out your character, try answering Chapters across the galaxy. Its purpose is to hunt the alien +the following six questions. These answers should help you forces that threaten the Imperium of man, operate in small Kill- +focus your thoughts on the emerging personality and history teams in special missions that often taken them behind enemy +of your Space Marine character. lines, and venture into dark, secret places at the bequest of the + Inquisition. Were it not for the Deathwatch, the Imperium + would have long since crumbled into oblivion at the hands of +what iS Your hoMeworlD like? heretics, Chaos renegades, and foul xenos. +You should consider giving some thought to your character’s However, the performance of these duties is often done in +homeworld, and the culture he grew up in as well. There are contravention of the Codex Astartes, and involves Chapters +many different types of worlds settled by humanity (see page who may be rivals (or even enemies) of one another. How does +292 for some examples), and each can have an impact on how your Space Marine reconcile the differences between how the +a character native to that world thinks and acts. What was Deathwatch operates and the values of his home Chapter? +your home culture like? Were you born into a feral tribe or Does he believe in the purpose of the Deathwatch, or does he +hive gang? Perhaps you were part of a knightly order, or had consider his assignment a dangerous distraction from the efforts +been born into your world’s aristocracy? of his Chapter? Is his role in the Deathwatch a step down from + However, for a Space Marine, the culture of his home the authority and rank he enjoyed in his home Chapter, or is +world is not as significant as the beliefs and traditions that it a humble reminder of his place in the Emperor’s plan for the +surround him after he is recruited into his Chapter. After all, universe? Is service in the Deathwatch an opportunity to gain +little more than a decade of his life is spent as a human before great glory, or is it a chance to atone for past sins? +he begins to be shaped by the Space Marine Chapter that has +recruited him. + what Do You DeSire? + Some Space Marines hunger for glory, others for honour. +what iS Your perSonalitY like? What are the things that warm your heart through the long +The first thing you should consider is your character’s dark night of the soul? Perhaps a person, or a place, or a +disposition. What is he like? Fiery and passionate, or earthy world that has been overrun by Tyranids or consigned to +and practical? Is he pessimistic and cynical or does he destruction? Perhaps you love thrill of taking extreme risks, +always have faith that the best will happen? Answering these or perhaps you dream of facing a truly worthy opponent in +questions will help to round out your Space Marine beyond either guile or strength. Maybe you prefer the quiet depths +the extremes of his Demeanours. What is your instinctive of your own faith in the God-Emperor, or maybe you enjoy +response to threats, surprises, or pressure to perform? nothing more than telling a grand tale of your own exploits. + + +whY were You SeleCteD for the what Do You hate? +DeathwatCh? Hatred’s flame burns long and cold, even when all hope is + extinguished. What will sustain you through violence, horror, +For many Chapters, the selection of a Space Marine to join the and death? Do you seek to destroy as many Tyranids as you +Deathwatch is an honour. Some Chapters consider it to be a can find? Do you wish to lay low the renegade Chaos Space +very high honour, whilst others believe that service with the Marines who slaughtered your closest friends—your Battle- +Deathwatch is little more than a diversion of his true duties Brothers? Perhaps you detest the cowardice you discern in +amongst his Battle-Brothers. Your Space Marine was specially normal humans, or perhaps you simply cannot endure heresy +chosen, and you should give some thought as to what factors against the Emperor. Hate is a powerful weapon in the hands +were involved with that choice. of the Adeptus Astartes, but it can spread like rot in the heart of + Perhaps you accomplished some particularly difficult the greatest hero, a flaw that may one day act as his doom. +task, or defeated an especially dangerous enemy. Perhaps +you survived a nigh-unstoppable assault, or were wounded + + + 31 + Demeanours Demeanours can be triggered by the player to gain a + bonus in much the same manner as a Fate Point (see page + 204). Unlike spending a Fate Point, however, triggering a + “Your honour is your life. Let none dispute it.” Demeanour provides a bonus that can then be boosted + by roleplaying. + –Captain Navarre of the Black Templars + triggering a DeMeanour + D + emeanours are specific traits associated with a +I: Character Creation + + + + + Space Marine. Some Demeanours are linked When a Space Marine focuses on the core elements of his + to the Space Marine’s home Chapter—the personality, calls upon the legacy of his geneseed, or honours + Chapter’s beliefs, traditions, or even specific flaws in their the important beliefs and traditions of his Chapter, he becomes + geneseed—whilst others are unique to that individual Space more than just another Battle-Brother. He has triggered his + Marine’s personality. Demeanour, and thus he becomes a paragon of his own traits + The purpose of Demeanours is to highlight what makes and those of his Chapter. + each Chapter—and each Space Marine—different. They In order to trigger a Demeanour, the Space Marine player + exist in Deathwatch as a narrative prompt, meaning that need only announce that he is doing so and apply the + they present options and reasons for a Space Marine player benefits. When a Space Marine’s Demeanour is triggered, the + character to act a certain way or respond in a particular Space Marine gains any applicable benefit he would normally + manner to any given circumstance. Demeanours are not a get from spending a Fate Point (see page 204). Triggering a + straightjacket; they do not force a character to take action. Demeanour should be done in a manner that is relevant to + Rather, Demeanours present the player with ideas and the Demeanour, although it is up to the player’s discretion + opportunities for his roleplaying to have an impact on the as to how he chooses to interpret his Demeanour for + mechanics of the game. the situation. + Demeanours that are linked to the Chapter apply to all + Space Marines from that Chapter, whilst Demeanours from + the general list can be selected by any Space Marine from + Table 1–10: Example Demeanours + any Chapter. Deathwatch Space Marines always possess + their Chapter’s Demeanour and must choose one additional D10 Roll + Demeanour from Table 1–10. (Optional) Name Description + The Space Marine’s mind is + highly analytical, constantly + usinG Demeanours 1 Calculating + aware of the pros and cons of + any decisions he faces. + Part of the fun of a roleplaying game involves selecting unique + The Space Marine is a + choices personal to one’s own character, and then gaining + charismatic and talkative + the benefits of that choice during the game. In this way, a + 2 Gregarious sort, one who puts his Battle- + Demeanour can be both a particular advantage for the Space Brothers and even normal + Marine or portray a challenge he must overcome—and in humans at ease. + enduring, grow stronger. The Space Marine is quick to + The Chapter Demeanour represents the beliefs and 3 Hot-Blooded temper and aggressive in all + traditions of your home Chapter. It may also represent things. + particular quirks or mutations of their gene-seed. Your Chapter The Space Marine values + Demeanour is part of the bedrock of your character, and as lore and learning, preferring + 4 Studious + such, the Chapter Demeanour does not change. Your Personal to think his way through a + Demeanour represents a strongly-held set of values or facet problem. + of your personality. It may be an ideal you strive to live up The Space Marine is a + to or a code of honour. However you choose to describe it, 5 Taciturn brooding individual, little + given to conversation. + your Personal Demeanour is a powerful part of who you are + and helps set you apart from the other Space Marines of your The Space Marine cherishes + 6 Pious faith in his Primarch and the + Chapter. During the course of the campaign, part of the GM’s + Emperor above all. + role to challenge your personal Demeanour and test your + No test of endurance is too + values. Will you hold true to your beliefs in the face of utter 7 Stoic + much for this Space Marine. + evil or seductive temptation? It is natural that your character Pity has no place in this Space + should grow and change over time, and that should be reflected 8 Scornful + Marine’s heart. + in your Personal Demeanour. You may choose to change your This Space Marine’s gaze is + Personal Demeanour at any time you feel it is appropriate...no 9 Ambitious + ever-lifted towards his goal. + one knows your character better than you! Dignity and honour are + o, in short: Your Chapter Demeanour never changes. Your 10 Proud important to this Space + Personal Demeanour changes with the character’s growth and Marine. + development as a character during the campaign. + + + 32 + A Demeanour may be triggered a maximum of once (and roleplaying the Demeanour. Alternatively, the other players may +only once, no matter how many demeanours he may have!) offer a thumbs-up or thumbs-down verdict—if the majority +per game session. Triggering a Space Marine’s Demeanours agree, the character gains the benefits of the Improvement. +once per game keeps those elements that make him and his +Chapter special front and centre in the game experience. + + +exaMple + + + + + I: Character Creation +Ross is playing a Dark Angel Space Marine with the Gregarious +Demeanour. Ross invokes his Gregarious Demeanour to give him a ++20 bonus to a Charm Skill Test when discussing tactics with the +Lord Governor of Platea, and convinces the Lord Governor not to +commit his forces foolishly. + + +s +In addition, the benefits of triggering or overcoming the +Demeanour may be enhanced if the Space Marine player puts +effort into roleplaying the Demeanour. The player can portray +his character either gaining strength from the ideals of his +Demeanour or (alternately) considering the demeanour as a +particular challenge to be overcome. If the Space Marine player +roleplays his Demeanour well, he can gain an Improvement. An +Improvement is a doubling of any applicable bonus (gaining a ++20 bonus to a Test instead of +10, removing 2d5 Damage +instead of 1d5, and so forth). For removing Fatigue, an +Improvement removes all current levels of Fatigue. + A Space Marine Triggering his Demeanour can add an +Improvement if the other Space Marine players agree that the +Demeanour has been roleplayed well. This bonus is meant to +reward additional effort on the Space Marine player’s part and +the appreciation of his efforts by the other Battle-Brothers in +his kill-team. A simple method to judge this is to simply ask for +the opinion of the other Space Marine players at the table after + + + DeSigner’S note: triggering a DeMeanour + The intention behind a Space Marine’s Demeanour is to provide an opportunity for the Space Marine to gain a dramatic + and highly memorable moment (a “divine moment of blessed fury”) once per game. The opportunity provided by the + Demeanour is inextricably linked to the Space Marine’s Chapter and his own unique strength of personality—it is his + chance to put the spotlight on just how his Chapter is different from those of his Kill-team Battle-Brothers, or (just as + significant) how that particular Space Marine’s personality is expressed. It is recommended to the GM that triggering a + Demeanour should always have something extremely impressive occur in-game, even if the Space Marine player’s dice + utterly desert him. A Triggered Demeanour that results in an attack that hits and fails to do damage, for example, could + still knock down the enemy—or (should the enemy escape) leave him with a distinctive scar that he will bear forevermore. + It is left to the GM’s discretion for the exact effects of this, but it should be suitably epic and reward the Space Marine for + roleplaying his Demeanour. + ds + + Some players may be used to having the Game Master keep track of a character’s particular strengths and weaknesses. + However, Game Masters have lots to do during a game. The GM manages the story, the pacing, the NPC’s, the challenges, + and describes the action. It is very easy for a GM to forget an additional detail for each character whilst handling all the + other myriad aspects of his job. In addition, the player has his Demeanours listed prominently on his own character sheet + and is far more aware of the effects that the events in the game are having on his character than anyone else. Therefore, + if Demeanours are meant to come into play regularly during the game, it would be good to place them into the player’s + hands. Lastly, Deathwatch is at its best when the players themselves shape the course of the experience, from Cohesion + to the Mission structure to the choice of Kill-team Leader. The reasons listed above are why the decision was made to + make Triggering Demeanours a choice that is firmly under the player’s control. + + + + 33 + name Names within the 41st Millennium are as varied as the + many thousands of worlds that make up the Imperium. As + “Honour your Chapter and your name shall be remembered. Honour mankind is an inventive and contrary creature, there are no + your Primarch, and your name shall be respected. Honour the standard or universal conventions that govern the names + Emperor, and your name will be legend.” people give themselves. In some places, a single simple name + might indicate low birth and ignominy, whilst in others, + –Chaplain Argrim of the Black Templars it might act as a mark of extreme wealth, fame, and good + breeding. When deciding upon a name, feel free to mix and +I: Character Creation + + + + + Choosing a name for your character can be very difficult. match any of the suggestions made by the naming tables. The + If you are lucky enough to have a name in mind, go ahead idea, of course, is to create a name that suits your character— + and write it down on your character sheet. However, if you and no one knows more about your character than you do! + have difficulty coming up with a name on the spot (like many + other gamers!), this section will help guide you in creating a + great name for your Space Marine. + + + + + Table 1–11: Space Marine Names + 1d10 Roll Black Templar Blood Angel Dark Angel Space Wolf Storm Warden Ultramarine + 1 Wilhelm Zorael Naaman Logan Lorgath Marcus + 2 Sigismund Cloten Zahariel Magni Alistayr Claudius + 3 Alyxander Astramael Astelan Ivar Bennit Gannys + 4 Anselm Bellerophon Cadmus Skif Camerone Varen + 5 Navarre Metraen Bethor Skold Kestyr Quintus + 6 Bertram Sepheran Magron Yngvar Morgan Scipio + 7 Gervhart Donatos Nemiel Balmung Kurro Invictus + 8 Konrad Rafen Elyas Hreidar Angus Lucian + 9 Raimer Arkio Makradon Haakon Kenshen Pasanius + 10 Khordel Leonatos Calibos Erik Ramsay Uriel + + + + other warhaMMer 40,000 roleplaY CharaCterS anD DeathwatCh + The most important information for players of Dark heresy and rogue traDer is that Deathwatch uses the same + core mechanics and takes place in the same universe. There are some theme-related differences in the rules between these + games, but Dark heresy and rogue traDer players should feel right at home with the way the game itself works. + It is important to note that Deathwatch Space Marines are quite powerful (particularly in combat!) in relation to + Dark heresy and rogue traDer characters. A rogue traDer character with 14,000 xp is roughly equivalent to a + Rank 1 Deathwatch Space Marine (in that the Rogue Trader has a great deal of power tied up in his wealth and personal + starship!), and a Dark heresy character using an Ascended Career from ascension with 14,000 xp is also roughly equal + (having his own strengths in regards to Influence, many knowledge and investigative skills, and so forth). It is strongly + recommended that the GM consider carefully before mixing Space Marines into Dark heresy and rogue traDer + campaigns, because the Space Marine’s combat abilities are significantly higher than any other type of character. + Dark heresy characters using ascension are particularly recommended if you wish to combine the two games. An + Ordo Xenos Inquisitor and his trusted Throne Agents are quite appropriate to accompany a Deathwatch Space Marine + (or even an entire Kill-team) on a mission, or set of missions, of particular import. + y + + It is assumed that, in Deathwatch, characters from other Warhammer 40,000 Roleplay games have some special + dispensation to accompany the Space Marines on their missions (for instance, if one of the player characters is an + Inquisitor). Throne Gelt and a Rogue Trader’s Profit Factor have no meaning for the Deathwatch. Therefore, the other + characters also benefit from the Requisition rules and may acquire Renown at the GM’s discretion (see pages 138–141 + for more information about Requisition and Renown). + If a Deathwatch character joins a Dark heresy or rogue traDer game, the GM is encouraged to determine a + fair method of applying Requisition to the Space Marine character rather than participating in Profit Factor, Influence, + or Throne Gelt (all of these terms are explained in rogue traDer, ascension, and Dark heresy, respectively). Space + Marines themselves generally do not use money! + + + + 34 + Roleplaying as +a Space Marine +“The warrior who acts out of honour cannot fail. His duty is honour +itself. Even his death—if it is honourable—is a reward, and can + + + + + I: Character Creation +be no failure, for it has come through duty. Seek honour as you act, +therefore, and you will know no fear.” + + –Roboute Guilliman, Primarch of the Ultramarines + + + +R + oleplaying as a Space Marine presents a unique challenge: + Space Marines are more than human, larger-than-life + figures more akin to the heroes of the Trojan War and +the Odyssey than to Inquisitional Acolytes or a Rogue Trader and +his companions. Some Space Marines are epic beings who will +duel for days over a matter of honour, others are philosophers +and tragic figures, full of passion and regret. In their heart, many +Space Marines feel that their Chapter is just a little bit better +than the others. However you choose to interpret these ideas, +it is important to note that the Space Marines chosen for the +Deathwatch are nuanced, complex characters. + This section presents some ideas and thoughts to keep in mind +when roleplaying your Deathwatch Space Marine, a guide that +should give you some great dramatic hooks and opportunities to +develop your character in a unique way. + At the beginning of a Deathwatch game, the Battle-Brothers +you serve with are simply “fellow Space Marines.” Over time, complications with their gene-seed. Some individual Space +however, this perception may change: some of these Space Marines Marines have difficulties adjusting to the particular effects of +may become true friends, others may become bitter rivals. their Chapter’s gene-seed. + An example of a good story might challenge a Space Marine Psykers: How do you (or your Chapter) view psykers? Most +to choose between his loyalty to his Chapter and the bond of Chapters utilise Librarians and rely on psykers like most other +his oath to the Deathwatch. An unquenchable curiosity or a facets of the Imperium, whilst some are far more suspicious of +raging thirst for revenge can both lead a Space Marine to dark their nature or eschew the benefits of Librarians altogether. +places, whilst idealism and pragmatism are themes that even Mankind: How do you (and your Chapter) view the citizens +Battle-Brothers from the same squad in the same chapter may of the Imperium and humanity as a whole? How do you react +disagree upon. upon meeting and interacting with a normal Imperial citizen? + The backdrop of the ongoing Achilus Crusade within the +Jericho Reach presents an excellent framework for Space Marines three things to remember: +to interact with all levels of Imperial society, from the rareified +heights of the Lord Militant and his advisors to the lowly Imperial • Space Marines generally do not use contractions or slang +Guard soldier serving on the front lines, from the byzantine when they speak—they are angelic warrior knights, and +political maneuvering at the Crusade’s heart to the brutal choices their manner of speech often reflects this. +a Space Marine must make in the face of an encroaching Tyranid • The Deathwatch’s partnership with the Ordo Xenos and +hive fleet. their focus on hunting aliens does not mean that they + Below are presented five questions that Deathwatch characters ignore other threats! Heretics, daemons, and Chaos Space +should consider, the answers to which can present some very Marines alike are all foes of the Imperium and are worthy +interesting roleplaying opportunities, internal conflict, or story of the Deathwatch’s attention. +factors within the campaign. • The saying “And They Shall Know No Fear,” is famously + The Emperor: Do you consider the Emperor a legendary attributed to Space Marines. It means that they are +father figure (as most Chapters do), or do you consider him a exceptionally brave and motivated warriors, but it is +divine being? not literally true: most Space Marines understand and + The Codex Astartes: How closely do you (or your Chapter) experience fear, but they control it and channel it to a much +adhere to the Codex Astartes? Are you used to finding innovative greater degree than any normal man. This means that Space +solutions or do you prefer everything to go “by the book?” Marines are wise and tactical forces on the battlefield—if + Purity: How pure is your gene-seed? Some Chapters (the Space Marines retreat, they do so for a reason; they do not +Space Wolves and Blood Angels amongst them) have severe flee pell-mell before an enemy advance. + + + 35 + Space Marine • Secondary Heart: This organ has no in-game effect + besides contributing to the Space Marine’s Unnatural + Strength and Toughness Traits. + + Abilities • Ossmodula: This implant, in conjunction with several + others, grants the Space Marine the Unnatural Toughness + (x2) Trait. + “As our bodies are armoured with adamantium, our souls are • Biscopea: This implant, in conjunction with several + protected with loyalty. As our bolters are charged with death for the others, grants the Space Marine the Unnatural Strength +I: Character Creation + + + + + Emperor’s enemies, our thoughts are charged with wisdom. As our (x2) Trait. + ranks advance, so does our devotion, for are we not Space Marines? • Haemastamen: This organ has no in-game effect besides + Are we not the chosen of the Emperor, his loyal servants unto death?” contributing to the Space Marine’s Unnatural Strength + and Toughness Traits. + –Chaplain Fergas Nils • Larraman’s Organ: Space Marines do not normally + suffer from Blood Loss (see page 260). In addition, + + + A + ll Space Marines go through a period of hypno- the Space Marine gains the True Grit Talent. However, + indoctrination and training that provides them with attacks with the Warp Weapon Quality (see page 136) + an array of special skills and abilities. To represent this may still inflict Blood Loss as normal. + hypno-indoctrination in the game, Space Marine characters • Catalepsean Node: A Space Marine suffers no penalties + begin play with the following Skills, Talents, and Traits. Note to Perception-based Tests (such as Awareness) when + that many of the starting Traits are provided from the list of awake for long periods of time. + Implant game rules listed below. The Space Marine does not • Preomnor: The Space Marine gains a +20 bonus to any + need to meet the prerequisites (if any) for these starting Skills Toughness Test against ingested poisons. + and Talents. Starting Skills are considered Trained Skills • Omophagea: By devouring a portion of an enemy, a + (either Advanced or Basic depending on the Skill). Space Marine can gain access to certain information + Starting Skills: Awareness, Ciphers (Chapter Runes), (such as the whereabouts of a cult’s hidden lair, access + Climb, Dodge, Common Lore (Adeptus Astartes, Imperium, codes, and so forth). The information he can access is + War), Concealment, Drive (Ground Vehicles), Intimidate, at the GM’s discretion, keeping in mind what may + Literacy, Navigation (Surface), Scholastic Lore (Codex have been known by the enemy in the first place. In + Astartes), Silent Move, Speak Language (High Gothic, Low addition, a Space Marine can temporarily gain access + Gothic), Tactics (Choose one), Tracking. to a Skill or Skill Group (such as Pilot, Lore, Ciphers, + Starting Talents: Ambidextrous, Astartes Weapons and so forth) that he did not already possess. The Skills + Training, Bulging Biceps, Heightened Senses (Hearing, he may gain are at the GM’s discretion, depending on + Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance the Skills originally possessed by the enemy. The Space + (Psychic Powers), True Grit, Unarmed Master. Marine may access this acquired Skill or Skill Group as + Starting Traits: Unnatural Strength (x2), Unnatural an untrained Basic Skill for a number of hours equal to + Toughness (x2). his Intelligence Bonus. After this time, the information + begins to fade and the Skill is no longer useable by the + Deathwatch hypno-conditioning Space Marine (until he devours another portion of an + enemy, of course). + All Space Marine characters in Deathwatch begin with • Multi-lung: The Space Marine may re-roll any failed + Common Lore (Deathwatch) and Forbidden Lore (Xenos) as Toughness Tests for drowning or asphyxiation (see page + a trained Advanced Skill. 261). In addition, the Space Marine gains a +30 bonus + to Toughness Tests made to resist the effects of gases, + Deathwatch training and may re-roll failed results. The Space Marine may also + breathe water through his multi-lung. + All Space Marine characters in Deathwatch have received • Occulobe: This implants grants the Space Marine the + extensive training to battle the alien enemies of Man. Heightened Senses (Sight) Talent. + Deathwatch Space Marine characters gain the Deathwatch • Lyman’s Ear: This implant grants the Space Marine the + Training Talent. Heightened Senses (Hearing) Talent. + • Sus-an Membrane: The Space Marine may voluntarily + enter a form of suspended animation. To do so, the Space + s Marine must meditate for 1d5 Rounds. This organ also + Space Marines have a series of special organs and modifications automatically activates if the Space Marine is knocked + implanted into their bodies. Page 16 describes each implant unconscious by Critical Damage. While in suspended + and its function, but the following section describes the in- animation, the Space Marine’s wounds will not deteriorate + game effects of each upon the Space Marine character. The or heal. It requires chemical therapy, auto-suggestion + Traits and Talents provided by these implants have already techniques, and a successful Hard (–20) Medicae Test + been taken into effect and are listed in the Space Marine’s to revive a Space Marine in suspended animation. + starting Talents and Traits above. + + + 36 + • Melanchromic Organ: This organ has no in-game • Betcher’s Gland: The Space Marine may spit acid at his + effect besides contributing to the Space Marine’s foes. This acts as a ranged weapon with the following + Unnatural Toughness (x2) Trait. At the GM’s discretion, profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the + the Space Marine may ignore or be resistant to exposure Space Marine gains three or more Degrees of Success on + to radiation, depending on the severity. his Ballistic Skill Test, he may also blind the opponent +• Oolitic Kidney: This implant gives the Space Marine for 1d5 Rounds. At the GM’s discretion, the Space + the ability to re-roll any failed Toughness Test to Marine may also slowly chew his way through nearly + resist poisons and toxins, including attacks with the any nonliving substance. The rate at which he does so + + + + + I: Character Creation + Toxic Quality. is at the GM’s discretion (one example includes chewing +• Neuroglottis: The Space Marine may detect any poison through iron bars—this would be roughly at a rate of 4 kg + or toxins by taste with a successful Challenging (+0) per minute). + Awareness Test. He may also detect poisons or toxins • Progenoids: See page 271 for more information on + by smell with a successful Hard (–20) Awareness Test. the benefits of retrieving a Space Marine’s progenoids. + The Space Marine gains the Tracking Skill as a basic Removing a Space Marine’s progenoids requires a + trained Skill, and may (at the GM’s discretion) gain a Difficult (–10) Medicae Test. This Test becomes + +10 bonus to any Tracking Tests against an opponent Arduous (–40) if performed without the narthecium + he has tasted. (see page 173), and adds 2 Rounds to the time required. +• Mucranoid: The Space Marine may re-roll any failed Taking out the progenoids takes 1 Round, adding 1 + Toughness Tests caused by temperature extremes, such as Round for every Degree of Failure on the Medicae Test. + desert heat or the cold of outer space. Space Marines go to great lengths to recover a fallen + Battle-Brother’s gene-seed, and the GM may require a + Willpower Test to leave the progenoids behind. + • Black Carapace: This implant gives the Space Marine + exceptional control over his power armour. Although a + Space Marine in power armour has the Size (Hulking) + Trait, his enemies gain no bonus to hit him thanks to the + Black Carapace. + + + +DeSigner’S note: SquaD MoDe, Solo MoDe, anD CoheSion +You may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode, +or Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here’s a brief summary so you +have an idea of what they encompass. + Because the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable +working together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving +alongside rivals or even enemies, and overcoming those differences can be quite challenging. + olo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch. +In Solo Mode, the Space Marine’s particular special abilities, beliefs, and traditions that are part of his home Chapter +are emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other +Battle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother +of his Chapter than when he is in Solo Mode. + quad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working +together as a team. In Squad Mode, the Space Marines are not as focused on their individual Chapter abilities, instead +gaining the benefits of teamwork and being able to act as a unit. When Space Marines are in Squad Mode, they are a +nearly-unstoppable unit of deadly warriors. + When a Kill-team is in Squad Mode, they have access to a resource known as Cohesion. Cohesion may be spent to +trigger certain effects and abilities that benefit the group and allow the Kill-team to perform incredible feats. + You can find more detailed game information about these terms on page 219 (for Squad Mode), page 215 (for Solo +Mode) and page 211 (for Cohesion). +putting the “teaM” into “kill-teaM” +The purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to +support the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain +a Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from +his Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of +disparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous +that they can only be overcome by an experienced Kill-team combining their efforts. + + + + 37 + The Black which new recruits may prove their mettle. The Chapter must + judge the worthiness of its recruits in other ways. From the + monolithic chapter keeps they establish on every world the + + Templars Black Templars conquer, the Chaplains maintain a strict vigil + over the world and judge the worth of those warriors who + attract their notice. Often, there will be contests of arms or + “To the darkness, I bring fire. To the ignorant, I bring faith. Those other equally lethal trials held for those who aspire to joining + who welcome these gifts may live, but I will visit naught but death the Chapter. Only the bravest warriors can hope to reach the +I: Character Creation + + + + + and eternal damnation on those who refuse them.” final stages of selection and even then only a fraction will meet + the Chaplains’ high standards. + –Chaplain Grimaldus An aspirant is brought to the chapter keep, where the + Apothecaries administer tissue compatibility tests and root out + + + A + fter the Great Heresy, Rogal Dorn, primarch of the any latent mutation to ensure that he is of sufficient purity and + Imperial Fists, resisted the breaking up of the Legions strength to become a Neophyte. Not all survive these processes, + into smaller Chapters. It was only when the Imperial as the Black Templars tolerate no weakness. Should the aspirant + Fists were branded heretics that Dorn relented, allowing his survive, he becomes a Neophyte and so begins the ritual + beloved Legion to be subdivided into Chapters. One of the surgery that will turn him into a superhuman warrior. Here too, + new Chapters born of this time was the Black Templars. an aspirant may fail. Thanks to the degeneration of knowledge, + To prove his loyalty to the Emperor, the first Chapter Master implant surgery is heavily ritualised. It is often accompanied by + of the Black Templars—the High Marshal Sigismund— scarring, incantation, prayer, fasting, and arcane practices that + assembled a massive war fleet and began the greatest Space unintentionally compromise medical efficiency. + Marine Crusade in the history of the Imperium. It has lasted Once a Neophyte begins his training, he severs all links + for 10,000 years. with the world of his birth and begins a life dedicated to the + Eschewing the establishment of a home world, the Black Emperor. Once he is deemed ready, he will be taken under + Templars took to the stars in a mighty war fleet. Rather than the wing of an Initiate and complete his training in the fires + constructing a single Chapter fortress-monastery as most of battle, where he will either learn or die. When he finally + Space Marine Chapters do, the Black Templars determined becomes an Initiate himself, he can no longer be considered + to establish a chapter keep upon each world they conquered, human. Any chance for a normal life is gone forever, + to keep watch for treachery, to stage future Crusades, and to but though a great and terrible sacrifice, it is + recruit new Battle-Brothers. made willingly. + The ten-millennia-long Crusade of the Black Templars Once accepted within one of a Crusade’s + has seen its warriors embroiled in some of the most Fighting Companies, an Initiate fights and + momentous conflicts ever to engulf the Imperium. hones his craft of death, building his legend + The High Marshals have followed the example of their and forging his hero’s name before one day + founder and taken the fight to the realms of going on to train a Neophyte himself. In + the alien, the heretic, and the witch. The this way, the experience and wisdom of + Black Templars are crusaders, the Initiates is preserved and passed + holy warriors battling to on to new recruits. + bring the truth and light The greatest warriors in a + of the Emperor to the Fighting Company will be + unconquered worlds of the organised into the Marshal’s + galaxy. With bolt shell and household, the equivalent of a + chainsword, the Black Templars Codex Chapter’s First Company. + convert the benighted to the light of the Known as the Sword Brethren, + Master of Mankind and destroy those who refuse these Space Marines are mighty + to welcome his truth. Each Crusade is directed heroes whose deeds become part + by the will of the Marshal in command, and each of the Chapter’s history. It is + is despatched by the decree of the High Marshal every Black Templar’s ambition + of the Black Templars to fulfil their prime to become one of these elite. Clad + mission to cleanse the stars. in the finest suits of armour and + bedecked with purity seals, the + Sword Brethren are the very image + initiations of a baroque warrior-knight. When + Despite that Rogal Dorn eventually accepted the dictates a Marshal dies, it is from the Sword + of the Codex Astartes, the Black Templars are organised Brethren that his replacement will be + in a different manner to many Space Marine Chapters and drawn, and only the best and bravest + deviate from the strictures of Guilliman’s great tome in several are worthy of this great honour. Which + notable ways. One deviation is in the recruitment and training Black Templar will succeed the Marshal is + of its warriors. The Black Templars have no Scout company in determined by ritual combat, during which all + + + 38 + who would contest the right to lead the Crusade will battle one thousand years with extra docking facilities for escort ships, +another with various weapons as well as pitting their strategic additional launch bays for shuttles and Thunderhawk gunships, +and tactical prowess against their opponent. The winner earns as well as accommodation for twice as many Space Marines +the right to be Marshal, subject to the approval of the High than a normal battle-barge. +Marshal, and the Sword Brethren swear new oaths of loyalty +to the winner. + Aside from the Marshal’s household, larger Crusades are +broken down into a number of Fighting Companies, each All Space Marines are renowned for their fervent dedication, + + + + + I: Character Creation +led by a Sword Brethren afforded the honorific of ‘Castellan.’ but the extent of the Black Templars’ faith is often described as +Within the Fighting Company, individual squads are gathered fanatical. They seek nothing less than to crush every last enemy +and dispersed in a fairly ad-hoc fashion. Initiates fight side of mankind. They have absolutely no tolerance of heretics, +by side regularly out of familiarity and comradeship rather mutants, witches, aliens, or any other abomination against the +than any imposed organisation. Due to the Chapter’s focus on Emperor. For ten thousand years they have crusaded to prove +engaging the foe in the blood and fury of honourable close their loyalty, and this creed has become so embedded in their +combat, there is a notable lack of heavy weapons in the Fighting doctrines that they are utterly ruthless towards anyone or +Companies. Such heavy weapons are mounted on vehicles and anything perceived as a threat to the Emperor. They have been +Dreadnoughts, leaving the Battle-Brothers to close on their foe known to mercilessly wipe out entire planetary populations to +unhindered. expunge the sin of heresy, while the mere presence of a witch + on the battlefield drives them into a zealous fury against which + few enemies have any hope of standing. The Black Templars’ +eternal CrusaDers professed loathing of the witch even extends to those psykers +The Black Templars have no single home world. Instead, they in the employ of the Imperium. Although the Chapter must +live in their Crusade fleets, upon many battle-barges, strike utilise astropaths, Navigators, and others with such talents, +cruisers, training vessels, and gigantic forgeships. The Black the Black Templars are loath to do so, and eschew the use of +Templars establish chapter keeps on every world they conquer librarians in the ranks of the Space Marines. +or reclaim for the Emperor. The main purpose of the chapter +keeps is to recruit new Space Marines from the population, +and to act as staging posts for mustering the Crusades. These Combat DoCtrine +chapter keeps are sizeable, with chambers to accommodate two In battle, the Black Templars seek to continue to fight in the +to three companies of Space Marines, but are far smaller than manner of their founder, Sigismund, preferring close combat over +the fortress-monasteries of other Chapters. However, there have ranged warfare. Face-to-face with his enemy, a Black Templar +been hundreds of chapter keeps established over the millennia, seeks to earn glory and respect and be sure that his foe is truly +some of which are still standing, others which have fallen into vanquished, fighting with righteous fury and the noblest ideals +ruin and disrepair and are no longer manned. of honour. + The High Marshal himself has his own battle-barge, the This is truly emphasised by the fanaticism of Black Templar +Eternal Crusader, and he can travel from Crusade to Crusade Battle-Brothers, whose righteous anger makes them loathe to +lending his military genius and spiritual guidance to those retreat before an enemy. They will instead drive towards the foe +under his command. The Eternal Crusader is gigantic, even relentlessly, their own casualties only serving to spur them on still +for a battle-barge, having been expanded and refitted over ten further, hungry for vengeance on the slayers of their brethren. + + + + + The Emperor’s Champion + On the eve of battle, all of the Battle-B + rothers of a Black Templar force pray toge + wisdom, and the strength to slay the enem ther, seeking purity, + ies of the Emperor. Should one be gifted + Emperor, he will present himself to the Cha with a vision from the + plains, who will anoint him as the Empero + be entrusted with the best weapons and r’s Champion. He will + armour in the force. Although the actual + change, these vestments are always known weapon and armour may + as the Black Sword and the Armour of Fai + duty and honour of the Emperor’s Champi th. In battle, it is the + on to seek out the champions of the enem + single combat, just as Sigismund did at the y and challenge them to + Battle of the Emperor’s Palace at the heig + Although few foes have specific champions, ht of the Horus Heresy. + it is usually sufficient for the Emperor’s + enemy leader, as well as anyone else who Champion to kill any + is unlucky enough to cross his path. It is con + the Emperor’s Champion to fall, and if he sidered a bad omen for + does so, it is the duty of his fellow brethren + the field of battle and reclaim the Armour to bear his body from + of Faith and the Black Sword. + 39 + Central to each Black Templar’s dedication to the Emperor is + the swearing of powerful oaths of faith and protection. On the s + eve of battle, it is customary for a Black Templar to renew one of + Black Templars Space Marines perform an eternal + these vows to the Emperor. The specific vow undertaken focuses + Crusade across the galaxy, eliminating the enemies of + the thoughts of the warrior on a specific aspect of his duties, + man. This Chapter’s warriors possess both great skill + encouraging extreme bravery, ruthlessness, and sacred revulsion + at arms and mental fortitude. + of the foe. + Black Templars Space Marines gain the following + Although utterly loyal to the Emperor, the Black Templars +I: Character Creation + + + + + benefits: +5 Weapon Skill,, +5 Willpower, and the + are at the extreme end of independence from the Imperium’s + Righteous Zeal Solo Mode ability (see page 217). + authorities. Some would say the Chapter verges on a rogue + Restrictions: Black Templars Space Marines may + element. The Chapter’s fleet-based nature and the goals of + not select the Deathwatch Devastator Marine or + its ten-thousand-year Crusade take the Black Templars + Deathwatch Librarian Specialities. + throughout the entire galaxy, and it is primarily the will of + Implants: Although Black Templars Space Marines + the Marshals that drives the Crusades ever onwards. Like all + possess both the Betcher’s gland and sus-an membrane + Space Marines, the Black Templars do not consider themselves + implants, their zygotes are significantly deficient. Black + subject to the rule of the Imperium’s power structures, and + Templar characters do not gain the benefits of either of + each Crusade is effectively an autonomous fighting force, + these implants. + though they may choose to respond to requests for aid by + others in the vicinity. s + When the Crusade fleet makes war upon the foes of the + Emperor, there are two main tactics the Black Templars use Zealous is a Demeanour (see page 32) unique to Space + to destroy the enemy. The most brutal is the orbital assault, Marines from the Black Templars Chapter. When not + known to the few that have survived it as “death from engaged in battle, the brethren of the Black Templars + above.” The Black Templars drop into action in the wake are invariably to be found preparing for it. They pass + of a devastating orbital bombardment, using drop pods and their time in prayer and meditation, or engaged in + Thunderhawk gunships. With paralysing suddenness, the exacting training rituals. Those Initiates entrusted + Space Marines surgically destroy their targets, leaving the with the training of a Neophyte spend long hours + enemy leaderless and disorganised, incapable of anything passing on their knowledge to their young pupil and + more than surrender or flight. supervising endless drills, practice sessions, and trials. + If the Crusade is able to land heavy equipment, an equally The brethren frequently impose upon themselves many + destructive tactic is the armoured spearhead. Indeed, the Land hardships, foregoing all but the bare necessities in + Raider Crusader, a war machine that excels in the role of line- order to purify themselves in the eyes of the Emperor + breaker, first saw service with the Chapter. Manoeuvring at and their primarch, and to emulate the example of their + speed, behind a far-ranging screen of bikes and land speeders, founder Sigismund. + the Black Templars smash their powerful tanks unerringly When serving alongside the Battle-Brothers of + through the weak link in the enemy army, armoured columns other Space Marine Chapters, many Black Templars + slashing left and right before eliminating the remaining prepare themselves through long fasts and week-long + enemy strongpoints. vigils in order to tolerate the presence of Space Marine + librarians. For those who serve in the Deathwatch, + fighting alongside a brother Space Marine who wields + psychic power is a particular hardship, a trial they + must undergo in order to serve the Emperor more fully + and to strike down the hated alien. For this reason, + great care is undertaken when selecting a Black + Templar for secondment to the Deathwatch, for only + a brother able to contain his deep-seated intolerance + will be able to fight to his full capacity. Despite this, + even these individuals are likely to pass every hour + not spent fighting in deep contemplation and prayer, + often cloistering themselves away from their fellow + Deathwatch Space Marines in a personal shrine to the + Emperor, Dorn, and Sigismund. + + + + + 40 + The Blood last moments of their primarch’s life. For some, the thirst is + too great and they are entirely overcome by what is called the + Black Rage, cursed to end their days reliving their beloved + + Angels primarch’s death over and over again. + + +“For he today who sheds his blood with me shall be my Battle-Brother d +eternal.” The Blood Angels hail from a trio of worlds—the rust-red + + + + + I: Character Creation + desert planet of Baal, and its two barren moons, Baal Prime + –Last Line of the Invocation Initiate of the Flesh Tearers and Baal Secundus. While Baal itself has always been a world + of red rust deserts, it moons were once paradises. Yet, at + + +T + he Blood Angels are the noble descendants of that most some time around the end of the Dark Age of Technology, + puissant and angelic of the primarchs—Sanguinius. utter devastation was visited upon Baal and its moons. In a + They are perhaps one of the most celebrated Chapters nameless, long-forgotten war, viral and nuclear weapons were +in the entire Imperium, their countless heroic deeds and unleashed, their effects so potent that many thousands of years +victories known to untold billions of the Emperor’s subjects later, all three worlds are still subject to deadly radiation storms. +across the length and breadth of the Imperium. The beauteous, Their surfaces are scarred by vast plains of blackened glass +angelic visages of the Chapter’s heroes adorn gothic facades and endless tracts of polluted desert. What must once have +and stained glass windows in a million holy basilicas, and been oceans are now poisoned seas of toxic sludge, covered +their portraits gaze serenely from endlessly copied and much in layers of pallid dust. The people of the system must have +cherished illuminated tomes. died in their millions. But somehow, humanity prevailed. The + Yet, hidden from the multitudes, the Blood Angels harbour populace became scavengers, picking the bones of their once +a terrible curse. When their beloved primarch was slain at the great civilisation. Many must have perished, growing sickly +hands of the arch-traitor Warmaster Horus at the very height and feeble as the atmosphere was radically altered. In the dark +of the Horus Heresy, every Blood Angel was doomed to share time that followed the total collapse of their society, it is likely +a portion of the pain inflicted upon his flawless form. From that some became worse than scavengers, and turned in their +that day forth, every Blood Angel has been tormented by desperation to cannibalism. +visions of the last moment of Sanguinius. The older the Space Upon the surface of Baal is to be found, half +Marine gets, the more frequent and debilitating such waking buried amid oceans of dust, some evidence +nightmares become. Should he not fall in battle, every Blood of a once great civilisation - vast edifices, +Angel will one day become so consumed by these soul-searing incredible monuments that must have been +visions that he will descend into a madness in which he must constructed with masterful skill to have +witness the death of Sanguinius over and over again, ever stood for so long. It is obvious that the +unable to intervene as the warmaster enacts his vile treachery. people of Baal spent their time creating + The very inevitability of their curse ennobles the Battle- mighty statues of their rulers and their +Brothers of the Blood Angels, driving them ever onwards gods, and it is through this record +to a glorious death in the name of the Emperor and that those people are known. +their primarch. Where lesser men might have One side effect from the +surrendered to the dark urgings to shed the ensuing radioactive atmosphere +blood of the enemies of the Emperor, the was inevitable. In time, the +Blood Angels have remained pure and accumulated chemical and +noble for ten thousand years. Despite radioactive toxins that built +this, the Chapter is dying, for each year up in the survivors’ bodies +ever more of its brethren succumb to forced them to devolve into +the so-called Red Thirst—the desire to mutants, shambling parodies +rend limb from limb those responsible of the men their forefathers had +for the death of Sanguinius, and once been. But there were some +by extension every enemy of who held onto their humanity and +the Emperor. preserved some semblance of sanity, forming + The death of Sanguinius represents tribes for mutual protection. But these were +one of the most perfidious and tragic the embattled few, as a new and savage +moments of the Horus Heresy, for he culture evolved amid the ruins of the old. +died at the hands of his brother-primarch, The only social unit remaining was the +the arch-traitor Warmaster Horus. Although some say tribe. For humanity and cannibal alike, +that the sacrifice weakened the Warmaster just enough the only folk they could rely on were +to allow the Emperor to defeat him, the death of Sanguinius their own kin. +is mourned to this day, and felt keenly by the Blood Angels, in The people of the Baal system +whose veins his blood still pumps. When war calls and blood became nomads, shifting from place to +is spilled, the Blood Angels are gripped by a fury born of the place, picking the ruins clean, and warring + + + 41 + to preserve what spoils could be gathered. They constructed are lined with mighty golden caskets, each twice the size of + ramshackle vehicles and learned how to make rad-suits—and a man. The sleeping aspirants are entombed within, dwarfed + more importantly, rad-counters—to protect them from their by the size of the huge sarcophagi, and attached to an array + hellish, blasted environment. The tribes fought constant wars. of life-sustaining nodes. There they remain for a full year, + Where once they had been close to paradise, now they were closer fed intravenously with nutrients and injected with the Blood + to hell. of Sanguinius. + The Blood Angels maintain their fortress-monastery on As the aspirants slumber, they are engulfed by vivid and + Baal, and recruit from amongst the tribes of all three worlds. strange dreams depicting the memories of Sanguinius himself. +I: Character Creation + + + + + To be chosen in such a manner is more than the greatest of Thus the very essence of the primarch permeates the minds of + honours—it promises deliverance from the nightmarish realities his new sons, and ever afterwards these potent emotions and + of life on Baal and its moons. Only the toughest ever earn such memories will be permanently imprinted upon their souls. + honour, the vast majority eking out a short, brutal life amongst When the aspirants are finally removed from their sarcophagi, + the warring tribes and the benighted radiation deserts. they have been changed so thoroughly that few could believe + they were once the twisted creatures rescued from the living + hell of their prior lives. They have become tall, immensely + initiations strong, and superhumanly powerful. Their restructured bodies + To ascertain who is worthy to join the ranks of the Blood Angels, have taken on a haunting beauty reminiscent of their angelic + the youths of the pure Baalite tribes must take part in violent forefather, their senses keener, and their muscles stronger + games and magnificent tournaments, battling against both the than tempered steel. Through this arcane process and lost + harsh landscape of their home world and, ultimately, each other. technology, the scrofulous wastelander is transformed into a + The contests are held only once in each generation, at the very being of radiant purity and noble purpose. + place that Sanguinius first came to Baal—Angel’s Fall. Aspirants + must reach the so-called Place of Challenge by whatever means + they can, a process that weeds out many weaker individuals the sons of sanGuinius + hoping to join the ranks of the Blood Angels. They must race The Blood Angels are amongst the longest-lived of all of + across uncharted miles of hostile, irradiated desert. They must the Space Marine Chapters, their gene-seed granting a vastly + leap from the highest cliffs, praying that the primitive assembly increased lifespan on all who possess it. It is not uncommon, + of wings each bears will save them from sudden death. They therefore, for a Blood Angel to live for a millennium or more, if + must find their way through canyons infested with gigantic, death in battle or the Red Thirst does not claim him first. These + mutated beasts. The desiccated husks of previous hopefuls bear vastly extended life spans allow the Blood Angels to perfect + witness to those who undertook the trials rashly. Once they their techniques in art as well as in war. They have centuries to + reach the Place of Challenge, gladiatorial contests, often to the perfect the disciplines to which they turn their minds, and this + very death, ensure that only the most skilled and determined accounts for the fact that Blood Angels’ armour and banners + fighters survive. are amongst the most ornate ever produced. + Once fifty or so victors have been separated from the Following the example of their primarch, the Blood Angels + unsuccessful aspirants, they will be taken by Thunderhawk espouse a vision of the galaxy in which the enemies of the + gunship to fulfil the next stage of their trials. Those who fail Emperor can be defeated and mankind can progress to the life + are nonetheless granted positions of honour when they return he was always fated to live. There is a deeply mystical streak in + to their tribes, for the mere fact of their having survived the the Blood Angels’ doctrines, and a strong belief that things can + trials, even if not selected, is a great feat in itself. be made better. After all, the Blood Angels are recruited from the + The successful aspirants are taken to the fortress-monastery scrofulous wastelanders of Baal, and if such can be transformed + of the Blood Angels, where they witness sights of such into a tall, proud, and handsome warrior, then there is hope for + magnificent glory that many are struck down with awe. They mankind yet. This belief can be seen in everything the Blood + are taken before the full battle-brethren, and it is here that the Angels do. They strive for perfection in all of their endeavours. + contrast between aspirant and Space Marine is truly evident. Their works of art are things of beauty and symmetry. Their + Despite their youth, very few of the aspirants will be untouched martial disciplines are practised unceasingly. Their doctrines are + by the ravages of the blasted lands in which they have lived. permeated with a sense of mortality and the fallen greatness + Their bodies are riddled with cankers and sores, their faces of Man. + marred by lesions. In contrast, the towering physiques of the The beatific countenance and noble bearing of the Blood + Space Marines around them are the very ideal of perfect beauty, Angels is in stark contrast to the curse they bear. While lesser + their skin smooth, their features noble. warriors might become morose or fatalistic, weighed down by + Having observed a gruelling vigil of three days and three the inevitability of their fate, the Blood Angels remain stoic. + nights, the aspirants are led away by the Chapter’s Sanguinary The Blood Angels’ cadre of Sanguinary Priests—the equivalent + Priests, who fulfil not only the role of Apothecary, but of the of Apothecaries in other Chapters—tirelessly pursue a cure + bearers of their primarch’s most sacred blood. Each aspirant to the Red Thirst. But each year, more and more brethren + must partake of this blood, which is born in a chalice proffered succumb to it. Perhaps in an effort to hold the curse at bay, + to them by a priest. Soon after sipping the precious liquid, the many Blood Angels sleep in the same casket where their bodies + aspirants fall into a profound sleep and are taken to the Hall were transformed from the ravaged Baalite wastelanders to the + of Sarcophagi. The walls of this vast, cathedral-like chamber perfect forms they emerged as, the arcane machinery filtering + + + 42 + and purifying their blood as they slumber. This is even true of +many Blood Angels seconded to service in the Deathwatch. s +Their caskets are stored within a watch station or watch fortress, + The Blood Angels’ battle honours encompass millennia +and the Blood Angel sleeps there to heal any wounds suffered + of victories, many purchased with ferocity in close- +during a mission, emerging whole and unsullied once more. + quarters combat. Blood Angels Space Marines have + The quest for perfection in all they do makes Battle- + developed great manual dexterity and coordination +Brothers from the Blood Angels ideal warriors to serve in the + in the pursuit of art, due to their exceptionally long +Deathwatch, yet their curse becomes all the more terrible. A + + + + + I: Character Creation + life spans. +Blood Angel may find himself isolated from others of his kin + Blood Angels Space Marines gain the following +while he serves in the Deathwatch. He appears a paragon of + benefits: +5 Weapon Skill, +5 Agility, and the Blood +virtue to his fellow Deathwatch Battle-Brothers, but by night + Frenzy Solo Mode ability (see page 217). +he fights damnation alone in his cell, praying fervently that +the curse will not claim him here, so far from his Chapter and +the Sanguinary Priests who may aid him on his final journey. + T +When the Red Thirst takes hold, it can only be overcome with The Red Thirst is a Demeanour (see page 32) unique +extreme difficulty. to Space Marines from the Blood Angels Chapter. + Deep within the psyche of every Blood Angel is a + destructive yearning, a battle fury and blood hunger +Combat DoCtrine that must be held in abeyance in every waking moment. + The Blood Angels adhere closely to the organisation Few Battle-Brothers can hold the Red Thirst in check +laid down in Roboute Guilliman’s Codex Astartes, and the unceasingly—it is far from unknown for Blood +Chapter’s Battle-Brothers are equipped in a similar manner to Angels to temporarily succumb to its lure at the height +most other Space Marines. The Battle-Brothers often display a of battle. +savage desire to engage their foes in the fury of close combat, The Red Thirst is the Blood Angels’ darkest +their rage growing all the stronger the closer to succumbing secret and greatest curse, but it is also their greatest +to the Red Thirst the Blood Angel steps. Most of the time, the salvation—for it brings with it a humility and +Blood Angels are able to hold their curse in check, but those understanding of their own failings which make them +they engage in assault soon discover the bloodthirsty savagery truly the most noble of the Space Marines. +of the sons of Sanguinius. + Blood Angels are unique amongst the Space Marines in +that their gene-seed contains the encoded experience of their upon the eve of his destruction, and the bloody battles of the +Primarch, and most deeply imprinted of all is the memory of Horus Heresy are raging all around him. Such a Battle-Brother +Sanguinius’ final battle with Horus. Sometimes, on the eve of stands at the end of his travails, for his path leads only to the +battle, an event or circumstance will trigger this embedded Death Company, where he and the Chapter’s other damned +memory and the Battle-Brother’s mind is suddenly wrenched souls will fight one final battle in Sanguinius’ name under the +into the distant past. The Black Rage overcomes the Blood guidance of a Chaplain. These individuals each fight their own +Angel as the memories and consciousness of Sanguinius intrude battle, perhaps believing themselves to be waging the wars of +upon his mind, and dire events ten thousand years old flood the Horus Heresy at the side of their beloved primarch. Death +into the present. for the members of the Death Company is a blessed mercy, + A warrior overcome with the Black Rage appears half mad for those not consumed in the cleansing fires of battle must +with fury; he is unable to distinguish past from present and does be restrained and imprisoned, for their safety and that of their +not recognise his comrades. He may believe he is Sanguinius brethren, until the next battle. + + + + + SANGUINIUS + The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon + angelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold. + Sanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the + most beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid + before his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about + the utopia the Emperor proclaimed. + The Sons of the Red Angel are noble, but I sense something sinist + er about them. + –S.S. + + 43 + The Dark different levels within the Chapter which individuals may + gradually rise through. On attaining each new level, they are + granted a little more knowledge of the truth behind the Dark + + Angels Angels’ origins, but only the highest-ranking members of the + Chapter know the terrible, shameful secret of what occurred + ten thousand years ago. + “Repent, for tomorrow you die!” + + Caliban +I: Character Creation + + + + + –Battle cry of the Dark Angels Chapter + Caliban, the home world of the Dark Angels, was once a + + + T + he Dark Angels stand first amongst the Space Marine verdant world of dense forests. Yet, those forests seethed + Chapters, as they have done since their very inception. with mutation and corruption, the baleful influence of the + Theirs is a proud Chapter, with traditions and rituals nearby Eye of Terror cursing Caliban and making it one of + that date back to the earliest days of the Imperium. The origins the deadliest worlds in the galaxy. The original inhabitants + of the Dark Angels Chapter are shrouded in mystery, however. of Caliban are said to have been a proud, martial people, + Few records of its beginnings exist, nor are there many brought up to live and die by the sword. The lush forests + mentions of the part it played in the Emperor’s Great Crusade. were inhabited by all manner of terrifying beasts that had + Most references in the histories of the Imperium to its deeds been warped by Chaos. The ferocity of these creatures forced + during the accursed times of the Horus Heresy have been the inhabitants to build brooding stone fortresses in huge + expunged. But yet, a legend persists that at one point the Dark clearings hacked from the forests, in which the warrior-elite + Angels teetered on the very brink of heresy and that an act dwelled. It was from this ruling class, called the Order, that + of the most terrible betrayal dishonoured all of the Chapter’s the Dark Angels Legion was formed. + feats of valour, leaving an enduring stain upon the Chapter’s During the titanic wars of the Horus Heresy, the entire + honour. Such is their shame that from that time onwards, the planet of Caliban was torn asunder, reduced in a cataclysmic + Dark Angels have borne the mark of the Unforgiven and must battle to scattered debris. All that remained was the rock upon + strive for absolution from the sins of millennia past. which stood the ruins of the Order’s fortress monastery. In the + Their terrible secret is that during the Horus Heresy, some of millennia since the destruction of Caliban, the Dark Angels + the brethren were turned to the side of Chaos. The renegades have drilled deep into the bedrock and rebuilt the fortress + were defeated in a battle that destroyed the Dark Angels’ home ruins. The dead asteroid was transformed into the Dark + world, Caliban, but many of the traitor Dark Angels survived Angels home, called the Rock, while the rebuilt monastery + to be cast through space and time by the intervention of the is referred to as the Tower of Angels. Countless tunnels, halls + Chaos Gods. These survivors are known and chambers were constructed and, in time, even warp + to those few Dark Angels granted engines were fitted to allow the Rock to move from star + nowledge of their existence to star. As a result, the Rock does not stay in any + as The Fallen. In the eyes of one place for any length of time, and the Chapter + the Chapter’s leaders, there is recruits from a variety of different worlds. + only one way that the Chapter Many dark secrets lie + can ever atone for its shame, deep within the Tower + restoring its honour and trust in of Angels. Dungeons + the eyes of the Emperor: that is, that have remained sealed + if all of the Fallen are found and for centuries and secret + either made to repent, or slain. caves shut behind + The story of treachery and adamantium doors + betrayal is the Dark Angels’ hidden and bound with + shame, and their secret mission to holy sigils conceal + destroy all of the Fallen is vast repositories of + now their only hope of ancient archeotech. + salvation. No one knows Only the most senior of the Dark + of this other than the Dark Angels, the Masters and the Inner + Angels, their successor Circle, are aware of the chambers + Chapters and, perhaps, the and may unlock their dread secrets. + Emperor himself on his + Golden Throne. + The Chapter has been the inner CirCle + shaped by its dark past and After the fall of Caliban, the senior members + is secretive and monastic of the Legion assembled in secret conclave. They + in nature, with much time decreed that knowledge of the fall of their brothers must + given over to worship and remain undisclosed for all time, that no outsider must ever + prayer. There are many learn of the schism that had split the legion or that some + + + 44 + Space Marines of the Dark Angels Legion had turned to the Only on his ascension to the First Company, called the +Ruinous Powers. Should this dreadful truth ever become Deathwing, does a Battle-Brother begin to learn the truth +known, they feared, the Dark Angels would be reviled as of the events that transpired at the very dawn of the Age of +traitors, and all hope of expunging the stain to their honour the Imperium. Rising through the intricate and convoluted +would be lost forever. An Inner Circle of the Legion’s most ranks of the Inner Circle, he learns more and more, the secrets +senior officers was formed to forever guard this dangerous one by one unveiled as his masters’ trust in him increases. +knowledge, and each member swore oaths of unspeakable Only upon ascension to the rank of Grand Master is the +binding. truth revealed, and even then, it is likely that there remain + + + + + I: Character Creation + The Grand Masters of the Inner Circle swore that so revelations known only to the holder of the title of Supreme +long as even one of the traitor Fallen remained alive and Grand Master, the Chapter Master of the Dark Angels. +unrepentant, the Dark Angels would be Unforgiven, cursed Only the most trusted of brethren are considered for +by their own brothers to atone for all eternity for the sins of membership of the Inner Circle. These Space Marines are +the past. Until every last Fallen Dark Angel was captured and observed from afar, and it may be many decades before +made to repent, there could be no peace for the true sons of they are finally approached. Only warriors who have fought +the Lion. This would be the true mission of the Inner Circle, through the ranks for many years and have proved their +and, through its machinations, that of the entire Chapter. loyalty to the Chapter time and time again are allowed to + The Inner Circle passed on their terrible knowledge only progress. Silent and hooded brothers lead them before the +sparingly. The truth of what occurred on Caliban is withheld Inner Circle for judgement, and soon after they are elevated +from new recruits, and only told to the Battle-Brothers one to the Deathwing—or else they disappear forever. +passage at a time. Much of the Dark Angels’ teachings to +their brethren are couched in allegory and myth, the same +essential truths told and retold, in one form after another. The Combat DoCtrine +first such allegory a Dark Angel is told recounts the so-called With the breakup of the Space Marine Legions after the Horus +Tale of Two-Heads-Talking, in which a band of Deathwing Heresy, the Dark Angels were split into Chapters according +Terminators returned to the planet of their birth to find to Roboute Guilliman’s Codex Astartes. With the exception +their people enslaved by hideous xenos overlords. Daubing of the Deathwing and the Ravenwing, the Dark Angels +their armour white, as was the tradition of their people, the follow standard Space Marine combat doctrine, and their +Terminators began their death-quest. They defeated their dogged resistance against overwhelming odds is legendary. In +enemy, but at the cost of the life of their beloved librarian. situations where even other Space Marines might withdraw +Similar tales are told at every stage in a Dark Angel’s and redeploy, the Dark Angels will fight to the bitter end +progression through the ranks, the details changing from rather than give ground to their foes. This is also reflected in +one story to the next, but the essential truth remaining. Each their stubborn refusal to move in the face of the enemy, even +tells of a group of heroes returning to their home world to in situations where it would sometimes be tactically beneficial +find their people enthralled by a traitor, and only at the cost for them to do so. +of eternal shame are the enemies defeated. Even then, some +always escape. + + + + + THE LION +The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the +primarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beast- +haunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the +knightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly +rose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil. + +The Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided +upon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark +Angels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned +glory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading +those Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered +his blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle +saw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal +Dark Angels, but of the Lion, there was no trace. + + 45 + THE DEATHWING + The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company + of most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by + battlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only + ever fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters, +I: Character Creation + + + + + the Terminator armour-equipped Assault Company was split into a number of 100-strong units and each + assigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional + missions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle. + Members of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s + secrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed + the legion ten thousand years ago. + THE RAVENWING + The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark + green panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power + armour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing + is highly specialised formation exceptionally skilled at scouting and assault missions, the company is much + more than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels. + + Although only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down + and capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited + knowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than + the Deathwing and the Inner Circle. + + + + + s + The Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of + overwhelming firepower to defeat their foes. + Dark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence + Solo Mode ability (see page 217). + + SonS of the lion + Sons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter. + Although only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly + recruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into + the recruits from an early stage, and they are tested continuously to ensure their compliance until it becomes second nature. + After all, a brother who cannot be entirely trusted to keep the Chapter’s secrets is unlikely to advance through its ranks. + Although the Dark Angels have fought beside all of the branches of the Imperium’s vast military machine, they prefer + to stand beside other Space Marines. Many, even brother Astartes, find the Dark Angels aloof and uncommunicative. The + Dark Angels, for their part are impatient and unforgiving with strangers who pry into their affairs. In truth, those Dark + Angels who are aware of the existence of the Fallen are ever watchful for any sign of their activity, and will abandon + whatever mission they are about should they gain any clue that one is nearby. In theory, even a Dark Angel seconded to + the Deathwatch could go “off mission” in this manner, although the annals of Watch Fortress Erioch do not relate any such + incident taking place. + The Dark Angels are also notoriously intolerant of non-humans and will often refuse to fight alongside armies that + include abhuman warriors or alien races. They are highly suspicious of outsiders and often appear unreasonably aloof and + intransigent. Indeed, there have been a number of occasions where Dark Angels have withdrawn suddenly and with no + explanation from a warzone when confronted by an Inquisitor or missionary. + Despite such incidents, many Dark Angels have served with distinction and honour in the Deathwatch. Their taciturn + nature and stubborn refusal to accept anything other than total victory over their foes has served the Deathwatch well, and + several noted Watch Commanders are drawn from the Chapter. These keep in close contact with one another, coordinating + the efforts of the Deathwatch across entire sectors of the Imperium. + + + + + 46 + The Space are dangerous indeed. The predators, however, are among + the most ferocious in the galaxy. Ancient drakes and wyrms + soar on the thermals above the shifting islands, thriving + + Wolves in caves heated by geothermal processes. Sea serpents and + kraken haunt the deeps, terrifying leviathans that can grow + thousands of metres in length. It has even been suggested +“We may be few, and our enemies many. Yet so long as there remains that these kraken, one of which is said to have been caught +one of us still fighting, one who still rages in the name of justice and by Leman Russ himself, are the remnants of an unsuccessful + + + + + I: Character Creation +truth, then by the Allfather, the galaxy shall yet know hope.” Tyranid invasion from the distant past. + Great white bears, raging beasts that weigh as much as an + –Ragnar Blackmane of Space Wolves ice shark and are almost invisible in a blizzard, can be found + prowling the frozen tundra, fully capable of smashing apart + + +S + ince the Imperium came into being, the Space Wolves the strongest buildings to feed upon the unwary occupants. + have fought tooth and nail for the cause of the But most dangerous of all, a predator so terrible that it is + Emperor. Amongst the most famous of the Chapters of known throughout the galaxy, is the Fenrisian wolf. These +the Adeptus Astartes, their sagas are told from one end of the iron-furred monsters range from the mass of a small horse to +galaxy to the other. As headstrong as they are fierce, the Space that of an armoured personnel carrier, and are possessed of +Wolves excel at close-quarters fighting, their warriors vying a singular cunning. Perhaps the most terrifying thing about +keenly for glory on the field of battle. The Space Wolves live these beasts is that they live in packs and, when they are +to fight, and death holds no fear for them. hunting, their prey has little hope of escape. + Given that many Space Wolves wear the pelts of these + vicious creatures, having killed the beasts with their bare +lanD of fire anD iCe hands, the warriors of Fenris can be reckoned mighty indeed. +Fenris, the home world of the Space Wolves Chapter, is a Born into a world of such omnipresent danger, only the +world of pain and hardship, swathed forever in freezing ice toughest can thrive. Few worlds in the breadth of the galaxy +or unforgiving fire. It drifts in the far northwest quadrant hold any fear for the Space Wolves of Fenris. +of the galaxy, perilously close to the Eye of Terror, and yet Many Space Wolves have served in the Deathwatch, +its denizens remain pure. From space, it is apparent that the and some of the most celebrated Battle-Brothers are drawn +vast majority of Fenris is covered in ice-cold water, and what from the Chapter. Their propensity to engage the foe head +little land mass there is floats as small islands of frozen rock on has led to many great victories, even if none outside of +and snow. In the long, dark days of the Fenrisian winter, the the Deathwatch ever hear of them. Though many Space +oceans freeze over entirely, swathing the planet in a hard, Wolves have been elevated to the rank of Watch-Captain in +white skin. the Deathwatch, comparatively few have + One small continent remains stable throughout the served as Watch Commanders. It +years: the land of Asaheim, which sits atop the is likely that this is due to the +crest of the world. Fenris orbits its sun in a brothers’ natural gregariousness, +pronounced ellipse; as a direct result, and their desire to return to the +the climate ranges from ice cold for great feasting halls of Fenris once +most of the year to searing heat in the their duty is done. +summer. Even at the time when Fenris +reaches its perigee, the primary +continent remains intact, the trials +although ravaged by The Space Wolves claim to +blazing lava and be blessed with the most +rivers of magma. potent of all gene-seeds. +Tectonic plates The heritage of Leman +grind, mountains Russ is as unique as it +are thrown up, and is deadly, and the first +chasms rend deep stage of the aspirant’s +gashes in the skin of the planet. Yet somehow, transformation is often the +amongst the shifting ice floes and fierce tides, last, for many are killed, +the men of Fenris thrive. or worse, transformed into + As the constant ravages of the cruel and slavering beasts. Before +ever-changing climate harden its people, so too the transformation can begin, +does it harden the native species. The prey, such the aspirant must first imbibe the +as the herds of giant Fenrisian elk with their Canis Helix. Unfortunately for many, +majestic and razor-sharp antlers and the hulking the genetic coding of the helix contains +mammoths that can crush a number of substances that are not +a man’s body to a pulp, synthesised by the human body, and + + + 47 + they have a dramatic effect upon the potential Space Marine. Wolf progresses through his life, he may rise through the + The ravages of this unique gene first take effect during the ranks until he is old and his fangs are long. If his bravery and + aspirant’s indoctrination. Ultimately, he is cast out into the might are proven beyond question, he may be invited to join + wilderness to make his own way back to the Fang—the the Wolf Guard, or even become a mighty Wolf Lord and lead + Space Wolves’ mighty Fortress-Monastery. The gene works one of the Chapter’s Great Companies. + its hideous changes upon the warrior’s mind and body; he Most Space Wolves begin their careers as Blood Claws, hot- + reverts to a primal state where his bones split and buckle, hair headed young warriors who cannot wait to prove themselves, + sprouts across his body, and his only desire is to gorge on charging in howling packs at the front lines of the enemy +I: Character Creation + + + + + fresh meat and blood. His body mass grows by almost eighty in their efforts to garner personal glory. The Blood Claws + percent, many of his bones fuse, and vestigial fangs sprout are the shock troops of the Space Wolves and spearhead the + from his gums as he undergoes the transformation. Whilst his majority of assaults. If they survive to become mature and + body is wracked with pain, the warrior must overcome the capable warriors, they will be elevated to the ranks of the + gene, lest it overcomes him. The nights of Fenris are prowled Grey Hunters, tempered by battle but nonetheless ready + by giant, feral creatures, known as the Wulfen, the vestiges of to give their lives in the name of honour. When the Space + aspirants who have failed to overcome the curse. To become Wolves are fully mature, their hair grey and their canines + one of the Wulfen is to fail and truly become a monster. pronounced, they are likely to be inducted into the Long + If the aspirant finds his way back to the Fang across the Fangs, veteran warriors who are disciplined and steady even + chasms and glaciers populated by snarling predators and in the heat of battle, and hence entrusted with the company’s + blasted by freezing winds, he is implanted with the remainder heavy weapons. + of the Space Wolves’ gene-seed, stabilising the Canis Helix The bravest and strongest of the Space Wolves, after proving + and completing his genetic indoctrination into the ranks of themselves in a feat of exceptional valour or martial prowess, + the Sons of Russ. A minority of these warriors do not entirely may become Wolf Guards. It is not by age or maturity that + conquer the gene-seed’s effects, however, and in times of one attains such a coveted rank, but by deed, and so a newly + great stress will revert to the hulking, bloodthirsty state that raised Blood Claw has the same chance of joining the ranks + haunts their genetic structure. This is the Curse of the Wulfen, of the Wolf Guard as does a veteran Long Fang. The Wolf + and it is rightly feared. Guard may lead less experienced packs into battle, or form + a retinue for the mightiest warrior of the Great Company— + the Wolf Lord himself. Few can stand before these heroic + Combat DoCtrine warriors, equipped as they are with the best wargear in the + The Space Wolves have a very different approach to martial company’s armoury, making them virtually unstoppable in + strategy from many of their brother Space Marines. There close combat. + are several distinct types of squad, or pack, unique to the + Chapter. Due to the Canix Helix in the Space Wolf gene-seed, + Space Wolves experience their canines continuing to grow + throughout their life-span. As a Space + + + LEMAN RUSS + ancient heroes of + arch of the Spa ce Wo lves Leg ion, Lem an Russ, is one of the most famous of the the + The prim + nds tell of his deed s at the very daw n of the Imperium’s bloody history. When + the Imperium. Many lege discovered by a + wer e scat tere d to the war p, Rus s was cast to the world of Fenris. There he was + primarchs ng, helpless primarch, she + feed her cubs. But rather than slay the you + mighty she-wolf on the hunt for prey to y and conquered the tribes of Fenris, ruling + over them + own . Soo n, the prim arch reac hed mat urit + raised him as her arch and his progenitor + . Wh en wor d of Kin g Rus s’s exp loits reached the ears of the Emperor, the prim + as king + very forefront of the Great Crusade. + were united, and Russ took his place at the + ce Wolves stood loyally + cent Imperium was rent asunder, the Spa + When the Horus Heresy came and the nas ht against their erstwhile brothers, the Tho + usand + Em pero r. The ir grea test batt le was foug + at the side of the Legion decimated the + Leg ion, at the trai tors ’ hom e wor ld of Prospero. There, the entire Space Wolves + Sons + l works and burning Prospero in a night. + Thousands Sons, casting down their heretica + honour of the Emperor’s + Horus Heresy, during the great feast in + It was long after the culmination of the r primarch’s + Gol den Thr one , that Lem an Rus s disa ppeared. Though no Space Wolves know thei + ascension to the our. One day, the Space + a plac e is set at the long tabl e each year, and a horn of ale is filled in his hon will + fate , + need is grea test , the prim arch shal l return to his sons, and the greatest battle of all + Wolves tell, when the + be fought. 48 + The Space Wolves’ combat doctrine is not as organised as thrill of close combat above all else. Nonetheless, their battle +that of their brother Chapters. Given that they live for the tactics are undeniably effective; the Space Wolves have fought +honour of battle, it is almost certain that the younger Space in such a manner on a hundred thousand battlefields since +Wolves will abandon a standard tactical structure in favour their conception, and a hundred thousand battle honours +of simply rushing headlong at the enemy, howling at the bear witness to their bravery. +tops of their voices. This has been known to aggravate allies +from other units, who must adapt their battle plans in the +face of the Space Wolves’ actions. However, far from being + + + + + I: Character Creation +uncontrolled berserkers, the Space Wolves simply relish the + + + + THE LION AND THE WOLF + Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman + Russ became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were + at once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world + of Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ + claimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion + refused and started the assault early. Russ was furious, and after the battle was won a duel broke out + between the brother-primarchs, in which Russ was laid low, only to regain consciousness some time + later, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark + Angels serve alongside one another, a ritual duel is fought between the champions of each. Though + rarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much + honour is earned by those who continue the brotherly feud of their primarchs. + + + + + s + Space Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens, + high or low. + A Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo + Mode Ability (see page 217). + Bonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent. + Restrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality. + + ss + The Sons of Russ is a Demeanour (see page 32) unique to Space Marines from the Space Wolves Chapter. + The Battle-Brothers of the Space Wolves are ferocious and aggressive warriors. Though far from mindless berserkers, + they are certainly possessed of a feral exuberance for battle. They have an overriding sense of duty and honour, and + are driven ever onwards by a strong desire to right the many wrongs that have befallen the Imperium of Man since the + heady days of the Great Crusade. Space Wolves exhibit a fierce sense of loyalty to their comrades in arms and this is on + occasion extended to their compatriots in other branches of the Imperium’s military. + Although as devoted to the Emperor as any other Space Marine Chapter, the Space Wolves express their faith not in + prayer and piety, but in feats of arms. While the Battle-Brothers of other Chapters may spend the night before battle in + solemn meditation, the Space Wolves are more likely to mark the eve of battle in bawdy celebration, raising overflowing + jacks of Fenrisian ale to brothers they may be mourning once battle is done. A Space Wolf will drink and make merry, + for tomorrow, he may die. + In temperament, most Space Wolves are blunt and plain speaking, even to the point of giving offence to those not + used to their ways. They abhor pretension and despise politicking. They are honest to a fault, and expect the same + quality in those they fight alongside. Space Wolves embrace their lot with an uncomplicated enthusiasm, from the + headstrong, newly recruited Blood Claw to the grey haired and taciturn Long Fang. Each plays the role fate lays before + him, knowing that a life spent in service to the Emperor is a life well lived. + In the face of an enemy attack, the warrior bounds forward like a Fenrisian wolf on the hunt, a joyous song of war + on his lips. + + + + + 49 + Storm Wardens After the Nemesis Incident, the Chapter re-built its First + Company. These honoured Battle-Brothers know themselves + as the “The Inheritors”, custodians of the Chapter’s honour + until the day their ancestors rise from their timeless slumber. + Ever since this time, the Storm Wardens have redoubled + –Lorgath Maclir at the Purging of Vigil their diligence, and their fortress-monastery mounts + sophisticated scanning technology placed reluctantly by + + + T + he Storm Wardens are stoic defenders often found upon the Adeptus Mechanicus as payment for an ancient pact. +I: Character Creation + + + + + the very borders of the Imperium. Up until recently, Currently, the Chapter is led by Lorgath Maclir, a cunning + these Space Marines focused their attention upon the strategist who constantly challenges his captains with tactical + great warp storms that trouble the Halo Stars region on the exercises and obsessively studies the Tactica Imperialis. Some + galaxy’s western edge. There, they protect frontier worlds rumours claim that Lorgath has managed to memorise these + from the predations of xenos threats, Chaos renegades, and precepts of war, an impressive feat even for a Space Marine’s + heretical recidivists. They are often unknown and unsung enhanced memory. + heroes to those planets they defend, for the Storm Wardens + are highly insular, and there are only a relative handful of + monuments and records that celebrate their long list of battle the WorlD of storms + honours. A bizarre twist of fate occurred in the depths of the Located in the Calixis Sector of the Segmentum Obscurus, + 36th Millennium, during the Age of Apostasy—an event that the planet known as Sacris is classified as Forbidden by the + many hold responsible for the Chapter’s aloof nature. Adeptus Terra. Sacris is a remote, feudal world of highland + The Storm Wardens lost many of the records of their moors and dark, oppressive swampland. It is inhabited by + founding during what later became known as the Nemesis primitive human tribes of warriors who gather around + Incident in roughly 945.M36. This event began during an ill- charismatic warlords and continually struggle for dominance + omened joint operation involving elements of the Inquisition in the murky swamps. The tribes of Sacris have a fierce code + against the Enslaver infestation of the Steropes Cluster. of honour and hold that a man’s word is his bond. The tribes + It is unknown exactly what transpired amongst Steropes’ worship the Emperor as a stern father-figure who judges all + cyclopean ruins, but the aftermath of this campaign forever men’s souls by the strength of their arms and the purity of + altered the destiny of the Storm Wardens Chapter. their honour. The culture of Sacris has a strong impact on + Upon the conclusion of the Nemesis Incident, the serving the Storm Wardens, and it is not uncommon to + Storm Warden’s Chapter Master, Owin Glendwyr, consulted see Storm Warden’s Scouts with woad-painted + with an Inquisitor Lord of the Ordo Xenos upon a most dire faces like those of the native tribes. Humans + decision. The Chapter Master sealed many sections are not the only inhabitants of Sacris; a sizeable + of the Storm Wardens’ fortress-monastery by colony of abhuman ogryns + the authority of the Lords of Terra. All survive on the rocky + traces of their history and even the proud southern continent, + legacy of their heritage to one of the possibly the result of + primarchs were destroyed or hidden an ancient oath sworn + away. The Storm Warden’s home by the Storm Wardens + world of Sacris was forbidden prior to the Nemesis + to have greater contact with the Incident. Whatever the + Imperium at large. truth may be, the Storm + The only sanctioned Wardens have no particular + record of that time, the Liber distaste for abhumans and have fought + Tempest, claims that many beside Imperial Guard regiments + Storm Wardens were placed including ogryns and ratlings in + in hidden stasis vaults, the past. Currently, automated + including the Chapter beacons surround Sacris’ orbit, + Master and the entire veteran declaring the world forbidden and + First Company. The Chapter’s spreading rumours of virulent plague. + Dreadnoughts are the guardians The reason for this deception is + of these hidden chambers, and unknown, save for the fact that it was + each has taken a vow of silence, Owin Glendwyr’s final command as + standing as mute sentinels Chapter Master. Chapter Masters + over these forbidden places. have since dutifully carried on + with this oath-bound quarantine, + although they know not its + purpose. + The Storm Wardens + maintain their fortress- + + + 50 + monastery on Highcastle, the single brilliant ivory moon The Storm Wardens are highly insular, and rarely visit +that orbits Sacris. Crenelated towers surmounted by watchful other worlds. In fact, the Calixis Sector is largely unaware +gargoyle-servitors mark the presence of this immense and of their very presence, with the exception of several high- +ancient keep. Inhabited by the Storm Wardens, it contains ranking Inquisitors and Lord Sector Hax. Much of the +massive chambers where the Chapter’s vehicles and wargear Chapter’s aloof nature has to do with the high value that the +are maintained. The fortress-monastery’s grey halls bear Storm Wardens place on personal honour, and some speculate +many blank banners and deep, irreparable scars left behind that these Space Marines prefer not to associate with many of +from the effects of the Nemesis Incident. Highcastle’s lower the disreputable worlds that surround them. + + + + + I: Character Creation +halls extend deep below the moon’s surface and contain Despite their generally remote and detached nature, +ancient automated furnaces to provide the raw materials and Storm Wardens rarely cause friction with the Imperium’s +conditions necessary to craft new weapons and vehicles for various organisations, having assisted both the Inquisition +the Chapter’s use, overseen by the Master of the Forge. Deeper and the Imperial Guard in numerous campaigns and actions +still are the stasis chambers, though none but the Chapter’s throughout their history. Many Imperial frontier worlds +Dreadnoughts know of their exact location. Highcastle under dire threat have witnessed the sight of Storm Warden’s +is a nigh-impregnable fortress, although many significant drop pods entering the atmosphere, each containing a squad +portions remain inaccessible and silent. The age of Highcastle of Space Marines intent on repelling any attack upon the +is difficult to determine, but the fragmentary records Imperium’s borders. +remaining to the Storm Wardens indicate that Highcastle was +present in the region before the Angevin Crusade and the +formal foundation of the Calixis Sector. Combat DoCtrine + The traditions of the Chapter mirror those of the tribes + of Sacris, with a strong emphasis on close combat, testing +initiations themselves against the strongest of foes upon the field of +The Storm Wardens descend from Sacris’ moon to the foggy battle. +moors and teeming tribes below to hold a series of games and Like most Codex Chapters, the Storm Wardens perform +ritual combats to select only the fiercest and most cunning well at all forms of combat, but there is one strategy they have +warriors to join their ranks as aspirants. refined with devastating effect. Using heavy armour, their + Often, aspirants must struggle against the fen-trolls and assaults feature numerous Predator tanks and Land Raiders. +other highly dangerous native fauna of Sacris during the The enemy is subjected to a savage but brief bombardment, +trials, battling their way up and down the shifting moors in a either from a Strike Cruiser in close orbit or a Thunderhawk +combination skirmish and marathon race. The aspirants must gunship strafe. This pins the enemy in place for an armoured +navigate past pockets of deadly swamp gas, through regions assault by the Chapter’s Predators and Land Raiders, supported +infested with swarm leeches, across quicksand-laden plains, by Rhinos and Razorbacks carrying Tactical and Sternguard +and find their way to the Storm Warden’s landing site. Those squads into the thick of battle. +who survive that far then compete in games that pit aspirants It is this armoured assault which has its roots in the +against each other in contests of strength and skill at arms. Chapter’s recruiting world of Sacris. Many Storm Wardens +Simply to compete in these trials elevates a man in the eyes use their armoured vehicles as a steed to carry them into the +of the tribes of Sacris; succeed or fail, he has tested himself thick of the battle, where they may launch savage assaults +against the greatest warriors on the planet, and that is worthy against the enemy and fight by the tenets of the Way of +of great respect. After passing the trials, many Aspirants Honour. Their preference for fighting in tandem with the +take with them the Sacris claymore, an heirloom weapon heavy firepower and mobility of their armoured units has led +cherished by the tribesmen. It is also common that, when a to many stunning tactical feats, and also evens the balance +Storm Warden dies, his claymore is ritually returned to his so they may fight their enemy face-to-face on even and +homeworld, and many blades have earned great honour for honourable terms. +their tribe in this manner. It is no surprise, therefore, that the Chapter currently + counts a high number of Techmarines amongst its number, + and there has been some speculation that the Storm Wardens +the Way of honour have a closer relationship with the Adeptus Mechanicus than +The Storm Wardens, like the feral tribesman they recruit from, other Space Marine Chapters. +value personal honour and strength at arms. It is said that +many Storm Wardens prefer to challenge enemy commanders +to personal combat in order to test themselves against the +best that the foe has to offer. Many Storm Wardens have +a predilection for single combat with a foe they consider +worthy of such a distinction, although more than a few +veteran sergeants and captains have fallen in battle against +particularly dangerous opponents in this way. + + + + + 51 + s + Storm Wardens value strength at arms and have battled for centuries against some of the most dangerous denizens beyond + the Imperium’s borders. + A Storm Wardens Space Marine gains the following benefits: +5 Strength, +2 Wounds, and the Thunder’s Call Solo + Mode Ability (see page 218). + Starting Gear: A Storm Wardens Space Marine may replace his combat knife with a Sacris claymore (see page 170). +I: Character Creation + + + + + y + Aspire to Glory is a Demeanour (see page 32) that is part of the beliefs and traditions of the Storm Wardens Chapter. + While fierce upon the field of battle, Storm Wardens are no less committed to the tenets of personal honour and + obligation. Generally considered clannish and aloof even by other Space Marines, Storm Wardens prefer to remain distant + from the Imperium at large. A Storm Warden is slow to make friends, but esteems and protects those who persevere to + become companions. + Amongst the Storm Wardens, one’s word is his bond, and honour is paramount. The night before battle is often spent + in meticulous planning of tactics and strategy, sharing quiet camaraderie amongst their fellow warriors. Many of the most + senior Battle-Brothers engage in ritualised duals, the victors gaining a coveted place in the vanguard. + Most Storm Wardens enjoy debate and crafting points to support their arguments, although some outsiders see these + tendencies as quarrelsome or insubordinate. However, once a course of action has been agreed upon, a Storm Warden will + set aside any dispute and carry it out. Perhaps because of their fondness for debate or their own turbulent history, Storm + Wardens have an interest in mysteries and engimas. This curiosity has led more than a few Battle-Brothers to volunteer for + the Deathwatch. + When battle begins, Storm Wardens fight with keen fervour, often seeking out an enemy champion or commander to + test his skills against. + + + + + Kraazgrug’s Folly + One of the most famous of the Storm Wardens’ battles took place on the verdant plains of Keffik’s + World in the Scarus Sector. An Ork warband led by Warboss Kraazgrug had been ravaging a number + of settlements and threatened the food supply for an entire sub-sector. Just before the Orks overran + the last of the system’s defences, an astropathic distress signal was relayed to Sacris. In response, + the Storm Wardens deployed several companies of Space Marines, supported by many armoured + vehicles. These forces were under the command of Captain Lorgath Maclir (prior to his ascension to + the rank of Chapter Master) and included a handful of Space Marines from the elite First Company. + Maclir’s plan was to face the Warboss’ trukks and warbuggies on the open plains of the northern + continent. However, the Ork vehicles manoeuvred through the depths of a massive dust storm, and + Maclir was forced to revise his strategy. Dispatching Scout Bikers, Stormravens, and Land Speeder + Typhoons, he used his swiftly-moving skirmishing force to lure the main body of the greenskin’s + army into a box canyon. The Orks and the warboss were eliminated with an unrelenting salvo of + heavy weapons fire from the rim of the canyon, and no greenskin left that battlefield alive. + + The Cleansing of Vigil + A singularly savage conflict was fought entirely underground in the tunnels beneath the dead world + of Vigil. In those lightless passages, the Storm Wardens battled metre by bloody metre in a series + of close-range firefights against the foul Slaugth and their warrior constructs. The cleansing of Vigil + proved to be a crucial test of the Chapter’s resolve, as the tight quarters of the tunnels precluded + the use of heavy armour and the alien forces seemed particularly adept at provoking the Storm + Wardens into abandoning a cautious, methodical approach. The planet was cleansed at last, but at + the cost of many veteran Battle-Brothers. The survivors, however, had learned to pay closer heed to + the wisdom of the Codex Astartes, and Chapter Master Maclir promoted many of these veterans to + his honour guard. + + + + + 52 + The often via service in the Deathwatch, to many other Chapters. + When the Horus Heresy struck, Guilliman was leading his + mighty Legion in a massive campaign in the galactic south. So + + Ultramarines successful was the campaign that the Legion had been carried + far from the Imperium’s heart, so that by the time Guilliman + received word of the Warmaster’s treachery, the siege of Terra +“We follow in the footsteps of Guilliman. As it is written in the was underway. The Ultramarines fought their way towards +Codex, so shall it be.” Terra, and although they defeated a massive Traitor space + + + + + I: Character Creation + fleet, were unable to intervene in the final battle. + –Marneus Calgar, Chapter Master of the Ultramarines It is Guilliman’s actions subsequent to the Horus Heresy + that made him the figure of adoration that he would become. + + +O + f all the thousand and more Space Marine Chapters, With the traitors scattered and the Emperor to all intents + it is the blue-clad Ultramarines that, in the mind and purposes lost to Humanity, the Imperium stood at the + of the countless billions of the Emperor’s subjects, precipice. It was the genius and leadership of Roboute +personify everything that the Adeptus Astartes stands for. The Guilliman that saw the Imperium through its first century, as +Ultramarines and their many successor Chapters have stood at he kept invaders at bay and saved the scattered worlds from +the very forefront of the war against the traitor, the alien, and collapsing into anarchy. +the fiend since the very foundation of the Imperium. Across Roboute Guilliman fell at the hands of his erstwhile +the domains of the Emperor, the Ultramarines are celebrated brother, Primarch Fulgrim of the Emperor’s Children Traitor +as heroic, virtuous, and noble defenders of Humanity, their Legion. Poisoned unto death, Guilliman’s barely living +deeds celebrated in devotional works the length and breadth body was placed in a stasis field, and later enthroned in the +of the galaxy. Ultramarine’s fortress-monastery. There it remains to this day, + Even amongst the Space Marine Chapters themselves, and some say that within the timeless aura of the stasis field, +the Ultramarines occupy a position of special honour. The his body heals, and he may one day be returned to defend the +gene-seed from which the original Ultramarines Legion was Imperium he strove so hard to build. +founded is considered the purest, and it is estimated that some +two-thirds of Chapters share their inheritance, being either +direct successors or created from tithed Ultramarines genetic the realm of ultramar +material. This shared inheritance often ensures that when the Situated deep in the galactic southeast in Ultima Segmentum, +Ultramarines go to war, they are supported by many other Ultramar is unique amongst all of the Chapter headquarters +Chapters, and that when Space Marine commanders gather to of Space Marines, in that while most Chapters operate +consider common strategy, the counsel of the Ultramarines from asteroid bases, lonely fortress-monasteries, and +is greatly valued. Often, the presence of even isolated worlds, the Ultramarines +a small number of Ultramarines units in control no fewer than eight +a larger military undertaking will star systems near their home +ensure the participation of many world of Macragge. Each of +more Chapters, so highly are the these worlds has its own +sons of Roboute government, armed forces, +Guilliman held and individual cultures, +in their brothers’ but all are utterly loyal to +esteem. the Ultramarines Chapter. The + When Hive worlds surrounding Macragge +Fleet Behemoth struck are largely industrialised, +the Eastern Fringe, it was though due to the organisational +the Ultramarines Chapter skills and far-sightedness of the Chapter’s primarch, they +that turned the tide, even at the cost are not the polluted wastelands of similar worlds across the +of the entire First Company. At Imperium. The worlds of Ultramar do not pay a tithe to +the Chapter’s home world of the Imperium or provide regiments to the Imperial Guard. +Macragge, one of the largest Instead, their every effort is devoted to the service of the +battles seen in centuries was Ultramarines, the ultimate reward for which is selection +fought, with the Ultramarines, of a scion for service in the Chapter. Those families with +led by their Master Marneus an ancestor who joined the ranks of the Ultramarines +Calgar, at the very forefront. In are greatly honoured, and revere his name for all time. +addition to the great honour won Macragge itself is mostly bleak and rocky, with +by the Chapter in that titanic more than three-quarters of its land mass formed from +struggle, the Ultramarines mountainous terrain nearly entirely devoid of life.. +gained invaluable experience The planet is encircled by vast, nigh impregnable +in fighting these vile xenos, orbital defences, as well as mighty fortresses at +which they have passed on, either pole. The polar fortresses bore the brunt of + + + 53 + the Tyranids’ attacks during the Battle for Macragge, where, + thanks to the sacrifices of the First Company, the back of the s + galactic invasion was broken and Hive Fleet Behemoth defeated. + The Ultramarines often serve as the standard against + which all Space Marines are measured, and these + Duty anD honour qualities encompass a variety of strengths, from tactical + skill to strategic genius. + The Ultramarines are rightly held as exemplars of all that a + Ultramarines Space Marines gain the following + Space Marine can and should be. They are noble and virtuous, +I: Character Creation + + + + + benefits: +5 to two Characteristics of the players’s + self-sacrificing and stoic, and truthful and just in thought and + choice, and the Favoured Son Solo Mode ability (see + deed. Unlike the Battle-Brothers of some other Chapters, + page 218). + they are not arrogant in their dealings with the common man, + and have served and died alongside warriors of every other + military force in the Imperium. + EX + This attitude is instilled in the Ultramarines from a very Honour the Codex is a Demeanour (see + young age, long before consideration is given to recruitment page 32) unique to Space Marines from the + into the Chapter. The people of Macragge in particular, and of Ultramarines Chapter. + Ultramar as a whole, are raised in a culture of discipline and In all of their duties, from battle to study, the + service. On Macragge, it is common for a young man to leave Ultramarines are thorough, analytical, and attentive to + his family whilst still a child to learn the ways of the warrior every detail. They are slow to anger and rarely make + in one of the many martial communities of the world. In these a rash decision. By constant recourse to the articles + schools, the youngster learns of honour and duty, practising of faith enshrined within the Codex Astartes, the + and studying so that his arm is strong and his mind keen. Ultramarines are able to face any eventuality with well- + It is from these communities that many of the Ultramarine practised battle drills and established doctrine. + aspirants are drawn, for they are well versed in the arts of war In their dealings with Battle-Brothers from + and ideal candidates for recruitment into the Chapter. other Chapters, Ultramarines often fulfil the role of + facilitator and peacemaker. While the Battle-Brothers + of some Chapters display extremes of character, + Combat DoCtrine from hotheaded to taciturn, the Ultramarines are + As befits the Chapter of Roboute Guilliman, the Ultramarines balanced in their approach, and often able to broker + adhere rigidly to the tenets laid down in the Codex Astartes. agreements between wildly differing points of view. + For ten thousand years they have fought in the manner This is evidenced in the fact that a high proportion of + described in its holy pages. Other Chapters may freely Deathwatch leaders are drawn from the Ultramarines + interpret the words of Guilliman, but to the Ultramarines and their successors, a fact that has more to do with + such deviation is unthinkable. The Codex Astartes is a work their outlook and character than it does with their + of divine wisdom, sanctified by the Emperor himself, and numerical superiority. + the Ultramarines see no reason to deviate from it. The life- An Ultramarine is likely to turn to the vast tracts + long lessons of discipline and self-reliance that are instilled of the Codex Astartes that he has memorised for the + in the people of Ultramar from birth give them the strength solution to a problem. + of character to hold true to teachings over ten thousand + years old. + For any given tactical situation, the Codex offers hundreds + of pages devoted to how it may be met and overcome. Each + + Roboute Guilliman + warrior of the Chapter is required to memorise whole sections + of the Codex so that within a company there exists an entire + record of the Codex’s tenets. The wisdom of thousands of + the Imperium’s warriors has contributed to the Codex, and + e pri march of the Ul tramarines was the great hero + Th + details on everything from unit markings to launching a full- Guilliman. Of all of the + of the Imperium Roboute + scale planetary assault are contained within its pages. + man was held as the most + This is not to say that the Ultramarines are hidebound or Emperor’s gene-sons, Guilli + . He was a military genius + unimaginative in their thinking, for it must not be forgotten noble of character and spirit + were all of the primarchs, + that Primarch Roboute Guilliman is regarded as one of the and a puissant warrior, as + illiman rebuilt that which + but alone amongst them Gu + most imaginative and innovative military thinkers of all time. + It is rather a deep-seated belief that every problem can be t worlds liberated from + he cast down, ensuring tha + solved with recourse to the Codex Astartes, that there is no + usade were thriving within + tyranny during the Great Cr + was a man of refined mind, + need to reinvent solutions to dilemmas solved long ago. By + their strict adherence to the Codex, the Ultramarines are in months. Roboute Guilliman + mented by an appreciation + fact freed by it. The success of this doctrine is self-evident in his strategic insight comple t + es as diverse as governmen + for the fineries of disciplin + the countless thousands of battle honours the Chapter has + earned over ten millennia of loyal service to the Imperium. + and art. + 54 + CharaCter + advanCements + • + apotheCary + • +assault marine + • + devastator + marine + • + librarian + • +taCtiCal marine + • + teChmarine + Chapter II: + Specialities + “We are the Emperor’s wrath! Let the blood of the unclean act as an + offering to the Lion’s shade!” + + –Battle credo of the Dark Angels +II: Specialities + + + + + T + he Space Marines are the finest warriors of the + Imperium of Man, mighty defenders of the Emperor’s + domain who routinely face horrific threats to the + galaxy. From amongst their august number, you have been + chosen for a great honour, and have been seconded to the + Deathwatch—an elite force of alien-hunters working hand- + in-hand with the Holy Inquisition. + Not all Space Marines serve in the Deathwatch in the same + way. Sometimes, a Watch Captain has a need for a Battle- + Brother skilled in operating heavy weapons—a Deathwatch + Devastator Marine—to suppress Tyranid hordes, or he might + require a Deathwatch Apothecary to recover precious samples + of alien DNA from a long-forgotten stasis tomb. The psychic + talents of a Deathwatch Librarian or the special communion + with the machine spirits possessed by a Techmarine are also + invaluable tools for the difficult and special nature of the + Deathwatch’s missions in the Jericho Reach. + Your Speciality represents your character’s aptitude and + potential—effectively, your role within the Deathwatch + Kill-team. It defines your particular gifts and how you will Speciality Format + continue to develop. Your Speciality will define the new Each Speciality uses the following format: + abilities you can learn and the areas of responsibility you + have within your Kill-team. Part of the fun of Deathwatch + is deciding exactly how your character develops within your + desCription + Speciality—there are many choices available, and no one In each Speciality section, you can find a description and + “right” way of progressing. illustration to help give you some ideas about what your + character might be like. This section tells you about the + background for the Speciality and how it fits into the Space + GettinG Started Marine organisation and the Deathwatch as a whole. + + “You carry the Emperor’s will as your torch. With it, destroy + the shadows.” + rank Chart + Each Speciality is divided into a series of Ranks. This chart + –Verses of Sigismund, Book CIV, Verse 1 tells you the progression necessary to reach a certain Rank. + + Your character’s Speciality is decided during the character + creation process. After you select your Space Marine’s home + CharaCteristiC advanCe sCheme + Chapter (see page 26), you then choose a Speciality from the Each Speciality allows you to improve your character’s raw + options presented in this section. However, it is important abilities, or Characteristics. Depending on the nature of the + to note that some Space Marine Chapters (notably the Black Speciality, some Characteristics are more difficult to increase + Templars and Space Wolves) are restricted in their selections than others. This chart lists the cost of each Characteristic + and are not able to choose certain Specialities. Advance you can take. + + + rank advanCe sCheme + For each Rank within your Speciality, you will find a table + that shows you what new abilities your character can learn, + and what you must do in order to learn them. + + + 56 + s The costs for Characteristic Advances are cumulative. Thus, + you could not just pay 500 xp for a +10 increase. Instead, + you would pay 200 xp for the Simple Advance, then pay 500 + xp for the Intermediate Advance. +“Where there is uncertainty, I shall bring light. Where there is doubt, +I shall sow faith. Where there is shame, I shall point atonement. +Where there is rage, I shall show its course. My word in the soul example +shall be as my bolter in the field.” John wants to increase the Willpower of his Deathwatch Tactical + Marine character. His starting Willpower is 44, and it will cost + –Litany of Devotion John 200 xp to buy the Simple Willpower Advance. He spends 200 + + + + + II: Specialities + xp and increases his character’s Willpower to 49. John wants to raise +As you adventure through the 41st Millennium, your his character’s Willpower even higher, so he spends another 500 xp +character will have plenty of opportunities to improve. Your (the cost of the Intermediate Advance) to increase his Deathwatch +Game Master will reward you with Experience Points that Tactical Marine’s Willpower by another +5. In the end, John’s +you can spend to further develop your character. Each career Space Marine has increased his Willpower to 54 (44 + 5 + 5 = +has plenty of room for you to customise your character and 54), and has spent 700 xp to do so (200 + 500 = 700). +make him unique. + There are three types of improvements that you can select +for your character: s + • Characteristic Advance: Increases your raw abilities. Your Rank is a general measure of your experience and capabilities. + • Rank Increase: Opens new training opportunities. It represents the progression of your character’s abilities as he + • Skill or Talent Advance: Learn new Skills or Talents, grows in status and prowess. Your Rank is determined by the + or improve an existing Skill or Talent. total amount of Experience Points your character has spent. + In addition to the advances listed for the Ranks in your The Advancement Scheme for each Rank has a combination of +Speciality, sometimes your GM will allow you to purchase an Skills and Talents that you may purchase with xp. +Elite Advance. See page 59 for more on this. You may buy Advances from any Rank Advancement + Scheme you currently hold or have previously held. + As your Rank rises, you have access to more and more +CharaCteristiC advanCe Advancement Schemes, and therefore, you have more options +A Characteristic Advance is an increase to your character’s on how to customise your character. +raw abilities. When you buy a Characteristic Advance, you As with Characteristic Advances, it is easy to gain Ranks +add +5 to the Characteristic on your character sheet. to start with, but it becomes progressively harder throughout + Characteristic Advances are divided into four progression the life of your character. +levels. These are as follows: + • Simple: A small fulfilment of your potential. + • Intermediate: A significant improvement to + GaininG ranks + your capabilities. Characters automatically gain Ranks by spending xp. Once + • Trained: Active, focused effort upon improving a character’s total spent xp reaches the necessary amount, + your prowess. the character’s Rank increases. Note that Rank increases + • Expert: The limit of your natural capabilities. always occur after an Advance has been taken. All Specialities + As you set about increasing a Characteristic, you must in Deathwatch require the same amount of xp in order to +progress through each of the progression levels in turn, starting increase in Rank. The xp needed to advance in Rank is listed +at Simple and ending at Expert. on Table 2-2 on page 58. + The costs for these increases for each Speciality are listed in +the relevant Speciality section in a table, which looks like this: + Chapter advanCes and +deathwatch tactical marine advance Scheme deathwatCh advanCes +Characteristic Simple Intermediate Trained Expert There are a number of Skills and Talents that are appropriate +Willpower 200 xp 500 xp 1,000 xp 1,500 xp only for specific Space Marine Chapters or the Deathwatch + itself. These special Advance lists are presented on pages + As you can see, the first +5 increase to a Deathwatch 60 to 67. Deathwatch-specific Advances can be selected by +Tactical Marine’s Willpower costs 200 xp; the next +5 (the any Deathwatch Space Marine of the appropriate Rank, +Intermediate progression level) costs 500 xp; a further +5 and Chapter-specific Advances can be selected by any +improvement (the Trained progression level) costs 1,000 xp, Space Marine from that Chapter of the appropriate Rank. +while the final possible improvement (Expert progression The best way to think of these Advances is to consider +level) costs 1,500 xp. them additional menus that your character may choose + from as he grows in Rank in his particular Speciality. + + + + 57 + Buying an advance + Table 2–2: Ranks + Buying an Advance is simple. Once you have had a good + Rank XP Level look at your Advancement Schemes and have chosen what + 1 13,000–16,999 you want to buy, follow these steps: + 2 17,000–20,999 • Check with the GM to make sure the Advance you would + 3 21,000–24,999 like is available (the GM may restrict certain Skills and + 4 25,000–29,999 Talents to meet the needs of the campaign, or he might + 5 30,000–34,999 offer a better option). + 6 35,000–39,999 • Deduct the cost of the Advance from your current pool + 7 40,000–44,999 of unspent Experience Points. +II: Specialities + + + + + 8 45,000–49,999 • Write down the name of the Advance in the Advances + section of your character sheet. + • Apply any changes to Characteristics, Skills, Talents, or + example Traits from the Advance. + Ross’s Deathwatch Librarian has spent 20,800 xp in total on • Finally, add the newly spent xp to your spent xp total on + various Advances. In the course of the game, Ross earns an additional your character sheet. + 1,000 xp, and he decides to spend this amount on a Characteristic As you undertake missions, you will earn more Experience + Advance. Ross receives permission from his GM to take the Advance Points as a reward for good roleplaying, completing mission + then crosses off the 1,000 xp from his unspent xp amount on his objectives, and for coming up with clever ideas. These rewards + character sheet. He notes down the Advance on the character sheet allow you to buy further Advances for your character. + and alters his Characteristic Profile to reflect the Advance he took. Certain Talent Advances have a multiplier listed after + Finally, he adds the 1,000 xp to his current spent xp total. Ross their name (x2, x3, etc.). Advances with a multiplier may + has now spent 21,800 xp (20,800 + 1,000 = 21,800). When he be purchased multiple times at that Rank, up to a maximum + consults the Deathwatch Librarian Ranks, he sees that he has spent number of times equal to the multiplier. However, this rule + enough xp to earn Rank 3. He removes his old Rank (2) and notes does not apply to Advances that are Traits. Instead, the + that his character is now Rank 3 on his character sheet. multiplier for a Trait that is also an Advance is usually an + indication that the Trait is an Unnatural Characteristic (see + page 136 for details). + s + deCidinG how to advanCe your + A Skill Advance teaches you a new Skill or improves an CharaCter + existing Skill to make it more effective. A Talent Advance + gives you a knack or aptitude for something. Figuring out which Advances you should take can be a little + Depending on your Speciality, some Skills and Talents are daunting at first. Whilst Characteristic Advances are expensive, + easier to learn than others. A Scholarly Librarian, for example, they do have wide-ranging effects on your character’s ability. + would have to spend far fewer Experience Points to learn a Meanwhile, Skills and Talents are relatively cheap and open a + Forbidden Lore Skill than a Deathwatch Devastator Marine lot of new opportunities. You will need to decide if you want + would. The wide range of Skills and Talents allows you to to focus on improving your core abilities, to concentrate on + customise your character as you wish. gaining Skills and Talents, or forge a compromise between + Note that Deathwatch characters may select from four the two tactics. + different sources. A Deathwatch Space Marine may choose You can expect to gain around 750 xp with each session + advances for his appropriate Rank from his home Chapter of play, provided you are reasonably successful and roleplay + Advances, Deathwatch Advances, General Space Marine well. When planning your Advances, you might find it handy + Advances, and the advances for his Speciality. There is no to use that amount as a measure of how long it will take + Rank requirement for selecting advances from the Chapter you to gain a certain improvement. For example, a Trained + Advances lists. +5 Weapon Skill Advancement that costs 1,000 xp will + take roughly two sessions to gain. Meanwhile, a new Talent + costing 500 xp could be gained after only a single session + prerequisites of play. If you get stuck, or simply aren’t sure which choice + If you take a look at the listed Advances for each Rank, would be a better Advance for your character, ask your GM + you will notice that some require you to have a Talent or to help you out. + Characteristic at a particular rating. You must meet all the + listed prerequisites before purchasing such an Advance. If you + are ever in doubt about a prerequisite, ask your GM. He can + overrule or change prerequisites at his discretion. + + + + + 58 + elite advanCes CompletinG all the ranks +Your character is broadly described by his Speciality. However, Through a combination of skill, audacity, daring, and sheer +the Advancements listed are not the sum total of all that your luck, your character may survive the manifold horrors of the +character could learn. Sometimes, your character will be 41st Millennium long enough to progress to the top Rank +exposed to certain Skills or Talents during play. For example, within his Speciality. In game terms, the character who has +you might spend an adventure infiltrating the crystal caverns attained the top Rank of his Speciality is considered to +of Krrk’tikit or restoring the machine spirits of the long- have completed his initial service in the Deathwatch. The +abandoned Watch Station Scapula. If you think you have a character has now passed beyond the scope of Deathwatch +good reason for learning a Skill or Talent that is not listed on and has entered into the realms of other Warhammer 40,000 + + + + + II: Specialities +your Advancement Scheme, you can request an Elite Advance roleplaying games. +from your GM. The base cost for an Elite Advance is 750 xp. At those rarefied heights, little can stand against such +The GM may adjust this base cost at his discretion. To make powerful characters. Some may lead massive crusades to +a request, you will need the following: conquer worlds for the Imperium or may direct the actions + • Logical justification for the Elite Advance (e.g., “Spending of hundreds of his Battle-Brothers. Others might become a + a month battling a mutant uprising on Vespasia means it legend that is celebrated in his home Chapter for millennia. + would make sense that I have learned the Lore: Forbidden There are many options, only limited by your imagination. + (Mutants) Skill.”) + • In-character explanation for how you gained the Advance + (e.g., “Our Ordo Xenos guide taught me some secret dupliCated skills and talents + knowledge as repayment for saving his life.”) It is important to note that many Space Marine starting + • An offer of how many Experience Points you are willing Skills and Talents are duplicated on the Rank 1 of the + to pay to gain the Advance (e.g., “I will happily pay 800 General Space Marine Advances. This is an intentional + xp to learn the Lore: Forbidden (Mutants) Skill.”) duplication, and represents the training that is available + Your GM may decide not to grant you the Elite Advance, to all Deathwatch Space Marines regardless of their +or may demand a higher Experience Point cost than you have origins. Future expansions for the Deathwatch line +suggested. In these cases, gracious acceptance of the GM’s may feature Space Marines with different starting +decree is the best course. Your GM may also rule that you skills, and therefore, this duplication serves a purpose +need to pass a series of tests in order to successfully learn for the overall Deathwatch line. +the requested Skill or Talent. This will usually tie into your +explanation for how you gained the Advance (e.g., “Make a +Charm Test to convince the Ordo Xenos agent to teach you +his secret techniques.”). The quest for an Elite Advance can be +an adventure in and of itself. + Sometimes, your GM will offer you an opportunity to +take an Elite Advance as part of the reward for completing +an adventure. For example, you may have encountered an +influential Inquisitor whilst on a mission. Having protected +the Inquisitor from various threats during the mission, your +GM may offer you the chance to purchase Peer (Inquisition). +Sometimes, these Elite Advances will come with additional +side effects, such as Corruption or Insanity Points. Think +carefully before accepting such an offer! + + +CreatinG your own speCialities +Whilst the Specialities detailed here are purposely broad in +scope, once you’ve had some experience adventuring within +the 41st Millennium, you might find it fun to develop +something a little more specific. Perhaps you feel like making +up your own Space Marine Chapter, or maybe you have a +special kind of Space Marine you’d like to try out. If this is +the case, work closely with your GM to develop an Advance +Scheme that is balanced and sensible. Remember to make +sure that your new Speciality fits in with the other members +of your group—after all, if the Deathwatch Space Marines +cannot work smoothly together, malignant forces in the +universe will happily exploit their weaknesses. + + + + 59 + General Space Marine Advances + Rank 1 General Space Marine Advances + Advance Cost Type Prerequisites + Awareness 200 Skill — + Carouse 200 Skill — + Ciphers (Chapter Runes) 200 Skill — + Climb 400 Skill — + Concealment 800 Skill — + Dodge 300 Skill — + Drive (any) 600 Skill — +II: Specialities + + + + + Intimidate 400 Skill — + Literacy 200 Skill — + Lore: Common (Adeptus Astartes) 400 Skill — + Lore: Common (Imperium) 400 Skill — + Lore: Common (War) 400 Skill — + Navigation (Surface) 400 Skill — + Search 400 Skill — + Silent Move 300 Skill — + Speak Language (any) 200 Skill — + Survival 300 Skill — + Swim 200 Skill — + Tech-Use 800 Skill — + Trade (any) 600 Skill — + Astartes Weapon Specialisation 1,500 Talent Astartes Weapon Training + Signature Wargear 500 Talent — + Sound Constitution (x2) 500 Talent — + + + + Rank 2 General Space Marine Advances + Advance Cost Type Prerequisites + Awareness +10 300 Skill Awareness + Carouse +10 200 Skill Carouse + Charm 800 Skill — + Climb +10 400 Skill Climb + Command 300 Skill — + Deceive 400 Skill — + Demolition 400 Skill — + Gamble 200 Skill — + Inquiry 800 Skill — + Literacy +10 200 Skill Literacy + Logic 400 Skill — + Lore: Common (Imperial Guard) 200 Skill — + Lore: Common (Imperial Navy) 200 Skill — + Scrutiny 400 Skill — + Speak Language (any) +10 200 Skill Speak Language (same Skill group) + Survival +10 400 Skill Survival + Swim +10 200 Skill Swim + Tracking 400 Skill — + Trade (any) +10 400 Skill Trade (same Skill group) + Wrangling 200 Skill — + Air of Authority 1,000 Talent Fel 30 + Polyglot 500 Talent Int 40, Fel 30 + Resistance (Poisons) 500 Talent — + Signature Wargear (Master) 1,000 Talent Signature Wargear (same item) + Sound Constitution (x2) 1,000 Talent — + Total Recall 500 Talent Int 30 + + + + 60 + Rank 3 General Space Marine Advances +Advance Cost Type Prerequisites +Awareness +20 800 Skill Awareness +10 +Carouse +20 200 Skill Carouse +10 +Ciphers (Chapter Runes) +10 200 Skill Ciphers (Chapter Runes) +Climb +20 400 Skill Climb +10 +Concealment +10 800 Skill Concealment +Contortionist 800 Skill — +Drive (any) +10 800 Skill Drive (same Skill group) + + + + + II: Specialities +Evaluate 400 Skill — +Interrogation 400 Skill — +Intimidate +10 400 Skill Intimidate +Literacy +20 200 Skill Literacy +10 +Lore: Common (Adeptus Astartes) +10 400 Skill Lore: Common (Adeptus Astartes) +Lore: Common (Ecclesiarchy) 200 Skill — +Lore: Common (Imperial Guard) +10 200 Skill Lore Common (Imperial Guard) +Lore: Common (Imperial Navy) +10 200 Skill Lore: Common (Imperial Navy) +Lore: Common (Imperium) +10 400 Skill Lore: Common (Imperium) +Lore: Common (Tech) 200 Skill — +Lore: Common (War) +10 400 Skill Lore: Common (War) +Lore: Forbidden (Adeptus Astartes) 400 Skill — +Performer (any) 400 Skill — +Pilot (any) 800 Skill — +Search +10 400 Skill Search +Security 800 Skill — +Silent Move +10 800 Skill Silent Move +Speak Language (any) +20 200 Skill Speak Language (same Skill group) +10 +Swim +20 200 Skill Swim +10 +Tactics (any) 400 Skill — +Trade (any) +20 400 Skill Trade (same type) +10 +Orthoproxy 500 Talent — +Rapid Reaction 500 Talent Ag 40 +Rapid Reload 300 Talent — + + + +Rank 4 General Space Marine Advances +Advance Cost Type Prerequisites +Charm +10 800 Skill Charm +Command +10 500 Skill Command +Deceive +10 400 Skill Deceive +Demolition +10 400 Skill Demolition +Gamble +10 200 Skill Gamble +Inquiry +10 800 Skill Inquiry +Logic +10 400 Skill Logic +Lore: Common (Ecclesiarchy) +10 200 Skill Lore: Common (Ecclesiarchy) +Lore: Common (Imperial Guard) +20 200 Skill Lore Common (Imperial Guard) +10 +Lore: Common (Imperial Navy) +20 200 Skill Lore: Common (Imperial Navy) +10 +Lore: Common (Tech) +10 200 Skill Lore: Common (Tech) +Performer (any) +10 400 Skill Performer (same Skill group) +Scrutiny +10 400 Skill Scrutiny +Shadowing 400 Skill — +Survival +20 800 Skill Survival +10 +Iron Discipline 1,000 Talent WP 30, Command +Iron Jaw 500 Talent T 40 +Sprint 600 Talent — + + + + 61 + Rank 5 General Space Marine Advances + Advance Cost Type Prerequisites + Concealment +20 800 Skill Concealment +10 + Ciphers (Chapter Runes) +20 200 Skill Ciphers (Chapter Runes) +10 + Dodge +10 500 Skill Dodge + Drive (any) +20 800 Skill Drive (same Skill group) +10 + Evaluate +10 400 Skill Evaluate + Intimidate +20 400 Skill Intimidate +10 + Navigation (Stellar) 400 Skill — +II: Specialities + + + + + Lore: Common (Adeptus Astartes) +20 400 Skill Lore: Common (Adeptus Astartes) +10 + Lore: Common (Ecclesiarchy) +20 200 Skill Lore: Common (Ecclesiarchy) +10 + Lore: Common (Imperium) +20 400 Skill Lore: Common (Imperium) +10 + Lore: Common (Tech) +20 200 Skill Lore: Common (Tech) +10 + Lore: Common (War) +20 400 Skill Lore: Common (War) +10 + Lore: Scholastic (any) 800 Skill — + Performer (any) +20 400 Skill Performer (same Skill group) +10 + Pilot (any) +10 800 Skill Pilot (same Skill group) + Search +20 400 Skill Search +10 + Security +10 800 Skill Security + Silent Move +20 800 Skill Silent Move +10 + Tracking +10 400 Skill Tracking + Wrangling +10 200 Skill Wrangling + Call to Vengeance 1,000 Talent Fel 40 + Double Team 500 Talent — + Hardy 1,000 Talent T 40 + Mimic 500 Talent — + Peer (Adeptus Astartes) 500 Talent Fel 30 + Signature Wargear 500 Talent — + Sound Constitution (x2) 1,000 Talent — + + + Rank 6 General Space Marine Advances + Advance Cost Type Prerequisites + Charm +20 800 Skill Charm +10 + Command +20 800 Skill Command +10 + Deceive +20 400 Skill Deceive +10 + Demolition +20 400 Skill Demolition +10 + Gamble +20 200 Skill Gamble +10 + Inquiry +20 800 Skill Inquiry +10 + Logic +20 400 Skill Logic +10 + Navigation (Surface) +10 400 Skill Navigation (Surface) + Scrutiny +20 400 Skill Scrutiny +10 + Good Reputation (Adeptus Fel 50, Peer (same Talent + 500 Talent + Astartes) group) + Hammer Blow 1,000 Talent — + Last Man Standing 500 Talent Nerves of Steel + Paranoia 500 Talent — + Sound Constitution 1,000 Talent — + Unbowed and Unbroken 1,500 Talent Fel 30 + Wisdom of the Ancients 1,000 Talent Int 40 + + + + + 62 + Rank 7 General Space Marine Advances +Advance Cost Type Prerequisites +Chem-Use 800 Skill — +Evaluate +20 400 Skill Evaluate +10 +Interrogation +10 400 Skill Interrogation +Lore: Forbidden (Adeptus Lore: Forbidden (Adeptus + 400 Skill +Astartes) +10 Astartes) +Navigation (Surface) +20 400 Skill Navigation (Surface) +10 +Pilot (any) +20 800 Skill Pilot (same Skill group) +10 + + + + + II: Specialities +Security +20 800 Skill Security +10 +Tactics (any) +10 400 Skill Tactics (same skill group) +Tech-Use +10 800 Skill Tech-Use +Tracking +20 400 Skill Tracking +10 +Wrangling +20 200 Skill Wrangling +10 +Blind Fighting 800 Talent Per 30 +Bolter Drill 1,500 Talent Astartes Weapon Training +Fearless 1,000 Talent — +Signature Wargear (Hero) (any) 1,500 Talent — +Sound Constitution 1,000 Talent — + + +Rank 8 General Space Marine Advances +Advance Cost Type Prerequisites +Dodge +20 600 Skill Dodge +10 +Interrogation +20 400 Skill Interrogation +10 +Lore: Forbidden (Adeptus Lore: Forbidden (Adeptus + 400 Skill +Astartes) +20 Astartes) +10 +Medicae 800 Skill — +Tactics (any) +20 800 Skill Tactics (same skill group) +10 +Into the Jaws of Hell 1,500 Talent Iron Discipline +Master Orator 1,000 Talent Fel 30 +Sound Constitution 1,000 Talent — + + + + + 63 + Deathwatch Advances + Rank 1 Deathwatch Advances + Advance Cost Type Prerequisites + Ciphers (Xenos Markings) 200 Skill — + Ciphers (Deathwatch) 200 Skill — + Ciphers (Inquisition) 200 Skill — + Lore: Common (Deathwatch) 200 Skill — + Lore: Common (Jericho Reach) 400 Skill — + Lore: Forbidden (Xenos) 400 Skill — + Interrogation 400 Skill — +II: Specialities + + + + + Sleight of Hand 400 Skill — + Hunter of Aliens 1,000 Talent — + Resistance (Cold) 300 Talent — + Resistance (Heat) 300 Talent — + + + Rank 2 Deathwatch Advances + Advance Cost Type Prerequisites + Ciphers (Xenos Markings) +10 400 Skill Ciphers (Xenos Markings) + Ciphers (Deathwatch) +10 200 Skill Ciphers (Deathwatch) + Lore: Common (Deathwatch) +10 200 Skill Lore: Common (Deathwatch) + Lore: Common (Jericho Reach) +10 400 Skill Lore: Common (Jericho Reach) + Interrogation +10 400 Skill Interrogation + Sleight of Hand +10 400 Skill Sleight of Hand + Hatred (Orks) 500 Talent — + Hatred (Tyranids) 500 Talent — + + + Rank 3 Deathwatch Advances + Advance Cost Type Prerequisites + Ciphers (Xenos Markings) +20 400 Skill Ciphers (Xenos Markings) +10 + Ciphers (Deathwatch) +20 200 Skill Ciphers (Deathwatch) +10 + Lore: Common (Deathwatch) +20 200 Skill Lore: Common (Deathwatch) +10 + Lore: Common (Jericho Reach) +20 400 Skill Lore: Common (Jericho Reach) +10 + Interrogation +20 400 Skill Interrogation +10 + Sleight of Hand +20 400 Skill Sleight of Hand +10 + Exotic Weapon Training (any) 500 Talent — + Hatred (Eldar) 500 Talent — + Hatred (Tau) 500 Talent — + + + Rank 4 Deathwatch Advances + Advance Cost Type Prerequisites + Lore: Forbidden (Black Library) 400 Skill — + Lore: Forbidden (Inquisition) 800 Skill — + Lore: Forbidden (Traitor Legions) 800 Skill — + Lore: Forbidden (Warp) 400 Skill — + Scourge of Heretics 1,000 Talent — + + + Rank 5 Deathwatch Advances + Advance Cost Type Prerequisites + Lore: Forbidden (Inquisition) +10 800 Skill Lore: Forbidden (Inquisition) + Lore: Forbidden (Warp) +10 400 Skill Lore: Forbidden (Warp) + Lore: Forbidden (Xenos) +10 400 Skill Lore: Forbidden (Xenos) + Peer (Inquisition) 1,000 Talent Fel 30 + Slayer of Daemons 1,000 Talent — + + + + 64 + Rank 6 Deathwatch Advances +Advance Cost Type Prerequisites +Lore: Forbidden (Black Library) + 400 Skill Lore: Forbidden (Black Library) ++10 +Lore: Forbidden (Inquisition) Lore: Forbidden (Inquisition) + 800 Skill ++20 +10 +Lore: Forbidden (Traitor Lore: Forbidden (Traitor + 800 Skill +Legions) +10 Legions) +Lore: Forbidden (Warp) +20 400 Skill Lore: Forbidden (Warp) +10 + + + + + II: Specialities +Lore: Forbidden (Xenos) +20 400 Skill Lore: Forbidden (Xenos) +10 + + +Rank 7 Deathwatch Advances +Advance Cost Type Prerequisites +Lore: Forbidden (Traitor Lore: Forbidden (Traitor + 800 Skill +Legions) +20 Legions) +10 +Sound Constitution 1,000 Talent — + WP 30, Resistance (Psychic +Strong Minded 1,500 Talent + Powers) + + +Rank 8 Deathwatch Advances +Advance Cost Type Prerequisites +Lore: Forbidden (Black Library) Lore: Forbidden (Black Library) + 400 Skill ++20 +10 +Good Reputation (Inquisition) 1,500 Talent Fel 50, Peer (Inquisition) +Sound Constitution (x2) 1,000 Talent — + + + + + 65 + Chapter Advances + Black Templars Chapter Advances + Advance Cost Type Prerequisites + Interrogation 200 Skill — + Interrogation +10 200 Skill Interrogation + Interrogation +20 200 Skill Interrogation +10 + Abhor the Witch 800 Talent Adeptus Astartes + Fearless 800 Talent — + Hatred (Heretics) 500 Talent — + Hatred (Mutants) 500 Talent — +II: Specialities + + + + + Hatred (Psykers) 500 Talent — + Inspire Wrath 1,000 Talent Fel 30 + Litany of Hate 1,000 Talent Hatred (any) + Orthoproxy 500 Talent — + Scourge of Heretics 500 Talent — + + + + + Blood Angels Chapter Advances + Advance Cost Type Prerequisites + Acrobatics 200 Skill — + Acrobatics +10 600 Skill Acrobatics + Acrobatics +20 600 Skill Acrobatics +10 + Assassin Strike 500 Talent Ag 40, Acrobatics + Battle Rage 400 Talent Frenzy + Berserk Charge 600 Talent — + Flesh Render 500 Talent — + Furious Assault 600 Talent WS 35 + Frenzy 400 Talent — + Hatred (Orks) 500 Talent — + Mental Rage 800 Talent Frenzy + Slayer of Daemons 1,000 Talent — + Talented (Trade [Artisan]) 500 Talent — + Talented (Pilot [Personal]) 500 Talent — + + + + Dark Angels Chapter Advances + Advance Cost Type Prerequisites + Interrogation 200 Skill — + Interrogation +10 200 Skill Interrogation + Interrogation +20 200 Skill Interrogation +10 + Lore: Forbidden (Adeptus Astartes) 200 Skill — + Lore: Forbidden (Adeptus Astartes) +10 200 Skill Lore: Forbidden (Adeptus Astartes) + Lore: Forbidden (Adeptus Astartes) + Lore: Forbidden (Adeptus Astartes) +20 200 Skill + +10 + Lore: Forbidden (Inquisition) 400 Skill — + Lore: Forbidden (Inquisition) +10 400 Skill Lore: Forbidden (Inquisition) + Lore: Forbidden (Inquisition) +20 400 Skill Lore: Forbidden (Inquisition) +10 + Lore: Forbidden (Traitor Legions) 400 Skill — + Lore: Forbidden (Traitor Legions) +10 400 Skill Lore: Forbidden (Traitor Legions) + Lore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10 + Hatred (Chaos Space Marines) 500 Talent — + Hatred (Mutants) 500 Talent — + Paranoia 500 Talent — + Talented (Pilot) 500 Talent — + Talented (Drive [Ground Vehicles]) 500 Talent — + + + + 66 + Space Wolves Chapter Advances +Advance Cost Type Prerequisites +Carouse 200 Skill — +Carouse +10 200 Skill Carouse +Carouse +20 200 Skill Carouse +10 +Performer (any) 200 Skill — +Performer (any) +10 200 Skill Performer (same skill group) +Performer (any) +20 200 Skill Performer (same skill group) +10 +Tracking 200 Skill — + + + + + II: Specialities +Tracking +10 200 Skill Tracking +Tracking +20 200 Skill Tracking +10 +Wrangling 100 Skill — +Wrangling +10 100 Skill Wrangling +Wrangling +20 100 Skill Wrangling +10 +Hardy 400 Talent Toughness 40 +Hatred (Chaos Space Marines) 500 Talent — +Heightened Senses (Taste) 500 Talent — +Talented (Carouse) 500 Talent — +Talented (Tracking) 500 Talent — +Wisdom of the Ancients 1,500 Talent Int 40 + + +Storm Wardens Chapter Advances +Advance Cost Type Prerequisites +Gamble 200 Skill — +Gamble +10 200 Skill Gamble +Gamble +20 200 Skill Gamble +10 +Tracking 400 Skill — +Tracking +10 400 Skill Tracking +Tracking +20 400 Skill Tracking +10 +Duty Unto Death 800 Talent WP 45 +Hammer Blow 500 Talent — +Stalwart Defence 800 Talent — +Talented (Drive [Ground Vehicle]) 500 Talent — +Thunder Charge 1,000 Talent — + + +Ultramarines Chapter Advances +Advance Cost Type Prerequisites +Charm 400 Skill — +Charm +10 400 Skill Charm +Charm +20 400 Skill Charm +10 +Command 400 Skill — +Command +10 400 Skill Command +Command +20 400 Skill Command +10 +Performer (any) 200 Skill — +Performer (any) +10 200 Skill Performer (same skill group) +Tactics (any) 400 Skill — +Tactics (any) +10 400 Skill Tactics (same Skill group) +Tactics (any) +20 400 Skill Tactics (same Skill group) +10 +Duty Unto Death 800 Talent WP 45 +Exemplar of Honour 800 Talent — +Good Reputation (any) 800 Talent Fellowship 50, Peer (same Skill group) +Hatred (Tyranids) 500 Talent — +Peer (any) 500 Talent Fel 30 +Talented (Command) 500 Talent — + + + + 67 + Deathwatch accompanies them. While the Space Marines are blessed with + the very strongest of immune systems, it is known that the spores + of some alien life forms can cause mutation or death even in the + + Apothecary Adeptus Astartes. There are some xenos that actually reproduce + in this vile manner, their seed infecting the victim and slowly + mutating him into the original life form. Such blasphemy must + “Yours is to serve, unto the last drop of your blood, that your brothers be guarded against, and the Apothecaries administer an entire + might live to fight on. Watch over them, heal them, offer up your bank of tests on every member of a Kill-team before and after + very life should it extend theirs but a moment, and by your sacrifice every mission. + the enemy be slain. And when the time comes that you must fulfil Another area in which the Deathwatch Apothecaries are +II: Specialities + + + + + your most solemn oath, speak clearly, speak proudly, speed the bolt highly involved is that of training. Deathwatch Kill-teams + that brings his end and send him joyous to the Emperor’s side. Then push their bodies to, and beyond, the limits even of their + do your duty, take that which is due, and know your mission is done.” unique physiology, and the Apothecaries must monitor this + process closely. But they are a part of the training too, for the + –Extract from the Apocrypha of Eons, Verse V, Chapter L Apothecaries often aid the Watch Captains in formulating the + (M40 Redaction) most arduous of training regimens. Using his unique knowledge + of his charges, the Apothecary can induce various states in his + + + S + pace Marine Apothecaries are charged with maintaining Battle-Brothers, under which their skills and strengths will + the bodily health of their Battle-Brothers, whether this be tested all the further. Interfacing remotely with a Battle- + is monitoring their genetically engineered implants or Brother’s armour systems, the Apothecary might disable a limb, + administering emergency medical attention on the field of limit blood oxygen levels or simulate the effects of any number + battle. Only the bravest of warriors are chosen for this honoured of poisons, all in the cause of maintaining combat readiness. + duty, for each must look first and foremost to the health of In battle, an Apothecary carries a number of specialised + his companions, and consider his own life as secondary. items of equipment, integrating a variety of tools into a single, + Apothecaries are at once mighty warriors and selfless servants, wrist-mounted unit. The Apothecary may + and each would fight their way through have crafted many of these himself + hordes of vile enemies to reach a fallen according to his own needs. He uses + Battle-Brother and then transfuse the a high-powered laser scalpel or an + very last drop of his own blood to save adamantine-toothed chainsaw to cut + the life of the wounded. away ruined armour so that he can + Deathwatch Apothecaries take on a treat a Battle-Brother’s wounds, + number of additional duties over and he administers the panacea of + those performed in their parent drugs stored within the unit using + Chapter. For a start, they must long syringes. + master the genetic inheritance Apothecaries invariably + not only of their own helix, carry a bolt pistol, intended + but of a myriad of other Chapters not only for self-defence. One + too, so that they might monitor of the most arduous duties + and maintain the implants of all they must perform is to end + their fellow Space Marines, each of the life and the suffering of a + which may be drawn from a different battle brother wounded unto + Chapter. In this matter, Deathwatch death. Space Marines’ bodies are + Apothecaries occupy a uniquely trusted such a feat of genetic engineering that they + position. Space Marine Chapters are able to sustain horrific injuries and live + do not lightly share the details of on. However, there are some wounds that + their gene-seed, with its associated traits, not even an Adeptus Astartes can survive, + variations, and even mutations. Deathwatch even though he may remain conscious + Apothecaries are sworn to maintain the secrets of for some time. The Apothecary must + each of the Chapters from which their fellows offer the fallen Battle-Brother such + are drawn, an oath that carries the harshest of words as will ease his passage to + penalties should it ever be broken. the afterlife, where it is believed + Aside from monitoring the state of the he will sit at the right hand of his + Space Marines’ implants, the Apothecaries Primarch, or even the Emperor + must also be ever alert to the risk of alien himself. Once the Apothecary + contamination. Whilst undertaking their has spoken such words that the + missions, the Deathwatch Kill-teams dying Space Marine needs to + are likely to come into contact not only hear, a single bolt pistol round + with creatures of utterly alien biology, is the final mercy that he can + but with all the bacterial life that administer. + + + 68 + The greatest duty that a Deathwatch Apothecary must create toxins +perform is to recover the gene-seed of a fallen Battle-Brother, so Once per day, the Apothecary can create a virulent poison +that it may be returned to his parent Chapter, and he may live on that he can hand out to the members of his Kill-team to help +through future generations of Space Marines. This is a solemn destroy a particular enemy. The Apothecary needs a tissue +enough task in a normal Chapter, but takes on an additional sample of a particular enemy, his narthecium, and one hour +weight in the Deathwatch. No Chapter would agree to dispatch to create the toxins. Once the toxin is applied, the Kill-team’s +its sons across the galaxy to fight at the behest of the Inquisition attacks in the next combat all have the Toxic quality against +and other Chapters (some of whom may be rivals), were it not the enemy type (Tyranid, Tau, etc.) for a number of rounds +for the certain knowledge that their gene-seed will be returned equal to the Apothecary’s Intelligence Bonus. Creatures with +should they fall. It has been known for a Chapter to temporarily the Daemonic Trait are not affected by this ability. In order to + + + + + II: Specialities +withhold its honour service to the Deathwatch if too many of benefit from this ability, the Space Marines in the Kill-team +its Space Marines serving with the Ordo have been killed and must be in Squad Mode. +their precious gene-seed irretrievably lost. Thus, the survival +of a Space Marine’s parent Chapter and the reputation of the enhance healing +Deathwatch itself relies on the action of the Apothecaries. + The Apothecary may restore 1d5 additional Wounds with + any successful Medicae Test for First Aid (see page 102). +startinG skills +The Deathwatch Apothecary begins with Medicae as a +Trained Advanced Skill. + + +speCial ability +Choose one of the following: + +Guardian of purity +The Apothecary’s careful monitoring of his Battle-Brothers’ +gene-seed means that any Space Marine in a Kill-team that +includes the Apothecary reduces all Corruption Points he +suffers by 2 (to a minimum of 1), as long as the Apothecary +has access to his narthecium—a special tool that assists with +battlefield surgery (see page 173). + + Deathwatch Apothecary Characteristic Advances + Level Simple Intermediate Trained Expert + Weapon Skill 200 500 1,000 1,500 + Ballistic Skill 500 1,000 1,500 2,000 + Strength 500 1,000 1,500 2,000 + Toughness 500 1,000 1,500 2,000 + Agility 500 1,000 1,500 2,000 + Intelligence 200 500 1,000 1,500 + Perception 200 500 1,000 1,500 + Willpower 500 1,000 1,500 2,000 + Fellowship 500 1,000 1,500 2,000 + + + Rank 1 Deathwatch Apothecary Advances + Advance Cost Type Prerequisites + Chem-Use 400 Skill — + Interrogation 200 Skill — + Medicae 400 Skill — + Autosanguine 500 Talent — + Hardy 500 Talent T 40 + Resistance (Cold) 500 Talent — + Resistance (Heat) 500 Talent — + Resistance (Poisons) 500 Talent — + + + + 69 + Rank 2 Deathwatch Apothecary Advances + Advance Cost Type Prerequisites + Chem-Use +10 400 Skill Chem-Use + Interrogation +10 200 Skill Interrogation + Lore: Scholastic (Beasts) 200 Skill — + Lore: Scholastic (Chymistry) 200 Skill — + Medicae +10 400 Skill Medicae +II: Specialities + + + + + Rank 3 Deathwatch Apothecary Advances + Advance Cost Type Prerequisites + Chem-Use +20 400 Skill Chem-Use +10 + Interrogation +20 200 Skill Interrogation +10 + Lore: Scholastic (Beasts) +10 200 Skill Lore: Scholastic (Beasts) + Lore: Scholastic (Chymistry) +10 200 Skill Lore: Scholastic (Chymistry) + Medicae +20 600 Skill Medicae +10 + Tech-Use 500 Skill — + + + Rank 4 Deathwatch Apothecary Advances + Advance Cost Type Prerequisites + Lore: Scholastic (Beasts) +20 200 Skill Lore: Scholastic (Beasts) +10 + Lore: Scholastic (Chymistry) +20 200 Skill Lore: Scholastic (Chymistry) +10 + Lore: Forbidden (Mutants) 400 Skill — + Sure Strike 600 Talent WS 30 + + + Rank 5 Deathwatch Apothecary Advances + Advance Cost Type Prerequisites + Lore: Forbidden (Mutants) +10 400 Skill Lore: Forbidden (Mutants) + Disarm 1,000 Talent Ag 40 + Infused Knowledge 1,000 Talent Int 40 + Iron Jaw 300 Talent T 40 + + + Rank 6 Deathwatch Apothecary Advances + Advance Cost Type Prerequisites + Lore: Forbidden (Mutants) +20 400 Skill Lore: Forbidden (Mutants) +10 + Crippling Strike 400 Talent WS 50 + Prosanguine 800 Talent Autosanguine + Sound Constitution 500 Talent — + Swift Attack 500 Talent WS 35 + + + Rank 7 Deathwatch Apothecary Advances + Advance Cost Type Prerequisites + Master Chirurgeon 800 Talent Medicae +10 + Lightning Attack 800 Talent Swift Attack + Sound Constitution 1,000 Talent — + + + Rank 8 Deathwatch Apothecary Advances + Advance Cost Type Prerequisites + Flesh Render 800 Talent — + Precise Blow 500 Talent WS 40, Sure Strike + Sound Constitution 1,000 Talent — + + + + 70 + Gods Among Men +To the average man, Space Marines are the subject of myth and legend, the +descendants of mighty heroes who went to war beside the Emperor himself. Many + + + + + II: Specialities +are taught the names of the greatest heroes, and celebrate their greatest deeds, as +proclaimed from countless millions of pulpits across the entire Imperium. + +Yet, very few will ever see a Space Marine, for their numbers are so few compared +to the great, seething mass of humanity. Only when war comes to his world, and +with it the hosts of the Imperium’s armies, will a common man have any chance +of setting eyes upon a Space Marine, let alone conversing with him. + +Most common men who do have cause to interact with a Space Marine are likely +to hold him such awe that he may lose the power of words. At the very least, +a Space Marine will be regarded and addressed with great deference, even the +highest-ranking officials bowing their head to the Battle-Brother. As well they +should, for the very fact that a Space Marine has come to their world is sure sign +that the enemies of the Emperor are abroad, and only his strength and bravery +will hold them at bay. + +The manner in which Space Marines are wont to interact with common Humanity +varies enormously, but most are aloof, so dedicated to their own mission, their +very nature so apart from what they once were, that they have little in common +with ordinary people. Most Space Marines care only for the traditions of their +Chapter and the task of defeating the Emperor’s enemies, and know so little +of the trivial cares of normal life that very little common ground exists. Even +when interacting with a mighty warrior, perhaps a decorated veteran Imperial +Guardsman, so total is the Space Marine’s dedication to his duty that few can live +up to his standards. It is rare indeed for a normal man to be regarded by a Space +Marine as an equal. Only the greatest of the Imperium’s heroes—men such as the +Lord Solar Macharius—have earned such an honour of counting amongst their +friends one or more Space Marines of the Adeptus Astartes. + + + + + 71 + Deathwatch reality, all are warriors of the utmost skill, schooled in every + nuance of every possible style of combat, and able to defeat + any foe the galaxy has to offer. + + Assault Marine When serving in a Deathwatch Kill-team, it is the task + of the Assault Marine to close with and engage the enemy + in an overwhelming charge. Many of the alien foes the + “Look not behind you, brother. Know in your heart that your kin Deathwatch must face are ravening beasts sporting multiple, + are there, offering their fire and their prayers. Look instead to your diamond-hard claws, whipping tentacles, slavering maws + foe as you scream from the skies upon jets of white fire. Take but one or carrying all manner of deadly close combat weaponry. + instant to savour the fear in his eyes as he looks skywards, and there, In addition, many are protected by such tough armour +II: Specialities + + + + + in the keen edge of your blade, he sees his doom, delivered by your (technological or biological) that they can only be defeated + hand.” in the deadly whirl of close combat. Ranged weapons may be + all but useless against such foes, or the environs in which they + –Extract from the Apocrypha of Eons, Verse I, Chapter VI lurk may preclude the use of ranged weaponry. + The number of Deathwatch Battle-Brothers that are + + + A + ssault Marines are specialists in the brutal art of close deployed as Assault Marines in any given mission depends + quarters combat. They carry a range of weaponry, largely upon the mission itself, and the nature of the enemy. + usually a lethal combination of a pistol and a melee When fighting in the cramped environment of a boarding + weapon, the most common being the iconic bolt pistol and action, or undertaking an exploration of an ancient alien + chainsword. Many choose to take to the battlefield equipped tomb complex for example, several may be assigned. Even in + with a jump pack, allowing them to close rapidly on their foes, missions where fewer are likely to be required, it is common + often descending from above in a devastating charge. for at least one Assault Marine to be deployed, for all too often + A Deathwatch Assault Marine is likely to be a warrior it is in close combat that the ultimate victory is to be found. + who has mastered all of the methods of war, and discovered Assault Marines can be equipped with a variety of equipment. + that he is most skilled at close combat. To serve as an Assault Some may carry the weapons in which they most excel, while + Marine is to go quite literally face to face with others carry specialised wargear unique to the mission at hand. + the most terrible of Humanity’s foes, ost carry a pistol, either a bolt pistol or a plasma + and to have pitted wits against the pistol, and complement it with a bladed + vilest of beasts countless times, weapon such as a chainsword or power + and won. An Assault Marine sword. However, the armouries of + is a master with his chosen the Deathwatch + weapons combination, and contain many + he practices endlessly in m o r e + their use. Many Assault powerful + Marines hone their skills in weapons, + long duels with their brethren, such as + perfectly willing to risk injury p o we r + o that their abilities might be fists, + honed to perfection. As a result of lightning + their training, many Assault Marines c l a w s , + uffer more scars than a veteran of and all manner of similarly + centuries of warfare, and they bear devastating arms, and the Assault + them proudly as a sign of their Marine is adept in the use of them + calling. all. Some choose not to carry a + To succeed as an Assault pistol and a blade, and instead forego one + Marine, the Battle-Brother must weapon in favour of a combat shield or + display a unique balance of patience a storm shield. These are particularly + and impetuousness. He must be a master useful against foes that are able to + at judging the exact moment of his charge, unleash powerful attacks in close + allowing his brothers to cover his advance and combat, allowing the brother to + weaken his target with their fire. Yet, when deflect a strike with his shield while + the moment to charge comes, he must delivering a lethal counter-attack with + have the courage to commit entirely, to his other weapon. Some Assault Marines + how not a hint of fear or hesitation, arm themselves instead with a mighty, + for once locked in the lethal dance double handed weapon, allowing them to put all + of close combat, only one combatant of their strength into a single blow, which is capable + will walk away. Some might say that of decapitating even the mightiest of foes. + the Assault Marine is hot-headed, and + in some instances this may be true. In + + + 72 + In addition to their primary weapons, most Deathwatch speCial ability +Assault Marines carry a variety of other wargear, mostly in the +form of specialised types of grenade. These are unleashed as angel of death +the Assault Marine charges or descends upon the screaming +jets of his jump pack, disrupting enemy formations and sowing The Assault Marine gains the Swift Attack Talent. +death and confusion in their ranks, laying them wide open to +the Assault Marine’s charge. In addition, choose one of the following: + Those Assault Marines who have truly proven themselves +throughout multiple actions may be granted access to some Wings of angels +of the most devastating and venerated melee weapons in the + + + + + II: Specialities +arsenal of a Watch Fortress. Many of these are unique and The Assault Marine may add 20 metres the movement rate +ancient, often crafted by the hand of the most revered of of his Jump Pack with a successful Challenging (+0) Pilot +weapons smiths. It is a great honour to be allowed to carry (Personal) Test. When making a Charge whilst using this +such weapons in combat, and every enemy slain by their ability, the Space Marine adds an additional 1d5 Damage to +blade is recorded on a roll of honour, along with the name of any melee attacks. This ability only functions when in Solo +wielder. Thus, the legacy of the Assault Marine’s deeds will live Mode. +on, long after he himself has returned to his parent Chapter +or fallen in service to the Deathwatch, defending Mankind Wrathful descent +against the myriad horrors of the galaxy. + When making a Charge against a Horde, the Assault Marine + may inflict an additional 1d10 damage to the Horde’s +startinG skills Magnitude after a successful melee attack. This ability only +The Deathwatch Assault Marine gains Pilot (Personal) as a functions when in Squad Mode. +Trained Advanced Skill. + + + + Deathwatch Assault Marine Characteristic Advances + Level Simple Intermediate Trained Expert + Weapon Skill 200 500 1,000 1,500 + Ballistic Skill 750 1,500 2,000 5,000 + Strength 200 500 1,000 1,500 + Toughness 500 1,000 1,500 2,000 + Agility 200 500 1,000 1,500 + Intelligence 750 1,500 2,000 5,000 + Perception 200 500 1,000 1,500 + Willpower 750 1,500 2,000 5,000 + Fellowship 500 1,000 1,500 2,000 + + + + Rank 1 Deathwatch Assault Marine Advances + Advance Cost Type Prerequisites + Catfall 200 Talent Ag 30 + Double Team 200 Talent — + Takedown 500 Talent — + Two-weapon Wielder (Ballistic) 500 Talent BS 35, Ag 35 + Two-weapon Wielder (Melee) 500 Talent WS 35, Ag 35 + + + + Rank 2 Deathwatch Assault Marine Advances + Advance Cost Type Prerequisites + Pilot (Personal) +10 500 Skill Pilot (Personal) + Crushing Blow 600 Talent S 40 + Lightning Reflexes 500 Talent — + Sure Strike 500 Talent WS 30 + Lightning Attack 600 Talent Swift Attack + + + + 73 + Rank 3 Deathwatch Assault Marine Advances + Advance Cost Type Prerequisites + Acrobatics 400 Skill — + Pilot (Personal) +20 500 Skill Pilot (Personal) + Berserk Charge 700 Talent — + Leap Up 500 Talent Ag 30 + Precise Blow 700 Talent WS 40, Sure Strike + Sound Constitution 1,000 Talent — + Wall of Steel 700 Talent Ag 35 +II: Specialities + + + + + Rank 4 Deathwatch Assault Marine Advances + Advance Cost Type Prerequisites + Counter-Attack 600 Talent WS 40 + Ag 40, Two-weapon Wielder + Dual Strike 500 Talent + (Melee) + Hammer Blow 800 Talent — + + + Rank 5 Deathwatch Assault Marine Advances + Advance Cost Type Prerequisites + Acrobatics +10 400 Skill Acrobatics + Assassin Strike 500 Talent Ag 40, Acrobatics + Death From Above 900 Talent Fly (Jump Pack) + Disarm 500 Talent Ag 30 + Furious Assault 500 Talent WS 35 + + + Rank 6 Deathwatch Assault Marine Advances + Advance Cost Type Prerequisites + Blademaster 800 Talent WS 30 + Hard Target 600 Talent Ag 40 + Step Aside 800 Talent Ag 40, Dodge + + + Rank 7 Deathwatch Assault Marine Advances + Advance Cost Type Prerequisites + Acrobatics +20 400 Skill Acrobatics +10 + Crippling Strike 400 Talent WS 50 + Ag 40, Two-weapon Wielder + Dual Shot 600 Talent + (Ballistic) + Independent Targeting 800 Talent BS 40 + + + Rank 8 Deathwatch Assault Marine Advances + Advance Cost Type Prerequisites + Combat Master 500 Talent WS 30 + BS 40, Two-weapon Wielder + Gunslinger 700 Talent + (Ballistic) + Preternatural Speed 1,000 Talent WS 40, Ag 50 + Whirlwind of Death 1,000 Talent — + + + + + 74 + Space Marines and the Ecclesiarchy + + + + + II: Specialities +There has been conflict between the Adeptus Ministorum and the Chapters +of the Adeptus Astartes for millennia. They are rivals in power like +any of the Imperium’s institutions, but more importantly, their beliefs +differ at a very fundamental level. In particular, there is a schism in +the clergy’s thinking concerning the Space Marines. On the one hand, +the Space Marines above all others can truly be called the sons of the +Emperor. They are wholly his creation and are even blessed with elements +of the Emperor’s own genetic structure. They are the founders of the +Imperium and the supreme defenders of Humanity. The Space Marines +are unswervingly loyal to the Emperor and would die in the defence of +his domains. + +However, the Space Marine Chapters do not adhere to the teachings of +the Ecclesiarchy. Their beliefs vary wildly from Chapter to Chapter, with +each worshipping the Emperor and their primarchs to differing degrees. +They have their own traditions, ceremonies, and beliefs, some of which are +very barbaric compared to the well-ordered rites of the Ecclesiarchy. +The Space Marines worship the Emperor as a great and gifted man, but +they do not consider him a god in the same sense as preached by the +Ecclesiarchy. His blood pumps through their veins, and he is considered +the ultimate example of mankind, but he is a man nonetheless. Also, it is +a matter of debate whether the Space Marines are truly human at all. +Their genetically engineered bodies are far superior to a normal human, +enough to make them a separate race in the eyes of some. Few can relate +to a monstrous giant who can spit acid, crush a man’s skull with one +hand, and practice acts of blood sacrifice. + +An uneasy compromise has been reached over the millennia, which can +be summed up as an agreement to differ. The Ecclesiarchy does not send +its Confessors and Missionaries to the Space Marine worlds, and the +Chapters of the Adeptus Astartes do not interfere with the Adeptus +Ministorum. Space Marine Chaplains are given their precious rosarius by +the Ecclesiarchy as a symbolic link between the two institutions, but the +Chaplains still preach their own version of the Imperial Creed to their +brethren. + +This uneasy truce has been shattered at times when a particularly zealous +Cardinal or Confessor has roused the ire of the Space Marine Chapters +with his words or deeds. These feuds are usually resolved quickly, though +not always without bloodshed, and the relative peace between the two +organisations returns. + + + + + 75 + Deathwatch is capable of wiping out enemy wearing heavy armour that are + caught in its deadly blast effect. + If the Kill-team is likely to face enemies occupying highly + + Devastator fortified bunkers or similar structures, the Devastator Marine + may carry a multi-melta to battle. This weapon is an even more + powerful version of the standard meltagun, and is capable of + + Marine reducing an entire fortress wall to slag. A Devastator Marine + wielding such a weapon must be a master in its use, for it is + all too possible to bring down an entire structure on to the + “Look to your fore—there you shall see your foe. Blast him! With heads of the Kill-team instead of burning a tunnel through +II: Specialities + + + + + bolt, flame, and plasma, lay waste to his body and shrive his very an obstacle. + soul. Do this so that your brothers may close upon their target, do it A commonly wielded heavy weapon is the missile launcher. + because their very lives depend upon your deeds, do it because they The strength of this weapon is its versatility, as it is able to fire + are your kin, and you are theirs, and you can never fail.” a wide range of missile types. Most common are frag and krak + missiles, which are essentially larger versions of the grenades + –Extract from the Apocrypha of Eons, Verse I, Chapter V of the same name. However, the Deathwatch maintains stocks + of more unusual or specialised warheads, including those + + + D + evastator Marines are those Battle-Brothers tasked capable of delivering devastating toxins, gas, or even defoliants + with manning the very heaviest and most powerful of for destroying vegetation. The Devastator Marine must be + portable weapons. In his parent Chapter, the Devastator adept in the use of all such weapons, and he trains endlessly to + arine might recently have ascended from the 10th Scout master their application. + Company, and therefore be undertaking a crucial stage in the In addition to his heavy weapon, a Devastator Marine is + process of mastering all of the arts of war. In the Deathwatch, likely to carry a range of specialised equipment. Many carry + however, it is more likely that the Devastator Marine has suspensors, small devices attached to the heavy weapon that + already served in his parent Chapter as a Devastator, Assault, utilise a miniature anti-grav generator to provide sufficient lift + and Tactical Marine, and is returning to the role he most excels to offset the weight of the weapon. Other + in—the application of overwhelming firepower. devices include additional targeting + In battle, the Deathwatch Devastator Marine gear built into the Devastator + carries one of a wide range of heavy weapons, and arine’s helmet and integrating + his role is to provide fire support for the other with pick-ups on the weapon + members of the Kill-team. It is often the itself, allowing him to see his + case that a concentrated burst of fire target from the point of view + from a heavy weapon will force the of his weapon’s barrel. Some + enemy to seek cover, thus allowing Devastator Marines utilise rare + the Kill-team to advance across or exotic systems, often supplied + otherwise perilous ground. on a mission-specific basis by a + Weapons such as the heavy Techmarine. These include motion + bolter are ideal for this task, as predictors, psych- ocular buffers and + they combine a high rate of fire wide band electro-magnetic filters. + with a powerful ammunition The number of Deathwatch Battle- + type. For this reason, the heavy Brothers designated as Devastator Marines + bolter is the most common for a given mission depends upon the nature + type of heavy weapon of the objective and the enemy, as does the + carried by Deathwatch exact weapons each will carry. Deciding such + Devastator Marines, but details is the responsibility of the Watch Captain, + there are plenty more, and a mission’s success or failure might rest upon it. + chosen according to the Assigning two brothers to deployment as Devastator + nature of the mission and arines allows for more flexibility, perhaps + the enemy. with one being equipped with a + If it is considered likely heavy bolter and the other with a + that the Kill-team will lascannon, but doing so reduces + encounter especially large and the overall flexibility of the team, + tough alien beasts, such as a for fewer brethren will be serving + Tyranid Carnifex, the Devastator as Tactical Marines. Sometimes, + Marine may take to the field carrying two Devastator Marines may + a lascannon or a plasma cannon. Both both carry the same weapon, + are long-ranged weapons with an extremely so that one may cover the entire Kill-team as + powerful attack. The former is designed to destroy it advances, before he redeploys covered by his + enemy tanks with the single shot, while the latter Battle-Brothers. + + + 76 + It is said that the single most important qualification to +serve as a Deathwatch Devastator Marine is not skill at arms or +the ability to maintain the heavy weaponry, but raw courage. “Many find it utterly preposterous that a realm so vast as the +A Devastator Marine must often stand before gargantuan alien Imperium should rely so completely upon only a million or +horrors, and it is vital that he remains as cold as steel as he so Space Marines to defend it against the untold horrors of +draws a bead on his enemy’s weak point. It takes a very special the galaxy. These fools ask, ‘if the Imperium is made up of +type of warrior to undertake such as task, one who has faced more than a million worlds, how can but one Space Marine +and prevailed upon a million different xenos abominations defend each?’ +and emerged victorious. + They have no conception of the application of strategic + + + + + II: Specialities + power. They do not understand how but one battle can turn +speCial ability the tide of war in the same manner as one sniper’s bullet can + end a tyranny. The Space Marines do not fight protracted +Choose one of the following: campaigns or engage in wars of attrition; they launch + lightning strikes where their presence will tip the balance. +immovable Warrior + While the uncounted masses of the Imperial Guard engage +When the Devastator Marine is wielding a Heavy weapon and in century-spanning wars in which millions lay down their +behind cover, he gains the Sturdy Trait and a +10 bonus to all lives to advance but a mile, the Space Marines carry the fight + to the very heart of the enemy. By cutting out that heart, by +Ballistic Skill Tests. This ability only functions in Solo Mode. + brandishing it before his eyes even as he dies, by crushing it + to a pulp before his cowering followers, the Space Marines +Unrelenting devastation win the battles that win the wars that win the crusades that + ltimately decide the balance of power in the entire galaxy.” +When firing a Heavy weapon, the Devastator Marine inflicts +1 extra point of damage to a Horde’s Magnitude for every hit. –Discourses on the Seventy-Nine Truths +If using a weapon with the Blast Quality, he instead inflicts of Statecraft +1d5 extra points of damage to a Horde’s Magnitude (after all +other hits have been applied). This ability only functions in +Squad Mode. + + Deathwatch Devastator Marine Characteristic Advances + Level Simple Intermediate Trained Expert + Weapon Skill 750 1,500 2,000 5,000 + Ballistic Skill 200 500 1,000 1,500 + Strength 200 500 1,000 1,500 + Toughness 500 1,000 1,500 2,000 + Agility 750 1,500 2,000 5,000 + Intelligence 750 1,500 2,000 5,000 + Perception 200 500 1,000 1,500 + Willpower 500 1,000 1,500 2,000 + Fellowship 500 1,000 1,500 2,000 + + + Rank 1 Deathwatch Devastator Marine Advances + Advance Cost Type Prerequisites + Cleanse and Purify 500 Talent — + Exotic Weapon Training (any) 500 Talent — + Mighty Shot 500 Talent BS 40 + Stalwart Defence 500 Talent — + + + Rank 2 Deathwatch Devastator Marine Advances + Advance Cost Type Prerequisites + Combat Formation 600 Talent Int 40 + Crack Shot 500 Talent BS 40 + Deadeye Shot 500 Talent BS 30 + Die Hard 500 Talent WP 40 + Iron Jaw 500 Talent T 40 + + + + 77 + Rank 3 Deathwatch Devastator Marine Advances + Advance Cost Type Prerequisites + Bolter Drill 800 Talent — + Hip Shooting 500 Talent BS 40, Ag 40 + Sound Constitution 1,000 Talent — + Target Selection 500 Talent BS 50 + + + Rank 4 Deathwatch Devastator Marine Advances +II: Specialities + + + + + Advance Cost Type Prerequisites + Marksman 500 Talent BS 35 + Rapid Reload 500 Talent — + Storm of Iron 500 Talent — + + + Rank 5 Deathwatch Devastator Marine Advances + Advance Cost Type Prerequisites + Hardy 600 Talent T 40 + Sharpshooter 600 Talent BS 40, Deadeye Shot + Sound Constitution 1,000 Talent — + + + Rank 6 Deathwatch Devastator Marine Advances + Advance Cost Type Prerequisites + Tech-Use 500 Skill — + Rapid Reaction 500 Talent Ag 40 + Sound Constitution 1,000 Talent — + + + Rank 7 Deathwatch Devastator Marine Advances + Advance Cost Type Prerequisites + Tech-Use +10 700 Skill Tech-Use + Eye of Vengeance 1,000 Talent BS 50 + Sound Constitution (x2) 1,000 Talent — + + + Rank 8 Deathwatch Devastator Marine Advances + Advance Cost Type Prerequisites + Tech-Use +20 800 Skill Tech-Use +10 + Sound Constitution 800 Talent — + Swift Attack 700 Talent WS 35 + + + + + 78 + The Traitor Legions + With the defeat of the Traitor Legions dur + ing the Horus Heresy, the vanquished Spa + into the Eye of Terror. There, close to the inte ce Marines were driven + nse energies of the warp, they took worlds + the lords and masters of daemon realms und for their own, becoming + er the patronage of their chosen gods. Fro + the Chaos Space Marines continue to laun m these infernal regions, + + + + + II: Specialities + ch their wars of vengeance against the Imp + warped realms, time has been abolished, erium. Within their + so that the very same Space Marine war + the Emperor ten thousand years ago still riors who fought against + live and continue to make war against the + strands of time have become interwoven Imperium. For them, the + so that the past, present, and future hav + eternal battle. Their defeat gnaws at them e merged into one endless, + like a cancer, and their hatred of the Imp + to forge burns undimmed. These deadly war erium which they helped + riors who were once noble Space Marines + reavers determined to destroy that which have become embittered + they once strove to uphold. + Within the ever-changing delirium of the + daemon worlds, most Chaos Space Marine + extremes of the warping influence of Cha s have survived the + os by the strength of their hatred for the + forgotten, nor forgiven, the mortal universe Emperor. They have not + which expelled them and still exact a bloo + the tides of the warp carry them back ther dy vengeance when + e. They are carried forth by ancient warship + from the time of the Heresy, but are now s that have survived + encrusted with millennia of baroque deco + battle wounds. The fickle tides of the war ration and scarred by old + p can carry the Chaos Space Marines to + They descend upon unsuspecting worlds, plun anywhere in the galaxy. + dering all they can and razing anything they + retreating once more to the Eye of Terror. cannot take before + Though local forces may mount a courage + against the invaders, they are doomed unle ous and desperate defence + ss Space Marines are on hand. Then, brother + more, with all the bitterness and hatred unle will fight brother once + ashed at the height of the Horus Heresy ten + thousand years ago. + + Renegade Space Marines + Although the Horus Heresy represents by + far the largest and most devastating exam + casting off their vows of loyalty and turn ple of Space Marines + ing on those they were created to defend, + instances of rebellion throughout the millenn there have been other + ia. Fortunately, the core precautions ensh + Astartes have ensured that such rebellion rine d within the Codex + s have remained relatively small in scale, + a tragic and totally unforgivable betraya thou gh each represents + l. It is thought that several dozen Chapter + oaths of service, some through seduction by s have reneged on their + Chaos, others through hubris, alien interven + of heretical elements of their particular Cha tion, or the fostering + pter dogma. These renegades are pursued + with the same hatred and ferocity in which by the Space Marines + the Traitor Legions are held. In many case + are hunted down with even greater zeal, s, in fact, the renegades + and brought to justice by those who they + called brother. once stood beside and + + + + + crets of the Deathwatch v + e en I da re not seek out... +There are some se +–Quist + + + 79 + Deathwatch foes might be cut down as wheat before the scythe. Death + can be unleashed from afar as well, for the Librarian is able to + project his powers at distant enemies, launching deadly bolts + + Librarian from a staff, an outstretched hand, or through his very gaze. + Unlike conventional weapons, a Librarian’s wrath cannot be + parried and does not run out of ammunition. The only limit + “Your fate is to know that which may not be known, to look into on a Librarian’s powers is his own will, and this is as strong as + those places of darkness and desolation and know that horrors look any of the Imperium’s mightiest heroes. + back upon you. Speak not to your brothers of such things, but use the Librarians are also the guardians of the secrets of the + gifts you have been given, by the Emperor himself, to blast and sear Deathwatch. Within each Watch Fortress is to be found the +II: Specialities + + + + + and rend and banish all those who would deny us our destiny.” sealed Vault which stores weapons and relics too dangerous + to be allowed to fall into the hands of Mankind’s enemies. + –Extract from the Apocrypha of Eons, Verse XXI, Chapter Also within the Vault is an archive of forbidden knowledge— + LXI (Appendix cii) multiple stasis chambers contain ancient tomes, engraved + tablets, data-crystals, and mnemonic banks. Not even the + + + L + ibrarians are those Space Marines born as psykers, Watch Commander has access to these archives—only the + able to wield the powers of the mind against the foes Librarians are entrusted with their access codes, and only they + of Mankind. To be a Space Marine is to be one in a are judged strong enough to withstand the sanity shattering + billion—a man judged strong, tough, and bold enough to secrets sealed within. It is only in the direst of circumstances + stand against the horrors of the galaxy. To be also a psyker, that a Librarian will enter the Vault archive, for each time he + judged capable of holding back the ravenous beings of the does so he is exposed to the whispering voices of long-dead + warp and to wield his powers in combat, the Librarian is truly alien beings, tempting him with the power to rule the whole + one of Mankind’s most exceptional warriors. of Humanity in the name of ancient and blasphemous gods. + ost of the Librarians called to serve in the Deathwatch Nevertheless, so terrible are many of the horrors faced by the + hold the rank of Lexicanium, the most junior of the four ranks Deathwatch that the Librarian may be required to consult + of the Space Marines’ battlefield psykers. They are nonetheless the archives in order to discover some previous record of an + warriors of fearsome ability and renown. However, a small enemy’s weakness. Such knowledge can spell the difference + number of higher ranked Librarians do serve—the most between a mission’s success and failure. + senior become the Watch Commanders’ most Another role carried out by a Watch Fortress’s Librarians is + valued counsellors. Within their own Chapters, that of providing the Watch Commander with counsel. Given + Librarians may have different titles and their access to forbidden knowledge and their innate + unique methods of utilising their understanding of arcane matters, the word of a + powers. Amongst the Space Librarian rarely goes unheeded in the Watch + Wolves, for example, Commander’s plans. In addition to this, + Librarians are many Librarians are gifted with some + known as degree of prognostication—whether + Ru n e by way of visions, + Priests, and meditation, + manifest consulting + their powers t h e + through the Emperor’s + casting of stone- Tarot, or + engraved runes, seeming + manifesting spectral intuition, Librarians + wolves of legend, can often discern + and summoning violent something of what will come to pass. Though + thunderstorms. such a premonition is rarely clear enough to + Librarians fulfil a number of roles within provide complete certainty, it often provides + the Deathwatch. Chief among them is clues that enable an experienced Librarian + that of the combat psyker. By focusing to make a sound judgement concerning + his prodigious psychic powers, the potential dangers that may be faced in + Librarian is able to unleash withering an upcoming mission, and to advise the + blasts of searing energy at his foe, Watch Captains accordingly. Often, + reducing them to ashes with but a the premonition focuses upon the + thought. Often, the energies are actions of the Librarian himself, + directed and multiplied through the telling him that his own + blade of a specially crafted weapon presence will be required if a + uch as a force sword or halberd, mission is to succeed. Many + with which even the mightiest of Deathwatch Librarians + + + 80 + have foreseen their own death at the hands of some alien startinG skills +monstrosity, and gone proudly and stoically to their fate, with +certain knowledge that their death will sow the seed of their The Deathwatch Librarian begins with Psyniscience as a +companions’ victory. Trained Advanced Skill. + Another task at which many Librarians excel is the sending +of psychic messages. Many Librarians are skilled enough to +send messages from the surface of a planet to a vessel in orbit, + speCial ability +and more powerful Librarians might even be able to contact +a fellow Librarian in another sector. Generally, the further Battle-psyker +the message is projected the less clear it becomes. However, The Librarian begins the game with a Psy Rating of 3 and access to + + + + + II: Specialities +in several cases, a Kill-team that has been considered to be three Psychic Techniques. Choose three from the following list: +lost has been recovered due to the efforts of a Librarian, who +managed to invoke a simple insight from the mind of a Battle- Name Description Page +Brother light years away. Given the nature of some of the Bolster your comrades against pinning + Inspire 190 +places into which the Deathwatch must go, such an ability and fear. +is invaluable, and has saved the lives of many of Humanity’s Read the Emperor’s Tarot to divine hints + Augury 192 +mightiest warriors. of the future. + While many Deathwatch Librarians are, in effect, part of Sense a creature’s aura to gain insight + Reading 193 +the Watch Commander’s officer cadre and not permanently into their nature. +assigned to a single Kill-team, in reality most come to associate Summon a flaming avatar of death to + Avenger 194 + incinerate an area. +themselves with one single group of warriors. Such is the bond + Your arm is sheathed in a field of psychic +between the Battle-Brothers of a Kill-team that to separate + Iron Arm energy, and you may ward off enemy 194 +them is to degrade their considerable combat effectiveness. attacks. +Deathwatch Librarians are able to make a significant + Short Range +contribution to a Kill-team, lending their singular abilities to You can communicate mind-to-mind. 191 + Telepathy +the eternal war against the alien horrors of the galaxy. Conjure lethal bolts of lightning to blast + Smite 195 + your enemies. + + + + + Deathwatch Librarian Characteristic Advances + Level Simple Intermediate Trained Expert + Weapon Skill 200 500 1,000 1,500 + Ballistic Skill 750 1,500 2,000 5,000 + Strength 500 1,000 1,500 2,000 + Toughness 500 1,000 1,500 2,000 + Agility 750 1,500 2,000 5,000 + Intelligence 200 500 1,000 1,500 + Perception 200 500 1,000 1,500 + Willpower 200 500 1,000 1,500 + Fellowship 750 1,500 2,000 5,000 + + + Rank 1 Deathwatch Librarian Advances + Advance Cost Type Prerequisites + Invocation 400 Skill — + Lore: Common (any) 400 Skill — + Lore: Forbidden (Adeptus Astartes) 200 Skill — + Lore: Forbidden (Psykers) 400 Skill — + Lore: Forbidden (Warp) 400 Skill — + Lore: Scholastic (any) 400 Skill — + Psyniscience 400 Skill — + Foresight 600 Talent Int 30 + Psychic Power (x2) Varies* Talent Varies* + Rite of Sanctioning 400 Talent Psy Rating + Warp Sense 500 Talent Psy Rating, Psyniscience, Per 30 + *See Chapter 6: Psychic Powers + + + + 81 + Rank 2 Deathwatch Librarian Advances + Advance Cost Type Prerequisites + Invocation +10 400 Skill Invocation + Lore: Forbidden (Adeptus Astartes) +10 200 Skill Lore: Forbidden (Adeptus Astartes) + Lore: Forbidden (Daemonology) 400 Skill — + Lore: Forbidden (Psykers) +10 400 Skill Lore: Forbidden (Psykers) + Lore: Forbidden (Traitor Legions) 400 Skill — + Lore: Forbidden (Warp) +10 400 Skill Lore: Forbidden (Warp) + Lore: Scholastic (any) +10 400 Skill Lore: Scholastic (same skill group) +II: Specialities + + + + + Psyniscience +10 400 Skill Psyniscience + Psy Rating 4 500 Talent Psy Rating 3 + Psychic Power Varies* Talent Varies* + *See Chapter 6: Psychic Powers + + + + Rank 3 Deathwatch Librarian Advances + Advance Cost Type Prerequisites + Ciphers (any) 400 Skill — + Invocation +20 400 Skill Invocation +10 + Lore: Common (any) +10 400 Skill Lore: Common (same skill group) + Lore: Forbidden (Adeptus Astartes) +20 200 Skill Lore: Forbidden (Adeptus Astartes) +10 + Lore: Forbidden (Daemonology) +10 800 Skill Lore: Forbidden (Daemonology) + Lore: Forbidden (Heresy) 800 Skill — + Lore: Forbidden (Psykers) +20 400 Skill Lore: Forbidden (Psykers) +10 + Lore: Forbidden (Traitor Legions) +10 400 Skill Lore: Forbidden (Traitor Legions) + Lore: Forbidden (Warp) +20 400 Skill Lore: Forbidden (Warp) +10 + Lore: Scholastic (any) +20 400 Skill Lore: Scholastic (same skill group) +10 + Psyniscience +20 400 Skill Psyniscience +10 + Meditation 500 Talent — + Psy Rating 5 500 Talent Psy Rating 4 + Swift Attack 700 Talent WS 35 + Warp Conduit 800 Talent — + + + Rank 4 Deathwatch Librarian Advances + Advance Cost Type Prerequisites + Lore: Forbidden (Daemonology) +20 800 Skill Lore: Forbidden (Daemonology) +10 + Lore: Forbidden (Heresy) +10 800 Skill Lore: Forbidden (Heresy) + Lore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10 + Combat Sense 1,000 Talent Per 40 + Improved Warp Sense 1,500 Talent Warp Sense + Infused Knowledge 1,000 Talent Int 40 + Lightning Reflexes 1,000 Talent — + Psy Rating 6 1,000 Talent Psy Rating 5 + Psychic Power Varies* Talent Varies* + Strong Minded 1,000 Talent WP 30, Resistance (Psychic Powers) + *See Chapter 6: Psychic Powers + + + Rank 5 Deathwatch Librarian Advances + Advance Cost Type Prerequisites + Ciphers (any) +10 400 Skill Ciphers (same skill group) + Lore: Common (any) +20 400 Skill Lore: Common +10 (same skill group) + Lore: Forbidden (Heresy) +20 800 Skill Lore: Forbidden (Heresy) +10 + Psy Rating 7 1200 Talent Psy Rating 6 + + + + 82 + Rank 6 Deathwatch Librarian Advances +Advance Cost Type Prerequisites +Bastion of Iron Will 1,000 Talent Psy Rating, Strong Minded, WP 40 +Disturbing Voice 500 Talent — +Psy Rating 8 1,500 Talent Psy Rating 7 +Psychic Power Varies* Talent Varies* +Step Aside 500 Talent Ag 40, Dodge +*See Chapter 6: Psychic Powers + + + + + II: Specialities +Rank 7 Deathwatch Librarian Advances +Advance Cost Type Prerequisites +Ciphers (any) +20 400 Skill Ciphers (same skill group) +10 +Crushing Blow 800 Talent S 40 +Favoured by the Warp 800 Talent WP 35 +Lightning Attack 800 Talent Swift Attack +Psy Rating 9 2,000 Talent Psy Rating 8 + + +Rank 8 Deathwatch Librarian Advances +Advance Cost Type Prerequisites +Furious Assault 800 Talent WS 35 +Preternatural Speed 2,000 Talent WS 40, Ag 50 +Psy Rating 10 2500 Talent Psy Rating 9 +Psychic Power Varies* Talent Varies* +*See Chapter 6: Psychic Powers + + + + + Specialist Space Marine Ranks + Aside from the Battle-Brothers and their superiors, a Chapter contains many more Space Marines who serve + as specialists. Some of these, such as the Chaplains, are part of the establishment of a specific company, while + others, such as the Techmarines, are part of a separate body within the Chapter, and attached to a battle force + as required. + + Chaplains are mighty warriors and truly inspirational leaders. Their duty is to tend to the spiritual welfare of + the brethren, on and off of the battlefield. Many of the sights a Space Marine must witness and many of the fell + beings he must face are so infernal that the soul of an ordinary man would be seared to ashes. The ministrations + of the Chaplains ensure that Space Marines remain pure of heart, armouring their souls with unshakable faith. + Just as the Chaplains see to the spiritual well being of the Battle-Brothers, so the Apothecaries look to their + bodily health. These warriors would give their last drop of blood that a Space Marine might continue to fight, + and they are able to heal the most grievous of battlefield injuries. The Apothecaries are assigned the most sacred + of duties, that of recovering the gene-seed of a fallen Battle-Brother, so that the Chapter’s genetic future might + be ensured and his memory lives on in the inheritance of future generations of Space Marines. + + For the mightiest heroes of a Chapter, even death does not spell the end of service. Even if a Space Marine’s body + is crippled so utterly that no hope of healing exists, his broken form may be interred into the ceramite sarcophagus + of a Dreadnought, where his will drives a towering engine of destruction. Such heroes are mightily revered by the + Space Marines, and the Battle-Brother’s words and deeds are the very stuff of Chapter legend. + + Those Neophytes who show an affinity for the workings of the machine are assigned to the Forge, where + they undergo extensive training in the mastery of all of the Chapter’s weaponry and vehicles. These so-called + Techmarines are dispatched to Mars, where they are inducted into the secrets of the Cult Mechanicus by the tech- + priests of the Omnissiah. In battle, the Techmarines operate, maintain, and repair the Chapter’s many fearsome + engines of war. + + 83 + Deathwatch regimes. They are invariably fitted with a device called a + shot selector, which allows the brother to quickly chamber + one of the many specialised types of bolter ammunition + + Tactical that the Deathwatch utilises, and engage any foe that may + present itself. + It is the use of this specialised ammunition that makes the + + Marine Deathwatch Tactical Marine such a fearsome and highly flexible + warrior. Hellfire rounds for example, have been introduced + following the lessons learned in costly battles against Hive + “No place shall be denied to them, no enemy shall bar their way. Fleet Behemoth, each containing a small payload of mutogenic +II: Specialities + + + + + They shall be proud of heart and stoic of spirit. They shall be acid that is devastating to organic matter. Dragonfire rounds + measured and wise, yet their hatred shall burn with such heat that explode on contact with their foe, erupting in a burst of + their enemies wither and die before them. They shall be masters of incandescent chemical fire that soon engulfs the target. + every weapon, every ploy, and every strategy, fierce in the attack and Kraken rounds contain a super-dense core that affords them + solid in the defence. They shall go where others fear to tread, and improved range and penetration compared to a conventional + return victorious, that we all might live but one more day.” round, making them ideal against heavily armoured targets. + Metal Storm rounds are examples of highly sophisticated and + –Extract from the Apocrypha of Eons, Verse I, Chapter III barely understood technology, a miniscule proximity detector + triggering the round’s detonation microseconds before impact, + + + T + actical Marines are the most numerous of Space Marine and lacerating the foe with thousands of razor-sharp fragments, + warriors, and as their name suggests they are equipped causing him to bleed out in seconds. Stalker shells are optimised + and trained to fulfil the widest range of battlefield roles. for range and stealth, allowing a Tactical Marine to use his + Armed with the iconic boltgun, Tactical Marines provide the bolter as a makeshift sniper rifle, increasing his flexibility and + bulk of the Kill-team’s firepower, which they are able to lay lethality still further. + down in a devastating fusillade even as they advance implacably This huge range of ammunition types means that the + towards their objective. Most Battle-Brothers taking up service Deathwatch Tactical Marine can face a wide range of foes, + in the Deathwatch have advanced to the position of and the shot selector allows him to switch, even in the heat of + Tactical Marine in their parent Chapters, and so are battle, from one to the next. Some Tactical Marines, + veteran warriors well versed in the many disciplines however, choose to specialise instead of + of war. Truly, there are very few enemies that taking this all-round approach. It is + the Tactical Marine has not encountered and not uncommon for one of a Kill- + defeated, and no battlefield holds any team’s Tactical Marines to carry a + terror for him. special weapon, such as + The primary task of a Kill- a flamer or meltagun + team’s Tactical Marines is to into combat. Such + engage the bulk of the foe, weapons do not have + and to bring about the the broad utility + achievement of its of a boltgun fitted + objectives. Any with a shot selector + pecialists in and utilising + the team, the specialised + such as ammunition of + Devastator the Deathwatch. + Marines Instead they excel in + and Assault one particular field, + Marines, are such as engaging + present mainly to support multiple foes in the case + the Tactical Marines in their task. To this end, the of the flamer, or attacking heavily armoured enemies + Tactical Marines are masters of a wide range of or positions in the case of the meltagun. + combat tactics, and they are adept in the use of a Because he has already served as Scout, Devastator, + variety of weapons and other equipment. and Assault Marine in his parent Chapter, a Tactical + The most commonly fielded weapon Marine is able to take over the duties of a fallen brother + amongst the Deathwatch Tactical Marines should the mission demand. Even if he is not as well + is the bolter, but this is not the standard practised in a specialist weapon, such as a multi-melta, + issue weapon carried by other Chapters. a Tactical Marine can take over the operation of such a + Almost every boltgun in the arsenal of weapon should the Devastator carrying it fall in action. + the Deathwatch has been crafted to Such flexibility and range of skills and experience makes + the very highest possible standard, and the Deathwatch Tactical Marine the core of the Kill-team, and + maintained according to the strictest the equal of almost any foe he may encounter. + + + 84 + startinG skills +The Deathwatch Tactical Marine begins with Command as a +Trained Advanced Skill. + + +speCial ability +Choose one of the following: + +Bolter mastery + + + + + II: Specialities +The Tactical Marine gains a +10 bonus to all Ballistic Skill +Tests and +2 to Damage when firing a Bolt weapon. This +ability only functions in Solo Mode. + +tactical expertise +When initiating a Squad Mode ability, the Tactical Marine +may share the benefits of his Chapter’s Squad Mode +abilities with the members of his Kill-team as if they were +part of his Chapter. This requires a successful Hard (-20) +Command Test. At Rank 3, the Command Test becomes +Challenging (+0). At Rank 7, the Command Test becomes +Routine (+20). + + + + + Deathwatch Tactical Marine Characteristic Advances + Level Simple Intermediate Trained Expert + Weapon Skill 500 1,000 1,500 2,000 + Ballistic Skill 500 1,000 1,500 2,000 + Strength 500 1,000 1,500 2,000 + Toughness 500 1,000 1,500 2,000 + Agility 500 1,000 1,500 2,000 + Intelligence 500 1,000 1,500 2,000 + Perception 500 1,000 1,500 2,000 + Willpower 200 500 1,000 1,500 + Fellowship 200 500 1,000 1,500 + + + Rank 1 Deathwatch Tactical Marine Advances + Advance Cost Type Prerequisites + Air of Authority 500 Talent Fel 30 + Astartes Weapon Specialisation 1,000 Talent Astartes Weapon Training + Double Team 200 Talent — + Rapid Reload 200 Talent — + + + Rank 2 Deathwatch Tactical Marine Advances + Advance Cost Type Prerequisites + Combat Sense 500 Talent Per 40 + Hip Shooting 500 Talent BS 40, Ag 40 + Mighty Shot 500 Talent BS 40 + + + + 85 + Rank 3 Deathwatch Tactical Marine Advances + Advance Cost Type Prerequisites + Cleanse and Purify 400 Talent — + Combat Formation 600 Talent Int 40 + Iron Discipline 600 Talent WP 30, Command + Marksman 600 Talent BS 35 + + + Rank 4 Deathwatch Tactical Marine Advances +II: Specialities + + + + + Advance Cost Type Prerequisites + Call to Vengeance 1,000 Talent Fel 40 + Deadeye Shot 500 Talent BS 30 + Storm of Iron 800 Talent — + Target Selection 800 Talent BS 50 + + + Rank 5 Deathwatch Tactical Marine Advances + Advance Cost Type Prerequisites + Bolter Drill 1,000 Talent — + Sound Constitution 1,000 Talent — + Two-weapon Wielder (Ballistic) 800 Talent BS 35, Ag 35 + Unbowed and Unbroken 800 Talent Fel 40 + + + Rank 6 Deathwatch Tactical Marine Advances + Advance Cost Type Prerequisites + Into the Jaws of Hell 600 Talent Iron Discipline + Master Orator 700 Talent Fel 30 + Sharpshooter 600 Talent BS 40, Deadeye Shot + Swift Attack 500 Talent WS 35 + + + Rank 7 Deathwatch Tactical Marine Advances + Advance Cost Type Prerequisites + Foresight 800 Talent Int 40 + Hard Target 800 Talent Ag 40 + Independent Targeting 800 Talent BS 40 + + + Rank 8 Deathwatch Tactical Marine Advances + Advance Cost Type Prerequisites + Eye of Vengeance 1,000 Talent BS 50 + BS 40, Two-weapon Wielder + Gunslinger 1,000 Talent + (Ballistic) + Stalwart Defence 800 Talent — + + + + + 86 + si o n o f th e Adeptus Astartes + The Mis its forms. These ination in all + ers of worlds, bringers of ru h.” +“We are the slayers of kin gs , th e de stroy + th e de fen ce of M an kin d. Let none stay our wrat + of the Emperor and in +things we do in the name mpany + e Ultramarines 2nd Co + + + + + II: Specialities + Si ca riu s, Ca pt ai n of th + –Cato + arine + ity , th e nu mb ers of wa rriors that the Space M + masses of Human perium’s population has + ever, or indeed + Compared to the teeming le. N o cen su s of th e Im n scarcely + ly miniscu also vague. Yet, there ca + Chapters can field is utter of Sp ac e M ar in es is + the true numbers mber of worlds + could ever, be taken, and rte s in ser vic e, wh ich ro ughly equates to the nu + eptus Asta + be more than a million Ad + natorum Imperialis. + held to be ruled by the Se ssed of + an eli te for ce. W hi le th e Imperial Navy is posse + the very epitome of arines represent + The Space Marines are l Gu ar d th e gr ea tes t manpower, the Space M s of + the greatest firepower an + d the Imperia + Im pe ria l Gu ar d ar my group of many thousand + ical strike. Where an equal numbers, the Spac + e Marines would + the pinnacle of the surg ag ai ns t an en em y of sault. + warriors might batter its + elf to pieces + le po we r am as sed at th e very forefront of the as + y’s heart, unstoppab ad bypass or smash str + aight through its + cut straight to the enem ma in lin e, bu t in ste nce. By + They do not engage th + e enemy’s + co mm an d or oth er ta rgets of strategic importa + rectly at the high emy forces are + weakest point, striking di s, ov erw he lm in g po we r, the remainder of the en otracted + les + eliminating such targets + with ruth + ve th eir fin al de str uc tion, which may be a pr + e Space Marines lea + wont to crumble, and th + ard. + affair to the Imperial Gu + of a Space Marine’s + It is the combination + genetically-engineered + indomitable courage, his + weaponry and, most + body, his devastating + doctrine under which + importantly of all, the + a peerless instrument + he serves that makes him + No foe in the entire + of the Emperor’s will. + apter Master turns + galaxy is safe when a Ch + his hiding place, for + his attentions towards + e Marine battle force + time after time, a Spac + warriors has defeated + of a mere hundred or so + own number by the + a foe countless times its + le of bringing to bear + timeless military princip + e most enemy’s most + the utmost force at th + vulnerable point. + s of the Deathwatch, + In serving in the rank + inuing this principle, + a Space Marine is cont + it to bear at the very + refining it, and bringing + plunged directly into + tip of the spear which is + s of Mankind. + the heart of the vilest foe + + + + + 87 + Deathwatch On the battlefield, a Techmarine’s primary role is to effect + repairs of damaged equipment, so that it may return to the fight. + Each Techmarine carries a huge range of highly specialised + + Techmarine and often arcane tools, sometimes mounted on a servo-arm or + at the end of a prehensile mechadendrite. With these tools, the + Techmarine can repair virtually any item of equipment, from + “Yours is to heed the machine as others heed their kin. Tend to the an overheated plasma pistol to an immobilised Land Raider, + war spirits all about, but do so in the knowledge that you do the provided that some spark of the machine spirit’s essence remains. + Emperor’s duty. Without your ministrations, no bolt may be fired, Many battles have been won thanks to a Techmarine recovering + and no enemy slain.” a damaged weapon in this manner, and in their own way they are +II: Specialities + + + + + often vital to a mission’s success. + –Extract from the Apocrypha of Eons, Verse III, Chapter CIV Although many of the weapons carried by Space Marines are + wonders of technology beyond the dreams of normal men, there + + + T + echmarines are those brethren schooled in the forbidden are some machines that are so exceptional that only a Techmarine + knowledge of the Omnissiah—the Machine God. Those may attend them. One of the most unusual of these is the conversion + aspirants who display an affinity for the operation of beamer, a rare weapon that works by converting matter to energy + machines undergo special trials and tests, to discern their suitability in a beam that becomes stronger the further it extends and the + to receive additional training under the Adeptus Mechanicus. more matter is converted. It is only by the constant ministrations of + Upon their ascension to the status of Battle-Brother, those a Techmarine that such a weapon can be utilised—should anyone + judged worthy are dispatched to a Forge world of the Adeptus else attempt to use the weapon, its war spirit might become greatly + Mechanicus—perhaps even Mars itself, where they are inducted angered and turn its ire upon the wielder instead. + into the secrets of the Machine Cult. Upon his eventual return There are yet more weapons and items of equipment even + to his Chapter, the Space Marine has learned more exotic than the conversion beamer. Many are unique, + not only the operation of all manner of and all are sealed within the Vault at the heart of + machinery, but also how to convene each Watch Fortress. Just as the Librarian has + with the machine spirits themselves, exclusive access to the reams of forbidden + how to undertake repairs of aggrieved knowledge in each of these archives, + or wounded machines, and even how to so the Deathwatch Techmarine keeps + build new ones. This terrible knowledge his portion of the Vault sealed to all + weighs heavily upon the newly created but his fellow Techmarines. There are + Techmarine, and in many ways sets him weapons kept within the Vault the likes + apart from the ranks of his brothers. of which are thought + Yet, despite his induction into the to be unique in the + most secret of arts, he is, and shall galaxy, their secrets + ever remain, a Space Marine. impenetrable even + The most critical of their to the highest of + tasks is to operate, maintain, the Tech-Priests of + and, if necessary, repair the Mars. In many cases, + myriad of war machines used the Techmarines + by the Space Marines. Every have only incomplete + item of technology, from a knowledge of their + imple round of ammunition operation, and no understanding of their + to a battle barge, is revered maintenance. Such weapons might be lost + as an instrument of the relics from the Dark Age of Technology, or + Emperor’s divine will, and the product of alien technologies long since + the Techmarine knows that vanished from the galaxy. Some are known + to neglect such equipment to be capable of unleashing unprecedented + is akin to dereliction of duty levels of destruction, perhaps laying waste to + and blasphemy. After all, a entire cities in a single blast. Others are so poorly + bolter not cleaned, oiled, blessed, understood that their use would only be risked in + and beseeched can scarcely be the direst of circumstances, and it is + expected to be reliable in battle, the responsibility of the + and so a Space Marine’s life may Deathwatch Techmarine + depend upon how well such weapons to do so when called upon + are maintained. Techmarines oversee this by his Watch Commander. + process, guiding the battle brothers in the A final, and often critical + correct and proper rituals by which the role performed by Deathwatch + war spirit of each and every weapon is Techmarines is the evaluation and, if + appeased. deemed necessary, the retrieval of alien + + + 88 + Deathwatch Techmarine Characteristic Advances + Level Simple Intermediate Trained Expert + Weapon Skill 500 1,000 1,500 2,000 + Ballistic Skill 500 1,000 1,500 2,000 + Strength 200 500 1,000 1,500 + Toughness 200 500 1,000 1,500 + Agility 750 1,500 2,000 5,000 + Intelligence 200 500 1,000 1,500 + Perception 500 1,000 1,500 2,000 + + + + + II: Specialities + Willpower 750 1,500 2,000 5,000 + Fellowship 750 1,500 2,000 5,000 + + + Rank 1 Deathwatch Techmarine Advances + Advance Cost Type Prerequisites + Lore: Forbidden (Adeptus + 400 Skill — + Mechanicus) + Security 400 Skill — + Speak Language (Techna-Lingua) 200 Skill — + Tech-Use 400 Skill — + Autosanguine 500 Talent — + Electro-Graft Use 600 Talent — + Feedback Screech 500 Talent Techmarine + Mechadendrite Use (any) 500 Talent Techmarine + Technical Knock 500 Talent Int 30 + The Flesh is Weak 1 800 Talent — + + + Rank 2 Deathwatch Techmarine Advances + Advance Cost Type Prerequisites + Lore: Forbidden (Adeptus Mechanicus) +10 400 Skill Lore: Forbidden (Adeptus Mechanicus) + Lore: Forbidden (Archeotech) 400 Skill — + Speak Language (Techna-Lingua) +10 200 Skill Speak Language (Techna-Lingua) + Ferric Lure 500 Talent Techmarine + Logis Implant 500 Talent — + Luminen Charge 500 Talent Techmarine + Mimic 500 Talent — + Rite of Awe 1,000 Talent Techmarine + + +technology encountered in the field. In the first instance, a speCial ability +Techmarine must be able to ascertain whether alien machinery +presents an immediate danger to the Kill-team, and if it does he improve cover +must conceive a plan of action to neutralise or circumvent the +threat. This is especially true when boarding alien spacecraft, for The Techmarine can add a number of Armour Points equal +the team might be faced with a wholly alien environment, in to his unmodified Intelligence Bonus to any cover (see page +which even the most innocuous looking item might prove to be a 246). Improving cover requires one Full Action. +deadly weapon system. In the second instance, it is long-standing +doctrine that, if possible, examples of alien technology should Blessed by the omnissiah +be recovered so they may be studied by the Xenos-Savants of +the Inquisition. Such a task is dangerous in the extreme, but vital The Techmarine begins the game with the Mechanicus Implants +to the continued mission of the Deathwatch, and potentially the Trait and the Electro-Graft Use and Mechadendrite Use +very survival of Mankind. (Servo-Arm) Talents. + + +startinG skills +The Deathwatch Techmarine begins with Speak Language +(Techna-Lingua) and Tech-Use as Trained Advanced Skills. + + + 89 + Rank 3 Deathwatch Techmarine Advances + Advance Cost Type Prerequisites + Lore: Forbidden (Adeptus Mechanicus) +20 400 Skill Lore: Forbidden (Adeptus Mechanicus) +10 + Lore: Forbidden (Archeotech) +10 400 Skill Lore: Forbidden (Archeotech) + Security +10 400 Skill Security + Speak Language (Techna-Lingua) +20 200 Skill Speak Language (Techna-Lingua) +10 + Tech-Use +10 400 Skill Tech-Use + Infused Knowledge 1,000 Talent Int 40 + The Flesh is Weak 2 800 Talent The Flesh is Weak 1 +II: Specialities + + + + + Weapon-Tech 600 Talent Techmarine + + + Rank 4 Deathwatch Techmarine Advances + Advance Cost Type Prerequisites + Lore: Forbidden (Archeotech) +20 400 Skill Lore: Forbidden (Archeotech) +10 + Binary Chatter 500 Talent — + Disturbing Voice 400 Talent — + Luminen Shock 800 Talent Techmarine + Rite of Fear 1,000 Talent Techmarine + Servo-Harness Integration 1,000 Talent Mechadendrite Use (Servo-arm) + Signature Wargear (Hero) (Artificer Armour) 1200 Talent — + + + Rank 5 Deathwatch Techmarine Advances + Advance Cost Type Prerequisites + Security +20 400 Skill Security +10 + Tech-Use +20 400 Skill Tech-Use +10 + Gun Blessing 800 Talent Techmarine + Master Enginseer 1,000 Talent Tech-Use +10 + Prosanguine 1,000 Talent Autosanguine + The Flesh is Weak 3 1,000 Talent The Flesh is Weak 2 + + + Rank 6 Deathwatch Techmarine Advances + Advance Cost Type Prerequisites + Armour-Monger 500 Talent Techmarine + Ferric Summons 1200 Talent Ferric Lure, Techmarine + Luminen Blast 1,000 Talent Techmarine + Machinator Array 1200 Talent Techmarine + Sound Constitution 1,000 Talent — + + + Rank 7 Deathwatch Techmarine Advances + Advance Cost Type Prerequisites + Concealed Cavity 500 Talent — + Electrical Succour 1,000 Talent Techmarine + Energy Cache 1,500 Talent Techmarine + Sound Constitution 1,000 Talent — + The Flesh is Weak 4 1,000 Talent The Flesh is Weak 3 + + + Rank 8 Deathwatch Techmarine Advances + Advance Cost Type Prerequisites + Enhanced Bionic Frame 1,000 Talent Machinator Array + Rite of Pure Thought 1,000 Talent Techmarine + Sound Constitution 1,000 Talent — + The Flesh is Weak 5 1,000 Talent The Flesh is Weak 4 + + + + 90 + s +• +s + +• +s + Chapter III: s + The player chooses his first set of Skills during character + + Skills creation, based upon his background and chosen Speciality. + These Skills were learned some time in the past, before + the character started his current exploits. As the campaign + “To kill your foe, you must understand your foe.” progresses, the player spends experience to gain additional + Skills, furthering his vision for his character and reflecting + –Ursus Kane, Captain of the Iron Hands’ 3rd Company his in-game experiences. The Skills available for the various + Specialities and their costs can be found in Chapter II: + + + K + nowledge and training are as vital to a soldier’s Specialities. + success in war as his weapons, armour, and comrades. +III: Skills + + + + + The Adeptus Astartes are no exception to this. Space + Marines prize knowledge and study all things that will help Skill MaStery + them defeat their foes and do their duty to the Emperor. Many characters have the opportunity to acquire the same + This can range from obviously belligerent Skills like Tactics, Skill several times as they advance in their Speciality. Skill + Demolition and Command; the eminently useful Skills such Mastery is represented on the Specialities Rank Advance + as the Medicae, Dodge and Tech-Use, and also the more Schemes as the base Skill with a +10 or +20 bonus. The + subtle Skills like Concealment, Ciphers and the various Lores. base Skill must be acquired first, then the +10 version and + Skills also form a substantial part of the arsenal of a Battle- then the +20 version. As it is possible to buy advances from + Brother’s foes, providing these adversaries with more tools to previous Ranks, if a character misses a base Skill which is + confound and confront the players’ Kill-team. offered at Skill Mastery level on a later rank, he can still + Choosing appropriate Skills is an essential part of fleshing acquire the base Skill from the lower rank’s advances in order + out the character concept, as they represent a character’s to then take the Skill Mastery. + specialised training. This chapter details how to obtain Skills, + the specific types of Skills, and all the detailed descriptions + that combine with the rules presented in Chapter VII: example + Playing the Game to use them effectively in adventures. Helgath already possesses the Intimidate Skill, and his career + progression allows him to take Intimidate +10. He pays the + required experience and checks the +10 box on his character sheet, + representing Intimidate +10. Were this Skill to become available + as Intimidate +20, he could pay for it and check the +20 box on + his sheet. + + + s + + Skills are divided into two categories: basic and advanced. + Basic Skills are ones that virtually anyone may attempt, + regardless of their experience or background. Only + those with specific training, on the other hand, may use + advanced Skills. + + + s + Characters have intrinsic abilities and Characteristics that + allow for rudimentary attempts at tests with basic Skills. + Thus, even though a character may not possess basic Skills, + he may still make Skill Tests using them. Those who do + not possess a basic Skill may test that Skill at half of the + associated Characteristic, rounding down. The Characteristic + gets halved before any situational modifiers get applied to + the test. For example, an Easy test against an untrained basic + Skill would be (Characteristic/2)+30, and not (Characteristic + +30)/2. Even though the character might be able to muddle + through such attempts, he does not have the same abilities as + one who has received real training or instruction. + + + + 92 + Table 3–1: Basic Skills +Skill Name Characteristic Descriptor +Awareness Perception — +Carouse Toughness — +Charm Fellowship Interaction +Climb Strength Movement +Command Fellowship Interaction +Concealment Agility — +Contortionist Agility Movement +Deceive Fellowship Interaction +Dodge Agility — + + + + + III: Skills +Evaluate Intelligence Investigation +Gamble Perception — +Inquiry Fellowship Investigation +Intimidate Strength Interaction +Logic Intelligence Investigation +Scrutiny Perception — +Search Perception — +Silent Move Agility Movement +Swim Strength Movement + + + + +Table 3–2: Advanced Skills +Skill Name Characteristic Descriptor +Acrobatics Agility Movement +Chem-Use Intelligence Crafting, Investigation +Ciphers† Intelligence — +Demolition Intelligence Crafting +Drive† Agility Operator +Interrogation Willpower Investigation +Invocation Willpower — +Lip Reading Perception — +Literacy Intelligence — +Lore: Common† Intelligence Investigation +Lore: Forbidden† Intelligence Investigation +Lore: Scholastic† Intelligence Investigation +Medicae Intelligence — +Navigation† Intelligence — +Performer† Fellowship — +Pilot† Agility Operator +Psyniscience Perception — +Security Agility — +Shadowing Agility — +Sleight of Hand Agility — +Speak Language† Intelligence — +Survival Intelligence — +Tactics† Intelligence — +Tech-Use† Intelligence — +Tracking Intelligence — +Trade† Intelligence Crafting +Wrangling Intelligence — +† +Denotes a Skill group. + + + + + 93 + s s + Advanced Skills require very specific training or education, and Some Skills encompass groups of related Skills. For brevity’s + common individuals may not attempt their use. Regardless of sake, these Skill groups are listed under the same entry, but + a character’s intrinsic abilities and Characteristics, he would each must be acquired and used separately. Thus, a pilot with + never be able to understand the Eldar language without the Pilot (Personal) Skill would be able to fly using a jump + previous instruction. pack, but not pilot a Thunderhawk gunship. + + + s s + Some Skills fall into broad categories that use common rules. Several Skill entries have subsections that detail a specific, + These descriptors allow both players and GMs to instantly focused use outside its usual employment. These sections +III: Skills + + + + + identify the appropriate rules section from Chapter VII: Playing spotlight a particularly creative or interesting use of the Skill, + the Game for their resolution. These categories include: Crafting, allowing for greater variety of Skill applications. + Interaction, Investigation, Movement and Operator. + + + s Skill + Skills with the Crafting descriptor allow characters to create + things from parts or raw materials. These creations can vary + from sculptures to custom gun cutters. In general, a character Descriptions + must obtain components or materials equal to half the item’s + + + T + value. The GM sets up an appropriate Extended Test for he following are descriptions for all Skills. Each + the task, and its resolution follows the guidelines given on Skill is listed as either Basic or Advanced, plus the + page 203. Characteristic that is used when making a Test with + that Skill. + s + All Skills with the Interaction descriptor involve interplay + acroBaticS (advanced, movement) + with others. The difficulty of these Skill Tests depends on Agility + the individual’s disposition towards the character, as defined Acrobatics training supplements the character’s natural agility + by the GM in accordance with the circumstances of the in attempting types of movement the less athletic would not + encounter. See page 275 of Chapter IX: The Game Master even consider. Leaping between the spires of an Imperial + for more information on NPC disposition. cathedral, jumping over the heads of shorter foes and falling + with grace all become possible. The difficulty of the test + depends on the difficulty of the feat involved: dodging around + s the legs of an enraged Ork and leaping from stone to stone + Most of the Skills with the Investigation descriptor allow the in a swirling magma flow would both present significant + character to collect information from various sources. These challenges. The more degrees of success obtained, the more + Skills also permit Extended Tests as the character tries to gather stylish or dramatic the end result. + detailed intelligence on his foes. The GM sets up the proper Skill Use: Full Action unless otherwise noted + time period for the test using his discretion, as it takes far + longer to uncover a hidden xenos shrine than it does to scout Special uses + the location of an armoured column. + Disengage + s When taking the Disengage Action in combat (see page 239), + Skills with the Movement descriptor all relate to the the character may make a Challenging (+0) Acrobatics Test + character’s mobility, anything from daring leaps across chasms to reduce it to a Half Action. + to climbing out of the same if he doesn’t quite make it across. + They involve the ability to move across, through, over, or Jump And Leap + between the surrounding environment. + An Acrobatics Test may substitute for an Agility Test when + jumping or a Strength Test when leaping, according to the + s appropriate rules on page 207. + If a Skill involves transportation, be it a humble ground vehicle + or an mighty starship, it receives the Operator descriptor. + These Skills allow the character to drive or pilot a variety of + vehicles. + + + 94 + awareneSS (BaSic) +Perception +Awareness encompasses the character’s subconscious ability +to react to things his conscious mind may not perceive. +He can use this Skill to notice threats—such as ambushes, +traps or cleverly hidden objects—or slight changes in the +environment—such as a faint vibration of a far off Ork +Squiggoth or the foul smell of a Daemonhost. When using +Awareness against an opponent, the test is always opposed. +This use includes noticing ambushes, spotting traps, and +other things involving another’s actions. However, noticing + + + + + III: Skills +environmental factors is a standard test. This use includes +perceiving trace scents, motion, or similar things. +Skill Use: Free Action made in reaction to something. + + +carouSe (BaSic) +Toughness +The Carouse Skill is used to resist the effects of alcohol and +narcotics. Frequent imbibers can build up quite a tolerance to +alcohols and other drugs, remaining clear-headed and lucid +while those across the table find their judgement or capabilities +diminished. The character makes a Skill Test whenever he +suffers the effects of alcohol or similar intoxicants (naturally, +for Space Marines, this requires imbibing of truly prodigious +amounts or toxicity!). Each time he would otherwise suffer +from the effects of an intoxicant, make a Carouse Test. Failure +indicates he gains a level of Fatigue or suffers the side effects +of the substance. Should the character lose consciousness, he +remains passed out for a number of hours equal to 1d10 minus +his Toughness Bonus (minimum 1 hour). harder, or the Kill-team’s Brother-Chaplain might rouse his +Skill Use: Free Action taken whenever the character imbibes brothers with an impassioned prayer to the Emperor. + + +charm (BaSic, interaction) chem-uSe (advanced, +Fellowship inveStiGation) +The character can use Charm Skill to improve the disposition +of others towards him, making a Charm Test whenever he Intelligence +wishes to change the minds of an individual or small group. The Chem-Use Skill allows the character to safely identify, +The character need not make a Charm Test each time he speaks handle, and prepare a variety of chemicals, toxins, poisons, and +with others in a pleasant manner, but only when he wishes drugs. While Chem-Use covers the use and basic combination +to change their opinion or disposition, or convince them to of these substances, the Trade (Chymist) Skill deals with their +do something. All Charm Tests are opposed by Willpower manufacture from base components. +and can affect a number of targets equal to the character’s Success in a Chem-Use Test, modified by the appropriate +Fellowship Bonus. The targets must be able to see and hear difficulty for the chemical or drug in question, indicates it has +the character clearly, and share a common language. been administered, combined, or otherwise applied correctly, +Skill Use: 1 minute providing the desired results. Failure on the test indicates the + dose was wasted without effect. See Chapter V: Armoury +Special uses for more information on drugs, chemicals, and their effects. + Skill Use: Full Action; when using a medicae injector or +Inspire narthecium, the Skill Test to administer a drug or antidote + is reduced to a Half Action. Employing Chem-Use to apply +Those in a position of authority can use the Charm Skill to particularly complex combinations of substances or toxins +inspire a group-related test, either with positive or negative requires an Extended Test of duration and difficulty set by +reinforcement. Success provides a +10 bonus to the next the GM for the treatment in question. +Characteristic Test of the motivated group, such as passing a +Willpower Test to resist Fear or recover from Pinning. Thus, a +Battle-Brother might inspire lesser Imperial troopers to fight + + + 95 + cipherS (advanced) and the environmental conditions can impose additional + bonuses or penalties. It is far more difficult to ascend an icy + Intelligence rock face in a blizzard than the outer shell of a hive that is + Skill Groups: Xenos Markings, Deathwatch, Chapter Runes, crisscrossed with pipes and conduits. A successful test allows + Imperial Codes, Mercenary Cant, Inquisition, and Underworld the character to ascend or descend at one-half his half move + Many groups and organisations employ ciphers as a secret rate. See Climbing in Chapter VII: Playing the Game for + shorthand code in communicating basic ideas, warnings, or more details. + information rapidly. The character can use and understand the Skill Use: Half Action + signals, physical markings, or other subtle signs employed to + express these concepts. Ciphers tend to express simple concepts + or messages, such as warning of danger, marking a target, or + command (BaSic) + indicating ownership. Skill Tests are not required to either Fellowship +III: Skills + + + + + leave or read basic messages but are necessary to communicate The character uses the Command Skill to both direct those + or decipher complicated meanings or signs obscured by the under his authority and establish actions for groups to execute + passage of time. on command, such as launching an assault or ordering a + Xenos Markings: Many aliens, such as Orks, make regroup. This Skill is only effective upon those under the + extensive use of symbolism and icons. Understanding these character’s authority. A successful Command Test indicates + markings allows a broad understanding of their meaning, such that those whom he directs follow his instructions in a timely + as where a tribe has marked its boundaries or areas they have manner. Failure on the Skill Test when used on an individual + marked as dangerous. simply means that he does not follow the character’s directions, + Deathwatch: Kill-teams often develop their own shorthand though additional Degrees of Failure can indicate that the + communication to allow them to converse quickly and underling accepts the task with no intention of actually doing + secretively in the presence of others. This is especially useful it, or that he misinterprets the command or takes contradictory + when dealing with other arms of the Imperial war machine, actions. For directing groups, Degrees of Success or Failure + where the goals of the Deathwatch may not coincide with increase or decrease the time necessary to execute the orders, + those of the Imperial Guard or Navy. with three or more Degrees of Failure subjecting them to + Chapter Runes: Each Chapter of the Adeptus Astartes has confused inaction. A Command Test can affect a number of + its own form of ciphers used to communicate between its Battle- targets equal to the character’s Fellowship Bonus. The targets + Brothers. These closely guarded secrets are almost never taught + to those outside the Chapter and constitute a reliable way for + those within the Chapter to quickly identify each other. + Imperial Codes: Both the Imperial Navy and the Imperial + Guard employ a battle language which comprises mostly of + numbers and acronyms. Incomprehensible to those who do + not know its meaning, it allows them to quickly signal for + reinforcements, identify enemies, and call down fire support. + Inquisition: Used to communicate a private and pre- + arranged code between given agents of the Inquisition. Note + that these codes are unique to specific Ordos within the + Inquisition. This Skill Group applies to all ciphers used by + acolytes and throne agents of the Inquisition. + Mercenary Cant: Many mercenary companies operate + in the Imperium, and each has an abbreviated, clipped battle + language for orders and commands. Though there are some + commonalities, each is essentially unique. + Underworld: Crime lords have used ciphers since before + the time of the Emperor, and their sophistication has only + increased over time. Each organisation uses its own to deter + competition. + Skill Use: Full Action + + + climB (BaSic, movement) + Strength + With the Climb Skill the character can ascend or descend + ropes, pipes, scaffolding, and both natural and man-made + walls. This Skill is not used for ladders or other easily ascended + ways, but for climbs without ready handholds or other poor + climbing conditions. The condition of the surface or item + + + 96 + must be able to see and hear the character—though this could Escape Grapple +be done remotely through a vox or pict-caster—and speak a After an opponent has grappled the character in combat, he +common language. may escape using the Contortionist Skill. Make an Opposed +Skill Use: Half Action for simple commands, Full Action for Test with the character’s Contortionist Skill against the +more involved direction grappler’s Strength Characteristic. Success indicates the + character has slipped out of his enemy’s hands and is free. +Special uses Failure means he remains grappled. + +Extend Support Range Squeeze Through + +As a Half Action the Battle-Brother nominated as the squad’s The character can make a Contortionist Test to squeeze +leader (see page 238) may extend his Kill-team’s Support through a tight space, such as through a maintenance conduit + + + + + III: Skills +Range (see page 213) by a number of metres equal to his aboard a ship or a gap in damaged blast doors. The character +Fellowship Bonus. For this Skill to work the Battle-Brother can also use this aspect of the Skill to cram himself into a space +must be either within visual or vocal range of his Kill-team. normally too small to fit his body. The GM sets the difficulty +This extension lasts until the start of the Battle-Brother’s of the test according to the size of the passage or opening, +next turn. is well within his rights to rule that some spaces are simply + too small to allow use of this Skill. A successful Skill Test + indicates that the character has managed to squirm through +concealment (BaSic) the gap or into the crate. Failure means that he cannot pass +Agility the area or fit into the space. Four or more Degrees of Failure +The Concealment Skill is used to hide things, from small means the character has become stuck until he can succeed +objects to vehicles to starships, even oneself. Use of the Skill in another Contortionist Test or someone else pulls him free +requires an appropriate environment to mask the item in of the embarrassing predicament. Squeeze Through takes 1 +question, such as buildings and trees for a small shuttle or an minute, with each Degree of Success reducing this time by +asteroid field or a space anomaly for a starship. Concealment is 10 seconds. +always an Opposed Test, pitting the character’s Concealment +against his opponent’s Awareness or Scrutiny. Thus, the +character only makes the test when someone looks for him. + deceive (BaSic, interaction) +If the character or the object he intends to hide remains Fellowship +perfectly still, he gains a +10 bonus to the Skill Test. The Deceive Skill enables the character to mislead others as +Skill Use: Half Action to his true intent. Any time he tells a lie, reveals only part + of the truth, or spins information to his advantage with the + intent to mislead someone, the character makes a Deceive +contortioniSt (BaSic, comBat) Test. He need not make a Deceive Test every time he tells a +Agility lie, but only when that deception would change someone’s +Characters with the Contortionist Skill can make use of their mind, opinion, or actions. Deceive is always an Opposed Test, +innate flexibility, double joints, or even selective dislocation using the character’s Deceive Skill against his opponent’s +of joints, to allow them to escape bonds, squeeze through Scrutiny. A Deceive Test affects a number of targets equal to +openings normally too small for passage, or fit into an the character’s Fellowship Bonus. They must be able to see +area normally too small for their body. It also provides an and hear the character clearly, either in person or via vox or +alternative to brute strength in grappling. pict-caster. They must also speak a common language. +Skill Use: Full Action unless otherwise noted below Skill Use: 1 minute, or more for complex deceptions + +Special uses demolition (advanced, craftinG) +Escape Bonds Intelligence + The character can use the Demolition Skill to employ +The character can make a Contortionist Test to slip free explosives in the proper quantity to achieve a desired effect, +of bonds. This is an Opposed Test, using the character’s from cutting through the hatch of a Land Raider to destroying +Contortionist Skill against his opponent’s Characteristic Test a plasma conduit without significantly damaging the reactor +using Intelligence. behind it. It can also be used to defuse explosives left by + The quality of the bonds and the time used to employ others or to manufacture demolition materials, from slow +them affects the difficulty of the test. It may be impossible to fuses to blasting caps to the explosives themselves. This Skill +escape adamantine manacles properly employed by a bounty pertains to set charges rather than grenades and other devices +hunter, but far easier to slip out of the crude ropes hastily intended for use against the enemy in combat. +applied by a feral tribesman—especially after applying grox Skill Use: Full Action unless otherwise noted +fat to one’s wrists. Escaping bonds requires 1 minute, with +each Degree of Success reducing this time by 10 seconds. + + + 97 + Special uses drive (advanced, operator) + Manufacture Explosives Agility + Much like the Trade Skills, Demolition Skill allows the Skill Groups: Ground Vehicle, Skimmer/Hover, Walker + character to make explosive materials from basic components. The Drive Skill allows the character to control land-based, + This use of the Demolition Skill is an Extended Test, and hover, or skimmer-type vehicles. Vehicles include Cargo-8s, + the GM assigns a difficulty and duration in accordance with Rhinos, Land Speeders, Sentinels, and other ground-based + the complexity of the compound and the materials at hand. transports. Normal driving does not require a test, but a test + Constructing breaching charges in a well-stocked munitorum is required for hazardous conditions, excessive speed, or + warehouse is far easier than making a fuse from dried vines dangerous manoeuvres. + and droppings. Skill Use: Half Action +III: Skills + + + + + Place Explosives + evaluate (BaSic, inveStiGation) + The effectiveness of explosive devices is greatly dependent Intelligence + upon the skill with which they are placed. Success on a The character uses Evaluate to determine the approximate + Demolitions Test indicates the character has successfully value, strength, or manufacture of an object or group of items. + planted the explosive charge, set with his trigger of choice. Thus, the Skill can be used on anything from a single power + Possible triggers are only limited by the imagination, and sword to a fortified bunker. Before evaluating an object, + can include trip wires, timers, proximity sensors, or remote the character must specify what he is trying to determine: + activators. Failure indicates that the explosives fail to go off its approximate monetary value, its quality and strength, or + when triggered, though the character will not know this until its origin. Success on the Evaluate Test reveals the relevant + the time of activation. Four or more Degrees of Failure indicate information in a broad sense, such as its value in Throne Gelt, + the device explodes as the character is manipulating it, with its Craftsmanship (see page 140) and structural integrity, + suitably lethal results. Some tasks, such as rigging a building or its make or model. Additional Degrees of Success gives + for demolition or bringing down a massive suspension bridge, additional information about the object. A failed test results + require an Extended Test. The GM sets difficulty and duration in false information about the object, with the degree of error + depending on the extent of the undertaking. When placing increasing with each Degree of Failure. The GM should roll + explosives, make sure to note the total Degrees of Success and Evaluate Tests and only reveal what the character believes to + the die roll, as it may be used in an Opposed Test if someone be true. The difficulty of the test should be adjusted for the + attempts to defuse the character’s hard work. character’s access to the item and any relevant Lore or Trade + Skills related to the item. Using Evaluate on large or numerous + Defuse Explosives objects requires an Extended Test, though the character can + appraise a single item in about a minute. + Defusing charges also falls under the Demolition Skill. Make Skill Use: 1 minute or more + an Opposed Test against the Demolition Skill of the individual + who sets the explosives. Winning the test indicates that the Special uses + bomb has been defused. Simple failure means that while the + charge has not been disarmed, neither has it gone off. Four or Weak Points + more Degrees of Failure indicate the character has set off the + device, suffering the consequences of the explosion. Defusing When making an attack against a heavily armoured stationary + multiple charges or complex trigger mechanisms may require target such as a bunker or pillbox, a character may use + an Extended Test as determined by the GM. Evaluate to determine weak points by making a Challenging + (+0) Evaluate Test. Success adds an additional +4 to the Pen + of the character’s weapon for his next attack if it is made + dodGe (BaSic, comBat) against the target. Each additional Degree of Success adds a + Agility further +4 points of Pen. This is a Full Action. + Use the Dodge skill as a Reaction to nullify a successful hand- + to-hand or ranged attack. Success on the Skill Test means the Solid Cover + attack has been avoided and deals no damage. See Chapter + VIII: Combat for more information on Dodge. When in cover, a character can make a Challenging (+0) + Skill Use: Reaction Evaluate Test to find the cover’s strongest point. Success adds + an additional +4 AP to the cover (for the character only) with + each additional Degree of Success adding another +4 AP. + This is a Half Action. + + + + + 98 + GamBle (BaSic) intimidate (BaSic, interaction) +Intelligence Strength +The character uses the Gamble Skill when participating in The character uses Intimidate Tests to pressure individuals +games of chance and the countless other games popular to give in to his demands. The character does not make an +amongst soldiers across the Imperium. Each participant wagers Intimidate Test every time he makes a threat, but only when +an amount, though these are typically the same, and makes it involves coercion. Though Intimidate lists Strength as its +an Opposed Test with the Gamble Skill. The player with the associated Characteristic, the character may substitute either +most Degrees of Success or fewest Degrees of Failure wins Intelligence or Fellowship if the threat involves more subtle +the pot. The character may choose to lose against any player methods than brute force, such as blackmail or humiliation. An +with a worse result as part of a Deceive attempt. Intimidate Test affects a number of targets equal to the character’s + Those with both Skills may use Sleight of Hand instead Strength, Intelligence, or Fellowship Bonus, depending on the + + + + + III: Skills +of Gamble to hide cards or alter dice rolls. Success gives this characteristic used for the test. The targets must be able to see +character a +20 bonus to his tests, but four or more Degrees and hear the character clearly, either in person or via pict or +of Failure indicates he has been caught in the act. vox-caster, and speak a common language. +Skill Use: Full Action to an entire day of gaming Skill Use: Full Action + + +inquiry (BaSic, inveStiGation) Special uses +Fellowship War Cry +The character can use the Inquiry Skill to gain information +by asking questions, making conversation, or simple As part of a Charge Action a character may use the Intimidate +eavesdropping. Inquiry allows the character to pick up general skill to make a war cry. This is a Free Action that targets the +information about an area: its news, recent events, and more. recipient or recipients of the character’s charge—i.e. those he +Additional Degrees of Success reveal more detailed or more will end up in combat with and make melee attacks against. +secretive tidings. Inquiry can also be used as an Investigation The character then makes an Intimidate Test, based on +Skill, allowing the character to hunt after a particular item of Strength, opposed by the target’s Willpower. If the character +information from either individuals or resources, such as the is successful, the target suffers –10 to all Parry and Dodge +Chapter’s librarium. This use is virtually always an Extended tests against the charging character. +Test, with difficulty and duration set by the GM. Creatures immune to the effects of Fear and other mind- +Skill Use: 1 hour or more effecting psychology are immune to the effects of a war cry. + + +interroGation (advanced) invocation (advanced) +Willpower Willpower +The Interrogation skill allows the character to extract An Invocation test is a Full Action. For the duration of the +information from an unwilling subject. The application differs Round, the character clears his mind of external influence and +from torture, where a subject will frequently say anything focuses his will more intently. This may be through recitation +to stop the ordeal. Rather, interrogation represents skilled of mantras, use of psychic foci, or meditation. A successful +application of psychology, various devices, serums, and other test indicates that the character’s mind is ready to channel a +techniques. The GM may modify the difficulty of the test greater amount of the warp than usual, while still limiting his +according to the availability of tools, facilities, and other exposure. On the next Round, the character adds +1 to the +conditions. Interrogation is always an Opposed Test, pitting final Psy Rating of any Fettered Power Test. +the character’s Interrogation Skill against an opponent’s Failure on the Invocation Test indicates that the character’s +Willpower. If the interrogator wins the Opposed Test, he gets attempts to focus have backfired, and he must take a –1 +one answer plus one answer for each Degree of Success. If the penalty to the final Psy Rating of a Fettered Power Test. If this +victim wins the Opposed Test, the interrogator get nothing reduces the Psy Rating to zero, the power fails to activate. +of worth. Two or more Degrees of Failure inflict 1d10 plus Skill Use: Full Action +the interrogator’s Willpower Bonus in damage against the +victim and prevents any further interrogation for 1d5 days. +If the interrogator suffers four or more Degrees of Failure, + literacy (advanced) +the victim takes the same damage and gains a +30 bonus to Intelligence +Willpower Tests made to resist Interrogation at the hands of The Literacy skill allows the character to read and write +the interrogator or his allies. Each Interrogation Test inflicts any language he speaks. Everyday activities do not require +one level of Fatigue on the target. Literacy Tests, but situations involving regional variations, +Skill Use: 1d5 hours damaged manuscripts, archaic usage, or colloquial phrases + necessitate a Skill Test. + Skill Use: 1 minute for 1 page of text, roughly 750 words + + + + 99 + loGic (BaSic) Imperial Guard: Basic information about the ranking + system, logistics, structure, and basic tactical and strategic + Intelligence practices of the Imperial Guard, as well as particularly famed + The character uses Logic to solve problems, decipher puzzles, regiments. + and deal with other situations involving demonstration and Imperial Navy: Basic information about the ranks, customs, + inference. A Logic Test might infer the missing symbol in uniforms, and particular traditions of the Imperial Navy, as well + a series or solve a particularly troublesome mathematical as famous admirals and ships. + equation. The character can also use the Skill to prepare a Imperium: Knowledge of the segmentums, sectors, and + reasoned argument for debate or philosophical exchange. The most well-known worlds of the Imperium. + preparations of complex reasoning or complicated problems Jericho Reach: Information concerning the general + are Extended Tests. astrography of the Reach, including known worlds, recorded + Skill Use: 1 minute, or longer for particularly inhabitants, and theatres of conflict. +III: Skills + + + + + complex problems Tech: An understanding of simple litanies and rituals to + soothe and appease machine spirits. + War: Knowledge of great battles, notable and notorious + lore: common (advanced, commanders, heroes, and famous stratagems employed by the + inveStiGation) Imperium in its many campaigns. + Skill Use: Free Action + Intelligence + Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus + Mechanicus, Administratum, Deathwatch, Ecclesiarchy, + lore: forBidden (advanced, + Imperial Creed, Imperial Guard, Imperial Navy, Imperium, inveStiGation) + Jericho Reach, Tech, War + The Common Lore skill allows the character to recall general Intelligence + information, procedures, divisions, traditions, famed individuals, Skill Groups: Adeptus Astartes, Adeptus Mechanicus, + and superstitions of a particular world, group, organisation, or Archeotech, the Black Library, Daemonology, Heresy, the + race. This skill differs from Scholastic Lore, which represents Inquisition, Mutants, Psykers, the Traitor Legions, the Warp + scholarly learning, and Forbidden Lore, which involves hidden and Xenos + or proscribed knowledge, in that it deals with basic information Forbidden Lore skills represent knowledge usually hidden, + learned from prolonged exposure to a culture or area. veiled, or proscribed by an organisation or society. Mere + Success in a Common Lore Test indicates the character recalls possession of this knowledge may cause difficulties for those + general information about the subject. The GM determines not associated with the group in question. Excessive knowledge + what extra information to provide for additional Degrees of the hidden truths of the Traitor Legions, for example, can + of Success. be decidedly bad for one’s health for those outside (or even + Adeptus Arbites: Knowledge of the various arms and inside) the Adeptus Astartes. A successful Forbidden Lore Test + sub-sects of the Adeptus Arbites, including such things as indicates the character recalls basic information about the + rank structure, common procedures, and the basic tenets of subject. The GM reveals additional information as appropriate + Imperial justice. to the Degree of Success on the roll. + Adeptus Astartes: An understanding of the role, function, Adeptus Astartes: Extensive knowledge of the practices, + and nature of the famed Imperial Space Marines, as well as organisation, and homeworlds of the Imperial Space Marines + a knowledge of the commonly known Chapters and their and their Chapters, including hints and rumours of their myriad + practices and areas of operation. of secret rituals and methods of recruitment and training. + Adeptus Mechanicus: A general understanding of the Adeptus Mechanicus: An in-depth understanding of + symbols and practices of the Adeptus Mechanicus as well as followers of the Machine God, including such things as their + their hierarchy, identifiable ranks, and the existence of the rituals, observances, common beliefs, core philosophies, and + Sixteen Universal Laws. specific knowledge of the Universal Laws. + Administratum: Broad knowledge of the labyrinthine Archeotech: Knowledge of the great, lost tech devices + workings, rules, traditions, and dictates of the Adeptus of past times and clues to their mysterious functions + Administratum. and purposes. + Deathwatch: Knowledge of the function and organisation The Black Library: Secret knowledge concerning the + of the Deathwatch, including its primary mandates and Black Library, its forbidden contents, horrific guardians, and + favoured practices. the unspeakable xenos that toil within its confines. + Ecclesiarchy: Understanding of the structure of the Adeptus Daemonology: The crawling information about some of + Ministorum and its role in the worship of the God-Emperor as the most infamous warp entities and their twisted physical + divine, its organisation, greetings, and general practices. manifestations. + Imperial Creed: Knowledge of the rites and practices of Heresy: Wisdom concerning acts and practices deemed + the Imperial Cult, the most common observances, festivals, heretical by the Imperium, the most contemptible heretics of + and holidays in honour of the Emperor, and the most history, and their acts. + well-known saints. + + + 100 + Scholastic Lore grants the character knowledge of a + particularly complex or esoteric subject. A successful Skill + Test allows the character to recall necessary information or + research a particular subject if appropriate reference material is + readily available. Scholastic Lore grants a depth of knowledge + far beyond that of Common Lore, requiring both experience + and study to obtain. Scholastic Lore Tests can identify things + that fall within the character’s area of expertise, such as a + person, book, starship, or machine spirit. A successful Skill + Test within the realm of the character’s speciality reveals basic + information about the object in question in accordance with + Table 3–3: Scholastic Lore. + + + + + III: Skills + Table 3–3: Scholastic Lore + Degrees of Success Result + Reveals basic information known + Standard Success + to scholars on the topic. + Reveals uncommon information, + One + known to few dedicated academics. + Reveals obscure information, + Two + known to only serious scholars. + Reveals extremely obscure + Three or more information, known only to true + experts in the field. + + + + Scholastic Lore can overlap with Common Lore and + Forbidden Lore in some areas, but it represents more in- + depth—and academic—information. A character with + The Inquisition: An understanding of the secretive Common Lore (Imperial Creed) might know conventional +organisation of the Imperium, its common tenets, and information about the Cult of the Emperor and its various +famous Inquisitors. organisations and their practices within the Imperium, but + Mutants: The study of stable and unstable mutations one with Scholastic Lore (Imperial Creed) would be able to +within humanity, their cancerous development over time, and name the various cults within a subsector and their varying +some of the studies and books on the topic. levels of divergence from the Ministorum. Scholastic Lore + Psykers: Skill in identifying psykers, the physical effects Tests require no time, as the character either knows the fact +of their powers, the danger they cause, and the general extent or not. Researching, however, requires an Extended Test of a +of their capabilities. duration and difficulty appropriate to the task at hand. + The Traitor Legions: The secrets of the lost Space Marine Archaic: An understanding of the Imperium’s dark past, +Legions, their names, and the sad tale of their fall from grace. its proscribed eras, and how the long millennia have changed + The Warp: An understanding of the energy of the warp, its the face of mankind. +interaction and interrelation with realspace, and how its tides Astromancy: A knowledge of stars, singularities, and the +and eddies affect travel between the stars. worlds around them, as well as theoretical understanding of + Xenos: Knowledge of the minor and major alien species how to use telescopes, astrolithic charts, and the like. +known to the Imperium, the threat they pose, and their Beasts: An understanding of the genus and families of +general appearance. animals and familiarity with the characteristics and appearance +Skill Use: Free Action…although the consequences of of many semi-sentient creatures. +knowing such things can last a lifetime Bureaucracy: A familiarity with the rules and regulations + involved with governments, particularly the Adeptus + Administratum, and their many and varied departments, +lore: ScholaStic (advanced, bureaus, and policies. +inveStiGation) Chymistry: A knowledge of chemicals, their alchemical + applications in a number of uses, and their prevalence or +Intelligence scarcity throughout the Imperium. +Skill Groups: Archaic, Astromancy, Beasts, Bureaucracy, Codex Astartes: Understanding and interpreting the +Chymistry, Codex Astartes, Cryptology, Heraldry, Imperial sacred Codex Astartes and how it relates to the organisation, +Creed, Judgement, Legend, Numerology, Occult, Philosophy, deployment, and tactics of the Space Marine Chapters. +Tactica Imperialis + + + 101 + Cryptology: An understanding of codes, ciphers, Extended Care + cryptographs, secret languages, and numerical keys. This may Using the Medicae Skill for extended care speeds the + be used to either create or decipher encryptions. healing process. The character can properly treat a number + Heraldry: A grasp of the principles and devices of of patients equal to his Intelligence Bonus. Each additional + heraldry, as well as a knowledge of the most common seals patient imposes a cumulative –10 penalty to Medicae Tests + and heraldic devices used by the Imperium’s most noble houses to provide extended care. For lightly damaged patients, + and families. make one test at the end of each day. For heavily or critically + Imperial Creed: An understanding of the specific damaged patients, test once at the end of each week. Success + rituals and practices of the Ecclesiarchy, from the traditional allows each patient to remove twice the normal Damage— + construction of their temples to specific points from its removing Critical Damage first—plus 1 additional Damage + texts. This information may be used to conduct the rituals for each Degree of Success. Failure does not adversely affect + for others. the character’s patients, who heal at the normal rate. Two or +III: Skills + + + + + Judgement: Knowledge of the proper punishments for the three Degrees of Failure indicates that all lightly and heavily + myriad of crimes and heresies punishable by Imperial law. damaged patients take 1 Damage each, using sudden death + Legend: Going beyond archaic knowledge, this to resolve any Critical Damage (see page 250). Four or more + encompasses the most secretive portions of Imperial history, Degrees of Failure indicates all patients take 1d10 Damage, + such as the Dark Age of Technology, the Age of Strife, the using sudden death to resolve Critical Damage. + Great Crusade, and the Horus Heresy. For additional information on Healing, see Chapter VIII: + Numerology: An understanding of the mysterious link Combat. + between numbers and the physical universe, from Catastrophe + theory to the Sadleirian litany. Diagnose + Occult: An understanding of occult rituals, theories, and + superstitions, as well as the better-known mystical uses of The Medicae Skill can also be used to diagnose disease and + occult items. other ailments, both on one’s fellow characters and also + Philosophy: Knowledge concerning the theories of on the crew at large. On individuals, a successful Skill Test + thought, belief, existence, and other intangibles. As it also yields the name of the ailment and basic treatments. When + includes logic and debate, it may be used for argument or used on groups, a successful Skill Test prevents casualties to + creating philosophical works. the Crew Population due to disease or malnutrition due to + Tactica Imperialis: The theories of the Tactica Imperialis, extended voyages. + as well as other systems of war, troop deployment, and battle + techniques used by the Imperium. Harvest Gene-Seed + Skill Use: Free Action + As part of an Apothecary’s battlefield duties, he trains in the + use of harvesting the gene-seeds of his fallen brothers. An + medicae (advanced) Apothecary may use this Skill to extract the gene-seed from + Intelligence a fallen Space Marine with the use of a narthecium (See page + The Medicae Skill helps diagnose and treat injuries by suturing 271 for details). + wounds, applying counterseptic, and use of medical devices such + as the narthecium. On individual patients, Medicae provides first + aid and extended care, for short and long-term treatment. On + larger groups of wounded, Medicae can help save the lives of + those that can be saved and apply the Emperor’s grace to those + who cannot, resulting in fewer overall deaths. It can also help + diagnose widespread medical problems and apply the ounce of + prevention before the pound of cure becomes necessary. + Skill Use: Full Action + + Special uses + + First Aid + The Medicae Skill performs first aid for the injured, removing + a small amount of damage by suturing lacerations, bandaging + abrasions, and plugging punctures. A successful Medicae Test + removes Damage equal to the character’s Intelligence Bonus + on lightly damaged characters, or 1 Damage from heavily or + critically damaged characters. Performing First Aid is a full + round action. First Aid may only be applied to each wound + once and is a full round action by you and your patient. + + + 102 + naviGation (advanced) pilot (advanced, operator) +Intelligence Agility +Skill Groups: Surface, Stellar Skill Groups: Personal, Flyers, Space Craft +The character uses the Navigation Skill to plot a course Characters utilise the Pilot Skill to fly anything from personal +between two points. The course might be across a continent or jump packs, to small atmospheric craft such as landers or gun- +across a star system. A successful Navigation Test also provides cutters, to void-capable fighters, bombers, and capital vessels. +an estimated travel time based on geography, cosmography, Under normal conditions, piloting does not require a test, +prevailing conditions, weather, and solar winds. Surface but unusual or difficult conditions such as storms, obstacles +navigation is used to navigate across a planet’s surface, using or dangerous manoeuvres do require a Skill Test. When +logi-compasses, map readouts, and geographical knowledge. chasing another vehicle or ship or contesting for position, the +Stellar navigation is used to navigate in space between planets, character makes an opposed Pilot Test against his opponent. + + + + + III: Skills +using star-charts, and carto-mantic rituals. A Navigation Test Skill Use: Half Action +represents several hours of charting courses, consulting maps, +and making necessary trajectory corrections. However, 1 +minute is adequate for the purpose of finding the character’s + pSyniScience (advanced) +current location. Perception +Skill Use: 1 minute for simple location; 1d5 hours for Those with the Psyniscience Skill sense the currents and eddies +plotting courses or routes of the warp. The character can use the Skill to detect the presence + or absence of daemons, and the use of psychic powers. The + Skill also allows detection of psychic phenomena, disturbances, +performer (advanced) voids, or other areas where the flow of the immaterium has +Fellowship been unsettled or disrupted. The general results of Psyniscience +Skill Groups: Dancer, Musician, Singer, Storyteller Tests are summarised on Table 3–4: Psyniscience. +The character can use the Performer Skill to entertain and Skill Use: Full Action +enthral groups of spectators. The Performer Skill may also be +used to earn money and wealth, much like the Trade Skills. Table 3–4: Psyniscience +Performer Tests take an amount of time dependent on the art +form involved. Degrees of Success Result +Skill Use: Variable Awareness of warp disruption or + Standard Success + number of entities present + Approximate direction of the +Special uses One + phenomena or creatures + Rough location of the warp +Charming Performance Two creatures or beings affecting the + Immaterium. +A character may make a Difficult (–10) Performer (Storyteller) Exact position of the creatures or +or Performer (Singer) Test instead of a Charm test, to win Three or more + psykers present +round an audience, causing their disposition to improve by +one level (see page 276). + +Enthralling Performance + Scrutiny (BaSic) +A character may make a Difficult (–10) Performer (Musician) Perception +or Performer (Singer) Test instead of a Blather Test, utterly The Scrutiny Skill helps assess the people or objects +enthralling and distracting an audience for a moment. When encountered in the game. The character uses it to determine +used in place of the Blather Skill, it is subject to the same an individual’s truthfulness, his motives, personality, and +rules and conditions. temperament. It can also be used to examine an object in + detail, noticing small details and characteristics that might +Rousing Tale pass unseen in a casual inspection. Scrutiny is an Opposed + Test against the target’s Deceive when trying to perceive +A character may make a Challenging (+0) Performer falsehoods, or some other deceptions. However, Scrutiny +(Storyteller) or Performer (Singer) Test instead of a Command does not reveal hidden secrets or a target’s carefully concealed +test to raise the moral of troops under his command or get them intent, and should never replace good roleplaying in an +to undertake a difficult duty, such as making a last stand. interactive situation. This skill counters the Opposed Tests of + many manipulative Interaction skills, such as Charm, Deceive, + and Intimidate. + Skill Use: Full Action though special uses may require + more time + + + + 103 + Search (BaSic) Tests against the opponent’s Awareness or Scrutiny Skill. A + single Shadowing Test is sufficient to follow the opponent + Perception unseen for 1 minute. + The character uses the Search Skill to attempt to discover things Skill Use: 1 minute + that are physically hidden, from a secreted holdout pistol to a + bunker keyplate. Search involves active investigation, whereas + Awareness deals with passive or subconscious detection. Each + Silent move (BaSic, movement) + Search Test covers a small room or area. When an object or Agility + individual has been deliberately hidden, the Search Test is an Use the Silent Move Skill any time silence and secrecy + Opposed Test against your target’s Concealment. are essential in the character’s activities. The GM sets the + Skill Use: 1 minute difficulty of the test depending on the environment: the + echoing steel halls of a space hulk yield a greater difficulty +III: Skills + + + + + than the carpeted throne room of a planetary governor. Silent + Security (advanced) Move Tests are always Opposed Tests against the opponent’s + Agility Awareness or Scrutiny Skill. + The Security Skill is used to bypass mechanical locks and other Skill Use: Free Action as part of Movement + physical security systems. This differs from many systems that + employ codes or cogitators that are more suited to the Tech- + Use Skill. The GM sets the difficulty of the test according to + SleiGht of hand (advanced) + the complexity of the mechanism. In most cases one test is Agility + sufficient, but large, intricate systems may require Extended Characters use Sleight of Hand for any task requiring a + Tests. See the Tech-Use Skill for systems that combine both combination of deception and dexterity. Examples include + mechanical and technical challenges. Using this Skill without palming small objects, picking pockets, or performing tricks. + proper tools or equipment is extremely challenging, and any The GM sets the difficulty for the test according to the size of + attempt to bypass a lock or other security system without the object and the intensity of observation. Sleight of Hand + using a multikey or other set of appropriate tools suffers a is always an Opposed Test against the opponent’s Awareness + –20 penalty. or Scrutiny. + Skill Use: 1 minute, reduced by 10 seconds for each Degree The character can use Sleight of Hand instead of Gamble + of Success to employ deception and alter the odds in games of chance. + See the Gamble Skill for more information. Though Sleight + Special uses of Hand usually requires a Half Action, the character may + make a test as a Free Action with a –10 penalty. + Strategic Entry Skill Use: Half Action + + Although the Security Skill generally focuses on the tactical + aspects of defeating a system, it also has its uses in finding + Speak lanGuaGe (advanced) + weak points in the defensive system involved. Careful study of Intelligence + a building might reveal that one of the locks is of substandard Skill Groups: Eldar, High Gothic, Kroot, Low Gothic, Ork, + quality or that sensors fail to cover the weed-choked culvert Techna-Lingua, Tau + behind the facility. The skill can help determine where to The Speak Language Skill is used to communicate with others + strike instead of just how. This can also be used to find the using the same language. The Imperium has nearly as many + weak spot in one’s own defences. languages as it has star systems, but for all this variety, most + Security Tests made in this manner should test against can speak or understand a variation of Low Gothic. In most + Awareness rather than Agility, and requires 1d5 hours. The situations, Skill Tests are unnecessary so long as those involved + GM can adjust the time necessary upward in increments of 1d5 all speak a common tongue. However, communication with + additional hours for particularly large or complex systems. those using obscure dialects or cryptic, complex concepts + requires a test at an appropriate difficulty. + Eldar: Though no human can hope to capture the subtle + ShadowinG (advanced) nuances and sub-tones of this extremely complex and ancient + Agility language, it is enough to make one’s meaning clear. + Shadowing allows the character to follow others, either on High Gothic: The official language of the Imperium, used + foot, in vehicles, and even aboard shuttles and starships. It by Imperial officials, nobility, members of the Ecclesiarchy, + contrasts with Concealment because it involves movement and those involved in high-level negotiations. + and blending into one’s surroundings. On foot, it might Kroot: The native chirping language of the Kroot is + involve using physical cover or the press of bodies in a crowd; almost impossible for a human to emulate, however, with + in a vehicle, techniques might include false turns or using a training and a good ear, it can be understood. + nearby cargo hauler as cover; aboard ships, it can entail the Low Gothic: The common tongue of the Imperium, used + use of asteroids or other stellar objects or busy space lanes by the countless millions of ordinary citizens. + around major systems. Shadowing Tests are always Opposed + + + 104 + Ork: More grunts and physical violence than an actual Command allows the direction of troops but does not grant +language, it is possible for humans to speak and understand any special knowledge in how best to use them. A character +it, though it is doubtful they would be able to survive a can use Tactics at any time when he wants to determine the +conversation. best military course of action in a combat. This could be + Techna-Lingua: The official language of the Adeptus anything from the best position to suppress an entrenched +Mechanicus, this binary language has been optimised for rapid enemy before an assault to picking a good landing zone +communication of technical data and servitor commands. when coming in under fire. Failing a Tactics (Assault) Test, for + Tau: The language of the Tau Empire, spoken by the Tau example, might mean facing a concentration of a defending +themselves and shared by their multitude of alien subjects. force or hitting a stronger line of fortifications. +Skill Use: Free Action Air Combat: Covers atmosphere and near-orbit + engagements with air superiority fighters as well as close + support and bombing with ground attack aircraft. +Survival (advanced) + + + + + III: Skills + Armoured Tactics: An understanding of armoured +Intelligence warfare, how best to use armour, as well as how best to +The Survival Skill allows the character to endure prolonged exploit the weaknesses of such vehicles. +periods in unusual or alien environments. Space Marines Assault Doctrine: Covers all kinds of assaults, from +do not die of exposure to the elements, and their implants charging a bunker to opposed amphibious landings. +allow them to survive on even the most inedible of flora and Defensive Doctrine: How to set up a good defensive +fauna. Thus, the Survival Skill most often applies to normal line, including layering units, creating areas of enfilading fire, +humans or those Space Marines who learned this skill before and good clear kill zones. +becoming an Initiate in their Chapter. A skilled outdoorsman, Orbital Drop Procedures: A knowledge of orbital drop +the character can find edible plants, hunt for game, and doctrine and how to use it to maximise troop concentration +determine if food is safe for consumption. He can also and ensure shock and awe in the enemy. +construct viable shelters from native materials or improvised Recon and Stealth: An understanding of the best methods +substances and ensure they’re located away from flood chutes of recon and stealth, such as how to approach a defensive +or the territory of predators. The difficulty of these tests position unseen or quietly destroy sentry positions. +depends on the location: barren deserts provide much greater Void Combat: Covers starship combat between anything +challenge than the verdant tropical forests. This skill can also from lightly armoured escorts up to battle barges and space +apply to man-made environments, such as artificial worlds, hulks. It is also includes knowledge of high orbit fire support +the depths of the underhive, or the belly of massive starships. doctrines and the best way to use ships in orbit to aid +In this case, the Skill can provide safe resting areas away from ground troops. +plasma venting and knowledge about which sacred unguents +also provide minimal nutrition. Special uses +Skill Use: Various + Ambush +Swim (BaSic, movement) A character in the role of Kill-team leader may use Tactics +Strength (Recon and Stealth) in the place of an opposed Concealment +Though something of a lost skill to much of the Imperium, for himself or any member of his squad provided they are in +the uncharted fringes require its use far more frequently. The Support Range (see page 213). +Swim Skill allows the character to swim through various +liquid mediums. Under normal conditions swimming does +not require a test. More difficult waters, unusual circumstances + tech-uSe (advanced) +or long distances call for a Skill Test. For more information Intelligence +on the Swim Skill, see the Swimming section on page 207 of Tech-Use allows the character to use or repair complex +Chapter VII: Playing the Game. mechanical items or fathom the workings of unknown +Skill Use: Full Action technical artefacts. Using a basic piece of equipment under + typical circumstances requires no test, such as using a vox- + caster or opening a shuttle hatch. Tech-Use Tests are necessary +tacticS (advanced) for unusual or unfamiliar gear, malfunctioning or broken +Intelligence items, and any situation where conditions are less than ideal, +Skill Groups: Air Combat, Armoured Tactics, Assault such as attempting to use the same vox-caster near a plasma +Doctrine, Defensive Doctrine, Orbital Drop Procedures, core or coaxing the machine spirit of a strange vessel’s warp +Recon and Stealth drive to reignite its fires. The character can also use Tech- +Tactics is the practical application of military knowledge in Use to repair damaged or defective items, using an Extended +the field of battle. It differs from the various Lore Skills in Test of duration and difficulty set by the GM depending on +that it relates directly to on the ground combat manoeuvres the item’s complexity and the extent of the damage. Tech- +and actions rather than a broad theoretical or strategic view Use does not include building an item from scratch, which +of warfare. It also differs from the Command Skill in that requires the relevant Trade Skill. + + + 105 + A Tech-Use Test to determine the function of a complex Astrographer: Used to create two and three-dimensional + system takes 1 minute, but the GM may adjust this representations of stellar locations and warp routes. + depending on the complexity. Tests made to repair items are Chymist: Used to create poisons, drugs, and a wide variety + Extended Tests, the duration of which depends upon its size of other compounds. + and complexity. Cryptographer: Used to create or decode ciphers, codes, + Skill Use: 1 minute, or more for more complex systems and other puzzles. + Explorator: Used in the exploration of unknown stellar + Special uses regions. + Linguist: Used to learn or decipher new languages, both + Security Systems spoken and written. + Remembrancer: Used to recount events in a variety of art + The Security Skill covers mechanical security systems, forms, from sculpture to poetry. +III: Skills + + + + + but many systems may have both physical and electronic Shipwright: Used to design, upgrade, and create void- + components, and certain examples may be entirely controlled capable vessels. + by cogitators and machine spirits. The GM determines the Soothsayer: Used to foretell the future by a number of + necessary Skill Tests required for a particular system, which interpretive arts, though its effectiveness is suspect. + may include a combination of both Skills, or may involve a Technomat: Used to maintain and repair technological + single roll with an appropriate modifier for possessing both devices, but through rote memorisation rather than true + Skills, or lacking one or the other. understanding. + Skill Use: Variable depending on task and complexity + trackinG (advanced) + Intelligence + wranGlinG (advanced) + With the Tracking Skill, the character can follow the Intelligence + signs left by his quarry, allowing him to hunt them down. The character can tame, train, and potentially ride animals he + Following obvious tracks does not require a Skill Test, and is encounters in his travels, from spine-hounds to the noble warhorse + considered part of a character’s movement. In instances where breeds. Both taming and training beasts are Extended Tests, the + the time or elements have eroded the signs or where the very duration of which is determined by the nature and temper of the + environment makes seeing them difficult, such as darkness creature involved. Once an animal has been broken to its master’s + or fog, Tracking Tests are required. The difficulty depends will—or at least formed a partnership for particularly strong- + on the condition of the traces and the tracker’s surroundings. willed beasts—directing it or issuing commands is a Half Action. + When following any tracks where the difficulty of the test Wild animals, or those trained for hostility and aggression, + is more than Challenging (+0), the tracker’s Movement rate can have their Disposition changed by one level for every two + drops to half. Cunning or devious quarry may attempt to Degrees of Success, up to a maximum of three levels by a Full + conceal or erase their tracks. In any case where an opponent Action use of this Skill. GMs may impose penalties for animals + has attempted to do this, make an Opposed Test made against that have been particularly well trained or those with uncommon + the prey’s Concealment. Willpower and Intelligence. Wrangling is of no use against cyber + Skill Use: Free Action made as part of Movement or psy-bonded animals, nor against any xenos with true sentience. + Skill Use: Variable depending on task and complexity + trade (advanced, craftinG) + Various + Skill Groups: Archaeologist (Int), Armourer (Ag), Astrographer + (Ag), Chymist (Int), Cryptographer (Int), Explorator (Int), + Linguist (Int), Remembrancer (Ag or Int), Shipwright (Int), + Soothsayer (Fel), Technomat (Int), Trader (Fel) + Trade Skills allow the character to create things, from guns + to starships. Characters with this Skill can earn money or + reputation plying a trade. They can identify the works of + particularly famous or infamous craftsmen, or recall information + concerning items of their trade. + Trade Tests can represent the work of an hour, week, or + month depending on the complexity of the task at hand. + However, tests that involve the examination of an item to recall + information require a Full Action. + Archaeologist: Used to locate, examine and analyse ancient + ruins and artefacts. + Armourer: Used to design, upgrade and forge weaponry, + from personal to starship sized. + + + 106 + GaininG TalenTs + • +TalenT Groups + • + TalenT + DescripTions + Chapter IV: + Talents & + Traits +IV: Talents & Traits + + + + + “Ability is not enough. Dedication is not enough. Even victory is + not enough. To become one of our number, you must embody all of + these, and yet be more still. What that more is I cannot tell you. Find + the answer in your bones, in your heart and soul, and you will be a + warrior.” + + –from an address to the 10th Company by Cadmus + Gracchus, Imperial Fists Chaplain + + Talents are special abilities and proficiencies that a character + possesses either through his intrinsic nature or through the + application of well-practised experience. This is in contrast to + Skills, which represent abilities gained by learning or training. + A Talent is an ability that a character is either capable of or + is not, whereas a Skill is something that he can be better at + by degrees. When a Battle-Brother smites an enemy with a + devastating blow with his thunder hammer heedless of the + danger to himself, smashes aside dozens of lesser foes, and + calls for vengeance for his fallen brother, he is using Talents. + The battlefields of the 41st Millennium are unforgiving. From + breaking a horde of Tyranids to sabotaging a Tau shield + generator; a Battle-Brother will need every edge that his TalenT Groups + Talents provide him with. Several Talents represent a general ability that can be applied + Talents differ from Skills in that a player need not use an to a specific category within that group. As some of these + Action or Test to utilise the ability. They are always in effect, groups have many sub-categories, they have been collected + and many Talents give bonuses to Tests or allow Actions not into related groups. When selecting one of these Talents, + available to the common man. the player chooses one of the entries from the group. Thus, + Planning out effective and flavourful combinations of when selecting the Peer Talent, the player would also choose + Talents and Skills that match the character’s background a specific group or organisation from the talent group, such + can be an enjoyable process for the entire game group, and as Peer (Inquisition). Each time the character gains the talent, + can provide interesting ideas for the GM or other players to he may choose a different specialisation, so the next time he + further cement their relationships and adversaries. selects it, he might opt for Peer (Adeptus Mechanicus). In + many cases, group listings are representative as opposed to + all-inclusive. Consequently, even though “Storm Wardens and + + Gaining Talents the Iron Lords” are not specifically listed in the Peer Talent + group, it can still be chosen with GM approval. + + “Experience is the only true teacher, and experience without pain is + meaningless.” TalenT prerequisiTes + Several Talents require a character to possess a prerequisite + –XIXth training maxim of the Storm Wardens before their selection. This represents a certain innate ability + level required to employ specific Talents, or a Skill or other + Players receive, or choose between, a number of Talents during Talent necessary to access more advanced capabilities. These + the creation of their characters in Chapter I: Character prerequisites may take the form of Characteristic scores, Skills, + Creation. They also gain more by spending Experience Talents, or even special abilities. + Points as they advance through their Career Path, as outlined + in Chapter II: Specialities. + + + + + 108 + Table 4–1: Talents +Talent Name Prerequisite Benefit + Spend Fate Point before a mission to gain resistance +Abhor the Witch Adeptus Astartes + to Psychic Powers. +Air of Authority Fel 30 Affect more targets with Test. +Ambidextrous Ag 30 Use either hand equally well. + + + + + IV: Talents & Traits +Armour-Monger Techmarine Increase the efficacy of physical armour. + On a successful Acrobatics Test after making a +Assassin Strike Ag 40, Acrobatic + melee attack, character may move as a Free Action. +Astartes Weapon Training +Astartes Weapon Specialisation +Autosanguine — Heal 2 damage/day, always Lightly Damaged. +Basic Weapon Training† — Use weapon group without penalty. +Bastion of Iron Will Psy Rating, Strong-Minded, WP 40 Double Defensive Psy Rating for Opposed Tests. +Battle Rage Frenzy Parry while frenzied. +Berserk Charge — Gain +20 bonus when charging. +Binary Chatter — +10 bonus to control servitors. +Blademaster WS 30, Melee Weapon Training (any) Re-roll missed attack, once per Round. + Suffer half the usual penalties when vision is +Blind Fighting Per 30 + obscured. + Get an extra shot when firing a bolt weapon on full +Bolter Drill Adeptus Astartes Weapon Training + or semi-auto. +Bulging Biceps S 45 Remove bracing requirement for certain weapons. + Spend Full Action when a Battle-Brother is taken +Call to Vengeance Adeptus Astartes, Fel 40 + out of action to regain full Cohesion. +Catfall Ag 30 Reduce falling damage. +Chem Geld — Immune to seduction, resistant to charm. +Cleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks. +Combat Formation Int 40 Use Int Bonus for Initiative. + Opponents get no bonus for outnumbering the +Combat Master WS 30 + character. +Combat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative. +Concealed Cavity — Character has a secret compartment on his person. +Counter Attack WS 40 Gain free attack with successful Parry. +Crack Shot BS 40 Deal +2 Critical Damage with ranged weapon. +Crippling Strike WS 50 Deal +4 Critical Damage with melee weapon. +Crushing Blow S 40 Deal +2 Damage with melee weapons. +Deadeye Shot BS 30 Called Shots are at –10 penalty. + Cause greater damage when charging or dropping +Death From Above Adeptus Astartes, Pilot (Personal) + into combat using a jump pack. + The Space Marine gains bonuses when fighting +Deathwatch Training Adeptus Astartes, member of the Deathwatch + aliens. +Deflect Shot Ag 50 Character can parry primitive ranged attacks. +Die Hard WP 40 Re-roll death chance incurred by blood loss. +Disarm Ag 30 Force opponent to drop weapon. + +10 bonus to Intimidate and Interrogation, –10 +Disturbing Voice — + penalty to Fel. +Double Team — Gain additional +10 bonus for ganging up. +Dual Shot Ag 40, Two-Weapon Wielder One Ballistic Skill Test hits target twice. +Dual Strike Ag 40, Two-Weapon Wielder One Weapon Skill Test hits target twice. +Duty Unto Death WP 45 +Electrical Succour Techmarine or Mechanicus Implants +10 bonus to T Tests to remove Fatigue + +10 bonus to Inquiry, Tech Use, Common +Electro Graft Use — + Knowledge. + An organisation or group particularly despises the +Enemy† — + character. +† + Denotes talent group. + + + + + 109 + Table 4–1: Talents, Continued + Talent Name Prerequisite Benefit + Energy Cache Techmarine or Mechanicus Implants Luminen Blast, Charge and Shock don’t cause Fatigue. + Enhanced Bionic Frame Machinator Array + Fire a single shot to penetrate armour and increase the + Eye of Vengeance Astartes Weapons Training, BS 50 + chance of Righteous Fury. +IV: Talents & Traits + + + + + Exemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion. + Exotic Weapon Training† — Gain proficiency with an exotic weapon type. + Eye of Vengeance + Roll twice for Psychic Phenomena (see page 187) and + Favoured by the Warp WP 35 + take better result. + Fearless — Immune to Fear and Pinning. + Feedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action. + Ferric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects. + Ferric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects. + Flame Weapon Training† — Gain proficiency with a group of flame weapons. + Flesh Render Adeptus Astartes Cause additional damage with chain weapons. + Foresight Int 30 Contemplate to gain +10 bonus on next Test. + Frenzy — Enter psychotic rage to gain combat bonuses. + Furious Assault WS 35 On a successful WS Test, gain a free second attack. + The character has a good reputation amongst a certain + Good Reputation† Fel 50, Peer + group. + Gun Blessing Techmarine or Mechanicus Implants Un-jam Int Bonus guns in 10m radius. + Gunslinger BS 40, Two-Weapon Wielder Fighting with two pistols incurs only –10 penalty. + Hammer Blow Adeptus Astartes Make a thunderous single strike with a melee weapon. + Opponents take –20 to BS Tests when character + Hard Target Ag 40 + charges or runs. + Hardy T 40 You always heal as if Lightly Damaged. + Hatred† — Gain +10 bonus to attack hated creatures. + Heavy Weapon Training† — Gain proficiency with a heavy weapon group. + Heightened Senses† — Gain +10 bonus to particular sense. + Hip Shooting BS 40, Ag 40 Gain a free attack while moving. + Hot Shot Pilot + Hunter of Aliens — Gain an advantage in combating aliens. + Improved Warp Sense Warp Sense Allows Psyniscience Test as Free Action. + Independent Targeting BS 40 Fire at two or more targets further than 10m apart. + Infused Knowledge Int 40 Treat Common and Scholastic Lore as Basic Skills. + Inspire Wrath Fel 30 Inspire crowds to anger. + Minions gain immunity to Pinning and Fear whilst in + Into the Jaws of Hell Iron Discipline + character’s presence. + Iron Discipline WP 30, Command Minions can re-roll Fear and Pinning Tests. + Iron Jaw T 40 Test Toughness to overcome Stunning. + Jaded WP 30 Never gain IP from ordinary horrors. + Spend a Fate Point to make your melee attack + Killing Strike Adeptus Astartes + impossible to parry or dodge. + Immune to Pinning by Pistols and Basic Weapons. + Last Man Standing Nerves of Steel + Improves Cover. + Leap Up Ag 30 Stand up as a Free Action. + Light Sleeper Per 30 Count as awake, even when asleep. + Lightning Attack Swift Attack Attack three times with a Full Action. + Lightning Reflexes — Add twice Ag Bonus to Initiative rolls. + Litany of Hate Hatred Extend benefits of Hatred to allies. + Logis Implant — +10 bonus on WS and BS on successful Tech-Use Test. + Luminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue. + Luminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue. + † + Denotes talent group. + + + + + 110 + Table 4–1: Talents, Continued +Talent Name Prerequisite Benefit +Luminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue. + The character has advanced Mechanicus +Machinator Array Techmarine or Mechanicus Implants + augmetics. +Maglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day. + + + + + IV: Talents & Traits +Maglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day. +Marksman BS 35 No penalties for firing at long or extreme range. +Master Chirurgeon Medicae +10 Perform advanced medical procedures. + Tech Use +10, Mechanicus or Techmarine or +Master Enginseer Use a Fate Point for automatic success. + Mechanicus Implants + Affect 10 times the normal numbers with a +Master Orator Fel 30 + Fellowship Test. +Mechadendrite Use† Techmarine or Mechanicus Implants The character can use a type of Mechadendrite. + The character may enter a trance to remove +Meditation — + Fatigue. +Melee Weapon Training† — Gain proficiency with a group of melee weapons. + The character may use Psychic Powers while in +Mental Rage Frenzy + the throes of frenzy. +Mighty Shot BS 40 Deal +2 Damage with ranged attacks. +Mimic — The character can copy voices. +Nerves of Steel — Re-roll failed tests to avoid pinning. +Orthoproxy — +20 bonus to resist mind control or interrogation. +Paranoia — The character is alert for danger. + Gain +10 bonus on Fel Tests to interact with +Peer† Fel 30 + organisation. +Pistol Weapon Training† — Gain proficiency with a group of pistol weapons. +Polyglot Int 30, Fel 30 The character has an innate ability with languages. +Precise Blow WS 40, Sure Strike No penalty for attacks against specific locations. + Use Swift and Lightning Attack as a Half Action +Preternatural Speed WS 40, Ag 50 + and when charging. +Prosanguine — Heal 1d5 Damage once per day. +Psy Rating — Become a more powerful Psyker, rated 1 –10. +Psychic Technique† — Gain an extra Psychic Technique. +Quick Draw — Ready as a Free Action. +Rapid Reaction Ag 40 Test Ag to negate surprise. +Rapid Reload — Reduce reload time. +Resistance† — Gain +10 bonus to Resistance Tests. +Rite of Awe Techmarine or Mechanicus Implants 50m radius, –10 to all Tests due to Fear. +Rite of Fear Techmarine or Mechanicus Implants Fear Rating 1 for two minutes in a 50m radius. +Rite of Pure Thought Techmarine or Mechanicus Implants The character is immune to emotion. +Rite of Sanctioning Psy Rating, Special Reduces Psychic Phenomenon. + A group or organisation bears the character +Rival† — + animosity. + Gain an advantage when battling traitors and +Scourge of Heretics — + heretics. + Techmarine Implants, Mechadendrite Use +Servo-harness Integration Gain the ability to use a Servo-harness. + (Servo-arm) +Sharpshooter BS 40, Deadeye Shot No penalties for called shots. +Sound Constitution — Gain an additional Wound. + One item up to 20 Requisition becomes standard +Signature Wargear + issue. +Signature Wargear One item up to 40 Requisition becomes standard + Signature Wargear +(Master) issue and gain an additional benefit. + One item up to 70 Requisition becomes standard +Signature Wargear (Hero)† + issue. +† + Denotes talent group. + + + + + 111 + Talent TalenTs for space Marines anD + Their eneMies + Descriptions This chapter details many Talents; some of these are + for the exclusive use of Battle-Brothers of the Adeptus + “The Imperium is a realm defended by sword strokes and the roar of Astartes and are not found by those outside their ranks or +IV: Talents & Traits + + + + + guns: a million sword strokes and a roar like the thunder of angry the ranks of the vile Chaos Space Marines. Others detailed + gods pass every day, and yet it may prove not enough.” here are not applicable to Space Marine characters, either + because they are rendered redundant by a Battle-Brother’s + –from the Ascension Address by Lord Militant Tetrarchus extraordinary prowess and abilities or because they simply + are not things that a Space Marine would learn or do. + Players can find a complete listing of the Talents available in This second group of Talents has been included in this + Deathwatch in Table 4–1: Talents, and the full explanations chapter not for the use of players in creating Deathwatch + of each Talent on the following pages. haracters, but to enable Game Masters to create varied and + interesting NPCs and enemies for the player characters to + encounter during their missions for the Deathwatch. + + + Table 4–1: Talents, Continued + Talent Name Prerequisite Benefit + Signature Wargear (Hero)† One item up to 70 Requisition becomes standard issue. + Slayer of Daemons — Gain an advantage when fighting warp entities. + Sprint — Move more quickly in combat. + Hold a chosen point with indomitable determination and a + Stalwart Defence Adeptus Astartes + storm of fire. + Step Aside Ag 40, Dodge Gain extra Dodge in a Round. + Street Fighting — Deal +2 Critical Damage with knives or unarmed attacks. + Cause additional Damage against Hordes with ranged + Storm of Iron Adeptus Astartes + weapons. + Strong Minded WP 30, Resistance (Psychic) Re-roll failed WP Tests made to resist Psychic Powers. + Sure Strike WS 30 Choose location on a successful attack. + Swift Attack WS 35 Attack twice with a Full Action. + Takedown — Make a special attack to Stun opponent. + Talented† — Gain +10 bonus to corresponding Skill Test. + Target Selection BS50 Shoot into melee without penalty. + Technical Knock Int 30 Un-jam a gun as Half Action. + The Flesh is Weak — Replace parts of the body with iron and machine. + Thrown Weapon Training† — Gain proficiency with a group of thrown weapons. + Thunder Charge Adeptus Astartes Break enemies with the momentum of an armoured charge. + Total Recall Int 30 The character can remember trivial facts and minor details. + True Grit T 40 Reduce Critical Damage the character takes. + Two-Weapon Wielder† WS 35 or BS35, Ag 35 Attack twice when wielding two weapons. + Unarmed Master WS 45, Ag 40, Unarmed Warrior Attacks do 1d10+SB Damage and lack the Primitive trait. + Unarmed Warrior WS 35, Ag 35 Deal 1d10 –3+SB with unarmed attacks. + Perform an act of defiance to remove Cohesion Damage + Unbowed and Unbroken Adeptus Astartes, Fel 40 + suffered in previous turn. + Unshakeable Faith — The character may re-roll failed Fear Tests. + Wall of Steel Ag 35 Gain extra Parry each Round. + Warp Affinity Psy Rating, Special Re-roll Psychic Phenomenon. + Warp Conduit Psy Rating, Strong Minded, WP 50 +1 to Psy Rating when pushing. + Warp Sense Psy Rating, Psyniscience Skill, Per 30+ Allows Psyniscience Test as Half Action. + Increase the efficacy of weapons wielded by the Techmarine + Weapon-Tech Techmarine + or Mechanicus Implants. + Wisdom of the Ancients Adeptus Astartes, Int 40 Spend a Fate Point to get insight on a situation. + Whirlwind of Death Adeptus Astartes Cause additional Damage against hordes in melee. + † + Denotes talent group. + + + + 112 + abhor The WiTch asTarTes Weapon specialisaTion +Prerequisites: Adeptus Astartes, may not be taken by Prerequisites: Adeptus Astartes, Astartes Weapon Training +characters with a Psy Rating A Space Marine is a master of the tools of warfare, but through +The Battle-Brother spends the time before battle armouring long practice and affinity he may reach a level of mastery +himself against the power of the warp by reciting canticles with a particular type of weapon so that it becomes a tool of +and litanies of hate and contempt against the unclean powers. perfect destruction. When this Talent is taken, a type and class + + + + + IV: Talents & Traits +This Talent may be used in the Oath Making phase before of weapons must be specified, such as bolt (pistols) or melee +undertaking a mission. The Battle-Brother spends a Fate (chain). This Talent may be taken multiple times for different +Point in the Oath Making phase and counts as having spent types and classes of weapons. When using the specified type of +this Fate Point for the duration of the mission. During the weapon, the Battle-Brother never suffers a penalty greater than +mission, the Battle-Brother must take a Challenging (+0) –30 when using the weapon. +Willpower Test whenever he is the subject of the effects of +a Psychic Power, daemonic power other warp-based power. +If the Willpower Test succeeds, then the Battle-Brother is + g +unaffected by the power. If the Test fails, then the power Prerequisites: Adeptus Astartes +affects him as normal. The effects of this Talent also apply to Battle-Brothers of the Adeptus Astartes spend years becoming +powers that cause Damage indirectly such as blasts, and those proficient with all manner of weapons. By the time that a +used by friendly psykers which might be beneficial to the Battle-Brother has entered service in a squad, he will have not +Battle-Brother. A power that is resisted by a Battle-Brother only trained with both heavy and melee weapons, but used +using this Talent is not nullified if others will be affected by those weapons on countless battlefields. The Battle-Brother +it as normal. is proficient with bolt, chain, melta, plasma, power, flame, + primitive (ranged and melee), las weapons, launchers, solid + projectile, and thrown weapons of all Classes. In essence, the +air of auThoriTy only weapons that the Battle-Brother is not proficient with +Prerequisites: Fellowship 30 are exotic weapons; for these, he must acquire individual +The character was born to command, either motivating or proficiencies as normal. +terrifying those under his charge. On a successful Command +Test, the character may affect a number of targets equal to +1d10 plus his Fellowship Bonus. Furthermore the character’s + assassin sTrike +voice commands such respect that even those not in his retinue Prerequisites: Agility 40, Acrobatics +pay heed. The character may make a Command Test on those The character’s natural agility and graceful martial forms turn +not under his authority with a –10 penalty. This Talent has him into a dervish of death on the battlefield. After making a +no effect on hostile targets, and only affects NPCs. melee attack, a successful Acrobatics Test allows the character + to move at half rate as a Free Action. Opponents do not + receive free attacks resulting from this move. The character +aMbiDexTrous may only make this move once per Round. +Prerequisites: Agility 30 +This Talent does not represent true ambidexterity so much as +sufficient training with both hands to make the distinction + auTosanGuine +moot. The character may use either hand equally well for any The ancient and blessed technology of the Mechanicus flows +task, and does not suffer the –20 penalty for actions using through the character’s blood. These miniscule machines repair +his off hand. minor injuries and speed healing. When applying healing, the + Special: When combined with a Two-Weapon Wielder character is always considered Lightly Damaged, and heals at +Talent, the penalty for making attacks with both weapons in an increased rate, removing 2 points of Damage per day. +the same turn drops to –10. + g +arMour-MonGer Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive, +Prerequisites: Techmarine SP and Universal +The finest armours and most powerful shields are all products The character has received Basic Weapon Training in a group +of the followers of the machine god, based on the fabled and of weapons, and can use them without penalty. The Universal +ancient designs of man’s glorious past. With years of training, group includes the Bolt, Las, Launcher, Melta, Plasma, and SP +a Techmarine can learn to enhance these protections, or use groups. Weapon Skill or Ballistic Skill Tests used with a weapon +them in their optimum fashion. The Techmarine increases the that a character does not have training for suffer a –20 penalty. +Armour Points of any armour he wears by 2 on all locations it +would normally cover as long as he has at least an hour each +day to bless and prepare the armour. This bonus applies only +to armour worn by the Techmarine. + + + 113 + basTion of iron Will bolTer Drill + Prerequisites: Psy Rating, Strong Minded, Willpower 40 Prerequisites: Adeptus Astartes Weapon Training + The character’s sheer willpower and psychic focus have The skill of an Adeptus Astartes with bolters of all types can + become one and the same over years of practice and training, be honed by training and combat, allowing Space Marines to + such that their combined use is second nature. The character unleash devastating volleys of disciplined fire that cut down + doubles his Psy Rating on any Opposed Test involving the their enemies like the sweep of a scythe. When firing any +IV: Talents & Traits + + + + + Psyniscience Skill or Psychic Powers. class of Bolt weapon on Full or Semi-Auto, the Battle-Brother + may opt to increase the weapon’s rate of fire by +1 (this + bonus applies to any and all bolt weapons wielded by the + baTTle raGe Space Marine, meaning that if he is firing more than one bolt + Prerequisites: Frenzy weapon at a time, the bonus will apply to all such weapons). + Long experience and indomitable will have allowed the This Talent only applies to personal weaponry and does not + character to master the beast within him, directing its impact vehicle-mounted weapons of any kind. + rage while keeping a clear head. The character may Parry + while Frenzied. + bulGinG biceps + Prerequisites: Strength 45 + berserk charGe Whereas a weaker man would be sent flying when using + The character has learned to put the whole force of his heavy weapons, the character’s strong physique allows him to + momentum behind his weapon blows. When the character remain standing . The character can fire heavy weapons using + charges into combat, few can stand before him. If the Semi-Auto Burst or Full Auto Burst without bracing, and he + character uses the Charge Action, he gains a +20 bonus to does not suffer the –30 penalty for failing to brace. + Weapon Skill instead of +10. + call To VenGeance + binary chaTTer Prerequisites: Adeptus Astartes, Fellowship 40 + The character has optimised his use of Techna-Lingua for When a Space Marine falls in battle, one of his Battle-Brothers + controlling servitors. The character receives a +10 bonus to any may inspire those who remain to great deeds in revenge for + attempt to instruct, program, or communicate with servitors. their fallen comrade. When another member of the unit is + killed or taken out of action, the Battle-Brother may take + a Full Action and spend a Fate Point to call his remaining + blaDeMasTer brothers to revenge the fallen. The character may raise his + Prerequisites: Weapon Skill 30, Melee Weapon Training weapon in defiance and speak an oath of hatred, or recite one + The character’s mastery of bladed weapons and martial of the canticles of vengeance. No matter how it is embodied, + disciplines has no peer. When attacking with any bladed his action restores the Battle-Brother and all those in Support + weapon, including chainswords and power swords, the Range of him to their starting Cohesion. + character may re-roll one missed attack per Round. + caTfall + g Prerequisites: Agility 30 + Prerequisites: Perception 30 Gymnastic ability and natural balance enables the character + Years of practice and development of other senses allows the to fall great distances without harm. Whenever he falls, the + character to fight in close combat without the benefit of sight. character may take an Agility Test as a Free Action. Success, + This Talent reduces all penalties for obscured vision by half, and each additional Degree of Success, reduces the distance + permitting the character to fight in fog, smoke, or darkness fallen by a number of metres equal to the character’s Agility + more effectively. Bonus for the purposes of determining Damage from the fall. + + + d + Either chemical and surgical treatments or sheer will has + rendered the character immune to most mundane temptations. + Seduction attempts against him automatically fail, and Charm + Tests increase their Difficulty by one level. Taking this Talent + gives the character one Insanity Point. + + + + + 114 + cleanse anD purify t + +Prerequisites: Basic Weapons Training (Flame) Talent or Prerequisites: Ballistic Skill 40 +equivalent The character can place his shots where they inflict more +The character can control the flowering flow of promethium harm, at creases, gaps, or joints in armour. When the +like no other, manipulating flame like an old accomplice. The character’s ranged attack causes Critical Damage, add +2 to +targets of the character’s flamer attacks take a –20 penalty to the Damage. + + + + + IV: Talents & Traits +their Agility tests to escape its effects, and when used against +an enemy with the Horde trait, the number of hits on the +Horde is increased by +1d5. + cripplinG sTrike + Prerequisites: Weapon Skill 50 + The character can land his blows precisely where they inflict +coMbaT forMaTion the most harm, cutting into seams or hammering at weak +Prerequisites: Intelligence 40 points. When the character’s melee attack causes Critical +The character has directed his comrades to prepare for danger, Damage add +4 Damage. +planning out their actions for many contingencies if attacked. +Before rolling Initiative, all other members of the group +may choose to use the character’s Intelligence Bonus for all + w +Initiative rolls rather than individual Agility Bonuses. Prerequisites: Strength 40 + The character has the ability to focus his entire body into + close combat attacks. The character adds +2 to damage +coMbaT MasTer inflicted in melee. +Prerequisites: Weapon Skill 30 +The character’s weapon seems to be everywhere at once, +keeping many more opponents at bay in close combat + t +than would seem possible. Opponents fighting the Prerequisites: Ballistic Skill 30 +character in hand-to-hand combat gain no bonuses for The character’s rock-steady hand and hawk-like eyesight +outnumbering him. make him a dreaded marksman. No target, however precise, + can escape his crosshairs. When making a called shot, the + character suffers a –10 penalty instead of –20. +coMbaT sense +Prerequisites: Perception 40 +The character has the ability to consciously recognise the + DeaTh froM aboVe +proddings of his subconscious as it reacts to his preternaturally Prerequisites: Adeptus Astartes, Pilot (Personal) +sharp senses, giving the character an edge that mere speed A Space Marine descending into battle on trails of fire is a +cannot match. The character may use his Perception Bonus in true angel of death come to bring ruin and ending on all who +place of his Agility Bonus when rolling Initiative. stand in his way. When the Battle-Brother makes a Charge + Action using a jump pack, his melee attack deals an extra d10 + Damage for every two Degrees of Success, to a maximum +concealeD caViTy bonus of 2d10. +The character’s flesh or augmetics conceals a small +compartment. This might be a pouch hidden under a flap +of flesh or a chamber fitted into a cybernetic enhancement. + g +The character may conceal one small item, no larger than a Prerequisites: Adeptus Astartes, member of the Deathwatch +closed fist, within this cavity. Discovering this compartment All Deathwatch Space Marines automatically confirm any +requires success on a Difficult (–10) Search Test. If using Righteous Fury results (see page 245) against alien enemies +a medicae scanner or auspex, the Difficulty is reduced to without needing to re-roll the Ballistic Skill Test or Weapon +Ordinary (+10). Skill Test. + + +counTer aTTack t +Prerequisites: Weapon Skill 40 Prerequisites: Agility 50 +The character’s lightning ripostes are things of deadly beauty, The character’s weapons move with such speed that they +swift and invisible as the wind. After successfully Parrying an can deflect thrown weapons and shots fired from primitive +opponent’s attack, the character may immediately make an weapons. The character may spend a Reaction to Parry an +attack against that opponent using the weapon with which he incoming ranged attack from a primitive or thrown weapon. +Parried as a Free Action. This attack suffers a –20 penalty. + + + + + 115 + d Dual sTrike + Prerequisites: Willpower 40 Prerequisites: Agility 40, Two-Weapon Wielder + Through either willpower or sheer stubbornness, the character The character’s skill with melee weapons can place two blows + refuses to cross into shadow. When the character suffers from together to maximise Damage. When armed with two melee + blood loss, he may roll twice to avoid death. weapons, the character may attack with both simultaneously + as a Full Action. Make a single Weapon Skill Test. If the test is +IV: Talents & Traits + + + + + successful, the character hits the target with both weapons. As + m the character is swinging both weapons as a single attack, he + Prerequisites: Agility 30 may take an Aim Action before attacking to get a +10 or +20 + The character can wrest weapons from his opponent’s hands bonus to the WS Test. The character does not suffer from the + through practised technique or brute force. If in close combat, normal –20 WS penalty for wielding two weapons. If the + the character may use a Full Action to disarm his foe by attack hits, the target’s armour gets applied as normal to both + making an Opposed Weapon Skill Test. If the character wins hits individually, but Toughness only counts once against + the Test, the enemy drops his weapon at his feet. Should the the combined Damage rolls of both hits. A single successful + character obtain three or more Degrees of Success, he may Dodge or Parry Test from the target avoids both blows. + take the enemy’s weapon from him. + DuTy unTo DeaTh + DisTurbinG Voice Prerequisites: Willpower 45 + The character’s voice has particularly baleful or menacing The character’s will or faith can sustain him when his flesh + qualities, causing others to quail before it. The character gains fails. He ignores the effects of injury, Fatigue, and Stunning + a +10 bonus to all Intimidate or Interrogation Tests when during combat. This Talent does not prevent the Damage, but + employing this talent, but suffers a –10 penalty to Fellowship allows the character to temporarily ignore its effects for the + Tests when dealing with others in a non-threatening manner, duration of the combat. Death still affects him normally. + such as animals, children, or the easily startled. + elecTrical succour + Prerequisites: Techmarine or Mechanicus Implants + The character has experience of fighting in paired teams that The character can channel the sacred flow of energy from his + work together to take down their enemies. When ganging up Potentia Coil or other energy source to replenish his flesh. + on an opponent, the character gains an additional +10 bonus Whilst in contact with a functioning, powered machine or + to Weapon Skill Tests. If both characters who outnumber the fully charged battery or power cell, the character may make + enemy have this Talent, both gain an additional +10 bonus, an Ordinary (+10) Toughness Test. Success removes + for a total of +20. This bonus is in addition to the normal one level of Fatigue plus one additional level of Fatigue for + bonus gained from outnumbering opponents. each additional Degree of Success. This takes one minute of + meditation and ritual incantation. + t + Prerequisites: Agility 40, Two-Weapon Wielder + elecTro GrafT use + The character’s skill with guns is such that he can target Prerequisites: Techmarine or Mechanicus Implants + two shots on exactly the same point. When armed with two The character may use his Electro Graft to access data ports + pistols, the character may fire both simultaneously as a Full and commune with machine spirits. This grants a +10 bonus + Action. A single Ballistic Skill Test is made, and if successful, to Common Lore, Inquiry, or Tech-Use Tests whilst connected + the character hits his target with both shots. As the character to a data port. + is firing both guns as a single attack, he may take an Aim + Action before firing to get a +10 or +20 bonus to the BS + Test, and a red-dot laser sight mounted on any one of the + eneMy + weapons provides its +10 bonus. The character does not suffer Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica, + from the normal –20 Ballistic Skill penalty for wielding two Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, + weapons. If the attack hits, the target’s armour gets applied as Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, + normal to both hits individually, but Toughness only counts Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, + once against the combined damage rolls of both hits. A single Navigators, Officio Assassinorum, PDF, Planetary Governors, + successful Dodge Test from the target avoids both shots. Rogue Trader, Schola Progenium, Scholastica Psykana + The opposite of Good Reputation, the character is particularly + despised by a specific social group or organisation. The + character suffers an additional –10 penalty to Fellowship + Tests when dealing with this group. This Talent is cumulative + with the Rival talent, for a total –20 penalty. + + + 116 + m + The Imperium is a complex machine made up of many divisions and sub-divisions of authority, power, and responsibility. + In addition to the many layers of organisation within the Imperium, there are countless more that exist outside the official + architecture of power, or exist only within particular locales of the Imperium. Included here is a list of some of the + organisations that are used in the descriptions of the Enemy, Good Reputation, Rival, and Peer Talents in this Chapter. + + + + + IV: Talents & Traits + Organisation Description + Administratum The vast bureaucracy of the Imperium that administers the domains of the God-Emperor of mankind. + Adeptus Arbites The keepers of Imperial law and enforcers of loyalty to the Golden Throne. + Adeptus Astartes The genetically enhanced, power armour-clad angels of death. + Adeptus Astra + The organisation that trains and sanctions Imperial Psykers. + Telepathica + Adeptus Mechanicus The Tech-Priests are the preservers of technology and fabricators of machines. + Adepta Sororitas The female holy orders which include the Sisters of Battle. + Adeptus Titanicus The Titan Legions whose vast war machines shake planets when they walk. + The telepaths who are soul-bound to the Emperor and who unite the Imperium through their telepathic + Astropaths + communications. + Chartist Captains The masters of spacecraft who voyage within the bounds of the Imperium. + Ecclesiarchy The keepers of faith in the Emperor’s divinity. + Imperial Guard The Imperium’s vast armies of men and women. + The forces of warships that defend the worlds of the Imperium, carry its troops to battlefronts, and + Imperial Navy + persecute its wars in the darkness between stars. + Inquisition The secretive protectors of the Emperor’s dominion. + Navigators The mutants whose abilities allow starships to pass through the warp and so travel between distant stars. + Officio Assassinorum The secret bringers of death. + Planetary Defense Forces The military forces raised on planets to defend against invaders. + A starship captain who possesses a charter granting him the right to voyage beyond the bounds of the + Rogue Trader + Imperium with power unbound. + The schools that teach orphans of Imperial officials who have given their lives in the service of the + Schola Progenium + Emperor. + Scholastica Psykana The organisation that trains and sanctions Imperial Psykers. + + + The GM and player may agree to award This talent when g +appropriate to the adventure or campaign. This Talent can Talent Groups: Each exotic weapon +be removed with an Elite Advance, and the approval of the The character is trained to use a particularly obscure type of +GM, if the character has redeemed himself with the group weapon, allowing him to use armaments few others have ever +in question. seen. Weapons requiring this unique Talent are noted in their + armoury descriptions. Weapon Skill or Ballistic Skill Tests used + with a weapon that a character does not have training for suffer +enerGy cache a –20 penalty. +Prerequisites: Techmarine or Mechanicus Implants +The character has learned to focus the power stored within +his Potentia Coil with greater efficiency. The character no + eye of VenGeance +longer gains Fatigue from using Luminen Charge, Luminen Prerequisites: Astartes Weapons Training, Ballistic Skill 50 +Shock, and Luminen Blast. The Battle-Brother can focus his intent on where it is likely + to do most Damage to his enemy and then strike the target + down with a single shot. The Battle-Brother may declare +enhanceD bionic fraMe that he is using this Talent before he makes a single ranged +Prerequisites: Machinator Array attack. If the attack hits, it ignores an additional point of +The character’s already impressive bionic body structure is armour per Degree of Success. If a 10 is rolled for Damage, +steadied by a gyro-array guided by a targeting system linked it automatically triggers Righteous Fury without the need for +to the machine-spirit. The character gains the Auto-stabilised another Ballistic Skill Test (see Righteous Fury on page 245 +Trait (see page 130). in Chapter VIII: Combat). This Talent may not be used in + conjunction with Blast weapons, Semi or Full-Auto Bursts, or + Flame weapons. It may, however, be used in conjunction with + accurate weapons and in conjunction with making Called + Shots and taking Aim Actions. + + + 117 + ferric lure + Prerequisites: Techmarine or Mechanicus Implants + The character can cause an unsecured metal object within his + field of vision to fly into his hand. The object may weigh up + to 1 kilogram per point of the character’s Willpower Bonus, + and must lie within 20 metres. Using this Talent requires a +IV: Talents & Traits + + + + + Full Action and a successful a Willpower Test. + + + ferric suMMons + Prerequisites: Techmarine or Mechanicus Implants, + Ferric Lure + The character can call an unsecured metal object to his hand as + with Ferric Lure. The character may summon objects of up to + 2 kilograms per point of Willpower Bonus, and the object may + be up to 40 metres distant. The character must spend a Full + Action and succeed on a Willpower Test to enact this rite. + + + g + Talent Groups: Universal + The sight of flaming streams of promethium brings joy to the + Explorer’s heart and dread to his foes. He has mastered the + art of a wide variety of flamer weapons. The Universal Talent + exeMplar of honour group encompasses all non-Exotic weapons with the Flame + special quality. + Prerequisites: Adeptus Astartes + The Battle-Brother exemplifies all that is finest in an Adeptus + Astartes to the extent that his presence can rally his brothers + flesh renDer + and inspire them to fight together against overwhelming Prerequisites: Adeptus Astartes + odds. The Battle-Brother may spend a Fate Point as a Free The Battle-Brother has a taste for the massive damage that + Action to regain Cohesion equal to his Fellowship Bonus. He can be inflicted with chain weapons and other melee weapons + may do this once per Round. that rip apart the flesh of their enemies. When inflicting + Damage with a melee weapon that has the Tearing quality, + the character rolls a single additional die for Damage and + faVoureD by The Warp picks the highest roll. For weapons that inflict several dice + Prerequisite: Willpower 35 worth of Damage, only a single additional die is rolled. + Whenever a Psychic Power results in Psychic Phenomena, + the character may roll twice on that table and take the more + favourable result. exaMple + Averrus, a Deathwatch Assault Marine, attacks a Tyranid + Hormagaunt with his chainsword. Because Averrus’ chainsword + fearless has the Tearing Quality, he benefits from his Flesh Render Talent. + Through hard experience with horrifying situations, fear no Averrus rolls 3d10 for Damage (getting a 9, 2, and 5 on the dice) + longer commands the character’s actions. The character is and selects the best result (9). + immune to the effects of Fear and Pinning, but disengaging + from combat or backing down from a fight requires a + successful Willpower Test. + t + Prerequisites: Intelligence 30 + Logic and analysis do for the character what Tarot and + feeDback screech the bones claim to do for the superstitious masses. By + Prerequisites: Techmarine or Mechanicus Implants careful consideration of all the possible consequences, and + The character can scramble his vox synthesizers, causing a examination of all evidence and information, the character + hideous blast of noise that shocks and distracts others. All can identify the best path for success. By spending 10 minutes + unprotected creatures within a 30-meter radius who have the studying or analysing a problem, the character gains a +10 + ability to hear must make a Willpower Test or lose a Half bonus to his next Intelligence Test. + Action on their next turn as they involuntarily react to the + cacophonous shriek. + + + 118 + frenzy GunslinGer +The character’s temper and passion boil just below the surface Prerequisites: Ballistic Skill 40, Two-Weapon Wielder +of his psyche, mostly held in check by his rational mind, but The character has trained with pistols for so long that they are +easily released when needed. If the character spends one full like extensions of his own body, barely requiring conscious +Round fuelling his anger—by flagellation, drugs, or other thought to aim and fire. When armed with two pistols, the +means—on the next Round he goes into an uncontrolled rage, character reduces the penalty for Two-Weapon Fighting by + + + + + IV: Talents & Traits +gaining a +10 bonus to Weapon Skill, Strength, Toughness, –10. If the character also possesses the Ambidextrous Talent, +and Willpower, but suffering a –20 penalty to Ballistic Skill the penalty is reduced to 0. +and Intelligence. The character must attack the nearest enemy +in melee combat if possible. If he is not engaged with the +nearest enemy, he must move towards that enemy and engage + w +it if possible. The character will not take obviously suicidal Prerequisites: Adeptus Astartes +actions such as leaping off a building in order to engage The Battle-Brother strikes a single blow with such focus and +someone on the ground, but he will take any actions that force that it breaks armour and pulps flesh as it strikes. When +have a reasonable opportunity to engage in melee with the the Battle-Brother makes an All Out Attack manoeuvre to +nearest enemy. While Frenzied, he is immune to Fear, Pinning, make a single melee attack, he may add half his Strength +Stunning effects, the effects of Fatigue, and he may not Parry, Bonus to the weapon’s Armour Penetration. The attack +retreat, or flee. He remains Frenzied for the duration of the also counts as having the Shocking quality to represent the +combat. Unless the character has a Talent that allows him to concussive force of the blow’s impact. +do so, he may not use Psychic Techniques whilst in Frenzy. +Some beings are either permanently Frenzied or can Frenzy +at will. + t + Prerequisites: Agility 40 + Light on his feet, the character dodges and weaves as he +t moves, skills learned from long years in the line of fire. When +Prerequisites: Weapon Skill 35 the character performs a Charge or Run Action, opponents +The character’s speed and martial prowess allow him to land suffer a –20 penalty to Ballistic Skill Tests made to hit the +several blows where lesser combatants land one. If the character character with a ranged weapon. This penalty continues until +successfully hits his target using the All Out Attack Action, he the start of the character’s next turn. +may spend his Reaction to make an additional attack using the +same bonuses or penalties as the original attack. + harDy + Prerequisites: Toughness 40 +GooD repuTaTion The character’s constitution rebounds quickly from shock +Prerequisites: Fellowship 50, Peer (of that group) or injury. When undergoing medical treatment or healing +Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica, from injures, the character recovers Damage as if Lightly +Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Damaged. +Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, +Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, +Navigators, Officio Assassinorum, PDF, Planetary Governors, + d +Rogue Trader, Schola Progenium, Scholastica Psykana Talent Groups: Chaos Space Marines, Daemons, Mutants, +The character is well respected within a social group or Psykers, Xenos (specific), other +organisation. The character gains an additional +10 bonus to A group, organisation, or race has wronged the character in +Fellowship Tests when dealing with this group. This Talent the past, fuelling this animosity. When fighting opponents of +is cumulative with Peer, for a total of a +20 bonus. This that group in close combat, the character gains a +10 bonus +bonus also applies to Influence Tests when dealing with this to all Weapon Skill Tests made against them. +particular group. The GM and player may agree to award this +Talent when appropriate to the adventure or campaign. + g + Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive, +g and SP +Prerequisites: Techmarine The character can employ some of the most devastating +Utilising his sacred ability to subtly affect ferrous materials, weapons of the battlefield. The character can use weapons +the character may un-jam a number of weapons equal to his of the groups for which he has selected this Talent, choosing +Intelligence Bonus, so long as they are within a 10-meter one new group each time the character obtains it. When a +radius. A successful Intelligence Test indicates the character character attempts to use a weapon he does not have the +has appeased the spirits of the weapons. This blessing requires correct Weapon Training Talent for, he suffers a –20 penalty +a Full Action. to any relevant Weapon Skill or Ballistic Skill Test. + + + 119 + iMproVeD Warp sense + Prerequisites: Warp Sense + The character can now see the warp and physical universe side + by side, no longer taking any concentration on his part. After + gaining this Talent, the character may use the Psyniscience + Skill as a Free Action. +IV: Talents & Traits + + + + + infuseD knoWleDGe + Prerequisites: Intelligence 40 + The character has been infused with a great wealth of lore and + knowledge, either through punishing noetic techniques or by + arcane methods kept secret by the guardians of technology and + knowledge. The character treats all Common and Scholastic + Lore Skills as Basic Skills. This Talent also provides a +10 + bonus to any tests involving Common or Scholastic Lore for + which the character already possesses the Skill. + + + g + Prerequisites: Ballistic Skill 40 + The character has developed his peripheral vision and situational + awareness to a point where he can fire in two directions within + a split second. When firing two weapons as part of a single + Action, the targets need not be fewer than 10 metres apart. + + + inTo The JaWs of hell + Prerequisites: Iron Discipline + The character inspires loyalty and devotion in his followers + heiGhTeneD senses such that they would follow him into the warp vortices of + Talent Groups: Sight, Sound, Smell, Taste, Touch the Maw or on a boarding action against xenos corsairs. In + Either genetics or augmetics have made one of the character’s personal combat, while visible to the character, the followers + senses are superior to others. When the character gains this Talent, are immune to Fear and Pinning. + select one of the five senses. The character gains a +10 bonus + to any tests specifically involving this sense. Thus, Heightened + Senses (Sight) would apply to an Awareness Test to see a distant + inspire WraTh + flock of shale crows, but not to a Ballistic Skill Test or a Weapon Prerequisites: Fellowship 30 + Skill Test simply because the character is using his eyes. The character knows just the turn of phrase that incites + individuals or groups to rage against others. The character’s + rhetoric grants him +20 to Interaction Tests when inspiring + g hatred or anger, and this Talent doubles the number of + Prerequisites: Ballistic Skill 40, Agility 40 individuals affected. This Talent can be combined with Master + The character’s prowess with ranged weapons is such that he Orator to further increase the number of listeners affected. + can still fire accurately without his eye behind the weapon’s + sights. As a Full Action, the character may both move up to his + Full Move rate and make a single attack with a ranged weapon. + iron Discipline + This attack can only be a single shot—no automatic fire. Prerequisites: Willpower 30, Command + Iron sharpens iron. The character does not coddle his + subordinates nor motivate them through kindness. The + hunTer of aliens character’s stalwart example and stern leadership exhorts them + Aliens are a foul and constant threat to the Imperium, and with steel instead of spoils. If the character is visible to his + the character has taken a vow to rid the galaxy of their foul followers, either in person or via vox- or pict-caster, they may + presence. Though he knows such a task is greater than his re-roll failed Willpower Tests made to resist Fear and Pinning. + actions alone, the character hopes the vile xenos blood he spills Iron Discipline can affect a number of targets equal to the + goes some way to winning the Emperor’s war against this most character’s Willpower Bonus, who must be under the character’s + terrible of foes. The character gains +10 to his Weapon Skill command. Player characters can benefit from Iron Discipline if + and +2 to melee weapon Damage when combating aliens. the character with this Talent is the official group leader. + + + 120 + w liGhTninG aTTack +Prerequisites: Toughness 40 Prerequisites: Swift Attack +The character has taken blows from Orks and given back The character’s speed with weapons is legendary, allowing him to +as good as he got. The character can bounce back from launch flurries of attacks in melee. As a Full Action, the character +most strikes without ill effects. If ever Stunned, a successful may make three melee attacks on his turn. The effects of this +Toughness Test allows the character to ignore the effects. Talent replace those of Swift Attack rather than adding to them. + + + + + IV: Talents & Traits + The use of Lightning Attack may not be combined with Dual + Strike. If the character has the Two-Weapon Wielder Talent and +d is wielding two melee weapons, the character gains the advantage +Prerequisites: Willpower 30 of Lightning Attack with only one of the weapons, and a single +The character’s wide travels have shown him both wonders attack with the other. If the character has the Two-Weapon +and horrors beyond the ken of most. The galaxy has thrown Wielder Talent and is wielding a melee weapon in one hand and +its worst at the character, and he has yet to flinch. Mundane a gun in the other, they gain the advantage of Lightning Attack +events, from death’s horrific visage to xenos abominations, do with the melee weapon and a single attack with the gun. +not cause Insanity Points, nor Fear Tests. Terrors of the warp +still affects the character normally. + liGhTninG reflexes + The character always expects trouble, even in the most innocuous +killinG sTrike situations, allowing him to act quickly when needed. Add twice +Prerequisites: Adeptus Astartes the character’s Agility Bonus when rolling for Initiative. If the +Space Marines are amongst the deadliest warriors in the character has Unnatural Agility, then add one to the multiplier +galaxy, and they have learned how best to place their blows before factoring the bonus into the character’s Initiative roll. +for maximum effect. When taking the All-Out Attack action, +a Space Marine may spend a Fate Point (before rolling the +dice) to make his melee attacks for that round impossible + liTany of haTe +to parry or dodge. Prerequisites: Hatred (any) + The character’s belief in the righteousness of his hatred is + so ingrained in his being that he can inspire the same hate +leap up in others. As a Full Action, make a Charm Test to extend +Prerequisites: Agility 30 the effects of the character’s Hatred Talent to nearby allies. +A combination of athletic ability and speed allow the Success on the test confers a +10 bonus to WS when fighting +character to spring to his feet in virtually any circumstance. hated foes to one ally per point of the character’s Fellowship +The character may stand up as a Free Action. Bonus. The effects last for the duration of the encounter. + + +g t +Prerequisites: Nerves of Steel The character’s logis processors work with preternatural speed, +The character has developed a sixth sense about hails of filtering sensory input and allowing the character to analyse +gunfire, allowing him to sense gaps and pauses in the lethal and anticipate the actions of those around him. By using the +rain. The character is immune to Pinning by pistols and character’s Reaction for the Round, the character may make a +Basic Weapons, and he adds +1 AP to the value of any cover Tech-Use Test to make use of this Talent. The character gains +protecting him from ranged attacks. a +10 bonus to all Weapon Skill and Ballistic Skill Tests until + the end of his next turn. The character must pass a Toughness + Test when he uses this Talent or gain a level of Fatigue. +liGhT sleeper +Prerequisites: Perception 30 +The slightest change in conditions or disturbance brings the + t +character from sleep to full awareness, remaining alert even Prerequisites: Techmarine or Mechanicus Implants +in slumber. The character is always assumed to be awake, The Omnissiah has blessed the character with augmetic conduits +even when asleep, for the purposes of Awareness Tests or that parallel the bones of his arms. By reciting the proper litany, +surprise. Unfortunately, the character’s sleep is not deep and the character can channel the energy stored in his Potentia +can be frequently interrupted, resulting in a less-than-cheery Coil down these channels and direct it at enemies. Success on +disposition when awake. a Ballistic Skill Test allows the character to direct this energy + against a single target within 10 metres. The target takes 1d10 + plus the character’s Willpower Bonus of Energy Damage with + the Shocking Quality. The character must pass a Toughness + Test when he uses this ability or gain a level of Fatigue. + Talent Use: Half Action Attack + + + 121 + luMinen charGe MaGleV Grace + Prerequisites: Techmarine or Mechanicus Implants Prerequisites: Mechanicus Implants + The character has mastered the union between his holy The character is implanted with anti-grav coils throughout his + mechanical elements and his mortal flesh, allowing the lower body, allowing him to hover just off the ground. Using + former to power the latter. With a successful Toughness a Half Action, the character may hover 20–30 centimetres + Test, the character may recharge or power machinery with off the ground for a number of minutes equal to 1d10 plus +IV: Talents & Traits + + + + + his internal coils. This requires one minute of meditation and the character’s Toughness Bonus. The character must employ + ritual incantation. The difficulty of the Toughness Test varies a Half Action each Round to maintaining the rite, and may + depending on the nature of the powered system: use the other actions to move normally. The character may + activate this rite to slow his rate of descent when falling, + reducing all falling Damage to 1d10+3 Impact. Each use of + Difficulty Example + Maglev Grace exhausts the power stored in the character’s + Ordinary (+10) Simple Power Cell, Illuminator + Potentia Coil, and so this Talent cannot be reused until the + Weapon Charge Pack, Data Slate, Coil has been recharged (usually 1d5 hours). + Challenging (+0) + Bridge Terminal + Hotshot Charge Pack, Shuttle + Difficult (–10) + Electronics, Servo-Skull MaGleV TranscenDence + Lascannon Charge Pack, Servitor, + Hard (–20) Prerequisites: Mechanicus Implants, Maglev Grace + Bridge Hololith + The character has proven his devotion to the Machine God by + Ship’s Cogitator Core, Reactor + Very Hard (–30) lacing anti-grav coils through every portion of his body. Using + Machine Spirit, Xenos Tech + a Half Action, the character may hover 20–30 centimetres off + the ground for a number of minutes equal to 2d10 plus the + The character must pass a Toughness Test when he uses character’s Toughness Bonus. The character must employ a + this ability or gain a level of Fatigue. No matter the power Half Action each Round to concentrate on maintaining this + bestowed upon the character by the Omnissiah, some systems rite, but any Move Action allows the character to move up to + are either too large or too alien for this Talent—the GM is his running speed. The character can slow his rate of descent + the final judge. when falling so long as this rite is active when the character + reaches the ground, taking no falling Damage. Each time the + character enacts this rite, it drains 50% of the power stored + luMinen shock in his Potentia Coil. + Prerequisites: Techmarine or Mechanicus Implants + The power of the character’s Potentia Coil flows through + a network of inductors within his flesh. This allows the + MarksMan + character to channel this energy into his blows. In close Prerequisites: Ballistic Skill 35 + combat, a successful Weapon Skill Test or Grapple delivers The character’s steady hand and eagle eye allows him to keep + the shock. The Luminen Shock inflicts 1d10+3 points of crosshairs steady on any target, regardless of range. Distance + Energy Damage with the Shocking Quality. The character is no protection against the character’s marksmanship, and + must pass a Toughness Test when he uses this ability or gain he suffers no penalties for Ballistic Skill Tests at long or + a level of Fatigue. extended range. + Talent Use: Half Action Attack + MasTer chirurGeon + MachinaTor array Prerequisites: Medicae +10 + Prerequisites: Mechanicus Implants The character’s advanced medical skills enable him to knit flesh + The character has returned to the crèches of the Mechanicus with deft same mastery. The character’s exceptional education + so the Priesthood of Mars may bring him closer to the most in use of the Narthecium, med-slate, and supplemental drugs + holy of forms by adding an extensive machinator array to give his patients an enormous advantage. The character gains + the character’s existing augmetics. The character’s Strength a +10 bonus on all Medicae Tests. If treating a Heavily or + and Toughness Characteristics are increased by +10. Reduce Critically Damaged patient, a successful test heals 2 Wounds + the character’s Agility and Fellowship by –5. The character’s instead of 1. If the patient is in danger of losing a limb from + mass increases to three times that of a normal person, and a Critical Hit (see Chapter VIII: Combat), the character + the character may no longer stay afloat or swim in water or provides the patient with a +20 bonus to the Toughness Test + similar liquids. The character may mount a single pistol or to prevent limb loss. + close combat weapon on any Servo-Arm or Servo-Harness he + possesses. The character must still have the proper Talent to + use the mounted weapon. + + + + + 122 + MasTer enGinseer MenTal raGe +Prerequisites: Tech Use +20, Mechanicus or Techmarine Prerequisites: Frenzy +Implants The character’s madness and hate open his mind to the warp, +The character’s knowledge of engines and their machine allowing the character to use its power with little conscious +spirits surpasses all but the most venerable servants of the thought. While in a Frenzied state, the character may use his +Machine-God. The character can almost feel the plasma Psychic Powers normally. + + + + + IV: Talents & Traits +pulsing through a reactor’s conduits as if it were his own +veins. The character may spend a Fate Point for automatic +success on a Tech Use Test for enhancement, repair, or + t +upgrade of a machine’s system, taking the minimum amount Prerequisites: Ballistic Skill 40 +of time possible on the task. The character knows the weak points in every armour and + material, and has the skill to ensure that his shots land exactly + where they do the most damage. The character adds +2 to +MasTer oraTor Damage inflicted with a ranged weapon. +Prerequisites: Fellowship 30 +The character has learned the techniques required to +influence large audiences. The character’s Fellowship Tests + MiMic +and Fellowship-based Skill Tests affect 10 times the normal Vox synthesisers, training, or innate abilities allow the +number of targets. character to accurately mimic the voice of another. The + character must study the voice patterns of his intended + target for at least one hour for proper imitation, and speak +MechaDenDriTe use the same language. The character cannot accurately copy the +Prerequisites: Mechanicus or Techmarine Implants voice of a xenos due to the difference in physiology and the +Talent Groups: Servo-arm, Weapon, Utility subtle complexities of most alien languages. Listeners must +Though there are many different types of Mechadendrite, succeed on a Difficult (–10) Scrutiny Test to penetrate the +this Talent divides them into two broad categories: deception. If the character’s study used vox recordings or +Servo-Arm: Servo-arms are powerful mechanical arms fitted comm-link conversations rather than in-person observation, +with piston-driven claws that are equally effective as weapons the Difficulty of the Scrutiny Test is reduced to Challenging +as they are at repairing machines. (+0). The character’s deception automatically fails if the +Weapon: Mechadendrites of this type end in either ranged listener can clearly see him. +or close combat weapons, and have the supplemental support +and strength necessary for combat. Servo-Arms and the +Servo-Harness may also count as this type. + nerVes of sTeel +Utility: Including such varied types as Machine Spirit Long years on the battlefield enable the character to remain +Interface, Manipulator, Medicae, Utility, Optical, and calm as fire impacts all around them. The character may re- +countless others, these Mechadendrites generally require less roll failed Willpower Tests to avoid or recover from Pinning. +hardy mountings, but all interface with the Cyber Mantle in +a similar manner. + orThoproxy + A liturgical circuit has been implanted within the character’s +MeDiTaTion skull, allowing him to focus on the prayers recited by the +The character has mastered his body and its reactions by the proxy unit when the character’s mental fortitude is in peril. +practice of meditative techniques, shutting down unnecessary The character receives a +20 bonus to Willpower Tests made +functions that enables him to refresh both body and mind. to resist mind control or interrogation. +Success on a Willpower Test and 10 minutes without +interruptions removes one level of Fatigue. + paranoia + The character knows that danger lurks behind every corner +g and knows the galaxy will hit him as soon as he lets his guard +Talent Groups: Chain, Shock, Power, Primitive, Universal down. The character gains a +2 bonus on Initiative rolls, and +The character has trained extensively with hand-to-hand the GM may secretly test using the character’s Perception to +weaponry, becoming proficient in the use of virtually all notice hidden threats. The price of this eternal vigilance is a +hand-held close combat arms. The “Universal” group includes twitchy disposition and the inability to relax. +the Primitive, Chain, Shock and Power groups. When a +character attempts to use a weapon he does not have the +correct Weapon Training Talent for, he suffers a –20 penalty +to any relevant Weapon Skill or Ballistic Skill Test. + + + + 123 + peer prosanGuine + Prerequisites: Fellowship 30 Prerequisites: Autosanguine + Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica, Through the application of his will, the character may speed + Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, the function of his Autosanguinators. By spending 10 minutes + Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, in meditation and ritual incantation, the character may make + Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, a Tech-Use Test, and if successful, remove 1d5 points of +IV: Talents & Traits + + + + + Navigators, Officio Assassinorum, PDF, Planetary Governors, Damage. If the character rolls a 96–100, he overstrains his + Rogue Trader, Schola Progenium, Scholastica Psykana implants, losing the ability to use them for one week. During + The character knows how to deal with a particular social that week, the character may use neither the Autosanguine + group or organisation. He gains a +10 bonus to all Fellowship nor Prosanguine Talents. Using Prosanguine requires 10 + Tests when interacting with the chosen group. The GM and minutes of meditation and ritual incantation. + player may agree to award this Talent when appropriate to the + adventure or campaign. + g + The character is a psyker; their power in game terms is rated + g on a scale of 1 to 10, where Psy Rating 1 is the lowest to + Talent Groups: Bolt, Las, Launcher, Melta, Primitive, Plasma warrant the attentions of the Scholastica Psykana and the + SP, Universal Black Ships, and a rating of 10 represents one of the most + The character has practised with nearly every single-handed powerful of the entire human sphere. A Librarian begins play + ranged weapon within the confines of the Imperium, and no with Psy Rating 3, as detailed on page 80 of Chapter II: + small number without. This talent confers proficiency with Specialities. See Chapter VI: Psychic Powers for detailed + most pistol-type weapons, including the Bolt, Las, Launcher, rules on the game mechanics of this ability. Increasing a + Melta, Plasma, Primitive, and SP groups. When a character character’s Psy Rating represents that character unlocking + attempts to use a weapon he does not have the correct Weapon more of his psychic potential and becoming more and more + Training Talent for, he suffers a –20 penalty to any relevant powerful. A character may take this Talent multiples times. + Weapon Skill or Ballistic Skill Test. Each time this Talent is taken, the character’s Psy Rating is + increased by 1. An increase in Psy Ratings in Deathwatch + does not give additional Psychic Powers. + t + Prerequisites: Intelligence 40, Fel 30 + The character has an innate ability to derive meaning from + psychic Techniques + unknown languages, and make himself understood using this Talent Groups: See Psychic Techniques + intuitive grasp. The character treats all languages as Basic Either through training or natural development, the character + Skills. This is not the same as true knowledge of the language, has learned an additional Psychic Technique. Once this Talent + and tests using this Talent suffer a –10 penalty due to the has been selected, the character may select one new Psychic + simplistic nature of translation. Technique in any Discipline he possesses with an XP cost + equal to or lower than the Talent’s XP cost. Note that when a + Psychic Technique is selected, the character does not have to + w spend more XP -he spent the required XP when he purchased + Prerequisites: Weapon Skill 40, Sure Strike the Talent. This Talent may be chosen multiple times, each + The character’s eye, hand, and weapon act seamlessly together, selection granting an additional Technique. + placing the character blows exactly where the character + intends. When making a called shot with a melee weapon, + the character does not incur the normal –20 penalty. + The character has practiced so frequently with his weapons + that they practically leap into his hands in response to a + d simple thought. The character can Ready as a Free Action + Prerequisites: Weapon Skill 40, Agility 50 when armed with a pistol or basic ranged weapon, or a melee + The character is a swift moving bringer of death, a living, weapon that can be wielded in one hand. + bloody scythe before whom foes die like corn before the + reaper. The character may use Swift Attack and Lighting + Attack as a Half Action rather than a Full Action. In addition, + rapiD reacTion + the character may use the Swift Attack and Lightning Attack Prerequisites: Agility 40 + Talents during a Charge. The character has honed his reactions to a razor’s edge, + allowing them to act while most stand dumbfounded. When + surprised or ambushed, a successful Agility Test allows the + character to act normally. + + + + 124 + d the character appropriate new ones of equal severity. The + character’s comrades may find the character somewhat cold, +The firing ranges and weapon drill chambers are the character’s though other followers of the Omnissiah will rejoice in the +constant abode, and hours of reloading countless magazines or character’s newfound freedom. +power cells means that he can replace them without looking +and without thinking. The character halves all reload times, +rounding down. Thus, Half Action reload become a Free + g + + + + + IV: Talents & Traits +Action, a Full Action reload becomes a Half Action and so on. Prerequisites: Psy Rating + The character has been trained to resist the dangers of the + warp: his resistance has been weighed and measured and +resisTance found to be sufficient for his power to be sanctioned. This +Talent Groups: Cold, Fear, Heat, Poisons, Psychic Powers ceremony changes a psyker, and the character bears these +The character’s background, experience, training, exposure, physical changes along with a Sanctioning Mark. Choose one +or plain stubbornness has developed a resistance within him. result on the Psychic Phenomena chart on page (other than +Each time the character selects this Talent, choose one area Perils of the Warp). When rolling for Psychic Phenomena, +of resistance. The character gains a +10 bonus when making the character may substitute the specified result for the effect +tests to resist the effects of this group. The character’s GM rolled on the table, so long as the character did not roll Perils +may wish to approve certain choices or have them justified by of the Warp. +the character’s past. + riVal +riTe of aWe Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica, +Prerequisites: Mechanicus or Techmarine Implants Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, +The augmetic blessing of the Omnissiah on the character’s Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, +voice box allows him to recite infrasonic liturgies that trigger Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, +awe and fear. All humans, regardless of their ability to hear, Navigators, Officio Assassinorum, PDF, Planetary Governors, +within a 50-meter radius feel a sense of dread and take a Rogue Trader, Schola Progenium, Scholastica Psykana +–10 penalty to their next Skill Test (including Weapon Skill This Talent represents aggressive competition and some +and Ballistic Skill Tests). Player characters may ignore these animosity with a particular social group or organisation. The +effects with a successful Willpower Test. Whilst incanting character suffer a –10 penalty to all Fellowship Tests when +the rite, the character may not talk or communicate with interacting with the group in question. +others. The rite requires one-Half Action speaking the litany The GM and player may agree to award this Talent when +in Techna-Lingua, and it is considered very bad form to appropriate to the storyline. This Talent may be removed with +break off the recitation before completion. Humans without an Elite Advance and the approval of the GM if the character +auditory implants cannot hear infrasonic sounds, and though has taken suitable actions to earn the trust of the group. +still affected do not know the character is speaking. + scourGe of hereTics +riTe of fear The character has taken a vow to purge heretics wherever +Prerequisites: Mechanicus or Techmarine Implants he finds them and has honed his skills in dispatching them. +The character’s infrasonic dirges cause terror in the weak. All This is not a blood-fuelled rage or the uncontrollable madness +humans, regardless of their ability to hear, within a 50-meter of death but rather a cold, calculated skill drilled into the +radius treat the character as if he had a Fear Rating of 1. While character through countless hours of training and prayer. The +incanting the dirge, the character may not communicate in character gains a +10 to his Weapon Skill and +2 to melee +any other way. The rite requires one-Half Action chanting weapon Damage when combating heretics. It is up to the GM +in Techna-Lingua, and most would not consider halting to decide exactly which enemies count as heretics. +the incantations prior to their completion. Humans without +auditory augmentation cannot hear infrasonic sounds, and +though still affected do not know the character is speaking. + serVo-harness inTeGraTion + Prerequisites: Techmarine Implants, Mechadendrite Use + (Servo-arm) +t The Techmarine has had his implanted systems integrated +Prerequisites: Mechanicus or Techmarine Implants with a many-armed servo harness, allowing him to use its +The character has replaced the creative half of his brain with pincer-arms and weapon arrays as if they were extra limbs of +sacred cranial circuitry. The character can no longer feel his body. The Techmarine may be fitted with and use a Servo- +emotion, and instead embraces the crystal purity of logic. harness (see page 177 in Chapter V: Armoury) and may use +The character is immune to Fear, Pinning, and any effects weapons fitted to the harness in which he is proficient. +that stem from emotional disturbance. The character’s GM +removes any Mental Disorders that no longer apply, and grant + + + 125 + sharpshooTer siGnaTure WarGear (hero) + Prerequisites: Ballistic Skill 40, Deadeye Shot Talent Groups: Weapon, Armour, Relic, and Wargear + The character’s steady hand and eagle eye allow him to place (includes Servitors) + shots exactly where he wants. When making a Called Shot, The Battle-Brother has been permanently entrusted with + the character does not incur the normal –20 penalty. The artificer armour, a Space Marine relic, master-crafted weapon, + effect of this Talent replaces those of Deadeye Shot. or some other prestigious and rare tool of the Adeptus +IV: Talents & Traits + + + + + Astartes. Select one item from the Armoury (excluding unusual + ammunition) with a Requisition cost of 70 or less. This + siGnaTure WarGear Requisition limit may include Upgrades and/or Craftsmanship + A tool of war has served the Battle-Brother in countless modifiers in its calculation. This item is permanently in the + victories, and is always at his side. Select one item from Battle-Brother’s possession without the need to Requisition + the Armoury (excluding unusual ammunition) with a it, effectively becoming standard issue for him. He must meet + Requisition cost of 20 or less. This Requisition limit may any Renown requirement for the item. A Battle-Brother may + include Upgrades and/or Craftsmanship modifiers in its purchase this Talent multiple times in accordance with his + calculation. (For example, a Master-Crafted Flamer.) This item Career Advances. Each time, note the item it applies to such + is permanently in the Battle-Brother’s possession without as Signature Wargear (Artificer Armour). + the need to Requisition it, effectively becoming standard + issue for him. He must meet any Renown requirement for + the item. A Battle-Brother may purchase this Talent multiple + sounD consTiTuTion + times in accordance with his Career Advances. Each time, The character gains an additional Wound. The character may + note the item it applies to such as Signature Wargear (Master- purchase this Talent multiple times, the exact number of times + Crafted Flamer). is determined by his Career Path. When a character has gained + this Talent multiple times, note the number of times it’s been + taken after the Talent, such as Sound Constitution 3. + siGnaTure WarGear (MasTer) + Prerequisites: Signature Wargear for the item selected + The Battle-Brother has forged a bond with his chosen tool of + slayer of DaeMons + war, and can perform impressive feats with it. The maximum Vowing to battle the beyond, the character has marked + Requisition cost of his Signature Wargear increases to 40. (At the warp-spawned for death. The character gains a +10 to + the time this Talent is purchased, you may choose to apply his Weapon Skill and +2 to melee weapon Damage when + additional Upgrades to your existing Signature Wargear, combating daemons. + or replace the Signature Wargear item with a new item + worth up to 40 Requisition.) Choose one applicable effect + from the table below and apply it when equipped with the + t + Signature Wargear. The character can move at great speeds. When taking a + Full Move Action, the character can move an extra number + of metres equal to his Agility Bonus. When taking the Run + Action, the character may double his movement for one + Round. The character gains one level of Fatigue if he uses + this Talent two Turns in a row. + + Table 4–2: Signature Wargear (Master) + Effect Applies to + You know how to wield the weapon to Prerequisites: Adeptus Astartes + maximum effect. Gain +10 to Attack Tests Weapons The Battle-Brother stands immovable and indomitable, as if + made with this weapon. he were made of rock and iron against which foes break like + Your defences are at their best wearing this + Armour + water against a cliff. The Battle-Brother may spend a Fate + armour. Add +10 to Dodge Tests. Point as a Full Action to adopt a Stalwart Defence. While + Your affinity with this device serves you on adopting this condition, the Battle-Brother may not move + and off the battlefield. Re-roll failed Skill Tests Wargear and may not Dodge. He may make a Parry reaction against + made to use the item. all successful strikes against him, and all Damage he suffers + The machine spirit is as trusted as any Battle- is reduced by –2. Furthermore, the character’s enemies gain + Any item + Brother. Gain +1 Cohesion. + no benefits for outnumbering the Battle-Brother in close + Your guardian machine spirit aids you in combat. These effects last until the Battle-Brother chooses + Any item + thwarting enemies. Gain +2 Initiative. + to end his Stalwart Defence or until he is rendered incapable + Faith in your war gear bolsters your morale. + Any item of fighting. + Gain +5 on WP tests. + + + + + 126 + sTep asiDe sure sTrike +Prerequisites: Agility 40, Dodge Prerequisites: Weapon Skill 30 +The character can sway his body out of the path of an attack, The character has a degree of control over where his melee +causing it to pass through thin air. The character may make attacks land. When determining hit location for a melee +an additional Dodge once per Round. In effect, this gives the attack, the character may use the dice as rolled, or he may +character a second Reaction that may only be used to Dodge, reverse them, choosing the preferred location. For example, if + + + + + IV: Talents & Traits +allowing two Dodges in a Turn. However, the character may Cassus rolls a 37 to hit a Chaos Heretic, this would ordinarily +still only attempt a single Dodge against one attack. strike the Right Leg. However, since he has the Sure Strike + talent, he could choose to hit the Body (37). +g +The character is an experienced survivor of the kind of + sWifT aTTack +murderous fights that occur in the depths of an underhive or Prerequisites: Weapon Skill 35 +stinking alleys of a sink hab. When dealing Critical Damage The character’s speed and martial ability allows him to land +with an unarmed attack or knife, the character deals an flurries of blows. As a Full Action, the character may make two +additional +2 points of Damage. melee attacks. If the character has the Two-Weapon Wielder + Talent and is wielding two melee weapons, the character + gains the advantage of Swift Attack with only one of the +sTorM of iron weapons, and a single attack with the other. If the character +Prerequisites: Adeptus Astartes had the Two-Weapon Wielder Talent and is wielding a melee +When facing massed enemy, the Battle-Brother’s firepower is weapon in one hand and a gun in the other, the character gets +laid down in precise patterns and well trained rhythm, so that the advantage of Swift Attack with the melee weapon and a +they create a storm of iron that kills and maims many. By such single attack with the gun. +discipline, the Battle-Brother has faced enemies many times +his number and emerged victorious. When using a flamer or +firing a Semi or Full Auto Burst against an enemy with the + TakeDoWn +Horde trait, the Battle-Brother doubles any Damage that he As a Half Action, the character may declare that he is +deals to the Horde’s Magnitude. For example, if the Battle- attempting a takedown before making his Weapon Skill +Brother’s attacks would reduce the Horde’s Magnitude by 5, Test. If the character hits and would have done at least 1 +this amount is doubled to 10. point of Damage, it is ignored, but the character’s opponent + must make a Toughness Test or be Stunned for 1 Round. In + addition, when performing a Stun Action, the character does +d not suffer a –20 penalty to his Weapon Skill. +Prerequisites: Willpower 30, Resistance (Psychic Powers) +The character’s conditioned mind acts as a fortress against +psychic attacks. The character may re-roll failed Willpower + d +Tests to resist any Psychic Powers that affect his mind. Psychic Talent Groups: Any Skill +Powers that have a physical effect, such as Telekinesis, are The character has an affinity for a particular Skill. Choose any +unaffected by this Talent. one of the character’s Skills, and gain a +10 bonus to tests + made using the Skill. + + + TarGeT selecTion + Prerequisites: BS 50 + The character’s dread gaze marks out his chosen victim, and + not even the riotous confusion of close combat interferes. The + character may shoot into melee with no penalty. + + + Technical knock + Prerequisites: Intelligence 30 + Either through the ease of long practice, or the proper ritual + to appease a weapon’s machine spirit, the character can clear + stoppages with a simple knock. The character may un-jam + any gun as a Half Action, but may only perform this rite + on one weapon per Round. The character must touch the + weapon to enact this rite. + + + + 127 + g + + Talent Groups: Universal + The character’s mastery of the balance, spin, and weight of + thrown weapons makes him a formidable foe at any distance, + even if only armed with a knife. The Universal group includes + the Primitive, Chain, Shock, and Power weapon groups. When +IV: Talents & Traits + + + + + a character attempts to use a weapon he does not have the + correct Weapon Training Talent for, he suffers a –20 penalty + to any relevant Weapon Skill or Ballistic Skill Test. + + + ToTal recall + Prerequisites: Intelligence 30 + Mental conditioning or augmentation enables the character + to record and recall great amounts of information, effectively + granting him a perfect memory. The character can + automatically remember trivial facts or pieces of information + he might feasibly have picked up in the past. When dealing + with more detailed, complex, or obscure facts, such as the + exact layout of a defence network, the GM may require a + successful Intelligence Test to recall the information. + + + t + Prerequisites: Toughness 40 + The character is able to shrug off wounds that would fell + lesser men. Whenever the character suffers Critical Damage, + halve the result (rounding up). + Example: Agamemnon takes a grievous wound from a + tyranid warrior. After reduction for Armour and Toughness, + The flesh is Weak the Scything Talon strike still does 8 Damage. Unfortunately, + Prerequisites: Mechanicus or Techmarine Implants it’s been tough going and Agamemnon only has 4 Wounds + The character’s body has undergone significant bionic remaining, which would normally result in 4 points of Critical + replacement to the point where he is far more machine than man. Damage. However, since he has the True Grit Talent, he only + This Talent grants the character the Machine Trait page + (see 133) takes 2 points of Critical Damage. + with Armour Points equal to the number of times this Talent + has been taken. The character may purchase this Talent multiple + times in accordance with his Career Path. In this case, note the + TWo-Weapon WielDer + number of times this Talent has been taken, such as The Flesh Talent Groups: Ballistic, Melee + is Weak 3. Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35 + Years of training allow the character to use a weapon in each + hand when needed. When armed with two weapons of the + ThunDer charGe same type, the character may spend a Full Action to attack + Prerequisites: Adeptus Astartes with both. Both tests made to attack with the weapons suffer + The Battle-Brother charges into combat using his armoured a –20 penalty (see Chapter VIII: Combat for more details + body as an additional weapon. Driven by his armour and on fighting with two weapons). The character must possess + the Battle-Brother’s enhanced muscle, the impact of such a Two-Weapon Wielder (Melee) and Two-Weapon Wielder + charge is like being struck by a thunderbolt. When the Battle- (Ballistic) if he wishes to use a gun and hand weapon with + Brother makes a Charge Action, first make an unarmed attack this Talent. + (see page 245 for more details) against every opponent he is + charging. This represents slamming into the enemy with the + character’s armoured bulk. This attack automatically also has + unarMeD MasTer + the potential to knock the opponent down in the same way Prerequisites: Weapons Skill 45, Agility 40, Unarmed + as if the Battle-Brother had used the Knock Down Action Warrior + see page 241 for more details). Once this attack has been The character has developed unequalled mastery of unarmed + resolved, the Battle-Brother may make his normal Charge combat techniques. The character’s unarmed combat attacks + Attack as normal. If the Battle-Brother charges a Horde, he do 1d10 + Strength Bonus in Impact Damage, and these + may make d5+1 unarmed attacks against the Horde. attacks no longer have the Primitive quality. + + + 128 + unarMeD Warrior t + +Prerequisites: Weapons Skill 35, Agility 35 Prerequisites: Psy Rating, Strong Minded, Willpower 50 +Due to extensive training in unarmed combat, the character’s The sheer power of the character’s mind allows him to +unarmed combat attacks do 1d10–3 + Strength Bonus in channel vast amounts of warp energy. When pushing, the +Damage instead of 1d5–3. Because of the character’s advanced character may add +1 to his Psy Rating and subtract –10 on +training against both armed and unarmed foes, he does not any resultant Psychic Phenomenon rolls. + + + + + IV: Talents & Traits +count as Unarmed, as defined on page 245, when making +attacks against armed opponents. The character’s unarmed +attacks still count as having the Primitive quality. + Warp sense + Prerequisites: Psy Rating, Psyniscience Skill, Perception 30 + The character’s senses have evolved to perceive the warp in + parallel with the physical world, though it requires some +Prerequisites: Adeptus Astartes, Fellowship 40 concentration to do so. After gaining this Talent, using +The Battle-Brother is a source of inspiration to those around the Psyniscience Skill requires a Half Action instead of a +him; when all seems lost, he stands defiant and by his deeds Full Action. +raises the warrior spirits of his comrades. If the squad has +suffered Cohesion Damage caused by the enemy in the +present or previous Round, the Battle-Brother may declare + Weapon-Tech +that his next Action is an act to demonstrate that the squad is Prerequisites: Techmarine +unbowed and unbroken. His next Action may be one of the It is in the nature of a Techmarine to become concerned with +following: a ranged attack against the enemy, a melee attack learning the blessed and secret intricacies of weaponry. Once +against the enemy, or a Challenging (+0) Fellowship Test per combat, the Techmarine can enhance his weapon or seek +that represents a roar of defiance or exhortation to heroism. If out the weak points in an opponent’s armour, increasing the +the test involved in the Action (the attack roll or Fellowship Techmarine’s deadliness. The effects of this mean that for one +Test) succeeds, then the Battle-Brother and those within Round per combat encounter, a weapon personally wielded +Support Range of him regain all of the Cohesion they lost to by the Techmarine from the Melta, Plasma, Power, or Exotic +Cohesion damage in this or the last round. category increases its Damage and Penetration by an amount + equal to the character’s Intelligence Bonus. +unshakeable faiTh +The character’s confidence in the Emperor is so strong that + WhirlWinD of DeaTh +the character can face any danger. The character may re-roll Prerequisites: Adeptus Astartes +any failed Willpower Tests to avoid the effects of Fear (see When facing massed opponents in combat, the Battle-Brother +page 276). becomes a whirlwind of death, moving, hacking, gutting, and + beheading with ceaseless fury. When attacking an enemy with + the Horde trait in close combat, the Battle-Brother doubles +Wall of sTeel any Damage dealt to the Horde’s Magnitude. For example, +Prerequisites: Agility 35 if the Battle-Brother’s attacks would reduce the Horde’s +The character’s skill with blades is so profound that to try to Magnitude by 3, this amount is doubled to 6. +land a blow on him is like trying to strike an invisible wall of +steel, as the character’s blade is constantly in the correct place +to deflect an attack. The character may make one additional + +Parry per Round, in effect giving the character a second Prerequisites: Adeptus Astartes, Intelligence 40 +Reaction that may only be used to Parry. The character may The Battle-Brother has survived many wars, seen much, and +only attempt a single Parry against any one attack. been favoured with the experience of his chapter’s most + ancient warriors. Within their mind and soul, they hold the + well of knowledge that stretches back far before they were +Warp affiniTy raised to become one of the Adeptus Astartes. The Battle- +Prerequisites: Psy Rating Brother may spend a Fate Point during a combat to get +The character has a special connection to the warp, allowing insight on a situation. This is represented by the player asking +him to sense and avoid its less desirable effects as he channels the GM a question about the immediate situation the Battle- +its power. The character may not select this Talent if he has Brothers faces, which the GM should answer as helpfully as +undergone the Rite of Sanctioning. When rolling for Psychic possible. For example when trapped in a genestealer-infested +Phenomenon, the character may discard the die roll, gaining space hulk, the question might be, “What is the most likely +1d5 Corruption Points, and then re-roll with no modifiers. route to the main reactor?” + + + + + 129 + Traits blooD soakeD TiDe (horDe) + The horde with this trait is teetering on the brink of madness. + “Weapons are not found only in the hands of a warrior. They are These bloodthirsty madmen thrive on the slaughter of battle. + found in their blood, in the bones, and in their indomitable spirit. When the horde fails a Willpower test to avoid being broken, + With such weapons, how can we fail to conquer?” or would have broken automatically (see Breaking a Horde + on page 360 in this chapter), it is not broken, but instead +IV: Talents & Traits + + + + + –attributed to Lord Solar Macharius gains the Fearless and Frenzy Talents. + + + + S + kills and Talents represent ability and knowledge + gained over the course of a character’s life. Traits, then, + bruTal charGe + are innate abilities gained by virtue of birth and racial A creature with this trait deals an extra 3 points of damage + ircumstance. They may be gained through other means later when it charges in the same round. A horde with this trait + in life, but they are almost never gained through choice. As does an additional 1d10 damage when it charges in the same + indicated in Chapter I: Character Creation, player characters round. + acquire certain traits as a result of their origins, experience or + other factors that make them who and what they are. + burroWer + A creature with this trait can move through solid objects + TraiT DescripTions by burrowing through them. This trait always includes a + Descriptions of the various traits follow. number to indicate speed. Such creatures can burrow through + soil, rock, sand, and so on, though some (expressed in the + creature‘s entry) can burrow through metal. When a creature + aMorphous burrows, it leaves behind a tunnel. Creatures of one size + An amorphous creature has a malleable form, capable of smaller than the creature that created the tunnel can enter + squeezing its body or expanding it. It can change size by one these areas without impediment. There is a 50% chance each + step in either direction, though doing so does not change round that the tunnel collapses behind the creature. + its speed. Creatures with this trait determine their movement + rates using one-half their Agility Bonus (rounding up). + Amorphous creatures are often missing senses and so rely on + craWler + the Unnatural Senses Trait to perceive their surroundings. Worms, serpents, and similar creatures crawl and slither rather + than walk. The base move for a creature with this trait is half + its Agility Bonus, but it does not take penalties for moving + g over difficult terrain. + The creature is encased in armour plating, increasing its + Armour Points by 2 to all locations. + DaeMonic + Daemonic creatures are creatures of the Warp, but can + d manifest in realspace either through sheer strength of will, + The creature always counts as braced when firing heavy hunger, or occult rituals. Creatures with this trait multiply + weapons and may fire on semi- or full-automatic as a their Toughness Bonus against all damage by the number + Half Action. indicated in parentheses after the trait in the same manner + as an Unnatural Characteristic (see page 136). The effects of + this trait stack with the effects of the Unnatural Characteristic + besTial trait. The effects of this trait are ignored for damage inflicted + A creature with this trait is animalistic, tending to behave by force weapons, psychic powers, holy attacks, or other + instinctively rather than rationally. No matter how high its creatures with this trait. Daemonic creatures are also immune + Intelligence score is, it is still bestial. A creature with this to poison and disease. + trait never needs to make a Survival Test whilst in its natural + habitat. Unless starving or desperate, a bestial creature must + make a Willpower Test when frightened, startled or injured. + t + On a failed test, the creature flees. A creature with this trait sees normally even in areas of total + darkness, and never takes a penalty for fighting in areas of + dim or no lighting. + d + Blind creatures automatically fail all tests based on vision and + automatically fail all Ballistic Skill Tests. Such creatures take + DisciplineD (horDe) + a –30 penalty to Weapon Skill Tests and most other tests that The horde is made up of hardened and well-disciplined troops + ordinarily involve or are benefited by vision. who do not break and flee even after having sustained terrible + + + 130 + Table 4–3: Traits + Trait Description + Amorphous Creature is a blob, and slow. + Armour Plating Increase Armour Points by 2. + Auto-stabilised Always counts as braced. + Bestial No need to make Survival Tests in natural habitat, test Willpower to avoid flight. + + + + + IV: Talents & Traits + Blind Cannot see. + Blood Soaked Tide A horde becomes Frenzied and Fearless rather than breaking. + Brutal Charge +3 damage on a charge. + Burrower Move by digging. + Crawler Calculate Movement by half Agility Bonus. No penalties for moving over difficult terrain. + Daemonic Double TB against normal weapons, immune to disease and poison. + Dark Sight See in darkness. + Disciplined A horde is resistant to breaking. + Fighting Withdrawal A horde that breaks moves back in good order. + Fire Drill A horde gains an extra ranged attack. + Fear Forces others to make Fear Tests to avoid Shock and Madness. + Flyer Fly and enter any altitude. + From Beyond Immune to Fear, Pinning, Insanity Points, and mind-affecting powers. + Hoverer Fly and enter the hover altitude. + Improved Natural Weapons Creature’s Natural Weapons are no longer Primitive. + Incorporeal Creature can become insubstantial. + Instinctive Behaviour Creature has a set of reactions to stimuli. + Machine Creature gains immunities and resistances. + Creature gains extra attack with multiple attack action, +10 T, +10 to Strength Tests involving + Multiple Arms + movement. + Natural Armour Gain one or more Armour Points to all locations. + Natural Weapons Unarmed attacks deal 1d10+SB damage. + Overwhelming A Horde does extra damage in melee. + Phase Switch between incorporeal and corporeal as a Half Action. + Possession Take control of another creature. + Quadruped Movement equals AB×2. + Regeneration Test Toughness to remove 1 damage. + Size Determines creature’s size and benefits. + Sonar Sense Perceive surroundings flawlessly within 30 metres. + Soul-bound Bound to a particular group or creatures in exchange for certain benefits. + Stampede Failed Willpower Test causes creature to flee, trampling anything in its path. + Strange Physiology Death when damage equals Wounds. + Stuff of Nightmares Gain appalling list of immunities. + Sturdy +20 bonus to resist grapple and takedown. + Synapse Creature This creature grants the Fearless Talent to nearby Tyranids. + Touched By The Fates The being has Fate Points and may benefit from Righteous Fury. + Toxic Gain poisonous attack. + Tyranid This creature possesses many immunities. + Undying The creature does not need to breathe and cannot be harmed by diseases, poisons, or toxic effects. + Unnatural Characteristic Increases one Characteristic Bonus. + Unnatural Senses Perceive surroundings by uncanny means. + Unnatural Speed Double Agility Bonus for purpose of determining movement. + Warp Instability Creature must deal damage if damaged, or be cast back into the Warp. + Warp Weapons Creature’s weapons ignore Armour. + + + +casualties. The horde with this trait does not suffer the –10 fear (Variable) +penalty to Willpower tests to resist breaking if it is below 50% A creature with this trait has an unnerving appearance. The fear of +of its staring magnitude. Also, it does not automatically break (see it always has an associated rating (1–4) to reflect just how awful +page360) if it is below 25% of its starting Magnitude. the creature is to behold. See page 277 for the effects of Fear on + Space Marines. + + + 131 + fiGhTinG WiThDraWal (horDe) and thus can’t damage non-incorporeal opponents unless + it has a suitable special ability or talent. Creatures with + Though broken, the horde does not simply flee, but makes the Incorporeal trait can damage other creatures with the + a fighting withdrawal that prevents its enemies from simply Incorporeal trait normally. + overwhelming it. When a Horde with this trait breaks, it does Certain devices can keep an incorporeal creature at bay, + not flee moving at its Sprint rate of movement, but instead most notably the Gellar Field of a spaceship. Creatures with + withdraws at any movement rate that is appropriate. The Horde this trait cannot pass through such a field. +IV: Talents & Traits + + + + + will also continue to make ranged attacks as it withdraws. + insTincTiVe behaViour (TyraniD) + fire Drill (horDe) A Tyranid creature with this trait will be reduced to acting + The horde is made up of troops that are trained and drilled to according to their instincts if they are separated from the + fire in a deadly rhythm that soaks its enemy in fire. The horde controlling presence of the Hive Mind. In effect, this means + with this trait may always make one additional ranged attack that any encounter in which creatures with this trait are not + in addition to those it could normally make. accompanied by a Tyranid creature with the Synapse Creature + trait (see page 135 in this chapter), they will behave in a + particular way. The creature’s instinctive behaviour is noted + flyer in parenthesises and has the following effects: + A creature with this trait has the natural ability to fly, whether Feed: The creature’s instinct is to feed on flesh, blood, and + with broad leathery wings, strange warp energies, or inflatable bone and its hunger can never be sated. The creature will try + gas sacs. This trait always includes a number to indicate at to find and attack any living, biological, non-Tyranid creature + what speeds it moves when it flies. For more details on flying, and eat them. In this state, the creature gains the Fearless and + see Chapter VII: Playing the Game. Frenzy talents. The same applies to a Horde with this trait not + under the influence of a synapse creature. + Lurk: The creature’s instincts are to find shelter from + d attack, to hide and survive. It will try to flee and find shelter in + The mind of a creature with this trait is beyond the petty whatever way the situation allows. In a starship, for example, + frailties and precarious sanity of a mortal mind. It is immune it may scuttle into the ducting system. When confronted, the + to Fear, Pinning, Insanity Points, and psychic powers used to creature’s aim is to try to escape and will only attack if left + cloud, control, or delude its mind. no avenue for escape or in order to survive. If a Horde with + this trait is not under the influence of a synapse creature, it + will automatically break (see Breaking a Horde on page 360 + iMproVeD naTural Weapons of this chapter). + This creature’s attacks are powerful enough to crush plasteel Stalk: The creature’s instinct is to remain unseen, to find + or punch through armour. The creature gains all the benefits prey, slay it, feed, and then resume its hunt for others. In + of the Natural Weapons Trait, except that its attacks do not this state, the creature gains the Stealth (Ag) +10 skill. It + count as Primitive. will not attack enemies unless it can take them by surprise + + + hoVerer + Creatures with this trait have a limited capability for flight, + flying no higher than 2 metres. As with the Flyer trait, this + trait always includes a number to indicate speed. For more + details on flying, see Chapter VII: Playing the Game. + + + incorporeal + Incorporeal creatures are insubstantial and weightless, able to + pass through solid objects such as walls and weapons. An + incorporeal creature gains a +30 bonus on Concealment + Tests when hiding inside something. If it wishes, it may + become completely silent, automatically passing any Silent + Move Tests it is required to make. + An incorporeal creature is also immune to normal + weapons—they simply pass through its body as if it wasn’t + there. Daemons, psychic powers, warp creatures, other + incorporeal creatures, and opponents armed with force + weapons may all injure an incorporeal creature normally. An + incorporeal creature can’t normally affect the mortal world, + + + 132 + TraiT: Mechanicus iMplanTs + The character is a servant of the Machine-God, an initiate into the mysteries of the Priesthood of Mars and as such is + vessel for the following implants: + t + + The Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this + + + + + IV: Talents & Traits + allows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such + as skull shunts, finger probes, or spine jacks. + elecToo inDucTors + Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are + wired into the nervous system, where they derive power from the bio-electrical emanations of the flesh and the sacred + mysteries of the Potenia Coil. They can be used to emit or siphon power in many ways. + t + + A Respirator Unit implant involves tubes, wires, vox-grills, or other augmetic parts replacing the neck and upper chest. + The unit purifies the air supply, granting a +20 bonus to resist airborne toxins and gas weapons. The respirator unit also + contains a vox-synthesiser capable of transmitting the voice in a variety of ways. + cyber-ManTle + The Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage. + As the initiate gains further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the + Omnissiah, this cyber-mantle is often referred to as “the true flesh.” + poTenTia coil + Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce + various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators. + cranial circuiTry + Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit + within housing bolted onto the skull, whilst others nestle within the brain itself. + + +or outnumbers them. Having made a kill, the creature briefly naTural arMour +feeds before fleeing. A horde with this trait automatically This creature has a naturally tough hide or an exoskeleton, +breaks (see Breaking a Horde on page 360 of this chapter), affording it some protection against attacks. This trait always +with individual creatures scattering to find shadows from includes a numeric value to indicate how many Armour Points +which to begin their hunt. the creature gains to all locations. + + +Machine naTural Weapons +A creature with the Machine trait is fashioned from inorganic This creature has sharp claws, teeth, spines or some other +materials and is generally more rigourous then fleshy folks. natural weapon with which it can slice and dice its foes. It +Machines do not breathe, are immune to the effects of a counts as being armed even when not wielding weapons. Its +vacuum, extremes of cold, any mind-influencing psychic attacks deal 1d10 points of damage plus its Strength Bonus. +effect, and their Armour Points apply toward fire damage. The creature may make attacks with its Natural Weapons +Machines are also resilient to injury, having 1 to 5 Armour using its Weapon Skill, though it cannot parry with its natural +Points for each location. This number is indicated next to weapons, nor can it be disarmed—unless, of course, you hack +the trait. off its limbs! Natural weapons always count as Primitive. + + +MulTiple arMs oVerWhelMinG (horDe) +This creature has more than one pair of arms. It increases its The creatures that make up the horde are capable of swarming +Toughness Characteristic by +10 and gains a +10 bonus on over enemies and ripping them apart with a thousand cuts. +Strength Tests involving movement such as Climb and Swim. The horde with this trait always rolls an extra 1d10 for +Finally, the creature may use the Multiple Attack action to damage caused by the horde in close combat as long as it has +gain two attacks on its turn. If the creature also has the Swift a magnitude equal to or greater than 20. +or Lightening Attack Talent, this trait increases the number of +attacks they make with a multiple attack action by +1. + + + 133 + phase surviving possession + Should the victim survive and the entity is cast out by + A creature with this trait can transform its body into an exorcism or some other means, then the ordeal deals 2d10 + insubstantial state, passing ghost-like through solid objects points of permanent damage to the character’s Toughness and + or barriers of any sort. This trait functions exactly like the Willpower Characteristics. In addition, the victim gains 1d10 + Incorporeal trait, except the creature may become solid or Insanity Points. + insubstantial by spending a Half Action. +IV: Talents & Traits + + + + + Phase carries additional limitations. A creature in a phased + state cannot cross psychically charged barriers, holy wards, or + d + energy fields designed to flux space or manipulate the warp Quadrupeds are much quicker over a distance than their + such as a Gellar Field or a Void Shield. bipedal counterparts. To calculate their movement, double + their Agility Bonus. This trait is intended to cover creatures + with hind legs and forepaws. Creatures with more than four + possession legs may gain this trait but they increase the Agility Bonus by + Certain spirit-beings and denizens of the warp have the 1 multiplier for every extra set of legs (six legs equals AB ×3, + ability to possess mortal bodies. This is a far more insidious eight legs AB × 4, and so on). + and damaging process than most forms of mental control, or + even the power of the strongest psykers to ‘ware’ the bodies + of others, as the very fabric of the assaulting warp being is + reGeneraTion + merged with the victim’s living body on a fundamental level Creatures with this trait heal very quickly. Each round, at the + so as to allow it to remain in our reality. The mechanisms by start of its turn, the creature tests Toughness to removes an + which these possessions occur in the game are detailed below, amount of damage indicated in the parenthesis after the trait. + although circumstance and the nature of the entity itself may It loses this trait when slain. + vary. Note that Daemonhosts, being extraordinary powerful + examples of deliberate, ritualistic possessions, designed to + bind and control daemons in living vessels, are a special case + shaDoW in The Warp (TyraniD) + and dealt with separately. The Tyranid creature floods the warp around them with the + all enveloping cloud of interference which is the signature + The possession attack of the Hive Mind. Any non-Tyranid psyker that attempts to + use a psychic power within a range equal to the creature’s + The entity must be within a few metres of its intended Willpower in metres suffer a –20 penalty to their tests to + victim and use a Full Action. The creature and target make use psychic powers (see pages 185 in Chapter VI: Psychic + Opposed Willpower Tests each round until either the entity Powers) + or the victim achieve a total of five degrees of success over + the other—this is cumulative over several rounds. If the entity + wins, it successfully possesses its victim. If their victim wins, + size + he has repelled the entity who may not attempt to possess Trait Groups: Miniscule, Puny, Weedy, Hulking, Enormous, + him again for 24 hours. A repelled entity also takes 1d10 Massive + points of damage. Creatures come in one of seven different size categories, as + shown on the following chart. Size affects movement and + The effects of possession how easy or hard it is to strike that creature in combat. (When + calculating movement, apply the size modifier first, and then + A possessing entity takes control utterly, binding itself to its other modifiers from other traits or talents.) For the purposes + victim, and is capable of commanding the body to function of comparison, a human is an average-sized creature. + regardless of pain and injury, (and indeed might delight in + damaging or altering it to suit its whims). The victim increases Table 4–4: Size + its Strength and Toughness Characteristics by 10 and gains Size Modifier Concealment Base Movement + Miniscule –30 +30 Agility Bonus –3 + 1d10 Wounds. The victim uses the possessing entity’s Puny –20 +20 Agility Bonus –2 + Intelligence, Perception, Willpower, and Fellowship, and uses Scrawny –10 +10 Agility Bonus –1 + the entity’s Psy Rating and powers in place of its own (if Average 0 0 Agility Bonus + any). Likewise, the possessed creature uses any mind-related Hulking +10 –10 Agility Bonus +1 + Enormous +20 –20 Agility Bonus +2 + skills and talents had by the entity and loses its own. Massive +30 –30 Agility Bonus +3 + The entity may also attempt to recall memories and skills + from its victim with a successful Intelligence Test. In the case + of possession by daemon the victim has a good chance of + becoming immediately mutated, and likely becomes further + mutated the longer the possession continues. + + + + + 134 + sonar sense sTurDy +A creature with this trait perceives its surroundings by emitting Sturdy creatures are hard to move and thus gain a +20 +a frequency noise, allowing the creature to locate the position bonus to tests made to resist grappling and uses of the +of any solid object within 30 metres. Other creatures within Takedown Talent. +range, and that succeed on a Difficult (–10) Awareness +Test, may detect the curious keening. + The sTuff of niGhTMares + + + + + IV: Talents & Traits + Some warp entities are so terribly powerful the will +d perpetuating their bodies in our reality is almost impossible +The soul of this creature is bound to a higher purpose or to break or disrupt. Such entities are completely immune to +being, in return for a measure of protection. When this trait the effects of poisons, diseases, the need to breathe, most +is first gained, the entity to which the soul is bound must environmental hazards, bleeding, stunning, and any critical +be decided. Many Imperial psykers, especially Astropaths, result other than one that would destroy them outright, unless +are soul-bound to the Emperor, for example, whereas Chaos caused by a psychic power, force weapon, or holy attack. +Sorcerers may be bound to one of the ruinous powers. A soul- +bound psyker rolls an additional die when forced to roll on +the Perils of the Warp table, discarding whichever one he + ToucheD by The faTes +chooses to get a more favourable result. The NPC has a number of Fate Points shown in parentheses + Upon becoming soul-bound, a character must choose after the trait. He may use these Fate Points in exactly the +one of the following effects: 1d10 Insanity Points, the same way as Player Characters and may even ‘burn’ a Fate +permanent loss of their sight, permanent loss of 1d10 from Point to survive death and destruction at the GM’s discretion. +one Characteristic, or a random mutation. The rules for Righteous Fury also apply to this NPC. + In addition, a soul-bound character is permanently +indebted to the entity, which undoubtedly entails all manner +of other duties and consequences. + Toxic + A creature with this trait is poisonous. The toxins might + be delivered through the creature’s attacks, in which case +synapse creaTure (TyraniD) a target hit by its natural weapons must make a Toughness +A Tyranid creature with this trait is a node from which the Test. The toxins might instead be delivered by contact with +controlling and unifying presence of the Hive Mind guides the the creature’s skin or by inhaling its stench, in which case +actions of other Tyranids. The presence of a synapse creature a Toughness Test must be made upon coming into contact +in an encounter grants the Fearless talent to all other Tyranid or proximity. A failed Toughness Test indicates the victim +creatures and also suppresses the effects of the Instinctive has been poisoned. A typical poison deals 1d10 points of +Behaviour Trait in those creatures that possess it (see page damage, ignoring Armour Points. Variations, if present, are +132 in this chapter for more details). If an exact range for this included in the creature’s description. +effect is needed, it can be considered equal to the creature’s +Willpower Bonus x10 metres. + + +sTaMpeDe +Whenever a creature with this trait fails a Willpower Test, it +automatically stampedes, charging in a straight line forwards +for as far as possible, overrunning anything in its path until +the source of danger is escaped or crushed under hoof, taking +damage equal to the creature’s Natural Weapon damage (or +1d5+SB I if it doesn’t have one). One stampeding creature +automatically causes all other creatures with this Trait within +sight to stampede. The stampede lasts until the source of +danger is no longer visible or for 1d10 minutes, whichever +occurs last. + + +sTranGe physioloGy +A creature with this trait has an unusual, alien, or altogether +bizarre anatomy. All hits count as Body hits and death results +when damage equals or exceeds the creature’s Wounds. + + + + + 135 + d normal (to a maximum of +30), For example: the Archmagos + Voltaic has a Dark Age of Technology cortical implant giving + The creature is a species of Tyranid; the all consuming alien him Unnatural Intelligence (×3). He is called on to repair a + race ruled by the will of the Hive Mind that links and controls damaged plasma core using his Intelligence based Tech Use + all Tyranids. Tyranids are immune to all of the effects of the skill. Normally this would be a Very Hard (–30) Test, but + following: pinning, mind-affecting Psychic Powers, warp- thanks to his Unnatural Intelligence the Difficulty is reduced + based powers that affect the mind, cold, heat, diseases, by two stages to Difficult (–10), (–1 stage for ×2, and –1 +IV: Talents & Traits + + + + + and poisons, including the effects of weapons with the for ×3). + Toxic Quality. During Opposed Characteristic Tests, where success is + achieved, the Unnatural multiplier is added to the degrees of + success. In the case of a tie, the participant without the Unnatural + g Characteristic trait loses the Opposed Test. For example: Garm + This creature has a strange and ill understood physiology. It Felbood is struggling with a tentacled monstrosity from the + cannot be harmed by diseases, poisons, or toxic effects. It has swamps of Dusk. Garm has Strength 40 and the thing from the + no need to breathe and can survive unaided in a vacuum. swamp has Strength 33 (Unnatural (×2)). Garm rolls 20 (two + degrees of success) and the thing rolls 30 (straight success), + unfortunately the thing adds +2 degrees of success because of + unnaTural characTerisTic its (×2) modifier, bringing the Opposed Test to a draw. This + One or more of the creature’s Characteristics is unnatural. translates to a victory to the swamp thing as it has Unnatural + Each time this trait is gained, select a Characteristic, and Strength and poor old Garm does not! + double its bonus. For example, a creature with a Strength + of 41 normally has a 4 Strength Bonus. With this trait, its + Strength Bonus increases to 8. + unnaTural senses + The trait may be gained multiple times. Each time, you The creature can perceive its surroundings using senses other + may select a new Characteristic or one chosen previously. than sight or hearing, using special organs, fine hairs, or some + Each time you apply this trait to the same Characteristic, the other disturbing trait to make itself aware of what’s around it. + Bonus multiplier increases by 1. For example, one selection This trait always includes a range, usually 15 metres. + multiplies the Characteristic Bonus by ×2, two selections by + ×3, and three selections ×4. Note this trait does not modify + the creature’s movement. + d + The creature moves with incredible speed. For the purposes + of determining movement, the creature doubles its Agility + exaMple Bonus (after modifying AB from other traits and factors, + A Space Marine with a 42 Strength would normally have a 4 Strength specifically size). + Bonus (the tens digit of his Strength Characteristic). However, + because he has Unnatural Strength (x2), his actual Strength Bonus + is 8 (4 x 2 = 8). + Warp insTabiliTy + It is important to note that the Power Armour strength bonus Most warp-entities have a tenuous hold on our reality, often + comes after this multiplication, so a Space Marine with a 42 maintained only by horror and bloodshed, and may be + Strength gains +20 from his Power Armour. While wearing his disrupted if sufficient harm can be done to their manifested + Power Armour, the Space Marine’s Strength Bonus is 10 (4 x 2 = forms. If a creature with this trait takes damage and does not + 8, +2 = 10). deal damage or Insanity Points on other creatures by the end + There’s also the Feat of Strength Solo Mode Ability (see page of its next turn, it must make a Willpower Test. The creature + 216), which lets the Space Marine perform truly heroic feats using takes 1 damage for failure, plus 1 damage for each degree of + his superhuman physique. This increases the multiplier by 1 (to x3), failure. If this would deal damage equal to or in excess of the + so a Space Marine with a Strength of 42 would then have a Strength creature’s Wounds, it is cast back into the warp. + Bonus of 14 (4 x 3 = 12, +2 = 14) when using this ability. + + During Opposed Characteristic Tests, on a success, the bonus + Warp Weapon + multiplier is added to the degree of success. Any additional Creatures with this trait have weapons that are partially + multipliers for Unnatural Characteristics (i.e., if a Space Marine insubstantial, able to ignore such mundane things as armour + with Unnatural Strength (x2) uses a Powerfist, which doubles or cover. Natural weapons and attacks made by a creature + the user’s Strength Bonus), simply improves the existing with this trait ignore physical armour unless it is created from + multiplier by 1. For a Space Marine using a Powerfist, he psychoactive materials or carries the holy quality. Force fields + would triple his Strength Bonus rather than doubling it and still work against these attacks normally. + then doubling it again. + When taking a Skill Test based upon a Characteristic + with the Unnatural trait, the base Difficulty of the Test is + staged downwards one level for degree of multiplier past + + + 136 + Requisition + • + Renown + • +CRaftsmanship + • + weapons + • + r + • + waRgeaR & + ReliCs + • + ChapteR + tRappings + • + CybeRnetiCs + Chapter V: The resources of the Deathwatch exceed those of any + traditional Chapter. The wargear in a Watch Fortress’s + armoury has many sources: equipment specialised to the + + + Armoury + purpose of fighting xenos forged by the Deathwatch’s own + artificers, tithes from the Chapters sworn to the Deathwatch, + Inquisitional support, caches revealed by the cryptic Omega + Vault, and even technology captured during thousands of + “The history of our chapter is in this bolter. Twelve times it has years at war with the alien. + passed from one of our fallen Brothers to his successor. May the deeds + + + Requisition + it performs in your hands live up to theirs.” +V: Armoury + + + + + –Sergeant Caelicus of the Ultramarines, upon a Scout’s + induction to the 10th Company + Victory is just a prelude to the next battle. + + + E + ach Adeptus Astartes is a weapon unto himself, an + instrument of war left behind to safeguard humanity –maxim of the Blood Ravens Chapter + in the God-Emperor’s stead. This sacred task is + + + T + assailed from every corner of the galaxy by every manner of hough the Deathwatch’s tools of war fill armoured + foe; a Battle-Brother faces threats so terrible that the mere chambers deep beneath Watch Fortress Erioch and + knowledge of them can break mortal men. He could not hold sleep in the holds of its scattered Watch Stations, its + back this abominable tide without weapons as carefully forged resources are still ultimately finite. The Forge Master must + and time-tempered as his own gene-seed. The Space Marines ensure all Deathwatch Kill-teams in the Jericho Reach are + are a remnant of the mighty Imperium that was, and their sufficiently equipped to fight the enemies of man. Simply + tools of war reflect this same might. Their arsenals include keeping a steady stock of bolt shells requires vigilantly + the finest weapons and armour in the Imperium—equipment protected and secret supply lines. Replacing a suit of + worthy of the Adeptus Astartes’ legacy. Terminator Armour may take years, and if a relic blade strikes + down Tau Fire Warriors, it cannot be used at the same time + to slay a Hive Tyrant. As such, the Deathwatch must allocate + assets to Kill-teams in proportion to the threat they face. + Wealth and titles are of little use to the average Battle- + Brother; the Deathwatch supplies him with everything he + needs to carry out his charge. A Watch Captain, Inquisitor, + or similar authority determines the level of resources + necessary for a given Mission. This judgement is represented + by the Mission’s Requisition rating. Each Battle-Brother + on the Mission then has a number of Requisition Points + equal to that rating with which to arm himself. The more + challenging a task, the greater the magnitude and rarity of the + Deathwatch’s resources a Battle-Brother has at his disposal. + A straight forward Mission may have a Requisition rating + of 50, while the protracted defence of a planet may warrant + a rating of 200 or more. If a Kill-team disagrees with the + assessment of a Mission’s difficulty, their Leader can try to + convince the Mission authority, but frequent quibbling is not + viewed favourably. + Each item in the armoury has a Requisition cost associated + with it. The total Requisition cost of a Battle-Brother’s + withdrawals may not exceed the Requisition Points available + to him. This allocation can be used only for the Mission + at hand; unspent Requisition does not carry over to future + undertakings, nor is it increased based on results or returns + of a prior Mission. A Squad may choose to pool their + Requisition Points for a communal item or to Requisition + a particularly rare item for one member. Unless otherwise + stated, ranged weapons include an adequate supply of basic + ammunition; explosives (including grenades and missiles) and + other consumables likewise last the duration of the Mission. + However, the Requisition cost of Special Issue Ammunition + represents only a single clip. Requisitioned equipment, used + + + 138 + or not, is always returned at the Mission’s end. Some items +that are not typically Requisitioned still have a Requisition +Points value listed, should the cost be relevant if the Battle- + Renown +Brother wishes to acquire a back-up or secondary weapon, or “This ship’s record is long and admirable indeed; with the Emperor’s +for Signature Gear calculations. blessing we will add to it before our souls rejoin him. But let us never + forget it is bravery and honour that lead to glory. Those who sought + fame for its own end are remembered now only in infamy.” +example +Brother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch –Brother Pellas, upon taking command +Devastator Marine) are both Respected Battle-Brothers. They are of the Thunder’s Word + + + + + V: Armoury +being dispatched on a Mission for Inquisitor Quist. She has assessed + + + T +the difficulty as “Xenos Abbrevio Intermedis.” The GM informs the he Mission’s difficulty alone does not determine what +players this equates to a Requisition rating of 60. Gideon’s player a Battle-Brother can remove from Deathwatch vaults. +decides to Requisition a storm bolter (20 Requisition) to use instead Many weapons of the Adeptus Astartes are marks of +of his boltgun, and two clips of hellfire rounds (2 x 15 Requisition). status, and the right to carry them must be earned in the +As a Devastator, Aeldan always has a heavy bolter, so he Requisitions eyes of this unique organisation. Renown represents status +a suspensor (25 Requisition) and the vox-operated upgrade (15 within the Deathwatch, and is not altogether divorced from +Requisition) for it. This leaves Gideon with 10 Requisition and prestige in a Battle-Brother’s home Chapter. A warrior with +Aeldan with 20. an exceptionally valorous record is welcomed with warm + They agree heavier firepower might be required on this Mission accolades when he joins a Kill-team. Conversely, it is possible +and pool their remaining 30 Requisition for a better heavy weapon for a Battle-Brother to arrive full of unrecognised potential +for Aeldan. They would like a plasma cannon, but won’t have access and return to his Chapter a hero. +to it until they reach the Distinguished Renown rating. Instead, they In many ways, a Battle-Brother’s standing with his new +Requisition a lascannon. Aeldan chooses to apply the suspensor and Deathwatch comrades matters more during his service there +vox-operated upgrades to the lascannon. than his Rank before induction. Renown determines which + weapons the commanders of the Deathwatch believe him + ready to Requisition. A Battle-Brother’s Renown Rank (see + Table 5–1: Availability and Requisition Table 5–2: Renown) must be at least as high as any Renown + Availability Requisition Point Range restriction on an armoury item before he may Requisition it. + Ubiquitous 1 A Battle-Brother’s Renown increases as he proves himself to + Abundant 2 the Deathwatch through service, sacrifice, and victory. See + Plentiful 3 Chapter VII: Playing the Game on page 232 for more + Common 4-5 information on how Missions affect Renown. + Average 6-8 Renown also serves as a measure of Chapter obligations to + Scarce 9-14 the Deathwatch. Tradition warrants that if a Battle-Brother + Rare 15-20 falls before his sworn term is served, his Chapter must send a + Very Rare 21-30 replacement of equal merit. + Extremely Rare 31-50 + Near Unique 51-70 + Unique 71+ + + + + ResouRCes in the 41st millennium + Humanity is in constant competition with itself for resources: from underhive denizens hunting rats through alleys to + Rogue Traders squabbling with one another over trade routes and with endless bureaucracy. Space Marines fight more + important battles; their Chapters provide everything they need. They have little use for the various currencies used to + measure wealth across the Imperium. Money among the Emperor’s subjects is as varied as their worlds and cultures. The + Calixis Sector—intimately connected with the Achilus Crusade—uses Throne Gelt as the gauge for tithes, and it has + become the de facto standard for exchange in the sector. + In Dark Heresy, lower ranking members of the Inquisition use Thrones for purchases, while Throne Agents rely + on Influence to fund their pursuit of heretics. Explorers in rogue TraDer use a similar mechanic called Profit Factor to + represent their fortunes and power. In both games, Availability drives the difficulty of using these resources to acquire + goods or services. + Should a Battle-Brother need to requisition an item from rogue TraDer or Dark Heresy, Table 5–1: Availability + and Requisition provides guidance on how many Requisition Points it is likely to require. The GM may also choose to + mandate a Renown requirement for certain items. In general, articles unique to the Adeptus Astartes are neither available to, + nor easily usable by, Throne Agents and Rogue Traders. + + + + 139 + Table 5–2: Renown + Renown Rating Renown Rank + Weapons + Initiated: You have recently sworn “Doesn’t matter how I came by it. Point is, this is the genuine article: + 0-19 + your oaths of duty to the Deathwatch. + a Space Marine bolter. Cursed? Only if you get caught with it. Here, + Respected: You have proven your I’ll show you how easy it is.” + 20-39 prowess repeatedly through bravery and + blood. + –Last words of Edwin Dice, Metallican arms dealer + Distinguished: You have earned + + + + T + an impressive number of victories + 40-59 he Deathwatch has access to a dizzying spectrum of + safeguarding humanity against its +V: Armoury + + + + + enemies. armaments. Weapons are divided into several groups + Famed: Your reputation precedes you, containing a plethora of ranged and melee weapons, + 60-79 and your deeds are known to Battle- covering everything from mundane clubs to Astartes plasma + Brothers across the Reach. cannons. All weapons come with the appropriate holster + Hero: Your name echoes to your when Requisitioned. + 80+ Chapter and beyond as a paragon of Weapon profiles use the following statistics, providing + strength and valour. players and GMs with all the relevant information needed to + use them: + + Craftsmanship + Name: What the weapon is called. + Class: Describes what class the weapon is: exotic, melee, + thrown, pistol, basic, heavy, or mounted weapon. + • Melee weapons can be used in close combat. When + “A finely crafted weapon is like a finely-crafted battle plan. Both will using a melee weapon, you add your SB to the damage + serve you well.” you inflict. + • Thrown weapons cover anything propelled by muscle + –Commissar Holt power alone and include knives, axes, spears, and the like. + Unless they are also classed as melee, thrown weapons + + + W + ithin the Imperium, the quality of goods and services cannot be used in close combat (except as improvised + varies widely, from handcrafted masterpieces of war weapons). When using a thrown weapon you add your + to crude, mass-produced laspistols. To put a poor SB to the damage you inflict (with the exception of + quality item in the hand of an elite Adeptus Astartes would be explosives such as grenades). + wasteful. Indeed, Adeptus Astartes gear is measured on a scale • Pistol weapons are fired one-handed and can be used to + unto itself. Imperial governors and the richest noble families are make a Standard Attack while engaged in melee. When + lucky to own a single treasure that rivals the fine make of the a pistol is used in this fashion, the pistol still Tests on + most Common Adeptus Astartes equipment. Still, more time and Ballistic Skill and continues to count as a ranged weapon + customisation can be put into a given piece, creating superlative for all other purposes, including the application of Talents. + equipment most likely found in the hands of esteemed Battle- However, the firer gains no bonuses or penalties to hit + Brothers. Exceptionally crafted items are produced in venerated for range or targeting equipment such as Sights. Pistols + forges by senior artificers, and their design reflects the additional with the Scatter Quality fired in melee are considered + effort devoted to their making. Lauded even above these to be firing at Point-Blank range for the purpose of + noteworthy works are Master-Crafted items, the rare opuses of determining number of hits only. + Forge Masters, into which untold years and the most precious • Basic weapons normally require two hands, but can + and advanced materials are poured. be used one-handed with a –20 penalty to hit. While + Items of Exceptional and Master craftsmanship are more wearing Astartes power armour this penalty is negated. + durable, though it is up to the GM how and when these effects • Heavy weapons always require two hands and must be + enter into play. In the case of weaponry and armour, effects on braced in some way, usually either on a bipod or tripod + performance or weight are detailed later, but for other goods, to be fired without penalties. A windowsill, sandbag, + differences of quality are merely descriptive. The GM may reduce or the firer’s shoulder (in the case of missile launchers) + the Difficulty of some Tests involving items of better craftsmanship, can also serve to brace. Firing a heavy weapon without + but that is entirely at his discretion. Unless specifically stated, an bracing incurs a –30 penalty and prohibits semi-auto and + object is considered of Common craftsmanship. full auto fire. + + + Table 5–3: Craftsmanship and Requisition Costs + Craftsmanship Upgrade Requisition Multiplier Renown Requirement + Common to Exceptional x 1.5 Respected + Exceptional to Master x 1.5 Distinguished + Common to Master x2 Distinguished + + + + 140 + • Mounted weapons are heavy weapons too large and counts as only having 2 Armour Points against any damage + powerful to be man-portable. They are fired using the the hit deals. Note that Penetration has no effect on fields, but + appropriate Heavy Weapon Training Talents, but must it does affect cover. + be mounted on a weapons platform (such as Terminator Clip: How many rounds/charges the weapon holds when + armour) or a vehicle. Some Melee weapons (such as the fully loaded. + Chainfist) are also in this category. Rld (Reload): How many Actions the weapon takes to + Range: This number determines how far the weapon can reload. This is generally Half (for a Half Action) or Full (for a +fire accurately in metres. The weapon’s Short Range is half Full Action). Some weapons can take a number of Actions over +this number, while its Long Range is double this number (for several Rounds. The number of Rounds is given as a number; +range bonuses and penalties see Chapter VIII: Combat, for example 2 Full means that reloading takes 2 Full Rounds. + + + + + V: Armoury +page 247–249). Weapons cannot be fired at targets more than Special: Tells you if the weapon has any special Qualities +four times their Range distance away. such as creating a blast when fired or needing to recharge + RoF (Rate of Fire): This tells you if the weapon fires on between shots. +either semi-auto or full auto and how many rounds or charges Wt (Weight): Represents how much the weapon weighs, +it expends when doing so. A weapon’s RoF has three entries normally in kg (kilograms). +indicating the modes it can fire in. The first entry indicates Req (Requisition): The number of Requisition Points +whether the weapon can fire singly (with an S). The second required to acquire a weapon from the armoury. Higher +entry indicates whether or not it can fire semi-automatically, Requisition Point costs represent items that are more difficult +and the number listed describes the number of shots fired by to keep in supply and must be reserved for more challenging +this mode. Finally, the third entry describes if the weapon Missions. Items listed as N/A are not typically stocked in +can fire on full automatic and how many shots are fired when Watch Station armouries. +this happens. Any mode in which the weapon cannot fire is Renown: The minimum Renown Rank required to +indicated with a “-”. Requisition the item. If no Rank is listed, then anyone may + Some weapons can fire in more than one mode. If this is Requisition the item. +the case, each of its different rates of fire is listed in its profile. +Characters must choose which mode to fire their weapon in +before making their attack. + Dam (Damage): The Damage the weapon does and the + r +type of damage it inflicts for the purpose of Criticals (as The GM, at his discretion, may simply award the Kill- +shown in brackets): (E): Energy, (X) Explosive, (R) Rending, team with a particular item, weapon, or other piece of +(I) Impact. wargear if he feels it is appropriate. + en (Penetration): Reflects how good the weapon is +at cutting through armour. When a shot or blow from this +weapon hits a target, reduce the target’s Armour Points by +the weapon’s Penetration, with results of less than 0 counting +as 0 (i.e. the armour provides no protection at all). Then +work out damage as normal. For example, if a weapon with a +Penetration of 3 hits a target with 5 Armour Points, the target + + + + + Born of a Thousand Forges + The Deathwatch draws its arms from a vast + array of sources. Countless forge worlds, fact + labour to supply the thousand Chapters ories, and artificers + of the Adeptus Astartes, each tithing som + the Deathwatch. With no standard for e portion in turn to + these contributions, nor any catalogue of + encountered in the course of the Deathw the worlds and species + atch’s duty, one can only guess how man + weapons circulate through their ranks. Wh y models and patterns of + ile the Godwyn-pattern boltgun is the mos + the staple Adeptus Astartes weapon, it is t numerous design of + far from the only one. Space Wolves often + just as the Raven Guard favour Hawk’s carry the Fenris-pattern, + Talons-pattern lightning claws. It would + each and every weapon and variant pattern be impossible to detail + to be found in a Deathwatch armoury (or + of them), so the weapons, armour, and equ even a small fraction + ipment in this Chapter represent the most + common designs. + + + + 141 + AstArtes WeApons ConCussive + Just as the Space Marines are paragons apart from mankind, The weapon causes a barrage of sound and force upon impact. + their weapons are likewise a class unto themselves. Many When you strike an opponent with a Concussive weapon, he + designs throughout the Imperium are simply the best attempts must make a Toughness Test at a Difficulty of –10 per degree + to mimic Astartes designs on a scale that a normal human can of success by which the attack succeeded or be Stunned for + control. The original, unadulterated versions of their arms and 1 Round. Auditory protection confers a +10 bonus to this + equipment shame such replicas. Over millennia, a particular Test, but does not negate the kinetic energy of the blast. + Chapter forge may have made their own adaptations to a Additionally, any target taking Damage greater than his + design, just as a warrior may have left battle scars on a combat Strength Bonus from a Concussive weapon is automatically +V: Armoury + + + + + knife before it passed to his next Battle-Brother. However, knocked down. + the essentials of most weapon types (along with some rare + weapons themselves) have been in service since the first + Founding, and in the Imperium, ancient is better. + defensive + Armoury entries that begin with “Astartes” designate an A Defensive weapon, such as a shield, is intended for blocking + item that is designed specifically for use by Space Marines. Its and is therefore awkward when used to make attacks. + size, weight, and potentially its technology base are different Defensive weapons grant a +15 bonus to tests made when + from outwardly similar models found in the hands of other used to Parry, but take a –10 penalty when used to attack. + organizations. These items are very difficult to obtain (and + use) outside the Adeptus Astartes. + devastating (x) + Either because of an unnatural psychological property or + WeApon speciAl pure destructive power, a Devastating weapon shakes the + QuAlities confidence of a Squad struck by it. If the weapon hits, it + does one additional point of Cohesion Damage regardless + Some weapons possess special qualities to represent such of Damage to Wounds, in addition to secondary effects on + things as special damage or unusual effects. The following Cohesion from the hit’s Damage and other results. If the target + are the most widely used weapon qualities: is a Horde, it reduces its magnitude by a number equal to the + number in parenthesis every time it is hit by this weapon. + aCCuRate + Some weapons are designed with precision in mind and + felling (x) + respond superbly in skilled hands. They grant an additional Designed to puncture and to mangle, this weapon is capable + bonus of +10 to the firer’s Ballistic Skill when used with an of toppling even the mightiest foes. If the weapon hits, it + Aim Action in addition to the bonus Aiming grants. When ignores a number of levels of Unnatural Toughness possessed + firing a single shot from a single Accurate Basic Weapon, if by the target equal to the number in parenthesis. For instance, + such an attack also uses the Aim action, it gains an extra 1d10 a Felling (1) weapon ignores the benefits of Unnatural + of damage for every two degrees of success to a maximum of Toughness (x2) and would reduce the benefits of Unnatural + two extra d10. Toughness (x3) by one multiplier. + + + balanCed example + Some weapons, such as swords and knives, are designed so Brother Argos fires his bolter (loaded with vengeance rounds) against + that the weight of the hilt balances the weight of the blade, a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness + making the weapon easier to wield. Balanced weapons grant (x3), raising its Toughness Bonus from 5 to 15. The vengeance + a +10 bonus to Weapon Skill Tests made to Parry. rounds are Felling (1), meaning that the Hive Tyrant’s Toughness + Bonus is only 10 (5 x 2 = 10) rather than 15 against this attack. + blast (x) + Many missiles, grenades, and some guns create an explosion + flame + when they hit. When working out the effects of a Blast Flame weapons project a cone of flame out to the Range of + weapon, anyone within the weapon’s blast radius in metres the weapon. Unlike other weapons, flamers have just one + (the number in parenthesis) is also hit. Roll Hit Location and range. When fired, they cast fiery death out to this distance. + Damage individually for each person affected by the blast. The wielder does not need to Test Ballistic Skill; he simply + fires. The flame’s path is a cone-shaped area extending in a + 30 degree arc from the firer out to the weapon’s Range. Any + creatures caught in it must succeed on an Agility Test or be + struck by the flames and take damage normally. If they take + damage, they must succeed on a second Agility Test or catch on + + + 142 + fire. (For the effects of being on Fire, see page 260.) Cover does taking damage by dropping the weapon. Dropping a weapon +not protect characters from attacks made by Flame weapons. is a Free Action. A weapon that overheats must spend the + Normally, when a weapon is fired without the appropriate round afterwards cooling down and may not be fired again +Weapon Training Talent or a heavy weapon is fired without until the second round after overheating. A weapon with +bracing, the wielder suffers a –20 or –30 penalty respectively this Quality does not Jam, and any effect that would cause a +to his Ballistic Skill Test. When a wielder who does not possess Jam (i.e., certain psychic powers) instead causes the weapon +the appropriate Weapon Training Talent fires a weapon with to overheat. +the Flame Quality, anyone in the area of effect gains a +20 +bonus to his Agility Test to avoid damage. This bonus rises to ++30 if the weapon is heavy and the wielder is not braced. + poweR field + + + + + V: Armoury + A field of power wreathes weapons with this Quality, + increasing their Damage and Penetration. Such modifiers +gyRo-stabilised are already included in the weapon’s profile. When the +The weapon has a small auto-stabilisation unit that is typically wielder successfully uses this weapon to Parry an attack +built towards the end of the barrel. While not as powerful as a made with a weapon that lacks this Quality, he has a 75% +suspensor, the gyro-stabiliser helps keep the weapon levelled at chance of destroying his attacker’s weapon. Weapons with +the optimal angle for firing. A Gyro-Stabilised weapon never the Warp Weapon Trait and Natural Weapons are immune to +counts its target as being further than Long Range (normal this effect. +maximum range still applies). Heavy weapons with this Quality +reduce the penalty for firing without Bracing to –20. + pRimitive + Crude and basic in design, these kinds of weapons, while still +haywiRe (x) deadly, are less effective against modern armour. All Armour +The weapon generates an electro-magnetic field that troubles Points are doubled against hits from Primitive weapons unless +the machine spirits of most technology. Everything within the armour also has the Primitive Quality. Non-Primitive +the field’s radius, indicated by the number in parenthesis, armour doubles its AP before being reduced by Penetration. +is affected. Roll on Table 5–4: Haywire Field Effects +(with any modifiers from the weapon) to determine the +strength of the effect. As the field slowly dissipates, the + RazoR shaRp +strength lessens one step in severity each round until it b The shearing edge of this weapon can glide through the most +ecomes Insignificant. advanced armour as though it were primitive tin. When rolling + to attack with this weapon, if the attack roll results in two or + more Degrees of Success, double the weapon’s Penetration. +oveRheats +Certain weapons are prone to overheating, either because +of poor design or because they fire unstable superheated + ReChaRge +ammunition. A weapon with this Quality overheats on an Because of the volatile nature of the weapon’s ammunition or +attack roll of 91 or higher. When this happens, the wielder due to the way it fires, the weapon needs time between shots +suffers energy damage equal to the weapon’s damage with to Recharge. The weapon must spend the Round after firing +a Penetration of 0 to an arm location (the arm holding the building up a charge and cannot be fired—in effect you can +weapon if it was fired one-handed, or a random arm if it only fire the weapon every other round. +was fired with two hands). The wielder may choose to avoid + + Table 5–4: Haywire Field Effects + Roll Field Strength + 20 or less Insignificant: There is no noticeable effect on nearby technology. + Minor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality, + 21-40 Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10 + penalty. The Base Movement of anyone in power armour is reduced by 1. + Major Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality, + Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20 + 41-60 + penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components + function as a Primitive weapon of the analogous type. + ead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as + per Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer + 61-80 + one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function + as a Primitive weapon of the analogous type. + 81-100 Prolonged Dead Zone: As Dead Zone. + + + + 143 + Reliable teaRing + Based on tried and true technology, Reliable weapons seldom Tearing weapons are vicious devices, exploding while lodged + fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of inside their victim or using multitudes of fast-moving jagged + 10 has it in fact Jammed. Otherwise, it just misses as normal. teeth to rip into flesh and bone. These weapons roll one extra + die for Damage, and the lowest result is discarded. + sanCtified + Damage inflicted by a Sanctified weapon counts as Holy + c + Damage, which has certain effects on some Daemonic and Some weapons rely on toxins and poisons to do their damage. +V: Armoury + + + + + warp creatures. All weapons with this special Quality must be Anyone that takes Damage from a Toxic weapon after + either Exceptionally or Master-Crafted. reduction for Armour and Toughness Bonus must make a + Toughness Test with a –5 Penalty for every Point of Damage + suffered. Success indicates no further effect from the weapon. + r Failure, however, deals an immediate 1d10 points of Impact + The standard ammunition of these weapons spreads out when Damage to the target with no reduction from Armour or + fired, hitting more of the target. If fired at a foe within Point Toughness Bonus. + Blank Range, every two degrees of success indicates another + hit (use Table 8–2: Multiple Hits on page 239). However, + at longer ranges this spread of small projectiles reduces its + twin-linked + effectiveness. Double all Armour Points against hits from A Twin-linked weapon represents two identical weapons + Scatter weapons at Long or Extreme Range. connected together and linked to fire at the same time, often + through one pull of the trigger or push of a button. Twin-linked + weapons are built this way in order to increase the chances of + shoCking scoring a hit through the crude expedience of blasting more + Shocking weapons can stun their opponents with a powerful shots at the target. A weapon with the Twin-linked Quality + surge of energy. A target that takes at least 1 point of Damage gains a +20 bonus to hit when fired and uses twice as much + from a Shocking weapon after Armour and Toughness Bonus ammunition. In addition, the weapon may score one additional + must make a Toughness Test. He receives a +10 bonus for hit if the attack roll succeeds by two or more degrees of success. + every Armour Point on the location hit. If he fails, he is Lastly, the weapon’s reload time is doubled. + Stunned for a number of Rounds equal to half the Damage + he suffered. + unbalanCed + Heavy and difficult to ready after an attack, Unbalanced + smoke weapons impose a –10 penalty when used to Parry. + These weapons throw up dense clouds of smoke to create cover. + When a hit is scored from a weapon with the Smoke Quality, it + creates a smokescreen 3d10 metres in diameter from the point + unwieldy + of impact. This screen lasts for 2d10 Rounds, or less in adverse Huge and often top-heavy, Unwieldy weapons are too + weather conditions (see page 249). awkward to be used defensively. Unwieldy weapons cannot + be used to Parry. + snaRe + Weapons with this Quality are designed to entangle enemies. + volatile + On a successful hit, the target must make an Agility Test Volatile matter is charged with potential energy, and reacts + or be immobilised. An immobilised target can attempt to violently on a solid hit. If a 10 is rolled for Damage on a + burst the bonds (a Strength Test) or wriggle free (an Agility weapon with the Volatile Quality, Righteous Fury occurs + Test) on his Turn. The target is considered helpless until automatically, dealing another 1d10 points of Damage. If + he escapes. the second roll results in 10, further Damage is possible (see + Righteous Fury on page 245). + stoRm + A weapon with the Storm Quality unleashes shots at rapid + speed, often through use of a double-barrelled design. This + Quality doubles the number of hits inflicted on the target + and the amount of ammunition expended. For example, when + firing a weapon with the Storm Quality in fully automatic + mode, each degree of success yields two additional hits (to a + maximum of twice the weapon’s Full Automatic rate of fire). + + + 144 + Table 5–5: Ranged Weapons +Name Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown +Bolt Weapons +Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5† – +Astartes Bolter + Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing 18 5 – +(Godwyn) +Astartes Boltgun Accurate, + Basic 200m S/–/– 2d10+5 X 5 24 Full 17 15 Respected +(Stalker) Tearing +Astartes Combi- + Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected +Weapon†† + + + + + V: Armoury +Astartes Heavy + Heavy 150m –/–/10 2d10+10 X 6 60 Full Tearing 68 20 – +Bolter +Astartes Storm + Basic 100m S/2/4 2d10+5 X 5 60 2 Full Storm, Tearing 26 20 Respected +Bolter +† + For additional weapons beyond standard issue +†† + Profile is for the primary bolter. Secondary weapon has RoF: S/–/– and Clip: 1, with all other statistics as per the weapon’s entry. +Plasma Weapons +Astartes Plasma Blast (1), + Heavy 150m S/–/– 2d10+11 E 10 16 5 Full 70 30 Distinguished +Cannon Volatile +Astartes Plasma Gun + Basic 100m S/2/– 1d10+9 E 8 40 4 Full Volatile 27 20 Respected +(Ragefire) +Astartes Plasma + Pistol 30m S/2/– 1d10+8 E 8 12 3 Full Volatile 6 25 Respected +Pistol +Melta Weapons +Astartes Infernus + Pistol 10m S/–/– 2d10+8 E 13 4 Full – 5 35 Famed +Pistol +Astartes Meltagun + Basic 20m S/–/– 2d10+8 E 13 6 2 Full – 14 20 Respected +(Vulkan) +Astartes Multi-melta + Heavy 60m S/–/– 4d10+6 E 13 12 2 Full Blast (1) 72 35 Respected +(Maxima) +Flame Weapons +Astartes Flamer Basic 20m S/–/– 2d10+2 E 3 6 2 Full Flame 15 10 – +Astartes Hand + Pistol 10m S/–/– 2d10+2 E 3 4 2 Full Flame 6 10 – +Flamer +Astartes Heavy + Heavy 30m S/–/– 2d10+6 E 6 10 2 Full Flame 65 15 – +Flamer +Solid Projectile Weapons +Astartes Assault + Mounted 150m –/–/10 3d10+6 I 6 200 3 Full Tearing 80 30 Famed +Cannon + Reliable, +Astartes Shotgun Basic 30m S/2/– 2d10+3 I 0 18 Full 10 5 – + Scatter +Autogun Basic 90m S/3/10 1d10+3 I 0 30 2 Full – 3.5 N/A – +Autopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full – 2.5 N/A – +Las Weapons +Astartes Lascannon Heavy 300m S/–/– 6d10+10 E 10 6 2 Full – 75 30 Respected +Lasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable 4 N/A – +Laspistol Pistol 30m S/–/– 1d10+2 E 0 30 Full Reliable 1.5 N/A – +Launchers +Astartes Cyclone + Mounted 300m S/2/– ††† ††† + 12 3 Full ††† + 95 25 Famed +Missile Launcher +Astartes Missile +Launcher Heavy 250m S/–/– ††† ††† + 8 Full ††† + 50 10 – +(Soundstrike) +Auxiliary Grenade + n/a 45m S/–/– ††† ††† + 4 2 Full ††† + +3 15 Respected +Launcher +††† + Varies with ammunition + + + + + 145 + Bolt WeApons + man’s ReaCh exCeeds his gRasp + If common Imperial citizens picture power armour when + Grave religious taboos exist throughout most of the + they think of a Space Marine’s profile, then they picture bolt + Imperium against daring to touch weapons meant for + weapons when they think of his fury. Powerful and flexible, + the hands of the Emperor’s Angels of Death. Astartes + bolters are the favoured weapon of the Adeptus Astartes, and + weapons react violently to the grip of the unworthy, + every recruit is issued one as soon as he becomes a Scout. + and men bearing terrible burn scars are living proof of a + Most bolter models have their roots with the Space Marines, + flamer’s outrage in the hands of an ignoble master. Still, + despite smaller, inferior adaptations treasured by Imperial + there are invariably those bold and foolish enough to + officers and nobles. Loud and brutal, bolt weapons are + try taming the machine spirits of Astartes weapons. +V: Armoury + + + + + terrifying to witness in any hand, but none wield them with + Obtaining an Astartes weapon should require + such deadly proficiency as the Adeptus Astartes. + considerable effort on a character’s part and never simply + Bolters fire self-propelled mass-reactive shells called bolts, + be the result of an Acquisition or Influence roll. Astartes + set to explode just after penetration for maximum lethality. + Ranged weapons count as one Class heavier to anyone + Overall they are superb if temperamental devices, requiring + lacking in Space Marine physiology. For example a + skilled maintenance using only the most proper rituals and + Pistol is a Basic weapon; a Basic weapon is Heavy, and + blessings. The standard bolter round is .75 calibre with a + so on. Furthermore, Astartes weapons impose a –30 + super-dense metallic core and diamantine tip. The Deathwatch + penalty to all Tests made with them by presumptuous + makes frequent use of variant shells for specialised purposes, + mortals due to improper scale, weight, and/or recoil— + such as penetrating armour plating or silently eliminating a + even in power armour. The GM may also choose to + target without revealing one’s position. To use the various + impose other problems from the rebellious machine + classes of bolt weapons, a character must have the Pistol + spirit based on the nature of a weapon (a plasma + Training (Bolt), Basic Weapon Training (Bolt) or Heavy + weapon may require Toughness Tests from routine heat + Weapon Training (Bolt) Talents. + venting; a power weapon may run the risk of feedback, + etc). Space Marines may use weapons scaled for normal + astaRtes bolt pistol humans without penalty if they choose, although the + GM may wish to require that the Space Marine take an + As destructive as its full-size counterpart, + extra action or two to remove parts that get in the way + a bolt pistol’s primary drawbacks are + (such as the trigger guard or the stock!). + its smaller clip and slower rate of fire. + However, they are ideal for Devastator + units needing to take down an enemy at Awareness Tests to hear shots made with a Stalker-pattern + close quarters and for Assault specialists needing a vehicle for boltgun suffer an additional –30 penalty and can only be + the Deathwatch’s many special bolt types. attempted at half the normal distance. See Stalker Rounds in + the Ammunition section for more information on combining + the two. + astaRtes bolteR (godwyn patteRn) + The bolter, or boltgun, is + the backbone of every Space + astaRtes Combi-weapon + Marine arsenal. Bolters vary Combi-weapons are actually + in age and pattern across two different weapons that + the Space Marine Chapters, have been combined into + though nearly all Astartes one firearm. The idea is to + bolt weapons accept the provide the user with the + same ammunition. The versatility of two different + Deathwatch-pattern bolter incorporates a shot selector, while types of guns, without + Battle-Brothers who bring weapons from their home Chapter requiring him to switch + add attachments for the same functionality. between them (not to mention carry them both) on the + battlefield. Astartes combi-weapons typically use a boltgun as + the primary weapon with a one-shot secondary weapon slung + astaRtes boltgun (stalkeR patteRn) under the barrel. + The Stalker-pattern boltgun is most impressive when used in The most popular variations found in the Deathwatch are + conjunction with Stalker Rounds, but it is still an effective the combi-flamer, combi-meltagun, and combi-plasma gun. + sniping weapon with any ammunition type. It significantly The profile entry for each of these weapons details the primary + muffles the sound of any shell fired, and produces no boltgun. The secondary weapon on each firearm has a profile + muzzle flash. identical to a Flamer, Meltagun, and Plasma Gun respectively, + except its Clip is reduced to 1. The wielder may fire either + the primary or secondary weapon on his Turn; both weapons + cannot fire at the same time. + + + 146 + r fiRing plasma weapons +Heavy bolter variants have been widely adopted for Imperial Plasma weapons can be used in two firing modes: standard +forces beyond the Space Marines, although none can compare mode (the normal and safest method), or a higher-powered +to the punishment doled out by the original design. These blast with a longer range and higher temperature. The latter +weapons are potent in a wide variety of roles, capable of requires a short time to replenish the plasma back to firing +turning entire infantry platoons into a carpet of gore as well levels. When an Astartes plasma weapon fires in Maximal +as assailing vehicles in a hail of large, armour-penetrating mode, it gains an extra 10 metres to range, 1d10 to Damage, +explosions. Heavy bolters fire rounds of a much larger calibre and +2 Pen, but uses 3 rounds of ammunition. The Maximal +than the standard bolt, contain more propellant and are setting also adds the Recharge and Overheats Qualities to the + + + + + V: Armoury +capable of achieving longer ranges. weapon, but increases any Blast Quality by +2 (so an Astartes + Plasma Cannon would fire a Blast (3) on Maximal). + + + astaRtes plasma Cannon + The largest portable plasma weapon is the plasma cannon + or heavy plasma gun, which is also seen in service on some + Adeptus Astartes transports. Rather than using attached + flasks, the wielder wears a large fuel canister that attaches + to his backpack unit. This weapon has a much greater range + and ammunition supply, and its violent discharges hurtle like +r miniature suns from its barrel, impacting a large area. It can +Storm bolters originated and also fire on Maximal mode which exhausts even more fuel +still reside almost exclusively but provides an even larger blast of heat on impact, creating a +in the Adeptus Astartes. fireball capable of destroying heavily armoured targets. +These weapons resemble two +bolters with a single casing +and a single trigger. They +can lay down a barrage of +fire rivalling heavy weapons, +but with better portability. A +storm bolter uses twin clips to +feed its dual firing mechanisms. + + +plAsmA WeApons +The secrets of plasma technology are almost lost outside the +Adeptus Astartes, amongst whose ranks these weapons are +still uncommon. Plasma technology is frequently found in +the hands of the Dark Angels, who have maintained a large +number of such weapons and the art of their construction + astaRtes weapon CRaftsmanship +since their Founding. All weapon listings portray Common craftsmanship of + Plasma weapons work using hydrogen fuel suspended in the Adeptus Astartes. For weapons of better manufacture +a photonic state in either fuel flasks or backpack containers. use the following modifiers: +As the fuel is fed into the miniature fusion core inside the Exceptional: More carefully constructed, these +weapon, the hydrogen energises into plasma, held in the weapons are consequently more reliable. All Exceptional +core by powerful magnetic containment fields. When fired, craftsmanship weapons add 1 to the Damage they +the fields dilate open and the plasma is ejected via a linear inflict. Ranged weapons of Exceptional craftsmanship +magnetic accelerator in a bolt of superheated matter akin have the Reliable Quality. Exceptional craftsmanship +to a solar flare in appearance and temperature. For this Melee weapons add a +5 bonus to Weapon Skill Tests. +reason plasma weapons are sometimes called “sun guns” by Master: A work of art as much as a weapon, these +the common population. Plasma weapons tax their cooling weapons are created by skilled artificers and are often +systems considerably, and the Space Marines push the centuries old. All Master-Crafted weapons add 2 to +limits of their own resilience by using hydrogen in a higher the Damage they inflict. Ranged weapons of Master +quantum state than standard Imperial patterns. To use the craftsmanship never Jam or Overheat. If a roll would +various classes of plasma weapons a character must have the result in either occurrence, count it as a miss instead. +Pistol Training (Plasma), Basic Weapons Training (Plasma), or Master-Crafted melee weapons add a +10 bonus to +Heavy Weapon Training (Plasma) Talents. Weapon Skill Tests. + + + + 147 + astaRtes plasma gun astaRtes multi-melta (maxima- + (RagefiRe-patteRn) patteRn) + The most common The largest type of melta weapon is the multi-melta, and + model of this uncommon models not built for the Adeptus Astartes and their vehicles + technology, plasma guns are rare. This huge weapon carries more fuel, fires at much + are often deployed in longer ranges, and creates a larger blast area capable of + situations where raw vaporising several square metres at a time. It also generates + takedown power is much more heat than its smaller cousins, making proximity + required against highly resilient or armoured enemies. to the firer highly uncomfortable for those not insulated by +V: Armoury + + + + + power armour. + astaRtes plasma pistol + Few pistols are deadlier than the + plasma pistol, and many ranking + Adeptus Astartes find them worth + the trouble of acquiring and the risk + of using for their sheer efficiency in + eliminating foes at close range. + + + meltA WeApons + Melta weapons emit devastatingly intense but short-ranged FlAme WeApons + blasts of heat which can melt through almost any material. As the name suggests, these weapons operate by firing gouts of + Most types of melta induce highly pressurised gases from an flame at the target and are capable of smiting large swathes of + ammunition canister into an unstable sub-molecular state and small creatures. As such they are a favoured weapon on Missions + direct the resulting energies down the barrel. Melta usage is in the Orpheus Salient where the Tyranid threat swarms. + accompanied by a distinctive hissing sound as the beam boils Flame weapons use a fuel generically referred to as + away the water in the air, then a roaring blast as the beam promethium. On worlds of lower technology, this could be + reduces the target to charred scraps or molten slag. home-brewed concoctions or other chemicals, but Astartes + Meltas are the premier anti-armour weapons, and few if any weapons use only the most concentrated and refined formulas, + vehicles can withstand their power. Astartes melta weapons achieving consistently superior results. Most models carry + deal an extra 1d10 Damage to targets at Short Range or mono-propellant fuel which ignites via a small pilot flame + closer. To use the various classes of melta weapons, a character at the tip of the barrel, though self-igniting models utilising + must have the Pistol Training (Melta), Basic Weapon Training binary hypergolic fuels are not unheard of. Once produced, + (Melta), or Heavy Weapon Training (Melta) Talents. the intense jet that spurts from the barrel creates a torrent of + liquid fire, which spreads out in an inferno that burns even + underwater, leaving enemies hard-pressed to put out the fire. + astaRtes infeRnus pistol Due to the exceptional grade of fuel, a victim caught on fire + The Infernus pistol represents specialised and ancient by an Astartes Flame Weapon takes an additional 4 points of + technology, almost impossible for even the Adeptus Astartes damage per Round from being on fire. (For the full effects of + to recreate. Mere handfuls exist in any sector, and they are fire, see page 260.) + found only in the hands of Battle-Brothers who have proven + themselves worthy of such a profoundly rare weapon. This is + a favoured weapon of the Blood Angels Chapter. + r + The flamer is an ideal weapon for flushing out enemies in + cover and cleansing areas with purifying flame. The typical + astaRtes meltagun (vulkan-patteRn) Adeptus Astartes model accepts fuel through a pressure seal + Meltaguns are the most that can attach to a backpack feed for longer uninterrupted + common form of melta usage or a smaller canister for quick refuelling in bursts. + weapon and are found in + many Imperial forces. They + are less prone to catastrophic + failure than plasma guns + and work best at shorter ranges. An ideal weapon for cutting + through bulkheads or armour, the Deathwatch has no end of + uses for it. The Vulkan-pattern uses a built-in fuel canister, but + versions with a backpack attachment are also common. + + + + 148 + r autogun +This hand-held flamer is still capable of unleashing large Cheap and easy to produce, autoguns are a common weapon +blasts of flame, but is good for only a few shots before the across the galaxy; even alien races acquire and use them or +fuel canister must be switched out. sometimes make their own equivalents. These rapid-firing + automatic weapons use common solid low-calibre shells fed + via standardized clips. Reliable, rugged, and easily stocked +r with ammunition, they are a mainstay on many a planet. +While the size and weight of heavy flamers makes them +an unpopular choice among many Imperial forces, these + autopistol + + + + + V: Armoury +are hardly deterrents to a Space Marine in power armour. +Terminator squads and many vehicles make frequent use of Small but effective, autopistols are a favourite among many +the large saturation area of heavy flamers. The twin nozzles military veterans as a supplement for their standard lasgun. +produce huge gouts of fire, enough to purge the densest They have a faster rate of fire than most pistols, and can put +terrain of xenos. down un-armoured targets in a single burst of shells. + + + lAs WeApons + Laser or “las” weapons are by far the most numerous types of + weapons found in the Imperium as they are the basic tool of + the Imperial Guard’s countless soldiers. Their STC template + is well known and their extreme ruggedness and ease of + use makes them the perfect weapon for the Hammer of the + Emperor. Las weapons can be found on almost any planet, +solid projectile even outside the Imperium and among many xenos tribes. + Even with the Adeptus Astartes’ access to mankind’s most +WeApons sophisticated weapons, they still use this staple technology to +Although slug-throwers are exceedingly plentiful across the limited but devastating effect. +Imperium, they find limited use among most Space Marine Las weapons work by emitting short, sharp pulses of laser +Chapters. Most alien races have their own versions as well, for energy from high capacity fast-discharge generators, with a +both technology and manufacture are fairly simple. flash of light and a distinctive snap like the cracking of a + whip as the trigger is pulled. Though they are produced in + a multitude of styles and patterns depending on the home +astaRtes assault Cannon world of manufacture, most use a very common Departmento +An assault cannon is a massive, brutal weapon with a ring Munitorum sanctioned power pack. The liquid metal core of +of rotating barrels that spray explosive shells at terrifying the pack stores vast amounts of energy, and can be recharged +speed and velocity. This weapon’s incredible firepower can from standard power sources with a successful Tech-Use Test. +shred troops or vehicles even more efficiently than a heavy In emergencies they can even be recharged by placing them +bolter, although its size and weight somewhat preclude man- in an open fire, though this diminishes the lifespan of the +portability. The Adeptus Astartes circumvent that limitation pack and increases its failure rate. +by commonly employing them on Terminators. To use the various classes of las weapons a character must + have the Pistol Training (Las), Basic Weapon Training (Las), + or Heavy Weapon Training (Las) Talents. + + + astaRtes lasCannon + Las technology is generally of little interest to the Adeptus + Astartes, who have access to more powerful weapons and + do not answer to the Departmento Munitorum for their +astaRtes shotgun ammunition costs. The Lascannon is the exception. These +Most commonly encountered in Scout units, the shotgun is a guns use huge power packs that provide enough energy to +solid and versatile weapon. While its lack of armour penetration punch holes in the thickest armour even at extreme ranges. +does not make it a widely deployed choice with more senior Lascannons require separate power packs, which the Space +Battle-Brothers, that same aspect is useful in situations where Marines usually affix to their backpack generators. +breaching bulkheads or damaging equipment is a concern. +The wide shot spray also makes it effective against creatures +and enemies in large numbers. + + + + + 149 + lasgun EM spectrum chaff, all designed to block eyesight and even + advanced visual detection. The effect is short-lived, but + Produced in a multitude of different styles and patterns, the while it lasts provides excellent cover for advancing forces. + lasgun can be found on almost every world of the Imperium, The effects of this grenade last for 1d10 Rounds (shorter in + where its robust design and dependability make it a favoured conditions such as prevailing winds or industrial ventilation). + weapon of both the Emperor’s faithful and many of their foes. + astaRtes fRag gRenades and missiles + laspistol The Adeptus Astartes fill their large fragmentation (or frag) + The laspistol is most commonly used by lower ranking grenades and missiles with powerful explosives and aerodynamic +V: Armoury + + + + + Imperial officers and agents. On many worlds it is common metallic shards. The high velocity shrapnel created when they + for almost every member of society to be armed with one as detonate is deadly against common infantry. + a matter of course. Almost every Forge World has their own + pattern and style, as the basic weapon is so simple that it + allows a multitude of variations. + astaRtes inCendiaRy gRenades and + missiles + GrenAdes And missiles Incendiary explosives are commonly employed to flush out + Frag and krak grenades are standard munitions across enemies entrenched behind cover. These projectiles contain + virtually all of the Emperor’s armies, from Imperial Guard slow-burning promethium distillate that ignites when the + conscripts to the Adeptus Astartes, whose versions of these grenade explodes. Any target within the Blast radius must + explosives are no exception to their rule of superlative arms. succeed on an Agility Test or catch fire. Furthermore, the area + The Deathwatch has access to an even wider range of grenade remains on fire for another 1d5 Rounds as the promethium + types, including rare and exotic projectiles only whispered of continues to burn. Anyone remaining within that area must + by common soldiers as the stuff of fables. continue to take Agility Tests or catch fire until the flames die. + All of the grenades listed here can either be thrown by + hand or used in a grenade launcher. Missiles must be fired + from a missile launcher. + astaRtes kRak gRenades and missiles + Krak grenades and missiles use concentrated explosives to + punch holes in armoured targets such as vehicles or bunkers. + astaRtes blind gRenade The powerful detonations do not produce a blast effect + Blind grenades explode with a burst of dense dark however, making them impractical for use against most + grey smoke including IR bafflers and broad-band infantry or moving targets. + + + Table 5–6: Grenades and Missiles + Name Class Range RoF Dmg Pen Special Wt Req Renown + Astartes Blind Grenade Thrown SBx3 S/–/– – 0 Smoke 0.8 10 – + Astartes Frag Grenade Thrown SBx3 S/–/– 2d10 X 0 Blast (5) 0.8 1† – + Blast (8), Devastating + Astartes Frag Missile – – – 2d10 X 4 2 5† – + (1) + Astartes Incendiary + Thrown SBx3 S/–/– 1d10+4 E 0 Blast (3) 1 15 – + Grenade + Astartes Incendiary Missile – – – 1d10+3 E 0 Blast (5) 2 15 – + Astartes Krak Grenade Thrown SBx3 S/–/– 3d10+4 X 6 – 0.8 1 † + – + Astartes Krak Missile – – – 4d10+6 X 10 Blast (1) 2 5† – + Astartes Nova Grenade Thrown SBx3 S/–/– 1d10 E 0 Blast(3) 0.8 15 – + Blast (1), Special, + Astartes Plasma Grenade Thrown SBx3 S/–/– 1d10+12 E 8 2 20 Distinguished + Volatile + Blast (3), Special, + Astartes Plasma Missile – – – 2d10+12 E 12 3 25 Distinguished + Volatile + Astartes Stasis Grenade Thrown SBx3 S/–/– – 0 – 1 N/A N/A + Astartes Stun Grenade Thrown SBx3 S/–/– – 0 Blast (5) 0.8 10 – + EMP Grenade Thrown SBx3 S/–/– – 0 Haywire (3) 0.5 30 Respected + Photon Flash Grenade Thrown SBx3 S/–/– Special 0 – 0.5 5 – + Vortex Grenade Thrown SBx3 S/–/– Special 0 – 1 N/A N/A + † + Frag and krak grenades are standard issue; frag and krak missile supplies are included with any missile launcher. Requisition value is only for + evaluating requests deemed “excessive”. + + + + 150 + astaRtes nova gRenade + thRowing gRenades +Photo-visors and similar ocular protection are common + Throwing grenades requires no special training or +among the Deathwatch’s foes. This more powerful + Talents and is resolved using a Ballistic Skill Test +version of a flash grenade was designed to overpower + including any modifiers (such as range). On a miss, the +standard input filtering. Each sphere contains a minute + thrown grenade goes in a random direction—see the +amount of plasma suspended in carbon gas. When ignited, + scatter diagram on page 248. +the resulting fusion is similar to the effect of a collapsing +star, and the emitted light achieves an extreme absolute when a gRenade “Jams” +magnitude. However, the ability to thwart auto-senses is a Whenever a jam results from throwing a grenade + + + + + V: Armoury +double-edged sword for Battle-Brothers, and nova grenades or firing a grenade launcher or similar weapon (see +must be strategically utilised lest they blind their own forces. Weapon Jams, page 249), something unfortunate has + In addition to taking damage from the shock wave, happened. Roll 1d10. On any result other than 10, the +anyone within the Blast radius must make a Very Hard explosive is simply a dud and nothing happens. On a +(–30) Toughness Test or be Blinded (see page 260) for 10, the explosive detonates immediately with the effect +1d10 Rounds. Photo-visors, autosenses, and similar vision centred on the attacker. If the explosive was fired from +protection decreases this Test to Difficult (–10). Anyone a launcher, it detonates in the barrel, having its normal +within 20 metres of the detonation point must make a normal effect as well as destroying the weapon. +Toughness Test or be Blinded for 1d5 Rounds (identical to a +flash grenade—vision protection works normally). + The grenade generates a stasis field with a radius of two + metres; it lasts for 1d5 rounds (which the GM should roll and +astaRtes plasma gRenade reveal only when it expires). Everything inside this bubble is +These highly lethal grenades use a deliberate plasma cut off from the normal flow of time. Anyone and anything +containment failure, erupting into blasts of white-hot energy. inside the affected area does (and perceives) nothing until the +The dense plasma core of an Astartes plasma grenade is not field dissipates. Characters outside the stasis field can see the +fully consumed in the initial explosion and leaves a glowing, frozen moment but cannot interact with it in any way. +energized orb that continues to sear the area like a miniature +sun. This tiny stellar body continues to do the plasma +grenade’s full damage to the Blast area for an additional 1d5 + astaRtes stun gRenade +Rounds after the Round it detonated. Stun grenades use a combination of a loud explosive and a + flash of light to momentarily incapacitate targets without + causing lasting injury before an assault is launched, making +astaRtes plasma missile them an excellent opener in non-lethal engagements. Anyone +A larger incarnation of the plasma grenade, a salvo of plasma caught in a stun grenade’s blast must pass a Challenging +missiles can easily turn enemy troops into a smoking crater. (+0) Toughness Test or become Stunned for 1d10 rounds. +Indeed, a Battle-Brother must take care when firing one of Photo-visors and sealed armour provide a +20 bonus to this +these dangerous weapons that his own Kill-team is sufficiently Test, while input filtering renders one completely immune. +out of harm’s way. Plasma missiles have the same continuing +effect as a plasma grenade. In addition, they pose an additional +threat to vehicles. The plasma core can become fused with the + emp gRenade +hull, leaving no escape. If a plasma missile attack on a vehicle A rare example of xenos technology employed in limited +scores 4 or more degrees of success, the Blast radius becomes capacity by the Deathwatch, the exact form of such a grenade +centred on the vehicle rather than a stationary point. varies with its origin. The function of an EMP grenade is + to generate a field of electro-magnetic static that interferes + with most technology and generally causes machine spirits +astaRtes stasis gRenade to malfunction. There are many appellations for this weapon: +Stasis fields are used throughout the Imperium EMP, Haywire, Scrambler, and it takes many shapes including +to hold time at bay, essentially trapping whatever those found with the Tau and the Eldar. +is inside them in a single moment. Uses run from +mundane food storage to the preservation of the +Ultramarine’s Primarch. A stasis grenade is simply an impact- + photon flash gRenade +triggered version of the same technology, most commonly Photon flash or simply flash grenades detonate in a sudden +used to temporarily neutralize a threat. and brilliant flare, blinding anyone nearby and overloading + To call a stasis grenade rare and dangerous is a grave many common vision protection systems such as visors. +understatement. One may occasionally be distributed along Those caught without high quality eye protection are usually +with the general Requisition Points for a Mission if the Watch left blinded and defenceless. Anyone within 15 metres of a +Captain deems necessary, but a stasis grenade may never be photon flash grenade when it detonates must succeed on a +Requisitioned through the usual means. Toughness Test or be blinded for 1d5 Rounds. + + + 151 + voRtex gRenade astaRtes missile launCheR + This dreaded example of lost technology tears (soundstRike-patteRn) + open the very fabric of reality, creating a rift A missile is fitted with stabilisation and guidance systems to + into the warp. Needless to say, the results of aid in its accuracy, which is excellent at long ranges. Access to + such a desperate action are highly unpredictable the variety of long distance warfare options these explosive + and almost as likely to backfire on he who used it. For all rounds provide requires a missile launcher. The standard + the nightmarish stories of daemons crawling through the Astartes missile launcher is a tube-like weapon that fires a single + breach, and vortexes that still re-appear like phantoms on old round at great accuracy. The Soundstrike pattern overcomes + battlefields, there is no better way to ensure a threat is utterly the single capacity of the launch tube by attaching a special +V: Armoury + + + + + destroyed than to see it sucked into the immaterium. missile rack and auto-loader to a backpack power unit. The + The secrets of vortex grenades are jealously guarded by auto-loader’s gripping claw rapidly refills the launcher from + the Adeptus Mechanicus, and some question whether Forge the back-mounted ammo source, allowing the Battle-Brother + Worlds capable of their manufacture still exist. Certainly, their to fire the missiles of his choice without interruption until his + supply in the Adeptus Astartes seems ever-dwindling, and it is missile rack is depleted. + a dire threat indeed that warrants their precious and perilous + expenditure. Like stasis grenades, a single grenade may only be + allotted at the Watch Captain’s option. + The vortex grenade has a radius of 3 metres. Anyone within + this area can spend his Reaction to attempt to Dodge out of it + before the rift fully forms (see Dodging Area Effects on page + 238). Those who fail, along with everything else in the area, are + dragged into the warp, never to be seen again. Each Round, the + capricious vortex winks in and out of existence. It has a 50% r + chance of closing permanently when this happens. Otherwise, When a Space Marine’s enhanced strength is not adequate to + it reappears 2d10 metres in a random direction from its last propel his choice of grenades far enough, an auxiliary grenade + manifestation—see the Scatter Diagram on page 248. launcher can be employed. These compact tubes hold a small + row of pre-primed grenades. An auxiliary grenade launcher is + most commonly mounted above or below the barrel of a basic + lAunchers weapon in a manner similar to a combi-weapon. However, + With their super-human strength, Space Marines are capable models with standalone trigger mechanisms are also available. + of throwing projectiles further than some Imperial weapons If attached to another weapon, the user must choose which + can shoot. This relegates grenade launchers to a secondary one to fire; the launcher cannot be fired in the same Turn + weapon, usually affixed to a bolter or similar convenient as the weapon it is attached to. This weapon may also be + location. Missile launchers are the more frequent choice when mounted on Terminator Armour. Doing so, however, doubles + a Mission calls for long-range firepower. Requisitioning a this weapon’s Requisition cost. + missile launcher includes the requisition of frag and/or krak + missiles sufficient to keep the weapon loaded with whatever + configuration of the two missile types is desired. Alternative exotic WeApons + missile types must be Requisitioned as normal. The Deathwatch has access to weapons so rare that the + To use the various classes of launchers, a character must average Imperial citizen has not even envisioned them. Some + have the Pistol Training (Launcher), Basic Weapon Training items represent ancient patterns that only Adeptus Astartes + (Launcher), or Heavy Weapon Training (Launcher) Talents. artificers still understand the proper ways to create and + Setting explosives requires the Demolition skill (see Chapter maintain, while others are unique to the Deathwatch and + III: Skills, pages 97-98). their origins are best left unquestioned. Exotic weapons are + not only extraordinarily rare but also especially difficult to + operate. Such weapons require specialised training, and each + r must be mastered separately with a different Talent. + Cyclone missile launchers were specially designed for use + with Tactical Dreadnought armour. Valuable enough for + their ability to launch missiles rapidly from the twin racks, + r + this back-mounted missile system also makes up for some of A small number of these rare and deadly archeotech devices + Terminator armour’s inflexibility by providing more options circulate through the hands of senior Techmarines. By using + in combat. Each of the missile racks may be loaded with a the energy stored in atomic bonds, a conversion beamer can + different missile type, allowing the user to decide which type annihilate creatures, vehicles, or nearly anything its beam + to fire each round. reaches, provided it is given time to build to critical mass. + When fired, a conversion beamer expels a stream of neutron- + bombarded particles, beginning an atomic chain reaction + that converts matter to energy in a blazing beam that hurtles + + + 152 + Table 5-7: Exotic Weapons + Name Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown + Astartes Conversion Beamer Heavy 100m S/–/– Varies Varies 4 2 Full – 85 40† Hero + Astartes Digital Flamer Pistol 4m S/–/– 2d10+2 E 3 1 Special Flame†† 0.1 35 Famed + Astartes Digital Laser Pistol 4m S/–/– 1d10+4 E 7 1 Special Reliable 0.1 35 Famed + Astartes Digital Melta Pistol 4m S/–/– 2d10+5 E 12 1 Special – 0.1 35 Famed + Accurate, + Astartes Sniper Rifle Basic 200m S/–/– 1d10 R 0 6 2 Full Felling (1), 4 20 – + Toxic + † + Only Techmarines are entrusted with this weapon. + + + + + V: Armoury + †† + Add +4 to Damage from fires started by this weapon + Reloading a Digital Weapon requires 1d5 hours and a successful Challenging (+0) Tech-Use Test. + + +towards the target. As the escalating reaction travels, more +and more air molecules are converted into a deadly blast that +finally consumes the target in an explosive release of energy. + Melee Weapons + Conversion beamers are more powerful at long ranges as +they can absorb more matter into the blast’s strength before it “Only when your hearts have beat to the same pulse of clashing +hits. At distances of up to 15 metres, it does 1d10+9 Damage weapons as your enemy’s, only when his blood anoints you, and you +and has a Penetration of 2. Over that distance and up to Short glimpse the blackness waiting for us all in his dying eyes—only then +Range, it does 3d10+9 Damage with a Penetration of 8 and have you known battle.” +gains the Felling Quality. Against targets further than Short +Range it does 6d10+12 Damage with a Penetration of 14 –Brother-Captain Furio of the Blood Angels +and possesses the Felling and Blast(2) Qualities. + + + A + ny witness to the ruthless efficiency of an Assault + squad can attest that Space Marines are as great a +astaRtes digital weapons threat at close range as they are raining bolter fire +Digital weapons, or digi-weapons as they are commonly from a distance. The Codex Astartes lays out many tactical +known, are miniaturised guns so advanced that most foes uses for warriors that can engage the enemy in close quarters, +mistake them for mere ornamentation until the digi-weapon but for some Chapters, the drive to excel in hand to hand +unleashes the firepower of a full-sized pistol. The ranking is as simple as the need to look one’s foe in the eyes before +Space Marines outfitted with such archeotech devices usually eviscerating him. +install them along the finger ridge of a glove for practical The combination of a Space Marine’s enhanced physiology +reasons. Rings are a more common design among Imperial and his power armour makes even the simplest of weapons +nobles and military elite who are less likely to be wearing lethal in his hands. Melee weapons range from the simple +powered gloves. Digi-weapons exist that replicate the but effective combat knife, to revered relics from ages gone +functions of a variety of deadly weapons. However, each by—artefacts which could never be created again in this +weapon can only be fired once, and reloading a digi-weapon dark millennium. +is exceptionally difficult. A character can wear up to one digi- +weapon per finger—not thumbs—and a digi-weapon can be +fired even if the character is holding something else in his chAin WeApons +hands. Digi-weapons may be used in melee like pistols. Variations of these brutal war-devices are found throughout + the galaxy. This simple but effective technology employs fast + moving chains with serrated metallic teeth running across a +astaRtes snipeR Rifle weapon’s edge. Once engaged, the chain drive roars loudly +The needle rifle offers the perfect combination of range, stealth, to life, acting as a clear warning to all. Even the slightest +and deadliness. A low-power laser beam propels small slivers impact can tear open flesh, and solid blows can cut through +of crystallised toxin that, once lodged in flesh, dissolve into the most armour. To use chain weapons, a character must have the +bloodstream almost instantly. Many chemicals can be solidified Melee Weapon Training (Chain) Talent. +into such rounds with the right equipment, and a variety are +in use by the Deathwatch. The most common compound (and +the standard ammunition for this weapon) is a viral toxin that + astaRtes ChainswoRd +leaves most enemies dead within moments of being wounded. The Chainsword has served many a Battle-Brother during his +As they have no muzzle flash, needle weapons are ideal for time in an Assault Squad. These weapons generally have a flat +assassinations. The only argument against these exquisite carapace containing the chain with only the forward curved +weapons is that the brittle rounds have little penetrating power, section open where the spinning chain teeth can bite into +making them next to useless against heavily armoured targets. flesh and bone. + + + + 153 + Table 5-8: Melee Weapons + Name Class Dmg Pen Special Wt Req Renown + Chain Weapons + Astartes Chainsword Melee 1d10+3 R 4 Balanced, Tearing 10 5 – + Power Weapons + Astartes Chainfist Mounted 2d10† E 10 Power Field, Tearing 48 40 Famed + Power Field, Special, + Astartes Lightning Claw Melee 1d10+6 E 8 30 30/45 Distinguished + Tearing + Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected +V: Armoury + + + + + Astartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy 25 30 Distinguished + Astartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected + Power Field, Concussive, + Astartes Thunder Hammer Melee 2d10+5 E 8 18 30 Distinguished + Unwieldy + Omnissian Axe (Astartes-Pattern) Melee 2d10+6 E 6 Power Field, Unbalanced 14 30†† Distinguished + † + Chainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage. + †† + Only Techmarines are entrusted with this weapon. + Traditional Weapons + Astartes Combat Knife Melee 1d10+2 R 2 – 2 3††† – + Ceremonial Sword†††† Melee 1d10+3 R 2 Balanced 5 3††† — + Sacris Claymore†††† Melee 2d10+2 R 2 Unbalanced 10 3††† – + Force Weapons + Astartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected + Astartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected + Other Melee Weapons + Primitive Weapons Melee 1d10 I 0 Primitive – N/A – + Improvised Melee 1d10–2 I 0 Primitive, Unbalanced – N/A – + ††† + For additional weapons beyond standard issue + †††† + See Page 170 for description + + + poWer WeApons A chainfist replaces the normal glove on Terminator + Armour, and imposes the same weapon restrictions and + Power weapons project a disruptive energy field along the manual dexterity penalties as a lightning claw. + blade or head of a weapon, allowing it to slice armour or + strike with explosive impact. In theory, any weapon can be + upgraded to a power weapon given the necessary technology, + astaRtes lightning Claws + though in practice there is a traditional array in use by the Simply wearing lightning claws is a + Adeptus Astartes. The sight of an angel of vengeance charging statement about the wielder’s expertise in + into battle is intimidating in its own right. When his weapon battle. Constantly honed melee prowess + or fist itself suddenly flares to life in a halo of electricity, it and a willingness to sacrifice easy access + becomes truly inspiring—or terrifying—depending on which to ranged weaponry is necessary to utilise + side of the charge you are on. A power weapon can still be these weapons to their full effect. For these + used as an ordinary weapon should its power source become reasons, lightning claws are usually seen in + inhibited or damaged. the hands of senior assault specialists. + A lightning claw is a heavy gauntlet + that replaces the normal glove on Astartes + astaRtes Chainfist power armour. Its extra bulk contains the + A chainfist combines the matter-cleaving power field of a mechanisms that power four individual + power fist with the rending adamantite teeth of a chainblade. power blades, which extend like crackling + The field envelopes both the huge gauntlet and the whirring talons from the back of the hand. While the lethal design of these + blade, yielding a weapon capable of slicing through armour, weapons is enough to ensure they can shear through armour + vehicles, heavy cruiser bulkheads, or nearly any other nearly as easily as flesh, when used as a pair by an accomplished + substance in the galaxy given enough time. These weapons close combatant, they become pure instruments of death. + are too unbalanced for even a Battle-Brother in standard Lightning claws do an additional point of Damage per degree + Astartes power armour to wield effectively; chainfists are only of success on the Attack roll. When a character is equipped with + capable of being used with Terminator armour. This is just a pair of lightning claws, they instead do 2 additional points of + as well, as any foe dreadful enough to warrant use of this Damage per degree of success. The blades on lightning claws may + weapon certainly calls for equally potent protection. be sheathed or unsheathed as a Ready action, but their bulk makes + + + 154 + it impossible to effectively use ranged weapons of any class other the pulverising blow are likely to be incapacitated by the +than Thrown in the applicable hand(s) even when the blades are shockwave that follows. Many Battle-Brothers balance the +retracted. In addition, the poor manual dexterity penalty increases clumsy nature of attempting to parry with a thunder hammer +to –20. When Requisitioning a pair of lightning claws for one by pairing it with a storm shield; the Storm Wardens are said +character, the Requisition needed for the second claw is halved. to be so fond of this combination that some practice a combat + style developed specifically around it. +astaRtes poweR axe +Power axes allow for greater impact when striking than a power + omnissian poweR axe +sword, but are less nimble in the hand. Their inferior defensive (astaRtes patteRn) + + + + + V: Armoury +capabilities are often mitigated by pairing them with combat +shields or even more sophisticated means of protection. Still, Often carried by Techmarines to show their devotion to the +they have a reputation as a brutal and unsubtle weapon; the Omnissiah, this weapon has a long staff-like body tipped with +choice to employ one is often more personal than strategic. half of the circular Adeptus Mechanicus skull and cog icon. The + symbol forms a blade and is sheathed in a power field. Arcs of + energy illuminate the ridged blade and light the skull’s eyes with +astaRtes poweR fist a hungry glow, leaving little doubt that—even while covered +A power fist generates an energy field with inscribed circuitry designs indicating its sacred nature—this +so violently disruptive that the weapon religious icon is also a deadly weapon in a Space Marine’s powerful +inside it is of little consequence. Therefore, hands. The Ommnisian axe also functions as a combi-tool. +instead of surrounding a traditional +weapon, the field envelopes an oversized +and augmented glove. Backed by a Battle- Force WeApons +Brother’s strength, a power fist can sunder The psi-lattice circuitry in force weapons is said to originate +even the heaviest armour or rupture flesh with the Emperor himself when he walked among mortal +as though bursting a bloody, overripe men. These weapons combine this archeotech circuitry pattern +fruit. Keeping these superior energy fields with the same rare, psycho-reactive crystal used in psychic +charged requires heavy cables linked to the armour’s power system. hoods to channel the mental power of a psyker into deadly, +The generators are also rare and difficult to maintain, making such reality-rending force. Force weapons can take many forms, and +a weapon a sign of status, even within the Adeptus Astartes. comprise several specialised variants; the most well known + A power fist adds a multiplier to the wielder’s Strength Bonus. within the Adeptus Astartes are the Nemesis weapons of the +(Note: A Space Marine already doubles his Strength Bonus from Grey Knights. Force swords are the easiest of such weapons for +his Unnatural Strength Trait. Therefore, the Power Fist increases a Librarian to obtain, followed by force staffs. +the multiplier by one, tripling the Space Marine’s Strength Unless wielded by a psyker, force weapons simply count +Bonus) It replaces the normal glove on Astartes power armour, as a Common Astartes-sized weapon of the appropriate type +and imposes the same weapon restrictions and manual dexterity with the Damage listed in the weapon’s profile. However, in +penalties as a lightning claw. the hands of a wielder with a Psy Rating, they are much more + potent. For every point of Psy Rating the wielder has, the + weapon’s Damage and Penetration increase by +1. For example, +astaRtes poweR swoRd an Astartes force sword wielded by a character with Psy Rating +Power weapons require great investments of time and rare 3 would inflict 1d10+5 (plus SB) and have a Penetration of 5. +materials to produce. Therefore, power swords are typically In addition to normal Damage, whenever a psyker damages +reserved for ranking members of the Adeptus Astartes. Elegant an opponent, he may, as a Free Action, channel psychic force +but effective, they allow the user greater attack options and and killing will into the blade. This requires a Focus Power +defensive responses than many other varieties of power Test using Opposed Willpower. For every degree of success, +weapon. This efficient design makes them popular with officers the force weapon’s wielder deals an additional 1d10 Damage, +regardless of whether they specialise in close combat or not. ignoring the victim’s Armour and Toughness Bonus. Force + weapons cannot be destroyed by a power weapon’s field. +r +The furious energy blast released when these weapons strike + astaRtes foRCe staff +creates waves of booming concussive force as loud as thunder, A force staff houses its core psi-lattice inside a sturdy casing +from which their name originates. Enemies that survive made from polished metal, bone, exotic wood, or any + number of other materials. Usually topping a force staff is an + elaborate, circuitry-laced concentration icon whose imagery + coincides with the weapon’s origin. A force staff acts as an + exceptional Psy-Focus, granting +15 to Invocation Tests. This + bonus applies as long as the staff is held in at least one hand. + However, striking with the weapon requires both hands. + + + 155 + astaRtes foRCe swoRd + A force sword’s blade glows with the pattern of embedded + Weapon + channelling circuitry, and flares brightly every time the + wielder activates the sword. The composite adamantine alloys + are honed to a monomolecular edge. Empowered by both the + Upgrades + W + Battle-Brother’s superhuman strength and his powerful mind, eapons can be fitted with upgrades to enhance + a force sword in a Librarian’s hand can shear through flesh their utility. Each Upgrade description lists which + and armour with astonishing ease. weapons it may be applied to. The Requisition + cost for an Upgrade covers both the technological +V: Armoury + + + + + components to fit the weapon, as well as any labour required + trAditionAl WeApons to install them in it. Many Techmarines prefer to make these + Basic hand weapons are a common sight throughout the upgrades themselves, but doing so does not decrease the + Imperium and beyond; in much of the war-torn galaxy it is Requisition required. + unthinkable to venture forth without some form of visible + protection. Primitive weapons range from simple metal swords + used by poor serfs to the technologically sophisticated blades + aRm weapon mounting + employed by the Adeptus Astartes. This heavy bracing allows a single ranged weapon to be + mounted along the arm, with specific hand movements or + MIU input triggering the weapon. This allows the user to + astaRtes Combat knife keep both hands free, and can have a strong visual impression + When a Battle-Brother’s last grenade has been thrown, when as the Battle-Brother brings forth a storm of destruction with + his bolt rounds are spent and the enemy tide continues to the sweep of his hand. This upgrade reduces the weapon’s + swell, he can always turn to his combat knife. Every Space Range by 30%. It is also possible to mount a weapon at the + Marine is issued one of these blades as soon as he recovers shoulder instead of on the forearm, with the same effects. + from receiving his implants, and he carries it up until his final Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or + moment of battle. This large knife—easily the size of a normal Auxiliary Grenade Launcher + human’s sword—holds a mono-molecular edge that never + dulls, even through centuries of service. In some Chapters + combat knives are passed down through the generations, with + astaRtes melee attaChment + the deeds of their owners etched upon them. In others, the The value of a bayonet or similar combat attachment on a + forging of metal into blade is simultaneous with the forging ranged weapon is unquestioned, giving the wielder versatility + of a recruit into Space Marine, and his combat knife is laid to to deal with enemies close-up without having to change + rest when he is. weapons. However, the common spear-like attachments made + for normal human weapons would be an insult to both a + Space Marine and his weapon. The Adeptus Astartes utilize + pRimitive weapon fine, mono-edged blades and whirring chain attachments + Catalogues of low-tech weapon variants across the galaxy fill that are almost as effective in melee combat as a dedicated + floors of Administratum archives in the Prol system. However, sword. Melee attachments are available that allow the weapon + such distinctions are largely frivolous when a Primitive weapon to count as either a Combat Knife or a Chainsword in close + is pitted against the armour and constitution of an Adeptus combat, although in the latter case it lacks the Balanced + Astartes. Sticks, iron knives, finely crafted feudal swords, or Quality. + giant two-handed warhammers; if made of common materials, Upgrades: Any Basic ranged weapon + none of these have but a prayer of cracking a Battle-Brother’s + advanced armour, much less doing him harm. Therefore, + melee weapons with the Primitive Quality are represented by + r + one general profile. GMs should feel free to add appropriate Because a Deathwatch Kill-team is often deployed without + modifiers and Qualities for different variations if it support, the ultimate in battlefield flexibility is required. The + becomes relevant. anti-grav plates and studs of suspensors attach to a weapon or + equipment, making it easier to use by offsetting some of the + weight. Suspensors reduce the weight of a weapon by half, + impRovised allowing Heavy weapons to be deployed in a wider range + Improvised weapons can take many forms, but are generally of situations. When firing a weapon with suspensors, the + any handy weighted object such as table legs, severed limbs operator counts as having the Auto-stabilised Trait—meaning + or artillery shell casings. Hitting someone with the butt he always counts as braced and may fire the weapon on semi- + of a basic ranged weapon (such as a boltgun) counts as an or full-automatic as a Half Action and never suffers penalties + improvised weapon. for moving and firing. + Upgrades: Any Heavy ranged weapon + + + + 156 + Table 5-9: Weapon Upgrades + Name Wt Req Renown + Arm Weapon Mounting +1.5 10 Distinguished + Astartes Melee Attachment (Mono) +2 7 – + Astartes Melee Attachment (Chain) +8 9 – + Deathwatch Suspensor x1/2 25 Respected + Fire Selector +1 2 – + Dipole Mag-lock – 5 – + Motion Predictor +0.5 20 Respected + + + + + V: Armoury + Preysense Sight +0.5 10 – + Red-Dot Laser Sight +0.5 10 – + Silencer +0.5 3 – + Telescopic Sight +1 6 – + + +r Upgrades: Any non-Primitive ranged weapon capable of +A staple tool of the Deathwatch, a shot selector allows for semi-auto or full auto fire. The target acquisition component +speed and ease of switching between magazines of different of a Motion Predictor must be installed as a sight, and a gun +ammunition, maximising tactical flexibility when deployed may only have one sight. +under uncertain parameters. A weapon with a fire selector can +have up to three different clips added. At the start of the +shooter’s Turn, he can use his fire selector to choose which + pReysense sight +clip he wishes to draw ammo from. This is a weapon sight that shows thermal images and reveals + Upgrades: Bolt or Solid Projectile Pistols, and Bolt or the hiding places of enemies who lurk in the darkness. A +Solid Projectile Basic weapons character using a preysense sight suffers no penalties due to + darkness and gains a +20 bonus to vision based Perception + Tests at night. +dipole mag-loCk Upgrades: Any Basic Las, Solid Projectile, Bolt, or Plasma +For warriors in power armour, mag-locks are as common as weapon. A preysense sight counts as a sight, and a gun may +holsters for securing weapons. The typical mag-lock consists only have one sight. +of strong electromagnets near a suit of power armour’s +surface, and mirrored magnets on the weapon to be attached. +A dipole mag-lock can reverse its magnetic field to literally + Red-dot laseR sight +propel the weapon into the wielder’s hand. This is typically This is a laser sight that grants a +10 bonus to Ballistic Skill +accomplished by embedding small proximity triggers in the Tests when the weapon is fired on single shot. +glove of the weapon hand that cause the magnet to reverse Upgrades: Any Pistol or Basic ranged weapon of the following +polarity when brought near it. However, versions using verbal types: Las, Solid Projectile, Bolt, or Plasma. A red-dot laser sight +and more sophisticated somatic cues also exist. counts as a sight, and a gun may only have one sight. + A dipole mag-lock grants the Quick Draw Talent for the +upgraded weapon. If the character already has Quick Draw, +he may draw his weapon as part of a Parry, allowing him to + r +go from unarmed to deflecting an enemy blade with his own Silencers lower the noise from a weapon’s discharge, preventing +in the blink of an eye. detection of the shot. Awareness Tests to hear shots made + Upgrades: Any Pistol or Basic ranged weapon, or any with a silenced weapon suffer an additional –20 penalty and +melee weapon that may be wielded in one hand can only be attempted at half the normal distance. + Upgrades: Autogun, autopistol, needle sniper rifle. +r +A complex target-tracking cogitator in this device activates + telesCopiC sight +once the user has sighted the desired target. The Predictor Telescopic sights magnify the target’s image, making it easy to +then tracks the target, and when the trigger is pulled chases see. This is especially useful for long-range shots that need to +the target with all the rounds in a clip in one long burst. A hit a very specific target location. A weapon with a telescopic +Motion Predictor adds a +10 bonus to Ballistic Skill Tests but sight ignores penalties for long and extreme range as long as +only functions when the weapon is fired on semi-automatic the shooter takes a Full Action to Aim. +or fully automatic mode. Upgrades: Any Basic Las, Solid Projectile, Bolt, or Plasma + weapon. A telescopic sight counts as a sight, and a gun may + only have one sight. + + + + 157 + Table5–10: Ammunition c + Name Req Renown There are many kinds of weapons wielded by the Deathwatch + Bolt Shells N/A – that use unusual types of ammunition, from the special + Bullets N/A – ammunition reloads for digi-weapons, to the finely crafted + Charge Pack N/A – darts of a needle rifle. + Exotic N/A Varies Used with: Needle rifles and any other exotic + Fuel N/A – ranged weapons. + Melta Canister N/A Varies + Needle Precipitator N/A – + fuel +V: Armoury + + + + + Plasma Flask N/A Varies + Shells N/A – Flame weapons use liquid fuel, which can vary greatly in + composition and quality. Underhivers on poor Imperial worlds + may construct shoddy weapons using nothing but flammable + Ammunition alcohols, while the Adeptus Astartes weapons use only the + The xenos hordes faced by the Adeptus Astartes seem infinite purest promethium. A fuel tank always provides shots equal + in number, and entire planets are given over to manufacturing to the weapon’s full clip value. + the endless quantities of ammunition needed for war. Weapons Used with: Flamers, hand flamers, heavy flamers. + Requisitioned from the Deathwatch come with a sufficient + supply of standard ammunition for the weapon. Each type of + ammo can be used only with certain weapons as detailed in its + r + description. Ammo weight is not listed; however, should it be Meltaguns use specially refined chemicals injected into highly + important to know how much ammunition weighs, consider a pressurised canisters. The size and mounted position varies + weapon’s full clip to be 10% of the weapon’s total weight. depending on the model and class of the weapon. In all cases, + it provides shots equal to the weapon’s full clip value. + Used with: Infernus pistols, meltaguns, and multi-meltas. + bolt shells + The mass-reactive explosive bolt shell is among + the deadliest kind of round in the Imperial arsenal. + r + The Deathwatch takes great advantage of variations These devices can be issued with weapons that use needle + that have been made on this design over the years, rounds, and are often built directly into the holster or carrying + yielding a wide variety of alternate rounds that still case for the weapon. A precipitator crystallises liquid or + fire from a standard bolt weapon. The majority of powdered chemicals into the rounds fired by needle weapons. + bolt shell manufacturing capacity is reserved for the One dose of a drug or toxin yields one shot of ammunition. + Adeptus Astartes, making them costly for others to obtain but See Drugs and Consumables on page 172 for toxin options. + a matter of course among Battle-Brothers. Unless otherwise stated, any toxin may be precipitated into + Used with: Any Bolt-class Pistol, Basic, or Heavy weapon. needle rounds. + Used with: Needle rifles + bullets + Hard rounds are common for many weapons within the + plasma flask + Imperium and vary greatly in calibre and design. Bullets Raw plasma weapon fuel consists of highly dangerous and + from one kind of firearm cannot be used in another unless volatile photonic hydrogen, compressed and precariously + they are very similar in make. Autoguns and autopistols can contained within reinforced flasks. It was almost surely a + usually interchange rounds, but the calibrated bullets fired in plasma flask whose handling rites were rushed that gave birth + terrible volleys from Astartes assault cannons are unique to to the plasma grenade. + that weapon. Used with: Plasma pistols, plasma guns, and plasma + Used with: Autopistols, autoguns, and assault cannons. cannons. + + + ChaRge paCk shells + Charge packs are powerful batteries used almost exclusively Shells contain dozens of tiny balls and are designed to scatter + by las weapons. The size of a charge pack depends on the over a wide area when fired, making them ideal for close-in + class of the weapon. In all cases it provides shots equal to the work where accuracy is less important. + weapon’s full clip value. Used with: Shotguns. + Used with: Laspistols, lasguns, lascannons. + + + + + 158 + speciAl issue hellfiRe Rounds +Ammunition Originally designed to combat the Tyranid threat, + hellfire rounds have a devastating effect on organic +Tactical flexibility is paramount given the unknown situations matter. Their cores are replaced with vials of +Deathwatch squads are often thrust into. Battle-brothers in mutagenic acid that eats through any living material +the organisation make extensive use of variant bolt rounds with horrific speed. +that have numerous advantages over even the considerable Effects: The weapon ignores Natural Armour +power of standard bolt shells. and may inflict Righteous Fury on any damage die results of + The cost to Requisition special ammunition listed in a 9 or 10. In addition, the weapon gains the Tearing Quality + + + + + V: Armoury +Table 5–11: Special Issue Ammunition represents one (if it did not already possess it). When used in a Heavy Bolter, +clip for any applicable weapon, except Pistols which halve it changes the weapon’s ROF to S/–/– and adds the Blast +the listed Requisition cost due to their smaller magazine. (3) Quality. When used against a Horde, Hellfire Rounds add +Special issue ammunition for Heavy Bolters adds +5 to the one additional point of damage to the Horde’s Magnitude +Requisition total. per hit. + Used With: All bolt weapons. +astaRtes baCkpaCk ammo supply +Many weapons require larger ammunition sources to function + implosion shells +during extended battles. A backpack supply fits over the standard The result of early experiments with alternative krak +backpack power unit on Astartes power armour. For energy technology, an implosion shell replaces its explosive core +weapons, the supply is a massive battery or charge-unit. For with an infinitesimal amount of antimatter; this creates a +flame and plasma weapons, it consists of volatile fuel tanks or violently decompressing vacuum when exposed to matter. +canisters. Other ammunition packs are simply stacks of regular Like the standard bolt shell, these rounds activate via their +rounds with a feeder line that links into the weapon. Backpack mass-reactive core, meaning they embed partially in their +supplies hold 100 rounds of ammunition for Plasma, Melta, and target before the implosion takes effect. The round’s force +Las weapons, 250 rounds of ammunition for SP or Bolt weapons, is therefore not directed at cracking open armour, but to +and 75 shots for Flame weapons. A weapon connected to a collapsing the unfortunate victim’s body from the inside +backpack supply uses that supply for its ammunition and ignores out—enough to debilitate even a Space Marine. +its normal clip size. Backpack Ammo/Power supplies weigh 40 Effects: In addition to taking normal damage, a target +kg and are automatically issued with any heavy weapon. who takes one or more points of Damage (after Armour and + Toughness) from an implosion shell suffers 1d5 points of + Agility Damage. +dRagonfiRe shells Used With: All bolt weapons. +Dragonfire shells replace their main explosive charge with +an air-reactive concentrate. When the round detonates, the +payload combusts in a burst of fire, offering area saturation + kRaken Rounds +comparable to a flamer. The superior propellants in kraken rounds provide + Effects: Decrease the weapon’s Damage by 2. Anyone increased range without sacrificing armour +within 2 metres of, and including, the target must succeed on penetration, while their ultra-dense adamantine +an Agility Test or catch on fire. The firer may choose to target composition and improved explosive charge +an object or specific area instead of an opponent. In this case provide a final burst of force for puncturing the +the shot is Routine (+20), and everyone in the 2 metre radius heaviest armours. +must Test to avoid catching fire. Effects: The weapon’s Penetration increases to + Used With: All bolt weapons. 8, and its Range increases by 50%. + Used With: All bolt weapons. + Table5–11: Special Issue Ammunition + Name Req Renown metal stoRm Rounds + Astartes Backpack Ammo Supply N/A – Metal storm rounds are tipped with proximity + Dragonfire Shells 28 Respected triggers, causing them to detonate sooner than + Hellfire Rounds 25 – standard bolt shells and release their payload + Implosion Shells 27 Respected of explosive frag before fully penetrating the + Kraken Rounds 5 – target. When employed in a bolter with a high + Metal Storm Rounds 15 – rate of fire, they can decimate groups of lightly + Stalker Rounds 5 – armoured enemies. + Vengeance Rounds 25 Famed Effects: The weapon’s Damage and Penetration are each + Witch Bolts 12 Distinguished reduced by 2, but it gains the Blast (2) Quality. + Used With: All bolt weapons. + + + 159 + stalkeR Rounds + Stalker rounds were designed for sniping use in + Armour + Stalker-pattern boltguns, and that is still where “Bless this plate, that it may deflect the blade of my enemy and the + they achieve maximum efficacy. However, they bullets of the unrighteous.” + may be used in other bolt weapons to reduce their + report. A stalker round’s core is replaced with gas –From the Rites of Girding + propellant and the mass-reactive explosive replaced + + + I + with solid mercury. n the 41st Millennium mankind faces not just the alien + Effects: Awareness Tests to hear shots made menace, but treachery and war from within. Protective +V: Armoury + + + + + with stalker rounds suffer an additional –30 penalty and measures have multiplied and diversified with every threat. + can only be attempted at half the normal distance. Reduce While the Space Marines rely on various forms of their + the weapon’s Damage by 2. When used in a Stalker-pattern signature power armour, the common Imperial citizen must + Boltgun, this damage penalty does not apply. Additionally settle for far less advanced means of defence. + in such a weapon, no Tests to detect the shot are possible Armour provides Armour Points (AP) to various locations + (however, depending on the situation, the appropriate on a character’s body. In addition, some kinds of armour have + Opposed Skill Test may be required for the firer himself to special properties noted in their description: + remain hidden). Armour Type: The type of armour it is. + Used With: All bolt weapons. Location(s) Covered: What locations the armour covers, + a combination of arms, legs, body, and head. Some armour + covers all four locations and is noted as covering “All”. + vengeanCe Rounds AP (Armour Points): How many Armour Points the + Vengeance rounds were originally created to combat the armour provides for the locations covered. Any armour that + Adeptus Astartes’ most bitter foe: Chaos Space Marines. provides 7 or more APs (including Astartes power armour) + Designed to breach power armour of Space Marine calibre, inflicts a –30 penalty on the wearer’s Concealment and Silent + the core of each round contains a spark of unstable matter Move Tests. + that creates a micro-fission explosion upon detonation. Each Kg (Kilograms): Represents how much the armour + delicately engineered bolt is supremely effective at thwarting weighs. For information on how much a character can carry + armour and eradicating even the most resilient target, but the refer to page 208. Since Space Marines are engineered to + technology needed to imbue a bolt shell with such power function in their power armour, it never counts against their + carries great risks. carrying weight. + Effects: The weapon gains the Felling (1) Quality, and Req (Requisition): The number of Requisition Points + its Penetration increases to 9. Vengeance rounds detonate required to acquire the armour from the armoury. + prematurely on an attack roll of 91–100. When this happens, Renown: The minimum Renown Rank required to + the firer suffers explosive damage equal to the weapon’s Requisition the armour. + damage with a Penetration of 5 to an arm location (the arm + holding the weapon if it was fired one-handed, or a random + arm if fired with two hands). This automatically causes the AstArtes poWer + weapon to Jam, and happens too quickly to avoid the damage + by dropping the weapon. + Armour + Used With: All bolt weapons. Astartes power armour is the high standard against which other + forms of Imperial protection are measured. The commanding + sight of the God-Emperor’s warriors in their iconic battle gear + witCh bolts has routed more than one enemy force without firing a shot. + Based on a Black Templars design, these bolts release a Heavy ceramite plates form the basis for most suits, actuated + small core of neuro-inhibitors laced with warp-reductive by electrically motivated fibre bundles that replicate the + compounds that disrupt a creature’s connection to the warp. movements of the wearer and enhance his strength. Not only + Effects: In addition to taking normal Damage from the are Adeptus Astartes patterns the pinnacle of power armour + weapon, any creature with a Psy Rating who takes Damage technology, but a Space Marine’s unique interface implants + from a witch bolt reduces its Psy Rating by 1 for 1d10 ensure that his armour responds with the speed and precision + Rounds each time. During this time, the creature may not of his own body. Each Battle-Brother is responsible for the + Push its Psychic Strength. Additionally, creatures with Warp care of his own suit of power armour, the components of + Instability must immediately make a Willpower Test to check which may have served his Chapter for millennia before him. + for disruption as described in the Trait. Astartes power armour contains many complex sub-systems, + Used With: All bolt weapons. and it is the synergy of advanced technology with Space Marine + physiology that makes a Battle-Brother in power armour so + deadly. This combination yields the following effects: + + + + + 160 + Ceramite Plating: Provides AP 10 to the Body and AP 8 Vox Link: Serves as a +to all other Locations. standard vox and a channel + Enhanced Strength: Increase the Battle-Brother’s Strength for any more sophisticated +by +20. The effect on SB is calculated after the Unnatural data transmissions the suit +Strength multiplier. or its wearer can access. + Auto-senses: The Space Marine gains the Dark Sight The bio-monitor feed also +Trait, and Heightened Senses (+10 to relevant Tests) for Sight transmits through this link, +and Sound. Input filtering provides immunity to photon flash permitting a squad to view +grenades and stun grenades. Note that these benefits only each others’ vitals. +apply whilst the Space Marine is wearing his helmet, and the Magnetized Boot + + + + + V: Armoury +benefits from the Auto-senses stack with the benefits of the Soles: Can be activated to provide the equivalent of +Space Marine’s Lyman’s Ear and Occulobe implants (meaning Magboots. +that Space Marines have a +20 to Sight- and Sound-based Nutrient Recycling: Filters in the armour capture and +Awareness Tests). Additionally, the Auto-Senses make the purify body waste, re-constituting it into a nutrient solution that +Called Shot Action (see page 238) into a Half Action. is intravenously returned to the body. This can sustain a Battle- + Osmotic Gill Life Sustainer: With the helmet on, the Brother for long periods of time, but not indefinitely. For every +armour is environmentally sealed and can maintain an adequate two weeks that no other source of nutrition is ingested, make +oxygen supply as long as the unit is powered. a Toughness Test or suffer one level of Fatigue until nutrition + Bio-monitor and Injectors: If the internal cogitator is consumed. The Difficulty of this test increases one step for +detects a problem with the wearer’s bio-signs, it can administer every two weeks that passes without food or Preomnor-derived +pain suppressors, combat stimms, and anti-toxins. This provides sustenance. +the following benefits: Recoil Suppression: Provides the ability to fire Basic + • +10 to Tests resisting the Toxic Quality and similar weapons one-handed. Ranged weapons not classed as Pistols + poison effects. still may not be used in Close Combat. + • The pain suppressor reservoir has a total of 6 doses, Giant Among Men: A Space Marine in power armour + each of which can be used to ignore Critical Effects is Hulking. This increases his Base Movement by 1; + for 1d10 rounds. The doses may be used in succession however, the grace afforded by his Black Carapace negates + or staggered. the modifier enemies would otherwise have to attack him. + • If the wearer is Stunned, the effect lasts a maximum of one See page 134 for the full effects of Size. He still suffers the + Round before the bio-monitor detects and negates it. usual penalties to Concealment and Silent Move for being + heavily armoured. + oor Manual Dexterity: While protective, armoured gloves + are not ideal for fine manipulation. Delicate tasks suffer a –10 + penalty unless using equipment designed for Space Marines. + Similarly, ranged weapons other than those of Astartes design + are too small for an armoured Battle-Brother to wield at all. + Assuming power armour is a sacred ritual, honouring the + machine spirit’s history of valiant deeds and praying for its + boons in the battles to come. It takes 20 minutes to remove + or don power armour un-aided, but never less than 5 minutes + no matter the amount of assistance as the proper rites must + be observed. + + + poweR aRmouR histoRy + Every suit of power armour is unique, worn in different battles + and often comprised of remnants from other suits with their + own service records. It is no surprise that the machine spirits + of power armour develop their own personalities over time. + Roll 1d10 on the Power Armour History chart to determine + a suit’s character. The result of the roll may be modified by 1 + either up or down based on the player’s preference (rolls of 1 + may be modified to a result of either 2 or 10, and rolls of 10 + may be modified to a result of either 9 or 1). + + + + + r + + 161 + Table 5–12: Power Armour History + Roll Result + Cower Not Before the Enemy: This suit of armour has been obsessively maintained with marks of pride, bears + pristine heraldic depictions, and is bedecked with sashes, helmet crests, and Banner Displays. The wearer carries + himself tall, often heedless of cover or stealth. The armour seemingly sabotages any attempts at subtlety, and imposes a + 1 + further –20 to all Silent Move and Concealment Tests (in addition to those imposed on standard power armour), while + it whirs, vents, or clanks at precisely the wrong moment. However, it also grants a +10 bonus to Command Tests, due + to the overwhelming force of authority and confidence the bearer projects. + None shall escape the Emperor’s Wrath: Incorporating a rare and prized Persecutor Target Acquisition Spirit, this + armour constantly scans for targets, predicting ranges, windage, and elevation, as well as passively noting bio-signs +V: Armoury + + + + + for later targeting recall. It makes nearly imperceptible adjustments to the aim and firing rate of the wearer, sometimes + 2 even anticipating the bearer’s movements. Many warriors are put off by such contrary behaviour, but all eventually + learn to become one with the intentions of their second skin. The obvious advantage gives the wearer a +5 bonus to + BS. However, the armour is sluggish to respond to unplanned events, as it seems to dislike the jostling of its precise + calculations. The wearer suffers a –10 penalty to Dodge in melee. + Thine arm be the scourge of the impure: The spirit of this armour has been honed by its long years of service into + a truly potent adversary. It has been upgraded with numerous enhancements for the sole purpose of bringing ruination + 3 to the enemies of Man in glorious close combat. Wearers claim that it knows how and when they are going to strike, + and come to trust it as innately as any other brother in arms. Such a suit grants the wearer +5 WS. However, its long + range targeting systems are difficult and temperamental. When wearing the suit’s helmet, BS tests suffer a –5 penalty. + Death is Joy: Some warriors are simply made to kill. This armour epitomises that archetype, and though it is of + comparatively recent manufacture, numberless foes have learned to fear its countenance. The longer a warrior bears + 4 this armour, the more the two become one. As time goes on, bringing a swift end to the enemies of Man is as easy + as breathing. Add +2 Damage to any of the wearer’s attacks that do Critical Damage and increase the damage to a + Horde’s Magnitude by 1 with any successful attack against a Horde. + A Fury like lightning: The reactions of the Angels of Death are far beyond what any normal human could achieve. + While Astartes power armour manages not to hinder a Battle-Brother’s natural speed, this suit goes to great lengths + 5 to enhance and optimise it. The armour’s hyper articulated joint mechanisms allow for more dextrous weight + manipulation, and muscle-response auto-readers translate even minute movements into powered assistance. These + systems grant the bearer a +5 bonus to Agility, and +1 to Initiative rolls. + Thy strength be legend: The raw physical strength of the Adeptus Astartes is already the stuff of legend, which all + power armour further enhances. This suit, however, makes the bearer’s strength truly titanic. Such armour has created + 6 tales of burning vehicles levered from atop trapped comrades and crumbling buildings supported by the Battle-Brother + alone. The bearer receives an extra +10 bonus to Strength, in addition to the normal bonus granted by power armour. + The Strength bonus from this power armour is added in after the modifications for Unnatural Strength. + Terror be thy friend: Though all suits of power armour are intimidating to say the least, this suit seems to project an + air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a + wild beast. In combat, this turns into a ferocious howl and is truly a paralysing thing to face. Numerous attempts have + 7 been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. + Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their + impact on the weak souls of their enemies to increase considerably. The wearer gains the Fear (1) Trait against any foe + engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one). + Lead from the front: All men need leaders, and all leaders need to be seen and heard to be effective. It is common + for the leaders of the Adeptus Astartes to lead from the front, and such warriors have had the honour of bearing this + armour into battle over the centuries. Its vox amplifiers ring like booming thunder, and its brilliant heraldry seems to + 8 + blaze on the battlefield. Truly a sight to behold, there have been statues erected on a hundred worlds of the brave souls + who wore this relic into battle and saw the day through to victory. Add +1 Cohesion to your Squad’s total (this bonus + may stack with other armour with the same history). + Bring Death from Afar: Borne into service amidst great sieges, this armour has become accustomed to the arduous + duty of brandishing heavy weapons. Whether it is the continuous impacts that come with keeping a heavy bolter + steadily firing on target, or the raw power required to withstand the ferocious effect of firing a plasma cannon, this + 9 armour never fails under stress. While wearing this armour, the wearer never suffers any penalties for moving and + firing with a pistol- or basic-class weapon on semi- or fully automatic fire (see pages 239 and 242). Additionally, the + wearer may count any heavy weapon he wields as a basic weapon for the purposes of moving and firing on semi- or + fully-automatic fire. + To forget is to forgive. Forget nothing: Each bearer of this armour has inscribed it with an oath of vengeance + against those who have offended the Emperor in some way. Some inscriptions revile a single name, while some + condemn entire races of Xenos or planetary populations. Each successive bearer considers it a matter of honour to + 10 + exact the Emperor’s Vengeance upon the offender and considers it his solemn duty to put right as many of the wrongs + as possible. Once the offender has been punished, his name is left as an example to others. Gain the Hatred (choose + one) Talent. + + + + + 162 + r + The Power Armour History table is meant to provide + ideas for the unique machine spirits that evolve in + Astartes power armour. Players should decide on the + specific story behind their result. For example, a suit + with the “None shall escape the Emperor’s wrath” + history may have enabled a famous Captain to make + an impossible shot that killed an entrenched enemy + leader, turning the tide at the First Siege of Khazant. + + + + + V: Armoury + Armour with the “Lead from the front” history should + have a lineage of the illustrious bearers and the battles + where they led their brothers to victory. + Players and GMs should also not feel restricted to + the list provided. You may wish to negotiate comparable + effects that better reflect the particular character of a + Battle-Brother’s most important piece of equipment. + +r +Once a Battle-Brother takes Damage greater than the Armour +Points of his armour, it no longer counts as environmentally +sealed. An application of repair cement is usually sufficient to +re-seal it until permanent repairs can be made. Astartes power +armour uses a fusion generator backpack which can sustain +power forever with proper care. However, it is possible for the r +power unit to be damaged, hindering or even disabling the suit. Painstakingly cared for and customised for each esteemed +If the wearer takes Critical Damage to the Body from behind, bearer, artificer armour is the rarest form of power armour. +consult the Power Unit Critical Effects chart (in addition to The technology and superdense materials used to construct +normal Critical Effects). The problems continue until the unit these suits is unparalleled inside the Imperium. Each one is a +can be repaired with a Challenging (+0) Tech-Use Test. masterwork of artificer ingenuity and (outside of Techmarines + labouring towards their own) is awarded only to true Chapter + heroes. Artificer armour is always Master-Crafted. In addition + r to the effects of standard Astartes power armour, the advanced + The power armour presented in this chapter is the Mark helmet incorporates an MIU. Some suits incorporate even more + VII version, also known as “Aquila Armour.” There are unusual features, such as automated fibre re-weaving, eliminating + many other marks of Space Marine power armour, and the need for Repair Cement to seal most breaches. + more information on these marks of power armour will Only countless hours of labour at the blazing Space Marine + be presented in future h supplements. forges gives rise to a suit of artificer armour. The unique inlays, + engravings, and profile represent the vision which drove its + maker to such a momentous undertaking, and its machine + Table 5–13: Power Unit Critical Effects spirit waxes wise and powerful. Roll twice on Table 5–12: + C r i t i c al Power Armour History to determine the properties of a + Damage Result particular unit. + Unaffected: The power unit continues + 1–3 + functioning normally. + r + Damaged: The power flow is diminished, + causing system failures and difficulty moving. In most Codex Chapters, Neophyte Space Marines serve in the + 4–5 All benefits granted by the armour (except its 10th Company as Scouts as their first assignment. Scouts are + inherent AP) are lost. All physical actions suffer placed under the instruction of an experienced sergeant, who + a –10 penalty. Decrease Base Movement by 2. both takes command of the squad and teaches the Scouts what + Unpowered: The suit completely shuts down. it means to be a Space Marine. During this time, Scouts wear + All benefits granted by the armour including + lighter, less-encumbering armour than the power armour worn + History (but not its inherent AP) are lost. The + 6+ wearer must make an Arduous (–40) Strength + by the Initiate Battle-Brothers of the Chapter. This armour is a + Test to simply move. If he passes the test, his version of carapace armour that offers protection while at the + Base Movement is still reduced to 1, and all same time is extremely well-suited for stealth and skirmishing. + physical actions suffer a –30 penalty. Astartes Scout Armour provides a +10 bonus to Concealment + Skill Tests and does not inflict a penalty to Silent Move and + Concealment Skill Tests based on AP (seepage 160). + + + 163 + also increase the Squad’s effective Rank by 1 for the purposes of + determining whether or not it is in Support Range. Terminator + armour’s heavy layers of protective alloys can deflect even the + heaviest bombardments. In addition, the Crux Terminatus on + every Terminator’s shoulder plate serves as a ward capable of + turning aside attacks from power weapons, melta fire, and even + the baleful energies of the warp. This protection provides the + same chance to emerge unscathed as a Force Field (see page + 166) with a Protection Rating of 35. Since this is purely due + to the chance of the hit glancing off the armour’s strongest +V: Armoury + + + + + surfaces, there is no possibility of Overload. Also roll once on + Table 5–12: Power Armour History. + The massive frame of a Terminator is not without limitations. + A Terminator cannot Run, and the wearer suffers –20 to + Agility, and cannot Dodge (but may still Parry). Furthermore, + in order for the Terminator’s frame to properly support, aim, + and interface with weapons, they must be affixed by special + couplings. Arming Tactical Dreadnought units is a laborious + and sacred ritual that may only be performed by high-ranking + Techmarines with the proper ceremonial accoutrements and + facilities. This prohibits the weapon configuration from being + changed under other circumstances. Weapons typically available + with the right couplings for Terminator armour are limited; + when Requisitioning Terminator armour, the Battle-Brother + pays the 60 Requisition Points for the armour itself and then + must spend a minimum of 40 additional Requisition Points to + r arm it. Its weapons must come from the list below. (There is no + Tactical Dreadnought armour, more commonly called restriction on Upgrades or Wargear.) + Terminator armour, turns an Adeptus Astartes into a nigh- Terminator-Compatible Weapons: Any combi-weapon, + unstoppable force of destruction. These exceedingly rare suits Power Weapon or Force Weapon, Storm Bolter, Storm Shield, + are the superlative form of individual protection in Space Marine Heavy Flamer, Assault Cannon, Cyclone Missile Launcher. + armouries, and enable a Battle-Brother to unleash firepower + rivalling combat vehicles. Terminator Armour is only deployed + on the most dangerous Missions and only to veterans who have other Armour + proven themselves worthy of wearing the Crux Terminatus: the + icon found on the left shoulder of every suit of Terminator + r + armour. Each one of these honour badges is said to contain + a fragment of the Emperor’s own armour from his final battle Primitive armour is the norm on many feudal or feral planets, + with the traitor Horus. the lower levels of some hives where technology is unreliable + Terminator Armour incorporates all the systems of standard or too expensive, and many alien worlds. Protection at this + Astartes power armour with several upgrades. Superior actuator level often consists of reinforced animal hides, metal plating + and stabilisation systems allow for Heavy and Mounted worn over the chest, chainmail, or a combination of these + weapons to be fired one-handed. This also provides the Auto- and other crude methods. Armour with the Primitive Quality + Stabilised Trait and grants +30 to Strength instead of +20. The only offers full protection against weapons also having the + auto-senses are part of a sensorium, which provides the same Primitive Quality. Otherwise, it only provides half its normal + capabilities as an auspex. If two or more Battle-Brothers are in AP value (rounding up). Primitive armour’s APs are halved + Terminator Armour, the input-link capabilities of a sensorium before being reduced by the weapon’s penetration. + + + The Crux Terminatus + Each Terminator bears a badge upon his left shoulder guard that is made from stone and is said to incorporate + fragementsof the Emperor’s armour. At the climax of the Horus Heresy, the Emperor personally led an + attack on the Warmaster’s battle barge alongside his most trusted warriors. During the fierce fighting, the + Emperor came face to face with Horus. In the battle that followed, Horus greivously wounded the Emperor. + Following Horus’ defeat, the legends say that the Emperor decreed that his armour be taken off and melted + down, and that the pieces be made into badges that all Terminators would wear in recognition of the service + performed in the defeat of Horus. However, if this is true, then each suit of Terminator armour must only + contain the most miniscule of fragments. + 164 + Table 5–13: Armour + Name Locations Covered AP kg Req Renown + Astartes Power Armour All 8/10 180 N/A – + Astartes Artificer Armour All 12 100 60† Hero†† + Astartes Scout Armour Body, Arms 6 30 N/A — + Astartes Terminator Armour All 14 400 100††† Famed + Primitive Armour Varies Varies Varies N/A N/A + Carapace Armour All 6 15 N/A – + Diagnostor Helmet Head 8 30 15 – + + + + + V: Armoury + Masking Screen – – +0.5 kg 25 Distinguished + Flak Armour All 4 15 N/A – + † + Artificer armour is not available on a per-mission basis; it must be obtained as Signature Gear. + †† + For Techmarines, the artificer armour Renown requirement is only Distinguished. + ††† + This encompasses 60 Requisition for the Terminator Armour itself, and the minimum 40 to arm it. + + +r masking sCReen +While carapace armour may be a sign of status among standard In a long history of clashes with the Velk’Han Sept of the alien +Imperial forces, its protection is substantially inferior to Tau forces, the Deathwatch has captured a limited number of +power armour, and it is typically worn only by Space Marine their prized stealth field generators. While the Crucible Resolviate +Scouts. Made from moulded plates of armaplas, ceramite, or has been unable to produce a perfect equivalent purged of alien +other strong materials, it can cover the entire body or just taint, painstaking research has created a functionally similar +sections depending on the desired level of protection. Space device, if not quite as potent. It combines light refraction with +Marine Scouts wear carapace plates that allow maximum noise dampeners to hide the subject from most senses, even at +freedom of movement for the stealth operations of their units, close range. +while Tau Fire Warriors wear thick, articulated suits complete The emanator is typically a small, translucent polyhedron that +with helmets. affixes at the shoulder. When it is active, the user appears wrapped + in a mirage-like haze as the screen obstructs sound and light wave + transmissions through its area. This makes it valuable for covert +diagnostoR helmet operations, particularly those performed in otherwise noisy +Apothecaries often replace their usual helmet with a diagnostor power armour. It also provides an additional measure of defence +helmet, which contains upgraded sensors and readouts to assist in combat, but the technology is not perfectly unidirectional, and +with their charge of treating the injured and maintaining their many warriors do not find it worth the side effects in combat. +brothers’ physical combat readiness. A paired infralense and An active masking screen provides the user a +30 bonus to +x-ray imager help the Apothecary monitor small changes in Concealment, Shadowing, and Silent Move Tests, but imposes +a patient and diagnose internal injuries, even through power a –10 on all Perception-based Tests. Attack rolls on a character +armour. A character equipped with a diagnostor helmet gains using a Masking Screen suffer a –10 Penalty. At distances over +a +10 to all Medicae Tests where he is working directly on a 30 yards, this penalty increases to –20, but the distortion affects +patient. The improved sensory capabilities also duplicate the the protected character as well, who suffers a –10 to Attack +effects of a Preysense sight. opponents at that distance or further. The field may be activated + or de-activated as a Ready Action. + + + + + aRmouR CRaftsmanship + All the types of armour detailed here are of Common craftsmanship for the groups that regularly employ them. For example, + the Astartes power armour entry details power armour craftsmanship that is common to the Adeptus Astartes (although the + actual craftsmanship of Space Marine power armour far outstrips any “common” standard elsewhere in the Imperium), while + the flak armour entry details flak craftsmanship common to the Imperial Guard and general Imperial citizenry. Armour of + better manufacture uses the following modifiers. + Exceptional: Well constructed and better fitting, this armour is easier to wear. Against the first attack in any round, the + armour increases its AP by 1. + Master: Finely wrought and perfectly fitted, Master-Crafted armour is like donning a second skin. Master-Crafted + armour weighs half the normal amount and increases AP by 1. + + + + 165 + Table5–14:Force Fields + Protection + Name Rating Overload Roll Wt Req Renown + Astartes Combat Shield 25 01–10 3 20 Distinguished + Astartes Storm Shield 55 01–10 10 35 Distinguished + Iron Halo 50 01 0.5 kg 40 Hero + + + r + is also a highly guarded secret of the Adeptus Mechanicus, +V: Armoury + + + + + Relatively lightweight and cheap to produce, flak armour is and virtually all force fields are centuries old, at least. The + one of the most common types of armour in the galaxy. It Adeptus Astartes and the Deathwatch are fortunate to have + can be found protecting countless human factions and xenos more than their fair share of these precious machines and + species. It is also standard issue to the millions of Imperial carefully control their deployment. + Guard adding their names to the memorial of the fallen on + Karlack. Many layers of ablative and impact absorbent material + go into making each suit, enough to deflect or negate most + field Rules + low-level attacks such as small arms, shrapnel, and proximity A character may only benefit from one field at a time, regardless + blasts. A great many foes in the Jericho Reach have dreaded of how many different fields he may have equipped. When a + weapons powerful enough to completely negate flak armour, character wearing an active field is attacked, roll 1d100. If the + but a guardsman who discovers the dark terrors absent from his result is less than or equal to the field’s protection rating, the attack + Primer usually doesn’t live long enough to tell others. As long is nullified and has no effect on the protected character (although + as the wearer is not on the target spot of the blast, Flak armour the attack may have an impact on the character’s surroundings or + counts as AP 5 against weapons with the Blast Quality. other nearby characters, such as weapons with the Blast Quality). + Fields may also overload. Compare the result of the d100 roll + to avoid damage to the field’s Overload Roll. If the result is less + Force Fields than or equal to the listed number, the field is overloaded and + Astartes power armour comprises the highest quality ceramite ceases to function until it is recharged or repaired (requiring a + and adamantite plating—the strongest protective materials the successful Very Hard (–30) Tech-Use Test). Most Common + Imperium can produce. However, the armour-piercing claws Astartes force fields overload on a roll of 01–10. Exceptional + of some xenos, and the assaults of their twisted weapons, call craftsmanship reduces that threshold to rolls below 05, while a + for better defences than any armour can provide. In these Master-Crafted force field only overloads on a roll of 01. + situations, the Adeptus Astartes utilise force fields, which + provide protection of an altogether different level. Force fields + are designed to deflect rather than merely absorb incoming + astaRtes Combat shield + attacks; this makes them capable of averting blows from even A combat shield is a compromise between flexibility and + the most powerful weapons. defence, trading the stronger field and physical protection a + Force field projectors are often small devices, easily storm shield’s size offers for a free hand. A combat shield straps + fitted onto armour, shields, or weaponry. The technology to to the arm, providing an able parrying tool as well as a smaller + produce such powerful emanations from such tiny devices energy field. A combat shield is a Balanced weapon that does + 1d5+1 Impact damage. + + + astaRtes stoRm shield + The Crucible Resolviate Storm shields are large and heavy shields that can house + extensive webs of field generation circuitry in their thick + Within the Adeptus Mechanicus of the Jericho Reach, there exists a cabal of Magos, plating. Its energy field can fend off bullets and blasts + known as the Crucible Resolviate, who are devoted to the shadowed study of xenos m’s from afar, while the physical shield itself protects against + machine spirits. The Omnissiah’s Universal Laws condemn the alien mechanisand melee attacks. A storm shield provides +4 Armour Points + perversio n. Despite this warning , the Machine Cult’s quest to recover knowled ge + it + others’ more pragmatic drives for new weapons against mankind’s foes can make + to the Arm wielding the shield and to the Body location. + difficult to ignore the opportunity presented by alien technolo gy when it falls into their Storm Shields also have the Defensive Quality. It also + of + hands. Organisations like the Crucible Resolviate are a logical corollary to this state reduces the time necessary for a Guarded Attack to a Half + affairs. Action. If used to bash an enemy, a storm shield does + 1d10 Impact damage but suffers a –20 penalty to the + Seldom spoken of and barely tolerated, this circle of Adeptus Mechanicus Magi + acquires an unusual number of captured alien devices through the Ordo Xenos and other + attack roll. + by + channels better left unmentioned. Their Dioctal Sacellum sits on Vormos, surrounded + mysterious, aquila-topped xenos monolith s that they have made pure through elaborate + n + rites of consecration. Deep within this sanctuary, they labour to remove the corruptio + from the machines brought to them, to isolate the knowled ge trapped within and bring + the + it into compliance with the Universal Laws. Several items of technology, such as + EMP grenade and masking screen have quietly made their way into circulation after + being declared “Technosanctus Verifida e” by the Crucible. + 166 + Table 5–15: Relics + Name Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown + Deathwatch Relics + Adamantine Mantle — — — — — — N/A — 15 50 Hero + Deathwatch Relic Power Field, + Melee — — 2d10+7 E 9 — N/A 25 50 Hero + Blade Special + Accurate, + Skapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full 16 75 Hero + Tearing, Special + Chapter Relics + Armour of the + + + + + V: Armoury + Remorseless Crusader Melee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero + (Sword Profile) + Chalice of Vision — — — — — — N/A — 5 70 Hero + Blast(1), Felling + Deathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full 7 70 Hero + (1), Volatile + Balanced, Power + Frost Blade Melee — — 1d10+11 E 9 — N/A 10 60 Hero + Field, Tearing + Helm of Varthion — — — — — — N/A — 18 70 Hero + The Levin Shield — — — — — — N/A — 10 50 Hero + + +iRon halo aRmouR of the RemoRseless +Exceedingly rare and reserved only for Battle-Brothers who have CRusadeR (blaCk templaRs) +proven themselves time and again through exceptional deeds, the This artificer armour is one of a trinity crafted by the Black +Iron Halo is as much a mark of valour as it is a protective device—a Templars. Each suit is gilded with detestations of the warp +function which should not be understated. These devices radiate and said to have the blood of saints layered into the thousand- +an energy field almost as powerful as a storm shield, while their folded adamantite of its construction. The Armour of the +typical design of a literal halo crowning the wearer’s head leaves Pitiless Crusader and the Fearless Crusader remain with the +his hands free for battle. An Iron Halo is always Master-Crafted. Chapter, but one unit was tithed to the Deathwatch. + In addition to the normal benefits of artificer armour, + hexagrammic wards provide +20 to Tests made to resist psychic + + Relics effects, and double the suit’s armour points against psychic or + warp attacks that deal damage. It retains full armour value + against attacks with the Warp Weapon effect. The Armour of + + +T + he most common Adeptus Astartes equipment is still the Remorseless Crusader also incorporates a Master-Crafted, + a technological marvel outside their ranks. However, Sanctified sword that can extend from the forearm. + artefacts exist that are legendary even to Space Marines: +weapons wielded by famous heroes of their Chapters, items +vital to key victories in Imperial history, and unique armour + ChaliCe of vision (blood angels) +perfected through virtually forgotten tech-craft. Such items The shrouded motives of the Omega Vault +are collectively known as Relics, and to simply hold one is revealed this ornate gold chalice the day +a great honour. Unless otherwise stated, a Relic is always Watch Captain Mordigael assumed his role +Master-Crafted, granting the appropriate Skill Test bonuses. as Master of the Vigil. Unknown hands +The effects to Damage are included in their profiles below. engraved it with the image of Sanguinius’ + final battle and set a reservoir of a ritual + compounds in its base that releases when +chApter relics the cup is filled. The resulting draught can +On rare occasion a Chapter permanently contributes a relic of be used in the Rite of Vision, said to grant +Chapter significance to the Deathwatch as a reaffirmation of a Blood Angel the same almost prescient +their oaths. Other such items sometimes find their way into clarity their Primarch possessed. Bearers of +Deathwatch armouries when the Battle-Brother who owned the Chalice typically carry a flask of scarlet +it dies in service with his Mission unfulfilled. Even if many sacramental wine to use with the relic. +Deathwatch vaults did not protect their own contents through Those who imbibe from the Chalice gain +10 to all WS, BS, +gene-coded locks, no Space Marine would be so crass as to use and Skill Tests, and the Unnatural Perception Trait for 1 hour. +a relic sacred to another Chapter. These relics are only issued to Dire consequences exist for those who violate the strictures +Battle-Brothers of the same affiliation as the relic’s legacy. against performing the Rite of the Vision too often. At the GM’s + discretion, those who drink from the Chalice may experience + strange oracular visions that my reveal hints about the future. + + + 167 + deathRoaR (daRk angels) levin shield (stoRm waRdens) + This venerated Plasma Pistol The Storm Wardens Chapter Master, + was recently left to the Lorgath Maclir, once wielded the + Deathwatch by Captain Raziel Levin Shield. It is said he passed it + of the Dark Angels, who gave to the Deathwatch in payment of + his life to hold a fortress on the an honour debt to Watch Captain + edge of the Cellebos Warzone Mordigael. This storm shield + against Chaos sieges until adjusts to the bearer’s bio-electric + reinforcements arrived. Deathroar contains the power of a signature and uses his body as +V: Armoury + + + + + heavy weapon in its small casing. The super-heated air around part of the circuit to generate its + the muzzle as the weapon discharges produces a unique powerful energy field. The crackling + sound reminiscent of predatory felines from which Deathroar nimbus protects the wielder while + derives its name. Firing Deathroar on Maximal setting does electrifying his foes. The Shield’s kinetic repercussion plating + not cause the Overheats Quality. also unleashes thunderous fury when struck. + This Force Field has a Protection Rating of 55 and an + Overload number of 1, and causes 1d10+4 Energy Damage + fRost blade (spaCe wolves) each Round to all creatures in melee with the wielder, + Frost blades are master works from the Space Wolves’ Iron ignoring armour. If the Storm Warden successfully Parries + Priests—each incredibly rare and prestigious. The teeth of with the Levin Shield, the attacker must immediately make + these icy chain weapons are always cut from nigh-unbreakable a Toughness Test at –10 per degree of success by which the + substances such as Kraken fangs or tempered diamond. The Parry succeeded, or be Stunned for 1 Round. As a storm + unique power fields enveloping frost blades have a distinct shield, it also provides +4 AP to the Body and the Arm + blue cast. A frost blade combines the best of a chain weapon carrying it and reduces the time necessary for a Guarded + and a power weapon, and adds +3 Damage when an attack Attack to a Half Action. + from the weapon causes Critical Damage. + + deAthWAtch relics + Some Relics’ legacies are rooted in the Deathwatch. Such an + item may be forged by artificers deep in the shielded heart of + the Watch Fortress, rise to significance in service to their vigil, + or even be an offering from the outer catacombs of the Watch + Fortress’s mysterious revelation mechanisms. + + helm of vaRthion (ultRamaRines) adamantine mantle + Sergeant Varthion is a legend on + Watch Fortress Erioch. Long before These intricately worked cloaks take their name from the + Warmaster Achilus ever dreamed of most common variation: small adamantine scales worked + conquest through the Warp Gate, into a protective yet flexible defensive covering. Similar, + the Deathwatch kept vigil over personalised designs exist, all using unbreakable materials to + it. In the fourth century of M41, form an impressive cloak. Each one is the labour of decades + Varthion and his squad destroyed by master artificers, who temper each individual scale and + a xenos warhost hundreds of thread for maximum resilience. Their work is then blessed + times their number in defence of by Chaplains before finally being laid upon the shoulders of + the Gate. Records conflict as to its first bearer. The mantle protects him not just through its + which side of the Gate originated physical strength, but also by making his movements more + the enemy assault, but accounts of the aftermath in the control difficult to predict as the opaque cloak whirls about him in + structure are identical. They describe alien corpses of an aspect combat. + uncatalogued before or since, “in such volumes that Varthion’s An adamantine mantle negates 2 points of Armour + squad stood atop them like Titans astride a demolished hive.” Penetration from any incoming attack. The wearer gains a + The Ultramarine Sergeant’s ancient helm contains the pinnacle +10 to his Opposed Weapon Skill Test to Feint, and if he + of augury sensors and prophesier readouts. It grants +10 to all takes the Defensive Stance Action, foes suffer an additional + Attack rolls, and unerringly divines the enemy’s weakest point, –10 on Weapon Skill Tests to attack him. + granting a +3 bonus to the Penetration of any weapon wielded + by the helm’s wearer. A dedicated cogitator bank also provides + tactical recommendations based on thousands of years of + compiled Ultramarines combat theory. This increases the wearer’s + effective Rank by 1 for purposes of calculating Cohesion or for + Ultramarines Chapter abilities in Solo Mode. + + + 168 + deathwatCh ReliC blade +A standard power sword is no better than a flimsy + Chapter +metal spike in the humbling aura of a relic blade. +Remembrancer works from the Horus Heresy depict +these magnificent power weapons in the hands of + Trappings + E +its heroes, and accounts can be found through the ven though a Battle-Brother paints most of his armour +ages of how their wielders turned the tides of key black to symbolise his new role in the Deathwatch, +battles. Few enough have survived the millennia, he does not leave all the accoutrements of his home +and only a precious handful of those are reserved Chapter behind any more than he leaves his loyalty, training, + + + + + V: Armoury +for the Deathwatch. or beliefs. Most chapters have characteristic adornments + Relic blades take various forms, but are always that they wear into battle aside from Chapter heraldry, and +a great weapon of some fashion. They require two it is quite common to find Battle-Brothers serving in the +hands for even a Space Marine to wield. A relic Deathwatch continuing to wear at least one such small token +blade that successfully Parries a weapon without of that history at all times. A character may start with one +the Power Field Quality automatically destroys the attacker’s Chapter-appropriate trapping from this section. +weapon. It has the same effect on weapons used to Parry +it, shearing through such inferior defences and striking as +though opposition was never rendered. A relic blade has a + devotion Chain (blaCk templaRs) +25% chance to destroy a weapon normally immune to Power The Black Templars frequently wrap sections or their armour +Fields (including one with a Power Field) that is not also with chains, or bind their weapons to themselves to symbolize +a Relic. that they are unendingly bound to war against the Emperor’s + enemies. These constant reminders of a Black Templar’s vows + steel his resolve. Add +3 to any Willpower Test to resist Fear +r effects and Cohesion Damage. +The Deathwatch of +the Jericho Reach is +strangely silent about + tabaRd (blaCk templaRs) +the history of Watch Tabards may bear personal, Deathwatch, Chapter, or even +Station Skapula, and Squad-specific heraldry. In other cases they are ornamental +how this lethal bolter and without symbols of any kind. Black Templars in the +remains from the Deathwatch typically wear tabards only from the waist to +abandoned station. avoid marring the uniform intent of the Squad colouring, but +Techmarines fortunate enough to examine the advanced less conforming individuals have been known to wear the +weapon frequently debate the number and nature of machine full tabards most commonly seen back in their home Chapter. +spirits necessary to achieve its flawless performance, but the Choose one of the following types of tabard: +most widely accepted theories place a union of over one • Ornamental: Add +2 to Fellowship Tests. +hundred machine spirits within the casing of tenebrous • Deathwatch / Squad heraldry: The Kill-team +alloys. restores 1 bonus Cohesion for every Primary Objective + In addition to accuracy and power unrivalled in other achieved. +bolters of its size, the Skapulan Bolter integrates a Fire • Chapter heraldry: Add 1 to the character’s effective +Selector, a Targeter, and a melee attachment equivalent to a Rank for determining Black Templar Solo Ability +Master-Crafted combat knife. The gun never Jams, and any effectiveness, but subtract 1 from Squad Base Cohesion. +Attack roll of 96–100 may be re-rolled as the machine spirits +—however many they may be— strive for perfection. + blood dRop pendant + (blood angels) + These ornaments are representations of the Blood Angels’ Chapter + symbol and the blood of Sanguinius that runs through their + collective veins. Some are literally filled with the Battle-Brother’s + own precious blood, while others are jewelled or crystalline + representations. They are most often, but not always, worn around + the neck. Whenever the character spends a Fate Point to gain a + bonus on a Test, he may add +13 instead of the usual +10. + + + + + 169 + golden iCons (blood angels) saCRis ClaymoRe (stoRm waRdens) + Blood Angels frequently hang sacred gilded icons on their armour The feral clansmen of Sacris are raised with giant claymores + or from their belts. The exact form of these items varies, but they in their hands. After a warrior’s transfiguration into a Space + are considered a display of devotion as well as serving as a focus Marine is complete, the sword of his youth is a light and + for spiritual meditation. Choose one of the following types: simple thing, but the Storm Wardens have made a habit of + • Icon of Inspiration: Add +3 to Command Tests. forging improved versions of these primitive weapons of size + • Wings of Wrath: Add +1 to Damage if the character and materials befitting an Adeptus Astartes. It is far from + hits with his attack during the Charge action. unheard of for an enraged Storm Warden to favour his simple + • Purity Focus: Whenever the Battle-Brother gains claymore over a power sword, particularly when matters of +V: Armoury + + + + + Corruption Points, reduce the total by 1. honour are at stake. A Sacris claymore replaces the Astartes + combat knife, and requires two hands to wield. The statistics + for this weapon can be found in Table 5–8. + CeRemonial swoRd (daRk angels) + Dark Angels frequently carry swords with winged hilts in + echo of their Chapter symbol. These weapons are used more + tempest amulet (stoRm waRdens) + in ceremony than in combat, but they are perfectly functional The native traditions of Sacris place a strong emphasis on the + weapons should the Battle-Brother have reason to draw one. ability of an individual to affect change in the world through + They are carried either in addition to, or in lieu of, a combat strength of arm and force of will. Tempest Amulets are rooted + knife depending on the individual’s preferences. The statistics in mysticism, but also serve as a focus for the Storm Warden’s + for this weapon can be found in Table 5–8. stubborn will. These small leather pouches contain “tempest + stones,” rocks fused into glass by the fierce lightning storms of + Sacris and wrapped in prayer scripts written by the owner. + Robe (daRk angels) • Amulet of Might: Add +2 to Strength (after all other + Hooded robes are a common sight amongst Dark Angels. modifiers). + While they are most often worn by veterans and other high • Victory Scripture: Gain +2 WS when fighting an + ranking warriors, Battle-Brothers of all ranks may be found enemy in single melee combat. + wearing them. The exact reasons and hidden meanings of • Guardian Amulet: The enveloped scripts venerate the + wearing such a robe are difficult to discern even for members Storm Warden’s lost 1st Company, so that they will send + of the Chapter, but a few examples exist below: aid to the bearer in times of greatest peril. The amulet + • Scholar’s Robe: Choose one Scholastic Lore and add counts as a Charm. + +3 to all Tests on it. + • Robe of Secrets: Choose one Forbidden Lore and add + +3 to all Tests on it. + Cingulum (ultRamaRines) + • Seeker’s Robe: add +3 to Scrutiny Tests. The cingulum is a belt formed from several studded straps of + leather or a similar strong and flexible material, which serves + as a place for the hanging of victorex and other accolades + wolf pelt (spaCe wolves) of valour. Such belts are common decorations amongst the + Fenrisian wolves are renowned across the galaxy for their Ultramarines and their successor chapters. The appearance of + viciousness. They are respected creatures, and greatly a cingulum also varies with the type of small, detailed plates + entwined with Space Wolf beliefs. Unarmed hunting rituals that have been used to stud it and the choices of what terminal + exist on Fenris to prove a warrior’s prowess. Should a Battle- decorations hang upon it. + Brother succeed on such a hunt, he typically displays the pelt • Adamantine Inlays: The detailed plates are strong + of the animal thereafter. Add +2 to Intimidate Tests. enough to deflect weak blows. Add +3 to Parry Tests. + • Honour Bells: The clinking scales and bells hung at the + end of each strap herald the bearer’s approach. Gain +3 + RuniC totem (spaCe wolves) WS on your first Attack roll in a combat. + The Sons of Russ have many traditions that are unique to • Marks of Leadership: Add +3 to any tests made to + their Chapter, and at the heart of Fenrisian mysticism stand regain Cohesion or prevent Cohesion Damage. + the Rune Priests. Using their arcane arts they craft rune + totems to call upon the powers of Fenris’ mythic beasts, and + Space Wolves fiercely believe that these talismans can lend + heRaldRy sCRoll (ultRamaRines) + the bearer power from the spirit whose name is inscribed Scrolls worked into a Battle-Brother’s armour, either as + upon it. Listed here are some representative totems: metalwork or a placard are popular in many chapters, and the + • Totem of the Bloodied Hunter: add +1 to any damage Ultramarines are no exception. This crest may display a motto + inflicted by Righteous Fury. or title, but most commonly it bears the Ultramarine’s name + • Totem of the Sea Wolf: Choose one Drive or Pilot Skill so that his enemies know who brings their deaths, and tales + and add +3 to all Tests on it. of his deeds may travel. Add +10 Kill Markers to any Assault + • Totem of the Sun Wolf: add +3 to Awareness Tests. Mission where the scroll was displayed in at least one battle. + + + 170 + Wargear astaRtes psyChiC hood + The arcane devices known as psychic hoods are lined with psi- +The Deathwatch is called upon to perform a wide range enhancing crystals that amplify the wearer’s psychic powers. +of duties, some of which require more than a bolter to Some would say more importantly, they render the wearer +accomplish. Watch Station armouries contain tools for nearly capable of nullifying the effects that other psykers have on the +every Mission, ensuring that a Battle-Brother can prepare for warp nearby. A character equipped with a psychic hood may +any service the God-Emperor asks of him. spend his Reaction to attempt to nullify a psychic technique + being used by another psyker within a number of metres + equal to the character’s Willpower. This attempt should be +astaRtes haRness + + + + + V: Armoury + declared before the enemy psyker makes his Focus Power +Offering more safety than a grapnel but less noise and bulk than roll. The psychic hood’s wearer first makes a Focus Power +a jump pack, this Battle-Brother-sized harness can be used to (Willpower) Test. Every degree of success imposes a –10 +aid in safely descending from terrain or buildings. The simple penalty on the enemy’s Focus Power Test. Alternatively, the +harness fits over a character’s power amour. A hook-shaped wearer may attempt to nullify the effects of a Psychic Technique +magnetic clip can then be anchored to a wide variety of surfaces on himself only, regardless of Range. To do this, the character +as the coiled safety line slowly unspools. The Battle-Brother takes a Focus Power (Willpower) Test. If he succeeds, he +gains a +30 bonus to Climb Tests, and will not fall if he fails. is unaffected by the Psychic Technique, but any other targets + or areas are affected normally. A nullification Test may trigger + psychic phenomena based on Psychic Strength as normal. +astaRtes Jump paCk Additionally, the psychic hood grants the wearer a +5 bonus +These large to all Focus Power Tests, including nullification attempts. +rocket thrusters +typically attach +to the backpack + r +power unit on A Battle-Brother is asked to leave his home Chapter allegiances +Astartes power and the majority of its heraldry behind when he joins the +armour. The Deathwatch. However, that does not mean his squad is without +user triggers a honour, inspiration, or heroes, for devoting oneself to the grisly +jump pack to war against the alien is its own great reward. Back banners fly on +lift high into ornate poles wrought with the Deathwatch symbol and icons of +the air and then swoops down as part of his assault. Jump packs Imperial faith, mounted on a backpack power unit or rising from +are also useful in leaping over high obstacles and reaching between the shoulder blades. These elaborate banners often tower +distant enemies. Most Battle-Brothers receive the specialised as tall again as the Battle-Brother’s height itself, heralding the +training necessary to operate these devices as part of an assault valour of the Emperor’s avenging angels to brother and foe alike. +squad, where the extra noise and bulk is secondary to the extra When the Kill-team’s leader spends a Fate Point to restore a +mobility that would allow him to charge that much faster into point of Cohesion (see page 212), he restores one bonus point of +the thick of battle. lost Cohesion if he is wearing a back banner. + A Jump Pack requires the Pilot (Personal) skill to operate +effectively. An Astartes Jump Pack allows for a safe, guided fall +from any height, and any number of short jumps. Such jumps + ChaRm +allow the Battle-Brother to double his Base Movement and A charm is a keepsake, holy relic, or good luck token that +travel in any direction without regard for obstacles. For all other is intended to draw the benevolent eye of the Emperor, a +purposes, he counts as having taken the appropriate Movement Primarch, or other patron to the bearer. They take myriad +action. He must land by the end of his Turn. Alternatively, the forms including such things as fragments of blessed bolter +pack can use maximal thrust to duplicate the Flyer (12) trait for casings, water from holy seas, and pelts of sacred animals. +up to a minute before the turbines require a minute to cool. + Table 5–17: Equipment +astaRtes magboots Name Wt Req Renown +Astartes power armour can be upgraded to contain strong Astartes Harness 8 4 – +electromagnets built into the boot soles, allowing the wearer to Astartes Jump Pack 50 15 – +adhere to metallic surfaces such as exterior hull plating. These Astartes Magboots 5 3 – +magnets may be activated or de-activated at the beginning of Astartes Psychic Hood 15 25 Distinguished +the wearer’s Turn. Magboots reduce Agility Bonus (recalculate Back Banner 5 15 – +Movement accordingly) by half when used, but otherwise Charm – 6 – +allow normal movement in low- or zero- gravity areas provided Chrono – 1 – +there is a suitable surface to walk upon. Standalone versions of Dilation Field 1 45 Famed +Magboots can be found outside the Adeptus Astartes. + + + 171 + Charm choices vary with Chapter and with the individual. Table 5–18: Drugs and Consumables + Charms have no tangible benefits. However, when the + unfolding plot calls for something bad to happen to a random Name Wt Req Renown + squad member, at the GM’s discretion a character with a De-Tox – 10 – + charm may be exempt. If all characters carry charms, then it is Deadlock (Toxin) – 10 – + up to the GM to choose which charms are the most potent. Delay Agent (Toxin) – 6 – + Genophage (Toxin) – N/A – + Injector – 3 – + ChRono Narthecium 5 10 – + Chronos are timepieces, which are dependable and simple to use. Pain Suppressant – 10 – +V: Armoury + + + + + General models are usually hand-held or worn on the wrist, while Repair Cement 0.5 1† – + Space Marines typically rely on the ones built into their armour. Resuscitex – 5 – + Sacred Ungents – 20 – + † + Requisition value is only for evaluating requests deemed “excessive”. + dilation field + Remnants of largely abandoned experiments with inverting stasis + field technology, a few of these devices linger in the armouries of positive and negative, of any drugs, toxins, or gases affecting + Jericho Reach. These small, unembellished boxes are similar in the character (unless the effect states that de-tox is not + size to a force field projector, but rather than surrounding the user effective against them) and renders him immune for another + with a protective field, within their sphere of effect time seems 1d10 Rounds. Given that natural Space Marine resilience + to pass at a different rate. While this enables a Battle-Brother to protects him against many of the common chemicals that + react with unprecedented swiftness to the events around him, the pose a threat to other beings, de-tox is manually administered + sudden shift in his perceptions can be disorienting. to avoid unintended interruption of injector system effects. + A dilation field grants the owner the Unnatural Agility and + Unnatural Speed Traits. Activating the field is a Ready Action + with all effects (including any change to the character’s place in + deadloCk (toxin) + the Initiative Order) beginning at the start of the next Round. This paralytic chemical causes the target’s muscles to seize, + Dilation fields consume huge amounts of power, and once immobilising him for easy elimination or capture without + activated remain on for only 1d10 Rounds before requiring 1 rendering him unconscious. This toxin is most commonly + hour to recharge. Furthermore, the character is at –10 WS and BS found in the form of needler rounds. If the victim fails a + on the first Turn the field goes into effect, and the first Turn after Difficult (–10) Toughness Test, he suffers 1d10 temporary + the field’s effects end, as he adjusts his timing. Strength Damage, plus a further 1d10 per degree of Failure. + The interactions between dilation fields and force fields can If he reaches “0” Strength, he is completely paralysed and + have disastrous consequences, and only one type of field should unable to act. This paralysis and Strength Damage wears off in + be activated at a time on a character. 2d5 minutes, minus the victim’s Toughness Bonus (minimum + 1 minute). + + druGs And + delay agent (toxin) + consumABles Not a toxin in and of itself, a delay agent encapsulates the molecules + Common combat drugs such as Slaught or Ghostfire Pollen of drugs and poisons with a slowly decaying non-reactive + would only serve to pollute the perfectly engineered Space microshell that allows the payload to take effect substantially after + Marines’ blood. However, chemical compounds have a place in delivery. Any drug or toxin may be cut with a delay agent, causing + their arsenal, primarily for use on enemies, but also in the specially it to take effect 1d5 hours after it is administered. + formulated concentrates used to help an Adeptus Astartes shrug off + debilitating injuries. Unless otherwise noted, all drugs listed here + are Astartes-grade. They may be used on normal humans, but this + genophage (toxin) + requires a Routine (+10) Medicae Test when administered to Lethally effective, every dose of genophage is tailored to + correctly cut the dosage and avoid causing 1d5 levels of Fatigue attack the weaknesses in the molecular structure of a particular + and 1 Round of Stun in addition to the intended effect. Unless individual. As such, it may never be simply Requisitioned, + otherwise noted, the Requisition cost listed in Table 5–19: Drugs and must always be custom made. Victims of genophage + and Consumables is for a single unit or dose. stand little chance of resisting the quick-acting enzymes that + immediately shut down circulatory and respiratory functions. + Genophage is so deadly that it only needs to make contact + de-tox with its intended target to be effective. If used in weapon form, + A more powerful form of the anti-toxins found in Astartes this means the attack must deal at least 1 point of Damage after + power armour, this drug can negate the effects of most AP, but does not need to overcome TB. If contact is made, + dangerous gases and toxins if administered quickly enough. the target must pass a Hard (–20) Toughness Test. Failure + A dose of de-tox immediately ends the ongoing effects, both indicates he takes 1d10+5 impact Damage with no reduction + + + 172 + for armour or Toughness. This continues every Round until saCRed unguents +the victim either passes the Test or dies. If genophage is used +upon a creature other than the individual it was made for, it Sacred unguents blessed by the Omnissiah are much sought +simply has the standard Toxic effect. after for their mystical properties when applied to machines. + If applied to a weapon (a Full Action) it becomes immune + to Jamming (see Chapter VIII: Combat, page 249) for a +r number of shots equal to its clip size. If the weapon is Jammed +Injectors carried by the Adeptus Astartes are usually hypo- and the unguent is then applied, it immediately unjams, but +sprays that require helmets to be removed so that skin there is no further effect. +contact can be made. An injector can hold a single dose of + + + + + V: Armoury +any drug (or toxin), which a character may administer as a +Full Action. An injector may be used on an unwilling target tools +through standard melee combat rules as though it were a +weapon, but the injector itself deals no Damage and cannot +penetrate armour. + astaRtes ClusteR mines + Cluster mines are designed not just for explosive power, but to + avoid the enemy’s notice until he is blown into tiny bits. Cluster +naRtheCium mines achieve this aim by packing triple-intensity fyceline or +The tool of an Apothecary’s trade, a narthecium contains similarly potent explosives into dozens of micro-explosive nodules +implements specially designed for Space Marine physiology that are linked to a single trigger, typically a tripwire or pressure +and for performing first aid without having to remove the sensor. The networked explosives have a synergistic effect and +patient’s power armour. It also comprises various counterseptics, produce a massive blast when detonated. +skin patches, transfusions and other compounds engineered A standard mine array covers two square metres; this can be +for the Space Marines’ physiology, and several stasis tubes for increased by linking multiple mine arrays, but the area’s smallest +storing recovered gene-seed. dimension must not be less than one metre for the mines to have + A narthecium grants a +20 Bonus to Medicae Tests their full effect. Cluster mines are designed for even the relatively +made on a Space Marine patient. It also raises the green Scout squads to plant without extensive training. When +Threshold at which the patient is considered Lightly setting cluster mines, the character makes a Concealment Test, +Damaged to 3 times his Toughness Bonus, and doubles receiving a +20 bonus if he is also trained in Demolitions. Note +the amount of damage healed by first aid. A narthecium the degrees of success, as any character about to pass through a +also holds ten doses of any one drug. The drug must be mined area Opposes those successes with an Awareness Test. If +acquired separately. the potential victim wins the contest, he may stop short to avoid + the mines. If he fails, he and anyone else in the mined area take + 4d10 X Damage with a Penetration of 4. +pain suppRessant A successful Demolitions Test while planting mines allows for +The same chemical is found in most Astartes power armour more sophisticated trigger techniques such as time-delays. These +injectors and allows a character to ignore Critical Effects for booby traps are particularly effective when used to damage the +1d10 Rounds. Additional doses are often carried in nartheciums, vulnerable underside of most vehicles. Cluster mines double their +and may also be used in the Sacraments of Renewal to refill Penetration to any vehicle in their area of effect. +power armour injectors with a Routine (+10) Tech-Use Test. + astaRtes signum +RepaiR Cement A signum is a sensorium and transmitter array that can be mounted +Repair Cement is a spray-gel composed of dual tubes of on a Battle-Brother’s armour. It broadcasts enhanced tactical +polyplas allomers that bond instantly with each other to seal readings to all members of a Squad, allowing them to benefit from +power armour damage. It is typically used for quick field the targeting data. While a character equipped with a signum is in +repair of breaches until the armour can be attended properly Squad Mode, all characters in Squad Mode receive a +5 bonus to +by a follower of the Omnissiah. A Space Marine learns how Ballistic Skill Tests. If the equipped character spends a Full Action +to use repair cement as soon as he is issued power armour; its and succeeds on a Tech-Use Test, this bonus increases to +10 +application takes one Round but requires no Test. until the end of the next Round. The effects of multiple signums + are not cumulative, but see the signum link below. +ResusCitex +This stimm is intended to revive an unconscious comrade. It + astaRtes signum link +immediately wakes an unconscious character. If the character A signum is a useful tool alone, but by equipping the targeting +has taken Fatigue levels in excess of his Toughness Bonus, it systems of one or more squad members with a signum link, +reverts the level of Fatigue to a number equal to his TB. It they can make optimal use of the signum’s readings to achieve +has no effect on conscious characters suffering Fatigue levels unparalleled acts of teamwork by forming a web of their +equal to or less than their TB. interconnected autosenses. This allows all participating members + + + 173 + to make a concerted attack on the same foe, striking Founding. From hand-copied tomes bound in etched leather + with a coordinated precision that makes their assault all to crystal-circuited datacrypts, the collected wisdom of + but inescapable. Roboute Guilliman, the Primarch of the Ultramarines—and + To form a signum web, at least one member of a Squad must arguably the most celebrated war tactician the Imperium has + be equipped with a signum. One or more other characters ever seen—endures in forms uncounted. It is also the guiding + in the squad then equip their armour with signum links. doctrine for how most Chapters operate today. Many Battle- + All characters in Squad Mode on the web (via the signum Brothers, particularly the descendants of Guilliman, never + or a link) may benefit from the rules for ganging up on an pass a day without studying from this text. + opponent, regardless of whether they are engaged in melee + or using ranged attacks, and with the benefits applying both + Combi tool +V: Armoury + + + + + to Weapon Skill and Ballistic Skill. Characters in Solo mode + gain no benefits from being part of the signum’s web. Commonly found in the hands of Techmarines, combi-tools + are versatile, if somewhat bizarre, mechanical devices. They + are spindled with small implements that interface, cut, solder, + r and anoint, granting a +10 bonus to Tech-Use Tests. + The Space Marine version of a Targeter encompasses several + sights connected to a guidance cogitator array that improves + overall accuracy. Rather than being hard-wired to a specific + data-slate + weapon, the array fixes at the shoulder or backpack unit Data-slates are commonplace in the Imperium—the primary + and links into the power armour’s general targeting systems, means of storing and reading printed text, schematics, and + providing its benefits to all ranged weapons the user wields other media such as video (pict) or audio (vox) recordings. + regardless of their Class. Models range from cheap, single purpose devices built to play + A Targeter combines the effects of a Red-Dot Laser Sight only a certain recording, to sophisticated models that can re- + and Telescopic Sight. In addition, its sophisticated target-lock record new information and transmit and receive data from + system makes evading a shot from a weapon guided by it other devices. + extremely difficult. Attempts to Dodge ranged attacks from a + character equipped with a Targeter suffer a –10 penalty. + + + r + Table 5–19: Tools + These devices are used to detect energy emissions, motion, + Name Wt Req Renown + and biological life signs. A character using an auspex gains + Astartes Cluster Mines 4 5† – + a +20 bonus to Awareness Tests and may make a Tech-Use + Astartes Signum 5 35 Distinguished + Test to spot things not normally detectable to human senses + Astartes Signum Link +0.5 20 – + alone, such as invisible gases, nearby bio-signs, or ambient + Astartes Targeter 4 25 Distinguished + radiation. The standard range for an auspex is 50m, though + Auspex 0.5 12 – + walls more than 50cm thick and certain shielding materials + Cartograph 0.5 5 – + can block the scanner. + Codex Astartes 0.5 – – + Combi Tool 1 15 – + CaRtogRaph Data Slate 0.5 5 – + This specialised data-slate accepts geographical and Demolition Charges 1 10 – + navigational information on a planet, either from existing Elucidator 1 25 – + data-banks or gathered by a ship’s Augur Arrays in orbit. Its Lamp/ Glow-globe 0.5 1 – + geo-locator tracks the user’s planetary coordinates, enabling it Locus Seeker – 30 – + to provide distance and bearing to any known location. This Magnoculars 0.5 3 – + provides a +10 to all Navigation (Surface) Tests. It is also Melta bomb 12 25 – + capable of storing detailed maps and schematics, which can Multikey – 15 – + be useful for objective approach planning. Many cartographs Pict recorder 1 5 – + are also equipped with a small holo-projector that displays Psy-Focus – 15 – + three-dimensional maps of its contents. Reductor 4 8 – + Restraints 4 10 – + Screamer 1.5 5 – + Codex astaRtes Stummer 2 5 – + The entirety of the Codex Astartes fills immense librariums, Teleport Homer 0 10 – + but many Space Marines carry the heart of this sacred text Vox-Caster 0.5 10 – + into battle. Of course, interpretations of what passages form † + This is the cost for one mine array. Each cluster of mines must be + the core of the codex vary even more than the forms it has equisitioned individually. + been transcribed into over the millennia since the Second + + + 174 + demolition ChaRge magnoCulaRs +A demolition charge is a simple explosive device, commonly used These are powerful vision aids that magnify distant objects. +for blowing open doors, breaching bulkheads, and destroying More advanced, high-quality magnoculars can also give +infrastructure. The listed weight for a demolition charge represents range read-outs, detect heat sources, calculate target location +1 kg of explosives, though it is possible to rig charges together, thus positioning, and take pict-captures of a view for later analysis. +increasing their destructive potential. When a demolition charge +explodes, anyone (or anything) caught within its blast radius takes +3d10 Explosive Damage plus an additional 2 points of Damage + melta bomb +for every kilogram used. The blast radius of the charge is 3 metres Melta bombs affix to their target with mag-adhesives + + + + + V: Armoury +for each kilogram used. For setting and defusing explosives see designed to quickly adhere to metallic surfaces. They +the Demolition Skill in Chapter III: Skills, pages 97-98. detonate with a powerful shaped charge of intense heat akin + to a meltagun beam, and are ideal for destroying dangerous + alien relics, vehicle hulls, and other heavily armoured targets. +r Melta bombs are typically unwieldy and not designed to be +The Jericho Reach is rife with planets out of contact with the thrown, only placed in contact with their target material to +Imperium for thousands of years, pockets of humanity lost ensure the charge explodes to maximum effect. When a melta +during the Age of Shadow or even before. During that time, bomb explodes it deals 6d10 E Damage to anything within +their language may have diverged radically from Low Gothic. An 2 metres with a Penetration of 12. Anything surviving must +elucidator is a hand-held device that can analyse speech or text, pass an Agility Test or catch on fire. +and translate it into a standard language and dialect (and vice +versa). It is most useful in dealing with cultures whose languages +have a basis in Low Gothic, requiring no Test to perform this + multikey +function. However, a character with the Logic Skill may make As it can open most standard Imperial locks, a multikey is +a Difficult (–20) Test to use an elucidator to decipher basic reason for suspicion in the hands of a common citizen. For +meanings from truly alien languages. (The GM may adjust this organisations like the Deathwatch they are indispensable, as +modifier depending on the language’s similarity to ones the it is considerably faster and quieter to infiltrate the enemy’s +character does know.) An elucidator’s output can display on its fortifications than to blast through them. A character with a +screen, project from its vox, or transmit through a vox channel. multikey gains a +30 bonus to any Security Test when trying + to open locks. +lamp/ glow-globe +These common devices can illuminate an area a dozen or more + r +metres in diameter. A typical lamp lasts 1d5 hours before it Pict recorders (or simply picters) are relatively simple live-media +needs to be recharged. recording devices, and some have holographic capabilities. + Most also allow for playback as well as recording, and some + are even built into dedicated pict-servitors so they can capture +r important battles, weapon tests, alien interrogations, and other +A locus seeker is actually a pair of devices. The smaller component, dangerous events. +the locus caller, is a dull metal sphere only millimetres in +diameter. The larger component is a small, translucent globe +with a needle of identical metal suspended mysteriously inside. + psy-foCus +The needle, called the locus seeker, is usually carved in the shape Psykers and Librarians often use these items to help them focus +of a grasping talon and reaches unerringly towards the caller, their powers. A psy-focus could be a book of meditations, a +with no observed limits on its distance. Occasionally these blessed icon, or a carved witch stave from the Battle-Brother’s +globes have been unearthed with missing callers, and unlucky homeworld. When a psyker with a Psy-focus makes an +men have been sent to search for decades or even lifetimes to Invocation Skill Test (see Chapter III: Skills, page 99) he +locate the other piece, so valuable is a completed locus seeker. gains a +10 bonus. + Although difficult to come by, these devices can be invaluable +for tracking suspicious ships, cargo, or individuals over not just +planets, but sectors. Plotting a course towards the caller using the + r +globe requires the appropriate Navigation Test with a Difficulty Retrieval and storage of a fallen Battle-Brother’s gene-seed +based on how much distance lies between the two. Hiding a is so critical that Apothecaries carry a special tool for this +locus caller on a person or object requires a Concealment Test, operation. While a reductor is not required for Progenoid +with the degrees of success noted for later Opposed Search removal, it significantly reduces the time. This surgical +Tests by any potential detectors. One may also embed a caller implement fastens under the wrist. It includes a monomolecular +in an object through a Routine (+10) Test on the appropriate saw for penetrating power armour and Ossmodula-enhanced +Skill (Tech-Use for a data-slate, Trade (Armourer) for a weapon, rib cages, and a diamantine-tipped extractor drill. +and so on). + + + 175 + A reductor reduces the time to remove the Progenoid glands r + to 1 Round per gland (2 for a full recovery). Although generally + regarded as disrespectful to the machine’s sombre purpose, it Short-range voxes (like those in power armour) lack the range + can also be used as a melee weapon that does 1d10+2 R with to coordinate across an entire planet or reach spacecraft in + a Penetration of 10. If used as a weapon, a reductor does not orbit. A vox-caster can be used to send signals over great + add the Battle-Brother’s SB to Damage; its design emphasises distances, up to and including ships in orbit from a planet’s + control and precision, but does not provide adequate leverage surface. Using a vox-caster to receive or transmit signals + to take advantage of the wielder’s strength. through interference or other unusual conditions requires a + successful Tech-Use Test with a Difficulty commensurate to + the adversity of the conditions. + RestRaints +V: Armoury + + + + + Despite their designation, Kill-teams’ Mission objectives are far + more varied than simple target elimination. Live capture may + be the means to an end or the goal itself. Simple but effective, Cybernetics + Deathwatch restraints size to most roughly human-shaped + bodies and are strong enough to hold even a thrashing Ork. “This hand? Yes, it seems a fine instrument of vengeance. I trust it + will help me repay the one who necessitated it in the first place.” + r –Brother Leonen of the Dark Angels, after losing an arm + Screamers are proximity alarms that detect motion or sound— + + + U + depending on the model—and alert their users to incoming sually Battle-Brothers are augmented with + dangers by making a horrendous noise. To use a screamer, cybernetics due to battle wounds. Requisition and + you must succeed on a Tech-Use Test. The GM rolls this test Renown requirements are listed for reference, but + in secret so you are not sure of whether or not the device with the exception of servo-harnesses and servo-arms (which + will work properly. Once set, a screamer has a Perception can connect to and detach from external ports), cybernetics + of 75 for the purposes of detecting sound or motion. If it are permanent, usually installed to replace lost functionality + detects an intruder, it sounds its alarm, which can be heard from Critical Damage. The craftsmanship of the mechanical + anywhere out to 1 kilometre and may also be set to broadcast replacement varies with the Battle-Brother’s Renown as + over a pre-programmed vox channel. Doors, walls, and other detailed on Table 5–23: Cybernetic Replacement + barriers may reduce the alarm’s auditory range. Craftsmanship. The installation process is only carried out + by Apothecaries trained in Astartes physiology, and most + operational Watch Stations have the necessary facilities. The + r operation and recovery takes 2d10- TB days (minimum 1). + The reverse of a screamer, stummers generate sound waves There are exceptions, such as the Iron Hands and many + to cancel out ambient sounds and noises made by moving Techmarines, who embrace the chance to become closer to the + personnel in a small area. A character carrying an active machine. A Techmarine may start with a Servo-Arm and one + stummer gains a +30 to Silent Move Tests. The device may other Common craftsmanship cybernetic. (In some Chapters, + also be used as a countermeasure against vox-bugs and other like the Space Wolves, the sacrifice of flesh is required to walk + surveillance attempts. A stummer typically has enough power the path of Machine Spirits.) When a Techmarine crosses the + for 20 minutes of continuous use before needing to be Renown threshold to Respected, he may opt to install one + recharged, a process that takes about 1 hour. Exceptional craftsmanship cybernetic; this may either be a + new bionic or an upgrade to an existing system. When a + Techmarine become Famed, he may opt to install one Master- + r Crafted cybernetic. + These powerful signal transmitters allow ships equipped with The robust construction of cybernetics adds 2 to the + a Teleportarium or similar technology to zero in on a person, owner’s Toughness Bonus (after Unnatural Toughness) in + object, or area. Teleport homers may be used to target points the relevant location. Damage taken to these locations counts + for squad deployment or to locate a moving individual who as Damage to the character, and Critical Damage dealt to + needs to be retrieved. these locations functions as normal. Any result that causes + bleeding or some other inappropriate result has a 50% chance + of rendering the bionic limb useless; otherwise the durable + natures of the appendage and its owner manage to shrug off + the effect. Critical Damage to a limb that results in death + telepoRtation always has the full effect; it can be assumed that the limb + Space Marines often use a teleportarium aboard one of explodes into shrapnel, incinerates, or discharges stored + their Strike Cruisers, Battle Barges, or other space vessels energy through the owner with lethal results. + to arrive directly into the thick of the action. Typically, Replacement and additional limbs—such as servo-arms— + this is done only by the heavily-armoured Terminators. can only be used to perform tasks that the owner already + knows how to do. Any bonuses or penalties relate only to + + + 176 + Tests made using the bionic limb, and characters that possess At a minimum, a servo-harness consists of two servo-arms, a +two bionic limbs do not double the modifier. Combi-tool, a fyceline torch, and a plasma cutter. The torch is + It is important to note that the Requisition cost for a identical to an Astartes flamer. The plasma cutter can cut through +Cybernetic is a one-time payment. Once the cybernetic is a metre of adamantine plating up to 20 centimetres thick every +installed, the character possesses it until he dies. minute (thinner material can be cut through faster). It may also be + used as though it were an Astartes Plasma Pistol (see page 148) + with a Range of 10m and no option to fire on Maximal Mode. +astaRtes seRvo-aRm The ingenious machine spirit of a servo-harness is capable +Techmarine servo-arms are powerful manipulators tipped with of far more sublime communion with its master than a simple +crushing pincers, useful for field repairs and punishing enemies. servo-arm. A character with Talents that make him capable + + + + + V: Armoury +Ports for these detachable appendages are installed at the shoulder, of taking the Multiple Attacks Action may use any weapon +and the Battle-Brother’s armour must also be upgraded with more (or equivalent) on his servo-harness for any of the attacks he +powerful gyro-stabilisers to use one effectively. So supported, a would normally be allowed, subject to all normal limitations +servo-arm can lift one side of a Rhino APC to repair a broken including weapon Class. Additionally, the Techmarine may +tread link. use his Reaction to make a single shot or strike with any one + A servo-arm can extend up to 1.5 metres. A Techmarine uses weapon on the harness. Exceptional servo-harnesses enhance +the arm’s Strength value of 75 with Unnatural Strength (X2) the servo-arms to Exceptional as discussed above, and add a +rather than his own (this value cannot be increased or decreased +5 to all Skill, WS, and BS Tests made using the components +through devices or abilities that affect the Techmarine’s strength). of the harness. The Servo-Harness Integration Talent is +The limb’s gripping mandibles allow the Techmarine to lift heavy required in order to use a Servo-Harness. +objects or anchor himself to a suitable point as a Free Action. + Astartes servo-arms are more than just repair tools, and make +deadly weapons. The Techmarine may strike with the arm as his + augeR aRRay +Reaction for the round, or as a Standard Attack during his turn These implanted devices duplicate the effects of sensor +(so long as the servo-arm only makes one attack per round). This systems that go beyond the human horizons of perception. In +attack uses the Techmarine’s Weapon Skill, and deals 2d10+14 all cases their use requires concentration and a Half Action. +Impact Damage with Pen 10. Exceptional craftsmanship servo- Common systems function identically to a standard hand- +arms increase their Strength value to held auspex (see page 174). Exceptional systems +85 (increasing damage to 2d10+16) function as a full auspex and also allow re-rolls on +and add a +10 to Grapple Tests. Perception based Tests when using its functions. + + +astaRtes seRvo- bioniC aRm +haRness Common versions of these systems replace + the function of the Battle-Brother’s arms +Like a servo-arm, a full servo-harness integrates and hand exactly, retaining his strength, +with the Techmarine’s power armour and is dexterity, and sense of touch. +controlled through the same spine interface that Exceptional bionic arms provide a +makes him one with his armour. Radiating +10 bonus on Tests requiring delicate +from a boosted fusion backpack capable of manipulation (such as Tech-Use Tests to +powering them all, this cluster of auxiliary repair small circuitry) and add a +10 bonus +limbs aid in battlefield repairs as well as to Strength Tests using the arm. +combat. The composition of each +servo-harness is unique, +customised with + bioniC heaRt +the tools most A Space Marine is quite capable of living through +preferred by its the destruction of one of his two hearts. Naturally +previous owners if this happens, the organ must be replaced. The +for tending to necessarily lightweight materials of a bionic heart +machine spirits and do not provide quite as much shielding as the +laying waste to the God- thick plating of an external bionic, adding only +Emperor’s enemies. Some bear only a 1 to the Body location’s Toughness Bonus. +few appendages, while others are great Exceptional models can be triggered to pump +spiders of diagnostors, interface tines, more rapidly to increase physical capacity, +drills, weapons, plasma cutters, and though prolonged operation puts stress on +even more arcane elements that future the circulatory system. This provides the +inheritors may struggle to fully Sprint Talent. +understand. + + + + 177 + bioniC loComotion (legs, etC.) Table 5–21: Cybernetic Replacement + Craftsmanship + Common locomotion bionics must be fully integrated into the + spine and nervous system to function properly; basic models Renown Rating Craftsmanship + accomplish this while retaining complete motor function. Common: A high quality, rugged + Initiate replacement that is functionally + Exceptional versions of these systems grant the owner the + equivalent to the replaced body part. + Sprint Talent. In addition, they add a +20 bonus to Tests + Exceptional: An advanced system + made to jump or leap. + Respected, that not only replaces the lost body + Distinguished part, but also possesses additional + bioniC RespiRatoRy system utility. +V: Armoury + + + + + Master-Crafted: The cybernetic has + Common bionic lungs and implanted respiratory systems been crafted by master artisans. It is + mimic the action of human lungs and keep the body supplied Famed, Hero + exceptionally functional and striking + with oxygen. Characters with such a system installed gain a in design. + +20 bonus to Toughness Tests made to resist airborne toxins + and gas weapons. + Exceptional bionic lungs count as a full life support system; implant involves a single spinal or cortex connector, while + if for any reason the user’s power armour loses integrity or advanced variants include wrist connector probes—and + his own respiratory system fails, his bionic lungs keep his possibly mechadendrite connectors—in addition to the + blood oxygenated. If desired, Exceptional bionic lungs may spinal plug. + be designed to go undetected by scans. Common models give no modifiers to machine spirit + communication and add a +10 bonus to the Tech-Use, Pilot, or + Drive Tests used in conjunction with devices capable of MIU link. + CybeRnetiC senses Exceptional models grant a +10 bonus to communicate with + Sight, hearing, touch, and taste may all need to be duplicated machine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry, + artificially when nerves or organs are damaged. Followers of and Ballistic Skill Tests when interfaced with MIU systems. + the Machine God sometimes add more esoteric senses. + Common systems, while usually very obviously artificial, + duplicate the approximate range of normal senses adequately + and have no further game effects. Servitors + Exceptional cybernetic senses grant the Heightened Senses + + + A + Talent for that particular sense, and a +20 bonus to Tests servitor is an automaton whose controlling + made to resist attacks on the sense itself, such as deafening components are organic and mostly human in origin. + noises or blinding flashes. Basic and advanced cybernetic Some are grown in vats, while others are formed from + eyes may also incorporate magnifying lenses (duplicating the failed recruits or civilian criminals whose sentence is an un-life + effect of a telescopic sight for any ranged weapon used, a of service to the Imperium’s heroes. The process of creating a + full photo-visor, and/or a system duplicating the Dark Sight servitor purges higher brain functions and psychic patterns of + Trait. Likewise, basic or advanced cybernetic hearing may the subject, rendering him a blank slate for reprogramming. + also include an internal micro-bead system. Like all machines, Servitors fall into the domain of the + Techmarines to oversee. The most common form of servitor + are mindless labour drones, dedicated to the most menial + mind impulse unit (miu) tasks needed to maintain a Chapter’s equipment and fitted + These devices, also known as sense-links, allow the owner with the devices necessary to their toil. Other varieties can be + to directly interface with a machine or technological device. found serving the Space Marines and the rest of the Imperium + MIUs see widespread use among Techmarines. A basic MIU as pilots, heavy lifters, veritable guns on legs, and in countless + other roles where little thought is required, or given. The + right programming and equipment makes servitors and servo- + Table 5–20: Cybernetics + skulls effective as cyber-familiars, medical assistants, scribes, + Name Req Renown proclaimers, scroll-carriers, or virtually any other task where a + Astartes Servo-Arm 30 – light hand and simple, obedient mind is all that is required. + Astartes Servo-Harness 50 Famed + Auger Array 15 – + Bionic Arm 15 – Table 5–22: Servitors and Familiars + Bionic Heart 15 – Name Req Renown + Bionic Locomotion (Legs etc) 15 – Servitor (Battle) 20 Distinguished + Bionic Respiratory System 10 – Servitor (Monotask) 15 Distinguished + Cybernetic Senses 15 – Servo-skull 15 Distinguished + MIU 15 – For the profiles of the above Servitors, see page 376. + + + 178 + Psykers in The + imPerium + • + sPace marine + Librarians + • +Psychic Powers +in DeaThwaTch + • + p + + • + coDex Psychic + Powers + • +chaPTer Psychic + Powers + Chapter VI: Psykers in the + imPerium + Psychic Powers “Human minds are weak and feeble—is it any wonder then that the + Warp confounds and corrupts them?” + “As the chainsword rends flesh, so will you rend souls. As the boltgun +VI: Psychic Powers + + + + + tears bodies, so will you tear minds. The power of the Immaterium is –Valash Hex, Arch Heretic of the Scarlet Intent + your weapon, and you will use it well.” + Though psykers make up but the tiniest fraction of the + –Cadras, Epistolary of the White Consuls Chapter Imperium’s population, among an empire of a billion billion + they number in their millions. It falls to the various arms + + + P + sykers and psychic powers are a fact of existence in of the Administratum, the Inquisition, and the Ministorum + the Imperium, and the result of man’s exposure and to find these individuals and decide what use they will be + connection to the warp. It is through this connection to the Emperor of Mankind. For many psykers, this means + to the otherworldly realm of warp space, also known as the death, and they will face either summary execution or a long + Immaterium or Ether, that some gifted individuals can channel journey aboard the Black Ships back to Terra where they + energies into the real universe, creating powerful effects and will experience the ‘honour’ of feeding the Golden Throne + shaping the face of reality itself. Collectively these feats are with their souls. Some, however, exhibit enough strength and + known as psychic powers, though they may be branded as talent to be spared this fate, and are sent to the Scholastica + spells, sorcery or feats of will depending on the practitioner Psykana to be trained to serve either as Astropaths or as battle + and where they hail from in the Imperium. psykers in the armies of the Emperor. + Within the Imperium, the most important function that + psykers have is to allow Mankind to communicate over vast + distances and guide Humanity’s ships through the Immaterium, + making travel between far flung systems possible. Without + them the Imperium could not exist and would splinter and + fall into a million isolated warring worlds. It is ironic then + that psykers also present the Imperium with one of its most + dangerous foes - a horde of living conduits to the Warp, from + which Daemons and dark powers hunger to bring fire and + ruin to Humanity. For this reason, the Imperium takes the + handling and rearing of psykers very seriously, and those + with the gift are watched very closely indeed. + This is as true for the Space Marines as it is for anyone + else, and in the ranks of the Adeptus Astartes those trained + and implanted with the Chapter’s gene-seed are constantly + screened for signs of the gift. When a Battle-Brother is found + to exhibit indications of psychic talent, he is given over to + the Librarium and the Chapter’s Chief Librarian, who will + determine whether or not he can master his powers and serve + as a Space Marine Librarian, the Adeptus Astartes’ potent + battle psykers, keepers of lore and shields against the worst + the Warp has to offer. Those that pass the trials will learn to + turn their gifts into deadly weapons and take an honoured + place among their Battle-Brothers in the constant war to + preserve the Imperium from its enemies. + In Deathwatch, players can take on the role of these + Space Marine Librarians, powerful Battle-Brothers trained + in the use of psychic powers. A Librarian character and the + powers he wields offer a Kill-team a wide variety of game + options and a number of unique ways to complete missions + or overcome foes. Primarily, however, a Librarian’s powers + are centred around combat and influencing or enhancing the + Kill-team’s abilities on the battlefield, and are mostly used to + tip the scales of war in the PCs’ favour. In this chapter the + GM and players will find the core rules for using Psychic + Powers in their games of Deathwatch as well as a broad + collection of powers for the Librarian character. + + + 180 + schoLasTica Psykana Astropaths are perhaps the most important of all Imperial + psykers and worth more than any number of Imperial Guard +Only psykers sanctioned by the Imperium and properly trained mind-blades or Inquisitorial bloodhounds. +to use their abilities are allowed to serve the Emperor. Those Part of an Astropath’s initiation involves undergoing the +without control or without the ability to learn control are ritual of Soul Binding, a kind of spiritual gelding that binds +destroyed, as it is far too dangerous to allow them to live. The the psyker’s mind to the Emperor’s greatness and helps him +great training institution of the Scholastica Psykana shapes to better ‘see’ the Astronomican (the great warp beacon that + + + + + VI: Psychic Powers +the raw recruits into productive servants of the Emperor, and shines from Terra, guiding all ships through the Immaterium). +tames their gifts for the good of both themselves and those It does, however, come at a price: Soul Binding inevitably +around them. Gathered from across the Imperium by the strips the Astropath of his mortal senses rendering him +sinister Black Ships of the Inquisition, psykers are brought sightless (though not unseeing) as his psychic senses are +daily to the Scholastica in their thousands. For many, the sharpened. +great doors of the Psykana are the last things they ever see, +for a large proportion are fated to die alone and in agony +during their trials, or are swiftly executed when their power + DisciPLes of The Dark GoDs +overcomes them. Those that survive, however, are sanctioned Not all human psykers serve the Emperor, and many manage +and given the chance to serve the Emperor with honour. to slip the grasp of the Administratum to become a blight + upon the Imperium. These damned souls are known by the + Inquisition, and the righteous, as rogue psykers, unsanctioned +sancTioneD Psykers by the Imperium and a danger to all who cross their path. +The Imperium uses psykers in a variety of ways and those Such cursed individuals will often make pacts with dark gods, +trained in the Scholastica Psykana will be farmed out to or foul alien lords to further their talents, driven onwards by +various Imperial agencies and institutions, which will use an unquenchable thirst for power woven deep within their +them to maintain Humanity’s dominance over the stars. Some connection to the Warp. Daemons are sometimes able to +psykers are trained for war and seconded out to Imperial use such individuals as gateways to the realm of reality, or +Guard regiments where their talents will be used to aid the as vessels into which they pour their dark power, inevitably +Emperor’s armies and bring carnage and death to His foes. leading to ruin, blood, and fire on a horrific scale. Fortunately +Such a life is harsh, however, with most such psykers finding for the Imperium, the frailty of the human mind means that +only death in battle or from a Commissar’s bolt round, if they most not trained by the Scholastica Psykana will succumb +do not succumb to madness first. A few, however, manage to to their powers and die long before they master their gifts. +survive, perhaps even rising to the rank of Primaris Psyker. Those that do not, however, are deadly foes indeed. + The Inquisition too takes its share of psykers from the +Scholastica Psykana. Often chosen personally for their gifts +by individual Inquisitors, a sanctioned psyker will be plucked + xenos Psykers +out of his life to do his new master’s bidding. Understandably Mankind is far from the only race that uses psykers and tries +the skills of a psyker can be invaluable to an Inquisitor where to harness the power of the Warp for its own ends. In fact, +peering into minds, uncovering ancient lore, and warding among the ancient races of the galaxy, man is often seen as a +against daemonic power are all part of the job. In fact many child in such matters, struggling to understand a connection +Inquisitors are themselves psykers, having developed talents that has existed long before his own existence. Of the races +either as part of their long training to wield the Rosette or a Librarian will face in his service to the Emperor, most will +from their exposure to the Warp and its forbidden knowledge. employ psychic warriors to oppose him. Whether it is the +A psyker that serves the Inquisition can perhaps hope for arcane and enigmatic powers of the Eldar Warlocks, the +a chance to rise above his station. However, such a chance instinctive and brutal abilities of a Tyranid Zoanthrope or +comes at the cost of dealing with some of the worst horrors the insidious and cunning spells of a Chaos Sorcerer, all are +the galaxy has to offer. extraordinarily dangerous foes. When combating such vile + alien threats, the presence of a Librarian becomes invaluable, + not just for his ability to quell enemy psychic powers or cast +asTroPaThs back warp energies of his own, but for his deep understanding +In addition to those sent to the Imperial Guard or the of the Warp and the ways of the alien mystics that use it. +Inquisition, many psykers eventually become Astropaths— +living links across the void who allow communication +between ships and worlds across thousands of light years. +Only the strongest in the arts of telepathy can hope to become +Astropaths, and even these are carefully chosen by the Coven +Masters of the Adeptus Astra Telepathica for their skill and +control. They are then put through many further trials and +training regimes that help them develop their command +of their gifts beyond that of other psykers. Because of the +role they play in the continued existence of the Imperium, + + + 181 + Space Marine selection and training + The selection and training of a Librarian is long and arduous, + + Librarians doubly so as aspirants to the Librarium must simultaneously + complete their induction into the ranks of the Chapter and the + melding of the Chapter’s gene-seed with their own DNA. Each + “We often say that the mind of man is his greatest weapon. Think Chapter selects its candidates for the Librarium in a variety of ways, +VI: Psychic Powers + + + + + how much greater then the mind of a Space Marine must be?” depending on its methods of recruiting. The majority of Chapters + ensure that new recruits are screened by the Chapter’s Librarians + –Attributed to Magnus the Red for signs of psychic potential, and those that show psychic abilities + are chosen as candidates to join the Librarium. Other Chapters, + + + A + mong the vast legions of psykers that serve the Imperium, however, actively recruit those with psychic talent and sometimes + none exhibit such strength of will or raw ability as that even draw them from the Scholastica Psykana, choosing those + of a Space Marine Librarian. Even the ancient Inquisitor with the most potential and then subjecting them to gene-seed + Lords of the Holy Ordos are often in awe of the Librarians’ brutal implantation and Adeptus Astartes training. Becoming a Librarian + power with which they hammer their foes with psychic energy. is perhaps the hardest path to tread within the Adeptus Astartes + This power is in part the result of their training and in part a and requires absolute dedication from those that embark upon it. + reflection of their superior will and physiology, granted them by A Battle-Brother who desires to wear the mantle of the Librarian + their Chapter’s gene-seed. The result is a focus of power unlike must undergo numerous trials and tests, each designed to test his + that possessed by any other kind of psyker, and an ability to mental strength and dedication to the Chapter. + shape the energies of the Immaterium into effects and weapons of However a Chapter selects and trains its Librarians, all + extraordinary potency. To reach the ranks of Librarian, however, Adeptus Astartes commanders constantly have their Apothecaries + is no easy task, even for the hardened mind and body of a Space test the purity of the Chapter’s gene-seed and the strength of + Marine. Few psykers are deemed stable and safe enough to enter the gene-structure of all their Battle-Brothers. While a degree of + into the training, and fewer still survive the agonising trials they psychic mutation is accepted, and even welcomed, anything that + must endure before becoming inducted into the Librarium. Those falls outside the strict boundaries for Librarian aspirants is dealt + that do, however, are destined to become among the Chapter’s with harshly, lest it pollute the Chapter or bring the unwanted + most valuable soldiers, and take their rightful place as some of the attention of the Inquisition. For this reason, many of those that + Imperium’s most deadly warriors. exhibit signs of psychic power are killed and their gene-seed + stored for later examination. This screening and record keeping is + overseen by the Chapter’s Chief Librarian, and over time he will + amass a vast sum of data concerning the likelihood of mutation + within the gene-seed, as well as data on each new Battle-Brother’s + predisposition towards psychic mutation. + + + roLe wiThin The chaPTer + Librarians are an essential part of a Space Marine Chapter, as + both its keepers of lore, and as its counsellors and diviners. + Since the time of the Horus Heresy and the creation of the + Codex Astartes, it has been the Librarians’ role within the + Chapter to keep its history and guide its leaders, compiling vast + amounts of information on the ways of the Adeptus Astartes + and the nature of its foes. This information is then stored, + catalogued and researched by the Librarians to be called upon + in times of need. The Chapter Master also turns to Librarians + to divine the future, as all Librarians are trained in such arts + and can read the Emperor’s Tarot. In fact the Librarians’ role + as warrior mystics and sources of intelligence and divination + is perhaps their most vital one. Equally as important is their + ability to communicate over vast distances (much in the same + way as Astropaths), connecting the Chapter even if it is spread + out over the breadth of a system or sector. In addition to these + important tasks and abilities, Librarians are often called upon to + serve the Chapter Master in battle, where their potent abilities + can devastate foes. While such a crude application of their gifts + is not their primary function, or even considered their most + valuable contribution to the Chapter, their effectiveness as + psychic warriors cannot be doubted. + + + 182 + lexicanium + armour anD markinGs This is the lowest rank among a Chapter’s Librarians, awarded + to those who have passed their trials and are deemed fit to + Space Marine Librarians decorate their power armour with + serve the Chief Librarian. Reporting to the Codiciers, it is the + distinctive markings that set them apart from their other + Lexicaniums’ role to aid in the endless task of maintaining, + Battle-Brothers and make them instantly recognisable . + studying and cataloguing the vast amount of texts within + As dictated by the Codex Astartes, a Librarian’s armour + the Librarium. In time of conflict, however, Lexicaniums will + is painted blue (sometimes a deeper or lighter blue if he + + + + + VI: Psychic Powers + leave the Librarium and take to the battlefield alongside their + belongs to a Chapter whose armour is already blue). He + Battle-Brothers, using their powers to smite their foes. In time, + has the markings of his Chapter emblazoned on his left + and with training and study, a Lexicanium will eventually rise + shoulder pad, while on his right one he has the Horned + in rank and take a more active role within the Chapter as + Skull or Open Book of the Librarium - ancient and potent + a Codicier. + icons symbolising the power and knowledge that the + Librarian possesses. He will often wear a tabard or cloak + of yellow bearing a black band, which is embellished codiciers + depending on his rank. A Lexicanium’s band is untouched, + Codiciers, like Lexicaniums, spend much of their time within + while a Codicier’s has spikes or lightning bolts added to + the Librarium. They are tasked with organising and overseeing + it, and an Epistolary has both spikes or lightning bolts + the efforts of the Lexicaniums, while reporting to the higher + and the addition of a skull placed below the band. Chief + ranking Librarians. By the time a Librarian reaches the rank + Librarians are a special case and often display symbols + of Codicier, his command of his powers is almost fully + that reflect their own personal powers or honours dictated + realised and only the truly gifted will advance beyond this + by their service to the Chapter. + point. However, a Codicier’s powers far outclass almost any + other kind of psyker within the Imperium, and their psychic +The Librarium abilities are more than sufficient for the Chapter’s purposes. +At the centre of a Chapter’s fortress monastery there +usually resides a vast sealed chamber, filled from floor to epistolaries +ceiling with books, scrolls, and data crystals known as the +Librarium. Overseen by the Chief Librarian and maintained While most Librarians never rise above the rank of Codicier, a +by Lexicaniums and Codiciers (supported by a small army of few continue to develop their gifts and grow in strength until +servitors and scribes working ceaselessly), this is the repository they attain the rank of Epistolary. Epistolaries fulfil two main +of all the Chapter’s knowledge and history. Even within the roles within the Chapter: firstly as potent battle psykers who +Chapter, few are given access to this chamber and fewer still can combat the deadliest of foes, and secondly as psychic +have the chance to study its texts. Even the most well-read communications officers for their Chapter’s fleet. In this role +Imperial scholar or Administratum Adept can only guess at they form the basis of the Chapter’s strategic command and +the secrets and lore contained within one of the fabled Space control, directing fleets, coordinating mass planet-drops, and +Marine Librariums. This repository is a wealth of knowledge providing vital intelligence during invasions and assaults. +that the Chapter Master guards well, knowing that in times +of need he may have to call upon the counsel of his Librarians the chief librarian +and the lore they possess to guide him in battle. + In the heart of the Librarium there is also a smaller Few if any within the Chapter will ever become Chief +inner chamber, carefully sealed and protected, known as Librarians. So rare are these psychic lords that many Chapters +the Librarius. This is where the Chapter stores its artefacts, have but one or only a handful of these mighty warriors. +trophies, and proscribed texts, many of which are taken from The Chief Librarian is the Master of the Librarium and the +the corpses of heretics and aliens—unfit or too dangerous for keeper of his Chapter’s lore, with encyclopaedic knowledge +the eyes of any but the Chief Librarian. It is often a point of of his Chapter, its enemies, and the Imperium. The Chief +friction between the Ecclesiarchy and the Adeptus Astartes Librarian resides over the training and selection of all new +that the Chapters possess such items or take them from their Librarians, as well as the cultivation of psykers within the +foes in battle. Of course, not even the most reckless Imperial Chapter’s ranks. He is also the closest of the Chapter Master’s +Cardinal would dare consider confronting any Space Marine advisors, providing him with wisdom and knowledge. His +Chapter about this matter. abilities to divine the future are vital to his lord’s decisions. + Chief Librarians very seldom take to the field of battle, as + their abilities are far more valuable to the Chapter in other +Librarian ranks ways. However, when they do take part in a battle, it is a +Within the Chapter, all Librarians hold a rank based on their glorious and terrifying sight to behold as, with the power +level of training and their standing among their peers. In part of their mind, they level fortresses, reduce entire armies +these ranks indicate their principal role, be it on the battlefield to rivers of molten flesh, and split the very sky with fire +or in the Librarium, but they are also used to establish a clear and lightning. +chain of command from the Chief Librarian down to the +lowest Lexicanium. + + + 183 + codex librarians + Each Chapter selects its Librarians in its own way, either from + Psychic Powers + seed worlds, as it does with the bulk of its Battle-Brother + initiates, or from the ranks of gifted psykers brought to the + Scholastica Psykana. Most Chapters train and test chosen + in Deathwatch + psykers following the ancient ways laid out in the Codex Psychic powers are the physical manifestation of a psyker’s +VI: Psychic Powers + + + + + Astartes. Librarians of the Ultramarines, Blood Angels, Dark abilities, and mark him as distinct from any other kind of + Angels, and Storm Wardens are all trained in this way, and, character. In Deathwatch, Psychic Powers are the purview + with few minor traditional variances, have been taught to live of Librarian characters and unique to those members of the + by the word of the Codex. There are, however, a few notable Kill-team with psychic ability. However, during the course + Chapters that do not follow the Codex Astartes and its laws of their adventures, Battle-Brothers may encounter numerous + regarding the treatment and control of psykers. foes with Psychic Powers and abilities. In both cases, the GM + and the players can use the rules presented here to represent + a psyker’s deadly effects. + bLack TemPLars + Deeply religious and reverent of the Emperor, the Black + Templars are zealots with a deep and abiding hatred of the Psy ratings + witch. Such is their disdain of those with psychic powers that Psy Rating (PR) is a raw measure of a psyker’s power and his + they count no Librarians among their number lest they foul the ability to draw power from the Warp. The higher a psyker’s + Chapter’s pristine gene-seed. The tasks of the Librarian, such PR, the more powerful he will be. PR usually ranges between + as record keeping and the study of lore, are divided among 1 (a fledgling Sanctioned Psyker) to 10 (an ancient Chief + scholarly Battle-Brothers within the Black Templars. Often an Librarian or fearsome Xenos Witch), though in some special + individual Space Marine or Chapter Master will be responsible cases it may go higher. PR is used to determine the strength + for maintaining a record of his own deeds—inscribing them on of all Psychic Powers, such as their area of effect, range or + his armour so that nobody may doubt his courage or lineage. damage. To have any access to Psychic Powers, a character + must have a PR of at least 1. + A Librarian starts with a Psy Rating of 3. Unlike other + sPace woLves characteristics, however, Psy Rating is increased by spending + There are few things that are ‘standard’ about the sons of Experience Points in a similar manner to gaining Talents. This + Leman Russ, and so it is no surprise that they treat their psykers represents the Librarian’s training and natural potential (see + differently to the rest of the Adeptus Astartes. The Space Chapter II: Specialities). + Wolves do not have Librarians or even a Librarium, scorning + such dusty and lifeless collections of knowledge. Instead they + adhere to the ancient Fenrisian traditions of their ancestors, + and those with psychic gifts become Rune Priests—skalds and + storytellers who keep the Chapter’s practices and history alive + through millennia-old oral tradition. While Rune Priests use + their own powers and train in their own way, they function in + much the same way as other Space Marine Librarians, tapping + into the Warp and drawing forth power to create effects and + shape reality. + + + Librarian TiTLes + anD sPeciaLiTy ranks + A Librarian’s title within his Chapter is usually not just + a measure of his raw psychic power. This is especially + true for PC Librarians who have been chosen for + the Deathwatch because of their unique abilities and + potential rather than their title. In game terms, this + means that most player Librarians will be Lexicanums, + regardless of their Speciality Rank or Psy Rating. The + higher ranks are reserved for those more closely tied + to their Chapter’s command structure. At the GM’s + discretion, however, PC Librarians may attain (or + come from) higher ranks, but with such powerful titles + always comes much greater responsibility... + + + 184 + usinG Psychic Powers • Unfettered: The psyker puts the full weight of his + ability into the power and embraces the raging powers of +When a psyker, such as a Librarian, wishes to use a psychic the Warp. When a psyker uses a power at the Unfettered +ability he must first choose how much power he is pouring level, he uses his full PR when determining the power’s +into the ability. Then he must make a Focus Power Test (a final effects, and he must also make a Focus Power Test +Willpower Test modified by the level of power) to see if it to see if the power manifests. In addition, when making +manifests. Finally, if the test is successful, the power will take his Focus Power Test, if he rolls a double (both the tens + + + + + VI: Psychic Powers +effect. Depending on how much energy the psyker used, dice and the units dice come up with the same number), +there may also be unforeseen consequences. The step-by-step he will suffer from an unexpected warp event and must +process for using a Psychic Power is described below. roll on Table 6–1: Psychic Phenomena. Note that it + • Choose the Power Level (Fettered, Unfettered or is possible for the psyker to successfully pass his Focus + Push): The power level at which the psyker uses his Power Test (thus activating his power) and still invoke + power (reflecting how deeply he is drawing from the Psychic Phenomena. + Warp) influences the likelihood of the psyker successfully • Push: The psyker draws deep from the well of the Warp + manifesting the power, and also determines whether and hurls power into his ability in an attempt to manifest + there are any unwanted side effects such as Psychic truly terrifying and wondrous effects. When using a power + Phenomena. at the Push level, the psyker throws caution to the wind + • Make a Focus Power Test: This is a Willpower Test, the and may add +3 to his Psy Rating when determining the + difficulty of which depends on the power level chosen. In power’s final effects. He must make a Focus Power Test. + some cases, the target may Oppose this test (see page 203 However, regardless of this test’s result, the psyker will + for Opposed Tests). Whether or not a Focus Power Test automatically generate a disturbance in the Warp and + is an Opposed Test is noted in the power description. must roll on Table 6–1: Psychic Phenomena. Finally, + • Apply the Effects: Depending on the psyker’s final Psy Pushing a power is taxing-if a psyker using this level of + Rating (as determined by the power level he has chosen), power rolls a double on the Focus Power Test, he suffers + the power will have variable effects such as increased a level of Fatigue from the effort. + range, area of effect or damage. Depending on the factors + described above, the power may also generate Psychic + Phenomena or even Perils of the Warp. examPLe + Brother-Librarian Varis is using his Smite power on a particularly + unlucky Ork. Because he wishes to make sure that the foul creature is +l destroyed, he chooses to Push the power, adding +3 (his WP Bonus) +Whenever a psyker uses a power, he is drawing energy from to his PR of 4. He makes a Focus Power Test (an Ordinary (+10) +the Warp and channelling it into physical effects. However, Willpower Test) to manifest the power, he works out the power’s +opening such a conduit to the Warp is always dangerous, and effects (such as range and damage) using his adjusted PR of 7. +the psyker incurs a chance of causing disturbances in the Warp Because he is using the Push power level, he will also have to roll on +that can have undesired side effects. In extreme cases, these Table 6–1: Psychic Phenomena to determine what manner +disturbances may even lead to the opening an uncontrolled of warp disturbances his brutal slaying of the Ork has conjured. +rift between reality and warp space with potentially fatal +consequences. By minimising the amount of power he draws, +a psyker can reduce or eliminate the chance of side effects + t +such as Psychic Phenomena or Perils of the Warp (see pages A Focus Power test is a Willpower Test that determines +187-188). Equally, he can draw deeper from the well of the whether a functions successful. The amount of time it takes +Warp to boost his powers beyond his normal capabilities. to make this test is determined by the power being used and +Of course, such power always comes with a greater risk of may be a Free Action, Half Action, Full Action or Reaction. +unleashing unintended effects or even summoning unwanted In most cases, passing a Focus Power Test simply means that +visitors from the beyond. the power has manifested, while failing the test means that it + When a psyker uses a power, he has a choice of using it at has not. However, degrees of success or failure may also play +three different levels: a part depending on the type and nature of the power being + • Fettered: The psyker holds back his full power and used. Many powers also indicate an Opposed Willpower Test, + carefully channels energy from the Warp, hopefully using especially when used against an unwilling foe. In these cases, + just enough to manifest the psychic power but not enough the Opposed Test is also the Focus Power Test, and even + to trigger unnatural or dangerous effects. When a psyker if the psyker scores better than his opponent but does not + uses a power at the Fettered level, he must make a Focus roll under his Willpower, the power will still fail. You may + Power Test as normal (see below) to manifest the power. add a bonus to your Focus Power Test equal to 5 times the + However, regardless of the results of the roll, there is no Psy Rating used for the power. A Focus Power roll of 91-00 + danger of triggering Psychic Phenomena. The limited always fails. + power involved means that the psyker must halve his PR + (rounding up) when determining the power’s final effects. + + + + 185 + examPLe oPPoseD TesTs anD muLTiPLe TarGeTs + Brother-Librarian Varis has turned his attention to the rest of the When a Psychic Power is being used against multiple targets, + Ork’s warband and decides to rend the flesh from their bones and each target may make an Opposed Test against the power’s + send them screaming into the Warp by summoning up a Vortex of effects. Roll once for the psyker. All those opposing him must + Doom. He chooses to use the power at the Unfettered level, and so individually test against this single result. For simplicity’s + uses his PR of 4 to determine its effects. Varis must then make a sake, when there are large numbers of similar minor NPCs, +VI: Psychic Powers + + + + + Challenging (+0) Willpower Test to manifest the power, as it may be more convenient to roll once for all these NPCs to + he is using it Unfettered. speed things up. + + + susTaininG Psychic Powers DeTecTinG Psychic Powers + Some Psychic Powers can be sustained beyond a single round Psykers are attuned to the Warp, including the currents + as noted in their description. A psyker may sustain such powers and eddies caused by other psykers dipping into the flow + without the need to make further rolls. However, he must use of the Immaterium. When psychic powers are in effect in a + a Half Action each turn to maintain concentration. Should the psyker’s presence, he can make a Psyniscience test in order + psyker be unable to expend a Half Action, fall unconscious, to determine their source (see page 103 for details on the + die or otherwise be unable to maintain the power, it will end. Psyniscience skill and its uses). + It is also possible (but taxing) for a psyker to sustain + multiple powers at once. Such a feat still only requires the + psyker to expend a Half Action each turn. However, each + additional power reduces each power’s PR and thus their Perils of the + overall effectiveness. Maintaining two powers at the same + time reduces the effective Psy Rating of both powers by 2. + Maintaining three powers reduces the Psy Rating of all powers Warp + by 3, and so on. If the Psy Rating of a given power drops to 0, + + + W + it is no longer maintainable and ends. hen a psyker reaches deeper into the Warp to + If a character suffers Psychic Phenomena while maintaining power his abilities, there is always the chance + multiple active powers, the additional energy he is channelling of the Empyrean bleeding into reality, a factor + is likely to go out of control or otherwise worsen matters, that is invariably destructive and damaging. Sometimes this + adding +10 to the result rolled on Table 6–1: Psychic manifestation of the Warp is unique to the psyker, but in + Phenomena for each power he has active. general it is as unpredictable as the Warp itself. Some effects + can include a dramatic drop in temperature, ghostly voices, + feelings of unease, or nearby vegetation shrivelling and dying. + cumuLaTive effecTs In very rare instances, full-scale warp breaches with the direst + Modifiers, characteristic bonuses, and other benefits generated of consequences can occur. + by psychic powers do not stack—only the highest applies. When a psyker uses his power at the Unfettered level or + Push level, he risks generating such a disturbance in the Warp. + Any Unfettered Focus Power test that results in a double on + t the dice, or any power used at the Push level, means that + Unless noted in its description, a Psychic Power that directly the psyker must roll on Table 6–1: Psychic Phenomena. + targets an individual or thing requires a psyker to have line Particularly high rolls on this table can result in the psyker + of sight towards (or otherwise be ‘aware’ of ) the target. The having to roll on Table 6–2: Perils of the Warp. + target must also be within the power’s stated range. + + + + + unnaTuraL characTerisTics + anD Psychic Powers + Creatures and Characters with Unnatural Willpower can + make for shockingly powerful psykers. Characters with + Unnatural Willpower may add the multiplier to their + Psy Rating and any successes on opposed tests as part + of psychic powers (both to enact and resist them). + + + + 186 + Table 6–1: Psychic Phenomena +d100 Roll Effect + Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that +01-03 + doom is about to befall them. +04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings. +06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell. + + + + + VI: Psychic Powers + Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the +09–11 + surface of his mind in a wave of negative emotion. + Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 +12–14 + metres of the psyker. + Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with +15–17 + Psyniscience can pinpoint the psyker as the cause. +18–20 Memory Worm: All people within line of sight of the psyker forget something trivial. +21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker. + Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering +24–26 + fires within 3d10 metres of him. + Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the +27–29 + psyker is plunged into immediate darkness. +30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter. + Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or +33–35 + Charge actions. + Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 +36–38 + for the rest of the Round. He also gains 1 Corruption Point. +39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies. + Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must +42–44 + make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground. + Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or +45–47 + statues of people within this area, they appear to be crying blood. + The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the +48–50 + psyker must make a Routine (+10) Agility Test or be knocked down. + Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and +51–53 + unprotected electrics to short out. The psyker is illuminated by eldritch light. + Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain +54–56 + for a few brief moments. Everyone within this area must test against Fear (1). + Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres +57–59 into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules + on Falling Damage). + Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal +60–62 creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for + 1d10 rounds. + The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in +63–65 + damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2). + Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of +66–68 the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) + must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points. + Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within +69–71 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). + Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage. + Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the +72–74 exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points + unless they can pass a Difficult (–10) Willpower Test. + Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of +75+ + the Warp. + + + + + 187 + Table 6–2: Perils of the Warp + d100 Roll Effect + The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He + 01-05 must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for + 1d5 rounds. + Warp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers + 06-09 + 1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds. +VI: Psychic Powers + + + + + Psychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within + 10–13 + 3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round. + Psy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground. + 14–18 + (See page 261 for rules on Falling Damage). + Soul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for + 19–24 + 1 hour and gains 5 Corruption Points. + Locked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic + 25–30 state. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success, + his mind is freed and restored to his body. + Chronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10 + 31–38 Rounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness + damage. + Psychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power + 39–46 targets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the + beneficial effect is cancelled. Armour is ignored by the damage unless it is warded. + Warp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and + 47–55 shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10 + Corruption Points. + Vice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker + and a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’ + creature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant. + Each individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the + 56–58 + swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends + immediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within + range, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp. + He gains 2d10 Insanity Points from this journey. + Rending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is + 59–67 rendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear + (3). This effect lasts for 1d5 rounds. + Blood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10 + metres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength + 68–72 + Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils + of the Warp Test. The storm lasts for 1d5 Rounds + Cataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10 + 73–78 metres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further + powers for 1d5 hours after this event. + A Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10 + 79–82 metres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter + diagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes. + Lost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is + immediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The + psyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while + 83–86 + possessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed. + He may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker + must adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces. + Reality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects + 87–90 alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects + and Untouchables suffer half the damage rolled. + Something is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into + 91–99 existence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly + summoned it. Only its destruction or the death of the psyker will send it back to the Warp. + Destruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never + 00 to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince + appears in the psyker’s place. + + + + 188 + Psychic Powers c haPTer DisciPLines + + Just as the Adeptus Astartes have stored the teachings of +The power of a psyker is darkness, fire, and death, given life and Librarians past, so too do many Chapters develop their own +purpose to rend souls and break minds. forms of psychic disciplines. Calling on their own style of + warfare and the inherent strengths of their gene-seed, they + –First line of the Litany of Lies and Truths have learnt to shape powerful and terrible effects for their + + + + + VI: Psychic Powers + Librarians to wield. Chapter Disciplines are only available to + + +P + sychic powers work in much the same way as Talents Librarians of the Chapter they represent, reflecting both their + or Skills and allow a psyker character to manifest unique training and Primarch-given gifts of blood and spirit. + effects and abilities. Librarians are battle psykers and +do not study subtle trickery or a range of minor powers as the +psykers of the Scholastica Psykana might, but rather focus + GaininG Psychic Powers +on turning their talents to the mastery of powerful attacks or As a Librarian advances in Rank, he can spend Experience +potent defences. As a result, they often only learn a handful of Points to acquire Psychic Powers in the same manner as +powers, each of which would be far beyond the stamina and he might acquire new Talents. The number of powers the +skill of a normal human psyker to master. All Librarians do, character may acquire at each Rank is detailed on the Librarian +however, have access to Telepathy and Divination, two of the Advancement Table in Chapter II: Specialities. +most ‘commonly’ used psychic abilities. A Librarian character may choose powers from the + Psychic powers are divided into four major disciplines: Telepathy, Divination, and Codex Disciplines, as well as from + the Chapter Discipline of his own Chapter without restriction, + provided he meets the power’s prerequisites. +TeLePaThy DisciPLine +Telepathy is the ability to communicate over long distances +directly into the minds of others. It is a vital part of a + t +Librarian’s role within his Chapter as it allows him to Each Psychic Power is presented using the following format: +maintain lines of command and relay orders instantly across a Name: The power’s name. +battle-zone. Telepathy also allows a psyker to read thoughts Action: The Focus Power Action (see page 239) required +and intentions and steal secrets from the minds of others. At to active the power. This is usually a Free Action, Half Action, +higher levels this can lead to its use as a weapon, breaking a Full Action, Reaction or an Extended Action. In the case +person’s psyche or even changing the way he thinks entirely. of Extended Actions, the number of Full Actions required + to activate the power is indicated by a number in brackets + (details on Extended Actions can be found on page 236). +DivinaTion DisciPLine Opposed: This states whether or not the power’s Focus +Many psykers are gifted with the ability to see into the future Power Test (see page 185) is Opposed by those targeted by +or divine the effects of actions before they are undertaken. its effects. Unless stated otherwise, such Opposed Tests are +Librarians study the discipline of divination so that they always made using the target’s Willpower. Unless otherwise +might better guide their Battle-Brothers in combat or to noted, a target that wins an Opposed Test against the psyker +read and understand the Emperor’s Tarot, allowing them to is completely unaffected by the power. +fathom the meaning of sweeping events. Divination allows a Range: The range at which the power can be used is +psyker to discover hidden truths and grant his allies additional usually expressed in metres or kilometres multiplied by the +protection by glimpsing into the near future. PR at which the power was used. If the range is a radius, this + is always measured with the psyker at its centre. Radius is also + considered a sphere around the psyker and so will extend up +coDex DisciPLine and down as well as out. +Over the millennia the Adeptus Astartes Chapters have Sustained: This states whether or not the power can be +developed and refined the role of the Librarian. Unimaginable sustained (see page 186). Powers that cannot be sustained will +amounts of lore have been added to their Librariums, and last only an instant, occurring during the psyker’s turn. +extensive study has been made concerning the use of a Description: This details the power’s game effects, +Librarian’s power. When a Librarian is first inducted into the including any variable effects that the psyker’s Psy Rating has +order, these are the powers that he will learn. The Codex on the power’s final strength. Whenever a power’s description +Discipline is all about battle and smashing foes or protecting refers to the Librarian or Psyker’s PR, it means the PR at +allies, and it counts among its teachings some of the most which he manifests the power (including modifiers for +potent powers known to the Imperium. Fettered, Unfettered, and Push) and not his base PR. + + + + + 189 + telePathy Powers + sTarTinG Psychic Powers + Telepathy powers may be purchased with Experience Points, + A Rank 1 Librarian begins play with any three Psychic + provided the Librarian meets the power’s Prerequisites and + Powers chosen from the following list: + XP Cost as detailed on Table 6–3: Telepathy Powers. + Augury Reading + Table 6–3: Telepathy Powers Avenger Short-Range Telepathy +VI: Psychic Powers + + + + + Power XP Cost Prerequisites Inspire Smite + One or more Telepathic + Astrotelepathy 500 Iron Arm + powers + Compel 1000 WP 40+ These powers are gained as part of character creation + Dominate 1000 Compel, WP 50+ and do not the cost the Librarian any Experience Points + Inspire 500 — to acquire. + Long-range Telepathy 750 WP 40+ + Mind Probe 750 Mind Scan + l + Mind Scan 500 Long-range Telepathy + Short-range Telepathy 500 — Action: Full + Opposed: Yes + asTroTeLePaThy Range: 5 metres x PR + Sustained: No + Action: Full (see below) Description: This power allows the psyker to force others + Opposed: No to briefly act against their will. This power can affect a + Range: See Below number of targets equal to the psyker’s PR. Those affected + Sustained: No must follow a simple command given by the psyker. Some + Description: Librarians can use their gifts to send psychic examples include “Flee”, “Fall”, “Attack your friend.” If the + messages and communications across the vastness of the void in command is a potentially suicidal act, the target gets a +20 + the same manner as an Astropath. It is however a task which is to his Willpower Test. In all cases the command must be + undertaken sparingly, as like much of the rest of the Imperium’s achievable in a single round. + forces Space Marines make extensive use of Astropaths, + reserving their gifted Battle-Brothers for more vital tasks. + Any Librarian can use Astrotelepathy, provided he has + DominaTe + enough time and skill—sending a message across the stars Action: Full + though is a far cry from communicating with someone on the Opposed: Yes + same world or even a vessel in orbit. To send a message the Range: 10 metres x PR + Librarian must have at least one power from the Telepathy Sustained: Yes + Discipline. It requires one full round to activate for every 10 Description: The psyker may take over the mind of another, + words or one image it contains and uses Willpower for its controlling his victim with his will. This power only affects a + Focus Power Test. The range is based on the Librarian’s Psy single target and only if his total Wounds are less than 3 times + Rating (see below). the psyker’s PR. An affected target is controlled by the psyker + Typically only other Astropaths or Librarians will be able as if he was a puppet. For as long as the psyker maintains the + to receive the message and unless the Librarian has a specific power, he can divide his Actions between himself and the + recipient in mind the GM may have a chance of it reaching target. The dominated target uses its own Characteristics, but + the wrong ears... at –10 due to the crudity of the control. Any action deemed + suicidal allows the target an Opposed Willpower Test to try + and break the hold. + + + insPire + Psy Rating Result Action: Half + The message can reach out to a recipient in Opposed: No + Psy Rating 1–3 Range: 5 metre radius x PR + the same system. + The message can reach out to a recipient in Sustained: Yes + Psy Rating 4–6 Description: The psyker can bolster his comrades by sending + the same sub-sector. + The message can reach out to a recipient in out waves of reassurance and calm. A number of targets equal + Psy Rating 7–9 to the psyker’s PR immediately overcome the effects of + the same sector. + The message can reach out to a recipient in Pinning and gain a +10 resistance against Fear. This effect + Psy Rating 10+ + an adjacent sector. lasts as long as the targets stay within range of the psyker, and + the psyker maintains the power. + + + 190 + LonG-ranGe TeLePaThy speed for force), to a minimum of 1 Round. For instance, + a Librarian with a Psy Rating of 8 could use 4 of his Psy +Action: Free Rating to reduce the time required to a single Round, and +Opposed: No he would then gain information from Table 6–4 as if his Psy +Range: 50 kilometres x PR Rating was 4 (8 –4 = 4). +Sustained: Yes +Description: This functions just the same as Short-range + minD scan + + + + + VI: Psychic Powers +Telepathy, but with an extended range. In addition, once the +psyker learns this power, such is his mastery of telepathy that Action: Half +he no longer incurs a chance of invoking Psychic Phenomena Opposed: No +when using either Short- or Long-range Telepathy unless used Range: 200 metres x PR +at the Push power level. Sustaining this power is a Free Action. Sustained: No + Description: The psyker extends his mind to contact and + identify other sentient minds within range, even if they are out +minD Probe of sight, enabling him to garner impressions and information +Action: Extended (5) about the consciousnesses. The level of information gathered +Opposed: Yes depends on PR as detailed on Table 6–5: Mind Scan. +Range: 1 metre x PR Untouchables and other psychically inert creatures are +Sustained: Yes invisible to Mind Scan. Individuals with psychic resistance +Description: This power allows the psyker to peel back the or similar protections may also be hidden (the GM may make +layers of another’s mind to read the basic surface thoughts secret Opposed Willpower tests against the psyker to see if +and beyond. This power works only against a single target, they remain hidden from him). +and if the psyker wants to perform the Probe without the +target’s knowledge, then the psyker takes a –20 penalty to his +Focus Power Test and cannot Push the power. The amount of Table 6–5: Mind Scan +information the psyker gains from the probe depends on his PR Results +PR as detailed on Table 6–4: Mind Probe. The Librarian The psyker gains a crude impression of the number +has the option of using some of his Psy Rating to reduce the 1–2 of conscious minds within range of the power, and +number of rounds required to use this power instead (trading their general position in relation to him. + As above, plus the psyker knows the number, general + location, and relative ‘strength’ of conscious minds + 3–4 + Table 6–4: Mind Probe within range of the power, and can determine if these + PR Results minds have any psychic ability. + The psyker makes initial contact and learns basic As all the above, plus the psyker may attempt to + 1–3 information about the target such as his name, mood, 5–7 initiate telepathic communication with any of the + Insanity level, and the state of his physical health. minds he has discerned. + As above, plus the psyker can sense the thoughts As all the above, plus the psyker may attempt to + uppermost in the target’s mind such as immediate 8+ carry out a Mind Probe on one of the minds he has + 4–5 contacted. + fears/concerns, conscious lies, etc. The psyker also + learns the target’s Corruption Level. + As all the above, plus the psyker can sort through the + target’s memories over the last 12 hours. The psyker + 6–7 can also glean less casual information that the subject shorT-ranGe TeLePaThy + hides, such as simple passwords or recent secret + experiences. Action: Free + As all the above, plus the psyker gains detailed Opposed: No + information about people, places or objects that the Range: 50 metres x PR + target considers important, as well as how these all Sustained: Yes + relate to each other. The psyker learns about the Description: The psyker can send his thoughts into the + 8–9 target’s beliefs, motivations, and personal goals, as minds of those around him, touching a number of targets + well as any contacts or complicated hidden ciphers equal to his PR. The targets can be a select group, either + the target might know about. The psyker also individuals the psyker can see or minds he is familiar with + becomes aware of the pivotal moments in the target’s + within the power’s range. Alternatively, the psyker can choose + life. + to make a generalised broadcast to every mind within range + As all the above, plus the psyker may plunder the + target’s mind at will. Any information contained in + indiscriminately. An affected mind’s processes are still affected + the target’s psyche is an open book for the psyker. by the structure of language, and if telepathy is attempted + 10+ without a shared language, the power suffers a –20 penalty. + The psyker can also use this technique to break + down implanted memories or personalities within the Targets who do not wish to be open to such a communication + target. can resist with an Opposed Willpower test. Sustaining this + power is a Free Action. + + + 191 + divination Powers As with all forms of divination, the GM may decide how + much or how little information the psyker can garner. The + Divination powers may be purchased with Experience Points, Warp is a capricious thing and seldom gives straight answers, + provided the Librarian meets the power’s Prerequisites and often wrapping truths in riddles and lies. + XP Cost as detailed on Table 6–6: Divination Powers. + + Table 6–6: Divination Powers + DivinaTion +VI: Psychic Powers + + + + + Power XP Cost Prerequisites Action: Extended (3) + Augury 500 — Opposed: No + Divination 750 WP 40+ + Range: Special + Sustained: No + Lifting the Veil 1000 Psychometry, WP 40+ + Description: The psyker can use this power to locate and + Possibility Shield 1000 WP 40+ + track down a single object or person in his immediate vicinity. + Psychometry 500 Augury + The psyker can find anything, but there must be some degree + Reading 500 — + of familiarity. Touching a lock and trying to find the key to + that lock is fine, but just thinking “I want a key” without a + auGury corresponding lock won’t work. In the same vein, the psyker + must have seen the person he wants to find, or the subject’s + Action: Extended (10) true name. The psyker’s Focus Power Test is modified as + Opposed: No follows: + Range: Special • The psyker is intimately familiar with target (e.g., he + Sustained: No knows the subject well, or has an item that has been + Description: By reading the Emperor’s Tarot for a specific with the subject for a long time): +10 + individual, the psyker can grant insight into what troubles lay • The psyker possesses a portion of the subject (e.g., a + ahead. During the reading both the psyker and the subject must fragment from the item, a lock of hair from a person, + remain in contact and no other actions may be taken by either of etc.): +5 + them. The psyker must then ask a specific question. It can be as • The subject is surrounded by others of its kind (e.g., a + detailed as “What must my Battle-Brothers overcome if they are coin in a purse of coins, a person in a crowd, etc.): –10 + to enter the Patriarch’s lair?” or as broad as “What dangers face the • The subject is within 50 metres x PR of the psyker: +5 + Chapter?” After that, the psyker reads the Emperor’s Tarot for the • The subject is over 2 km away from the psyker: –10 + subject as they both concentrate on the question asked. At the end If the psyker successfully manifests the power, and the + of this time the psyker interprets the Tarot and garners the results subject is within a number of kilometres equal or less than + depending on his PR as detailed on Table 6–7: Augury. the psyker’s PR rating, he will get a rough idea of where the + subject is located, based on his PR as detailed on Table 6–8 + Divination. + Table 6–7: Augury + PR Results + The psyker determines the most dangerous + 1–3 + opposition that the subject will face. + As above, plus the psyker also determines other + 4–6 negative forces that may be present. The psyker can Table 6–8: Divination + determine as many forces as his PR. + PR Results + As all the above, plus the psyker determines the best + 7–8 advantage or tool that the subject can use for the 1–3 The psyker knows the rough direction of the subject. + situation. The psyker knows the specific direction of the + 4–6 + As all the above, plus the psyker may offer a single subject, and roughly how far away it is. + 9+ sentence of advice to the subject concerning the The psyker knows the specific direction of the + 7+ + clearest path to their answer. subject, and exactly how far away it is. + + + + nPc anD enemy Psykers + The majority of the powers presented in this chapter are intended for use only by Space Marine Librarians, most notably + those of the Chapter and Codex Disciplines. However, during their adventures the Battle-Brothers are almost certain to + come into contact with enemy psykers such as foul Chaos Sorcerers or Xenos witches, and may even make use of psychic + allies such as Imperial Primaris Psykers or Astropaths. In both cases the Telepathy and Divination Disciplines (powers that + most psykers have access to) can be used as a basis for the powers of these characters. Particularly powerful or notable + enemies may then have their own unique powers as part of their statistics (see Chapter XIV: Enemies and Adversaries + for more details) or the GM may adapt Space Marine Psychic Powers for enemy use. + + + + 192 + l of clothing or weapon. The level of information he gains depends + on his PR as detailed on Table 6–10: Psychometry. +Action: Extended (5) +Opposed: No Table 6–10: Psychometry +Range: 10 metres radius x PR + PR Results +Sustained: No + The psyker detects the strongest emotion associated +Description: Lifting the Veil is an extension of the art of 1–3 + ith the area or object. + + + + + VI: Psychic Powers +Psychometry and allows the psyker to look beyond individual + As above, plus the psyker can discern the general +psychic traces and relive the past of a place or item. As with 4–5 + features of the person who experienced the emotion. +Psychometry, the psyker can gain rough impressions from an As all of the above, plus the psyker gets a clear image +object or a general area as long as it falls within the power’s 6–7 + of the person who experienced the emotion. +radius. The level of information gained is dependent on the level As all of the above, plus the psyker can identify the +of power used, as detailed on Table 6–9: Lifting the Veil. 8–9 + person’s occupation (e.g. Career and Rank). + As all of the above, plus the psyker can determine the + 10+ + Table 6–9: Lifting the Veil person’s name. + PR Results + The psyker detects the strongest emotion associated + 1–3 g + ith the area or object. + Action: Full + As above, plus the psyker sees the general features + 4–5 of the people who experienced the emotion, and a + Opposed: No + rough impression of the events that transpired. Range: 5 metres x PR + As all of the above, plus the psyker gets a clear image Sustained: Yes + 6–7 of the events from the area that left the strongest Description: Diviners can read a person’s aura, the unconscious + psychic impressions. projection of his being in to the Warp. This is a very pale shadow, + As all of the above, plus the psyker can identify all unnoticed by most beings, but a diviner can study this aura to + 8–9 participants from that strongest event, including their learn about the person. When the psyker activates divination, + careers, ranks, and names. he can attempt to read the aura of any person he can see. The + As all of the above, plus the psyker determines other level of information he gains depends on the PR at which he + events that may have occurred in the area, in order manifests the power as detailed on Table 6–11: Reading. + 10+ + of the relative strength of their psychic impressions, A psyker can only maintain this power on one target. If he + and gets a clear image of each event. wishes to divine the well-being of a different person, he must + activate the power again. + +ld +Action: Half Table 6–11: Reading +Opposed: No PR Results +Range: 5 metre radius x PR The psyker gains superficial impressions about the +Sustained: Yes target person. This includes the three strongest +Description: Using his understanding of future events and emotions that the subject is currently experiencing, his +his perception of the flow of time, the psyker surrounds 1–3 race, whether or not he has any psychic powers, and + a rough idea of his state of mental and physical well- +himself and nearby allies in a possibility shield. While this + being. Lastly, the psyker determines whether the target +power is active, the psyker and a number of allies equal to + is an Untouchable. +his PR within range of the psyker gain a +10 bonus to one + As above, plus the psyker gets a deeper insight into +roll each Round. In addition, due to his ability to see attacks all of the target’s feelings, and gains +10 to all +before they are coming the psyker himself adds +5 x PR to Fellowship Tests he makes against the target while +all Dodge and Parry Tests. Reading is active. The psyker also gets a better idea + 4–5 + about the target’s physical state, including his current + Wounds and Fatigue levels. Finally, if the target has +PsychomeTry psychic abilities, the psyker can sense his power and +Action: Extended (10) find out his Psy Rating. +Opposed: No As all of the above, plus the psyker determines how +Range: Touch many Insanity points the target has, as well as which + 6–7 addictions or madness he might be suffering from. If +Sustained: No + the target has psychic abilities, the psyker determines +Description: Learning to read the Emperor’s Tarot is in part which discipline(s) he possesses. +the act of learning to divine the Emperor’s word from psychic As all of the above, plus the psyker determines how +impressions. Refining this skill allows the psyker to learn more many Corruption points the target has. Also, the +about others from the crude psychic traces they leave behind on 8+ + psyker can determine if the aura is genuine, or has +objects in the world around them. In this form, the psyker can been produced by some other means. +gain rough impressions from a personal object such as an article + + + 193 + Codex Powers Description: The Librarian summons up the ancestors of his + Chapter and shapes them into a flaming vengeful avatar of + death. The construct then billows forward to incinerate those + + + C + odex powers may be purchased with Experience in its path. The Avenger power works exactly like a shot from + Points, provided the Librarian meets the power’s an Adeptus Astartes heavy flamer (see page 145), with all the + Prerequisites and XP Cost as detailed on Table 6–12: usual chance to hit and set targets on fire. However, due to the + Codex Powers. horrific nature of the psychic flames, the Penetration of the +VI: Psychic Powers + + + + + attack is equal to 2 x PR. + Table 6–12: Codex Powers + Power XP Cost Prerequisites force Dome + Avenger 500 — + Action: Full + Force Dome 1500 WP 40+ + Opposed: No + The Gate of Infinity 2000 Rank 5, WP 50+ + Range: 5m x PR radius + Iron Arm 500 — + Sustained: Yes + Machine Curse 1000 WP 45+ Description: Summoning up a shimmering field of force, the + Might of the Ancients 1000 — Librarian fashions a shell around himself and nearby allies. + Smite 500 — The shell is a sphere extending up to the radius around, above, + Veil of Time 1500 Rank 3, WP 40+ and below the Librarian and protecting him and any within + Vortex of Doom 2000 Rank 5, WP 50+ it. The shell provides 2 AP x PR against all kinds of ranged + attacks or hazardous environmental effects (this additional + protection stacks with any worn Armour), even trapping air + avenGer and water within it. However, it does not stop melee attacks + or creatures (friend or foe) that may pass through it without + Action: Full restriction. + Opposed: No + Range: 30m + Sustained: No + The GaTe of infiniTy + Action: Extended (3) + Opposed: No + Range: Self + Sustained: No + Description: Rending the veil between worlds, the Librarian + creates a rift through which he and his allies might pass. The + Librarian chooses an exit point for the rift at any point within + 10 kilometres x PR. The size of the rift depends on the power + used to create it, and it will have a width and height of 2 + metres x PR. The rift will remain open for 1 Round x PR or + until the Librarian himself passes through it, at which time it + will instantly close. While it remains open, creatures may pass + through the gate freely provided they can fit. + This power is incredibly taxing and requires at least 12 + hours recovery before it may be used again. + + + iron arm + Action: Half or Reaction + Opposed: No + Range: Self + Sustained: Yes + Description: The Librarian sheathes his arm in an + impenetrable field of energy with the power to ward off + powerful melee attacks. While this power is in effect, the + Librarian gains one additional Reaction each round that may + only be used to parry, with a bonus on the Weapon Skill Test + to parry equal to 3 x PR. Note that this power prevents the + Librarian from using his arm for any other purpose, such as + wielding a weapon, climbing, and so on. + + + + 194 + machine curse which he may only use for himself. Any re-rolls not used by + the beginning of the Librarian’s next turn are lost. Remember +Action: Full that a re-roll may never itself be re-rolled. +Opposed: No +Range: 20m x PR +Sustained: No + vorTex of Doom +Description: The Librarian calls down a terrible curse on Action: Full + + + + + VI: Psychic Powers +nearby machines and vehicles. The Librarian can either target a Opposed: No +single vehicle (such as a battle tank or landspeeder) or a number Range: 10m x PR +of mechanical devices (such as guns or servitors) equal to his PR. Sustained: No +If a single vehicle is targeted then it may not move or fire any of Description: With an utter disregard for reality, the Librarian +its weapons for a number of Rounds equal to the Librarian’s PR as opens up a flickering vortex in the fabric of space and time. The +it shorts and sparks alarmingly. If a number of mechanical devices vortex is 2 metres in diameter and may be placed anywhere +are chosen then they will be rendered useless for the following within range of the psyker. Once created, however, the Librarian +Round. Guns will jam (see page 249) and must be unjammed has no more control over it. Each Round after its creation the GM +before they can be used. Warded vehicles and devices may be should roll a dice for the vortex. On a 1–4 its diameter shrinks by +resistant or even immune to this power at the GM’s discretion. 1 metre, on a 5–8 its diameter grows by 1 metre, and on a 9-0 + its diameter grows by 2 metres. If the vortex is ever reduced to 0 + diameter then it vanishes. The GM then rolls a random direction +miGhT of The ancienTs for the vortex to travel 2d10 metres (use the Scatter diagram from +Action: Half page 248). Anything that touches the vortex, either when created +Opposed: No or as it moves, must make a Challenging (+0) Agility Test or +Range: Self suffer 1d10 Energy damage x PR. Those killed by the vortex are +Sustained: Yes sucked away into the Warp and lost forever. +Description: Tapping into the deadly powers of the Immaterium, Having an open rift to Warp is dangerous to the souls +the Librarian infuses himself with psychic energy increasing his of anyone present. The first time any creature (including +psychical prowess and strength of arms to exceptional levels. the Librarian) comes within 10 metres of the vortex, it +While this power is in effect, the Librarian’s melee attacks all have must make a Hard (–20) Willpower Test or gain 1d5 +their Damage and Penetration increased by a number equal to Corruption Points. +his PR. + + +smiTe +Action: Half +Opposed: No +Range: 10m x PR +Sustained: No +Description: The Librarian conjurers up lethal bolts of +lightning that leap from his hands to burn and blast his +enemies into ash. Smite must be targeted at a single creature. +However, it may effect others nearby depending on its power. +The Librarian does not need to make a BS test to hit the +target. However, his Focus Power Test is modified as if he was +making a ranged attack (using bonuses and penalties for range, +lighting, enemy talents, etc.). Smite deals 1d10 Energy Damage +x PR with a Penetration equal to his PR. Any creatures within +1 metre x PR of the target will also be affected by Smite. + + +veiL of Time +Action: Half +Opposed: No +Range: 5 metre radius x PR +Sustained: Yes +Description: The Librarian attempts to predict the near +future, seeing the flow of events and the actions of others. +While this power is in effect, the Librarian benefits from this +foreknowledge. . Each Round, the Librarian has a pool of re- +rolls, equal 1/2 to the PR used for this power (rounding up), + + + 195 + Blood Angels fear The Darkness + Action: Half + + Powers Opposed: Yes + Range: 25 metres x PR + Sustained: Yes + + + O + nly Blood Angels Librarians have access to Blood Description: Casting a psychic shadow across the battlefield, +VI: Psychic Powers + + + + + Angels Psychic Powers. These powers may be the Librarian fills his foes with intense dread and terror. This + purchased with Experience Points, provided the power affects a number of foes equal to the Librarian’s PR. + Librarian meets the power’s Prerequisites and XP Cost as Those affected by this power count all enemies as having the + detailed on Table 6–13: Blood Angels Powers. Fear 1 (Frightening) Trait. Enemies that already cause Fear + have their Fear level increased by 1 (to a maximum of Fear 4) + against those affected by this power. If this power is sustained, + bLooD boiL targets may make a Willpower Test with a penalty of –5 x PR + Action: Half at the start of each of their turns to shake off the effects. + Opposed: Yes + Range: 10 metre x PR + Sustained: No + miGhT of heroes + Description: With a blast of psychic power, the Librarian Action: Half + superheats the target’s blood, flash-boiling it and causing it Opposed: No + to burst from their eyes, mouth, and ears. This power can Range: Self + only be used against a single target. The target of a Blood Sustained: Yes + Boil will suffer 1d10 Energy damage plus 2 extra points Description: Focusing his will, the Blood Angels Librarian + of damage x PR (to a maximum of 1d10+20) which is not enhances his strength and summons up a deep well of rage. + reduced by armour or Toughness. If the target is killed by this While this power is in effect, the Blood Angels Librarian adds + attack then he explodes in a crimson shower, spattering those +5 x PR to his Strength (to a maximum of 95), with any + nearby with scalding blood. All creatures within 5 metres of corresponding increase to his Strength Bonus. + an exploding target take 2d10 Energy damage to their least + armoured location. + Manifesting Blood Boil is taxing for a Librarian, and + shackLe souL + inflicts 1 level of fatigue upon him, whether or not the Action: Full + target resists. Opposed: Yes + Range: 10 metres x PR + Sustained: Yes + bLooD Lance Description: Reaching into the soul of his foe, the Librarian + Action: Half binds it in powerful bands of psychic energy. This power + Opposed: No affects a single creature chosen by the Librarian. The Blood + Range: 10 metres x PR Angel may choose to prevent those affected by the power + Sustained: No from doing one of the following things on its next turn: + Description: The Librarian throws out his arm and hurls a moving, making a range attack, making a melee attack or + blazing crimson lance that impales anything in its path. The using a Psychic Power. If this power is sustained then the + Blood Lances traces a straight line from the Librarian out to Librarian must win an Opposed Willpower Test each turn to + the extent of the power’s range. Any creature (friend or foe) affect the target, though he may choose a different action to + that the lance passes through suffers 1d10 x PR Rending prohibit from Round to Round. If the target ever wins the + damage that is not reduced by Toughness Bonus. Armour and Opposed Test then the power immediately ends. + cover protect as normal. + winGs of sanGuinius + Action: Full + Opposed: No + Table 6–13: Blood Angels Powers Range: Self + Power XP Cost Prerequisites Sustained: Yes + Blood Boil 1500 Rank 3, WP 40+ Description: The Librarian sprouts a pair of blood red wings + Blood Lance 1000 — of psychic energy from his back that can bear him aloft. While + Fear the Darkness 1000 WP 40+ this power is in effect, the Librarian gains the Flyer Trait (see + Might of Heroes 500 — page 132) with a Movement equal to his PR. + Shackle Soul 1000 WP 50+ + Wings of Sanguinius 2000 Rank 5, WP 50+ + + + + 196 + Dark Angels him. While this power is in effect, the Librarian is immune + to the effects of all Telepathy powers unless created by a + psyker with a Willpower greater than his own. In addition, + + Powers the psyker suffers no ill effects to Cohesion or Willpower as + a result of Fear. + + + +O + nly Dark Angels Librarians have access to Dark + minD worm + + + + + VI: Psychic Powers + Angels Psychic Powers. These powers may be + purchased with Experience Points, provided the Action: Full +Librarian meets the power’s Prerequisites and XP Cost as Opposed: Yes +detailed on Table 6–14: Dark Angels Powers. Range: 10 metres x PR + Sustained: Yes + Description: Driving deep into the target’s mind, the +force barrier Librarian implants the seed of doubt and remorse, crippling +Action: Full the creature with indecision and guilt. This powers works +Opposed: No against a single target. Those affected by the power suffer +Range: Self a –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum +Sustained: Yes of 05). If this power is sustained then the target may make a +Description: Wrapping himself in a blanket of power, the new Opposed Willpower Test at the start of each of its turns +Librarian creates a potent but static psychic shell over himself. to end the effects. +While this power is in effect, and as long as the Librarian does This power also confers a +30 bonus to the psyker’s +not move, he gains 3 AP x PR to all locations. In addition, if Interrogation skill. +this power is manifested with a PR of 5 or more, all ranged +attacks count as having a Penetration of 0. + True sTrike + Action: Half +heLLfire Opposed: No +Action: Half Range: Self +Opposed: No Sustained: No +Range: 50 metres x PR Description: Deadly against those with the psychic gift, the +Sustained: No effects of a True Strike can smash an enemy psyker’s mind +Description: The Librarian summons a torrent of psychic fire to pieces. If the Librarian performs a melee attack against a +to burn and char his foes. He may pick a point within range psyker (an individual Psy Rating of at least 1) within 1 Round +and engulf it in a cloud of flame with a radius of 2 metres x x PR of activating the power, a successful attack will inflict an +PR. All those within the area will suffer 1d10 Energy damage additional 2 points of damage x PR which cannot be reduced +x PR. In addition, all those within the area of effect must by armour or Toughness. In addition, an individual suffering +make Challenging (+0) Agility Tests or be set on fire (see damage from this power must make a Hard (–20) Willpower +page 260). Test or lose access to his Psychic Powers for 1 Round. + This power has no additional effects on individuals without + a Psy Rating of at least 1. +mask of shaDows +Action: Half or Reaction +Opposed: No + weaken resoLve +Range: Self Action: Half +Sustained: Yes Opposed: Yes +Description: Covering his thoughts in darkness, the Range: 5 metres x PR +Librarian hides his mind from sight, confounding the efforts Sustained: Yes +of enemy psykers or fearsome foes to psychically engage Description: The Dark Angels Librarian forces his way into + the minds of his foes, robbing them of their will to fight and + eroding whatever resistance they possess. This power can affect + Table 6–14: Dark Angels Powers a number of foes equal to the Librarian’s PR. Those affected + Power XP Cost Prerequisites have their Willpower characteristic temporarily reduced by + Force Barrier 1500 WP 40+ –5 x PR (to a minimum of 1). This has corresponding effects + Hellfire 1000 Rank 3, WP 40+ on their Willpower Bonus. If this power is sustained, targets + Mask of Shadows 1000 WP 50+ are allowed a new Opposed Willpower Test (using their + Mind Worm 1500 Rank 5, WP 50+ reduced Willpower) to end its effects on them at the start of + True Strike 500 — each of their turns. + Weaken Resolve 500 — + + + + 197 + Space Wolves (+0) Agility Test, he reduces this damage by half (round up). + This power can only be used outside under an open sky. + + + Powers sTorm caLLer + Action: Full + + + O + nly Rune Priests have access to Space Wolves Psychic Opposed: No +VI: Psychic Powers + + + + + Powers. These powers may be purchased with Range: 5 metre radius x PR + Experience Points, provided the Librarian meets Sustained: Yes + the power’s Prerequisites and XP Cost as detailed on Table Description: The Rune Priest invokes the ancient rites of + 6–15: Space Wolves Powers. ice and snow, calling up a blizzard of psychic energy around + himself and his allies. While this power is in effect, the Rune + Priest and all allies within the power’s radius become shrouded + fury of The woLf sPiriTs in ethereal mist. All ranged attacks they make, or that are made + Action: Full against them, suffer a penalty of –5 x PR. Any ally who moves + Opposed: No outside the range of the power immediately loses its effects. + Range: 5 metre radius x PR + Sustained: Yes + Description: The Rune Priest summons up the spirits of + TemPesT’s wraTh + the Thunderwolves, Freki the Fierce and Geri the Cunning, Action: Full + unleashing them upon his foes. As long as this power is sustained, Opposed: No + the Rune Priest is flanked by two spectral wolves that he may Range: 150 metre radius x PR + direct against his foes with a verbal command. The wolves cannot Sustained: Yes + be damaged by attacks nor can they be grappled (though effects Description: In a fearsome display of power, the Rune Priest + that end or disrupt the power will affect them as normal). They calls upon the spirits of wind, storm, and snow, tearing the + also cannot stray outside the range of the power. Each Round air with gales and tempests. While this power is in effect, any + on the Librarian’s Initiative, each wolf may make a single melee creature with the Hoverer or Flyer trait must pass a Strength + attack against any target within range (they move automatically Test at a penalty of –5 x PR to move through the air. Even + into contact with their foe and are not impeded by any kind those that pass the test have their Movement reduced by half. + of terrain). Each attack will automatically hit unless Dodged or Flying vehicles are also affected, and their pilots suffer a + Parried. Freki’s bite inflicts 1d10 x PR Rending damage, while penalty of –5 x PR on all Skill tests they must make to operate + Geri’s Bite inflicts 1d5 x PR Rending damage with a Penetration their craft. Flying vehicles also have their speed reduced by + of 3 x PR. Any target that takes damage from either Freki or Geri half. Finally, ranged attacks inside, into or out of the radius + must make a roll on the Shock Table (unless the target is immune of effect have their shots fouled by the winds. Thrown and + to Fear) adding the damage taken to the result. Primitive ranged weapons suffer a penalty of –5 x PR to hit, + while all other ranged weapons suffer a penalty of –2 x PR to + hit. This power may only be used on the surface of a planet + g with atmosphere, and even then, the power only functions + Action: Full when outside of a building or other confined space. + Opposed: No + Range: 30 metre radius x PR + Sustained: Yes + p + Description: The Rune Priest cries out to the sky and calls Action: Full + forth a dancing bolt of sentient electricity arcing down from the Opposed: No + heavens. While this power is in effect, the Rune Priest can direct Range: 10 metre radius x PR + the bolt of lightning against any target within range, changing Sustained: No + targets between turns regardless of how far apart they are. Those Description: With a word of power and a clap of his mighty + struck by the lightning will suffer 1d10 x PR Energy damage hands, the Rune Priest creates a deafening crack of thunder + with the Shocking quality. If the target passes a Challenging that rolls across the battlefield. All those within range of this + power (friends or foes, though not including the Rune Priest) + suffer 1d5 x PR Impact damage. This damage is reduced by + Table 6–15: Space Wolves Powers Toughness as normal. However, only armour worn on the + Power XP Cost Prerequisites head protects against it. In addition, anyone suffering damage + Fury of the Wolf Spirits 2000 Rank 5, WP 40+ from this attack must make a Toughness Test with a penalty + Living Lightning 1000 WP 40+ of –5 x PR or be deafened for 1d10 rounds (see page 260 + Storm Caller 500 — for the effects of being deafened). Finally, fragile objects such + Tempest’s Wrath 1000 WP 50+ as mundane glass, crystal or fine ceramics within the power’s + Thunderclap 500 — range are shattered (though the GM has the final say on + whether an object is affected). + + + 198 + Storm Wardens target. The target suffers 1d10 Energy damage x PR counting + as having the Shock Quality (see page 144). If this power is + sustained, the target suffers 2d10 Energy damage in each of + + Powers the Librarian’s turns. + + + hammer of The emPeror +O + nly Storm Wardens have access to Storm Wardens + + + + + VI: Psychic Powers + Psychic Powers. These powers may be purchased Action: Extended (5) + with Experience Points, provided the Librarian Opposed: No +meets the power’s Prerequisites and XP Cost as detailed on Range: 1 kilometre x PR +Table 6–16: Storm Wardens Powers. Sustained: No + Description: With the power of an orbital barrage, the +ancesTors’ raGe Librarian calls down a mighty hammer of psychic energy +Action: Full with the power to lay waste to entire towns. The Librarian +Opposed: No chooses a point within range and calls down the Hammer. +Range: 1 metre x PR The Hammer has a radius of 100 metres x PR. Anything +Sustained: Yes within the area of effect is subjected to a moderate earthquake, +Description: Calling upon the talents of dead heroes, the inflicting 3d10 x PR damage on all structures, possibly causing +Librarian instils within himself or another exceptional skill at them to collapse. Creatures within the area must make a Hard +arms. While this power is in effect, the Librarian or a target (–20) Agility Test to remain standing. This power cannot +of his choosing gains a number of Exotic Melee Weapons be used Fettered, and does not work indoors. This power is +Talents of his choice equal to his PR, and increases his WS extraordinary taxing and inflicts 1d5 levels of Fatigue on the +by +5 x PR (to a maximum of 95). Librarian. In addition, the Librarian may not attempt to use + the power again for at least 24 hours. + At the GM’s discretion, falling buildings and raining debris +caLL To arms may inflict 3d10 I damage on those in the area of effect who +Action: Extended (2) fail a Challenging (+0) Agility Test. +Opposed: No +Range: 10 metre radius x PR +Sustained: Yes + mark of scorn +Description: Plunging his will into the Immaterium, the Action: Half +Librarian calls forth ancestral spirits to fight on his side, and Opposed: Yes +summons up a number of ancestral warriors equal to his PR Range: 5 metres x PR +to fight for him. These warriors use the Imperial Guardsman Sustained: Yes +profile on page 376 and are armed and armoured as detailed Description: The Librarian casts a curse upon one of his +there. They will not stray beyond the range of the power nor foes, marking him for death at the hands of the righteous. +can they be used for anything but combat. When they are This power only works on a single target. The target becomes +killed, both they and their gear will vanish into smoke. Marked, and all successful melee attacks against him will gain + a bonus to damage equal to the Librarian’s PR. In addition, + any instances of Righteous Fury (see page 245) from melee +g attacks against him automatically occur without the need to +Action: Half pass a WS test. +Opposed: Yes +Range: 5 metres x PR +Sustained: Yes + ll +Description: The Librarian encases one of his foes in a Action: Half or Reaction +crackling cage of lightning, searing his flesh and contorting Opposed: No +his muscles. This power may only be used against a single Range: Self + Sustained: Yes + Description: The Librarian covers himself in a fine reactive + Table 6–16: Storm Warden Powers psychic shield that gets stronger the more force brought + Power XP Cost Prerequisites against it. While this power is in effect, all attacks against + Ancestors’ Rage 500 — the Librarian have their Penetration reduced by an amount + Call to Arms 1500 WP 50+ equal to his PR (to a minimum of 0). In addition, attacks that + Crown of Lightning 1000 — ignore armour completely have this special ability negated by + Hammer of the Emperor 2000 Rank 5, WP 60+ this power, instead inflicting normal damage against whatever + Mark of Scorn 500 — armour the Librarian is wearing. + Thunders Shell 1500 Rank 3, WP 40+ + + + + 199 + Ultramarines d + + Action: Half + + Powers Opposed: No + Range: 10 metre radius x PR + Sustained: Yes + + + O + nly Ultramarines Librarians have access to Description: The Librarian calms the minds of nearby allies +VI: Psychic Powers + + + + + Ultramarines Psychic Powers. These powers may and completely dispels their fear and doubt. While this power + be purchased with Experience Points, provided the is active, a number of allies equal to PR, and within range, are + Librarian meets the power’s Prerequisites and XP Cost as immune to the effects of Fear. + detailed on Table 6–17: Ultramarines Powers. + ParaGon + Table 6–17: Ultramarines Powers Action: Full + Power XP Cost Prerequisites Opposed: No + Fury of the Ancients 1000 WP 40+ Range: 5 metre radius x PR + Glory of the Emperor 2000 Rank 5, WP 50+ Sustained: Yes + Inspiring Word 1000 — Description: The Librarian lets his authority shine forth in + Paragon 500 — a blaze of psychic energy, filling nearby allies with strength + War Cry 750 WP 40+ and resolve to emulate his glory. While this power is in effect, + Word of the Emperor 1500 Rank 3, WP 50+ the Librarian can allow a number of allies equal to his PR + within range of the power to use one of his characteristics. + In effect, those benefiting from this power count as having + a characteristic score equal to that of the Librarian, though + fury of The ancienTs if their own characteristic is higher they may choose to use + Action: Full that instead. + Opposed: No + Range: 10 metres x PR + Sustained: No + war cry + Description: Calling upon the legends of his Chapter, the Action: Half + Librarian summons forth a ravening beast of ghostly flame Opposed: Yes + and psychic energy. The flaming apparition then charges Range: 5 metres x PR + forward from the Librarian in a straight line, moving up to Sustained: No + the extent of the power’s range before vanishing in a burst Description: With a terrifying cry, the Librarian demoralises + of energy. Those touched by the beast will suffer 1d5 x PR and stuns nearby foes, forcing them to cower before his + points of Energy damage and must make a Pinning Test (see might. This power can affect a number of foes equal to the + page 248) with a penalty of –5 x PR. Librarian’s PR. Those affected cannot use Reactions from the + end of the Librarian’s turn to the start of his next turn. + GLory of The emPeror + Action: Half + worD of The emPeror + Opposed: No Action: Full + Range: 10 metre radius x PR Opposed: Yes + Sustained: No Range: 10 metres x PR + Description: For the briefest of instants the Librarian Sustained: No + channels the light of the Emperor, bathing all those nearby Description: The Librarian recites a sanctified prayer to the + in His glory. The Librarian may affect a number of allies Emperor, speaking holy words that burn the minds of the + equal to his PR within line of sight and range of this power. unfaithful and cast out the spirits of the Warp. This power + Those affected are healed by the divine light and will recover can affect a number of targets equal to the Librarian’s PR. + Wounds equal to the Librarian’s PR. This healing cannot Those affected will become Stunned (see page 261) for one + restore Critical Damage, nor will it take a creature above its Round. Targets with the Daemonic Trait are affected much + starting Wound total. more seriously by this power and will suffer 1d10 Explosive + Channelling this power is difficult and draining, and a damage x PR and must make a Warp Instability Test. Finally, + Librarian may only use it a number of times each day (within creatures targeted by this power suffering from Possession + a 24 hour period) equal to his Willpower Bonus. (see page 134) may immediately make a Challenging (+0) + Willpower Test to break free. + + + + + 200 + TesTs + • +The Role of faTe + • + t + • + Cohesion + • +squad Mode and + solo Mode + • +squad and solo + Mode abiliTies + • + Missions + Chapter VII: Success is more likely to occur in a Skill Test where the + character has Training in the Skill. A Battle-Brother can still + attempt a Skill Test with an Untrained Basic Skill, but in such + + Playing the cases, the governing Characteristic is halved (round down). + A character cannot attempt a Skill Test with an Untrained + Advanced Skill. + + Game Many Talents can improve a Battle-Brother’s chances of +VII: Playing the Game + + + + + success at a Skill Test, as can Skill Mastery. + It is important to note that, despite their names, both + “A Space Marine is not born, but made by the good grace of the Weapons Skill and Ballistics Skill are Characteristics. See + Emperor from flesh, blood, and a will to do the Master of Characteristic Tests on page 203. + Mankind’s bidding.” + + –Gyvan Hul, Seneschal of the Rogue Trader exaMple + vessel Frozen Talon Brother Ulfric is chasing down an Eldar guardian before he can + alert his nearby patrol. The slippery alien scrambles down an incline + + + T + his chapter covers the game’s core rules systems and to escape the charging Space Marine. To climb down the cliff, the + how to use them to play games of Deathwatch. It GM decides that Brother Ulfric must make a Climb test, which is a + introduces the main game mechanics and how to make skill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have + tests and set test difficulties. This chapter also covers such training in Climb. Since Climb is a Basic Skill, Ulfric can still make + things as lighting and movement and the effect of both on the attempt at half his normal Strength, which is 20. Ulfric’s player + the player characters. As well as these mechanics, this chapter makes a percentile roll and gets a 29, which is higher than 20, so the + also covers the special rules relating to the characters’ Kill- test fails and Ulfric falls instead. + team, such as Cohesion, Support, and Squad Mode actions Undaunted by his fall and still in pursuit of the Eldar, Ulfric + and abilities. Finally the chapter ends with information on plunges after the xenos into a fast-flowing stream. This calls for Ulfric + Missions and how they can be used to structure adventures to make a Swim Test. Swim is a Basic Skill governed by Strength, and + for the Kill-team. Ulfric has Training in Swim, so he gets to use his full Strength score + for the test, which is 41. Ulfric’s player makes a percentile roll and + + + Tests + gets a 33—a success! Ulfric manages to catch the alien and drown + him quietly in the river, maintaining his team’s secrecy. + + + + + T + ests are the basic way of determining success or failure + in Deathwatch. When a Battle-Brother performs any + task that could have dramatic consequences—affecting + the story, a character’s health, the Chapter’s honour, the safety + of the Kill-team, and so on—a test must be performed. + + + c + • Determine the Skill or Characteristic to test. + • Add or subtract any relevant modifiers to the Skill or + Characteristic. + • Make a percentile roll (1d100). + • If the percentile roll is less than or equal to the Skill or + Characteristic being tested, the test succeeds. + • If the percentile roll is greater than the Skill or + Characteristic being tested, the test fails. + + + sts + The most common type of test a Battle-Brother performs + during the game is the Skill Test. Each Skill is governed by + a Characteristic. For example, the Dodge Skill is governed + by the Agility Characteristic. To make a Skill Test, add any + relevant modifiers to the Skill’s governing Characteristic, then + make a percentage roll. If the result is equal to or less than + the modified Characteristic, the test succeeds. If the result is + greater than the modified Characteristic, the test fails. + + + 202 + Table 7–1: Skill Tests exaMple + Type of Skill Effect on Skill Test Brother Ulfric is clearing a corridor in a space hulk with his Kill-team. + Test at half Characteristic Seeing shapes moving in the shadowy distance, he opens fire with his + Untrained Basic Skill + (round down) + storm bolter, spraying the dark with incandescing bolt rounds. Ulfric’s + Cannot perform a test with player makes a roll against his character’s WS of 45, scoring a 23. This + Untrained Advanced + this Skill + beats his Characteristic by 22 indicating 2 Degrees of Success. Ulfric’s + + + + + VII: Playing The Game + Skill Test at full + Trained Basic or Advanced accurate fire means the bulk of his rounds smash home into his foes. + Characteristic + Skill Test at full + Mastered Basic or Advanced + Characteristic +10 or +20 exTended TesTs + Some tasks are quite complicated and may take extra time to +sts finish. In these cases, the GM may decide that it takes more + than one successful Skill Test to complete the task. This is +Sometimes a Battle-Brother wants to attempt something known as an Extended Test. Generally, the Skill in question +not covered by a Skill. In such cases, a Characteristic Test describes whether it requires an Extended Test, though the +can be used instead of a Skill Test. The GM determines the GM may adjust the time represented by each test depending +most appropriate Characteristic for the test, then the player on what is in fact being attempted. +makes a percentage roll. If the roll is equal to or less than the +Characteristic, the test succeeds. If the roll is greater than the +Characteristic, the test fails. + opposed TesTs + Sometimes a Battle-Brother needs to test himself against an + Table 7–2: Characteristics Tests opponent. This is known as an Opposed Test. For example, if a + character needed to hide from an enemy scout, he could test his + Characteristic Example Tests + Concealment Skill against the scout’s Awareness Skill. + Weapon Skill Make an attack with a melee weapon. + In an Opposed Skill Test, both participants make tests + Ballistic Skill Make an attack with a ranged weapon. + normally. Whoever succeeds at his test wins. If both participants + Break down a door, restrain a captive, + Strength + push over a grox. + succeed, the one with the most Degrees of Success wins. If both + Degrees of Success are the same, the highest Characteristic + Resist poison or disease, tolerate + Toughness temperature extremes, stave off hunger, Bonus wins. If the result is still a tie, the lowest dice roll wins. + resist mutation. Should both parties fail, one of two things occurs. Either + Determine Initiative, maintain balance there is a stalemate and nothing happens or both parties should + Agility on a narrow surface, navigate treacherous re-roll until there is a clear winner. + terrain. + Recall an important detail, identify a + Intelligence + familiar face, solve a puzzle. exaMple + Notice a hidden enemy, locate a secret Ulfric is trying to force open a bunker door while a group of terrified + Perception + door, gauge another person’s attitude. traitor guardsmen try to hold it closed. The GM decides this is an + Willpower Resist a Psychic Power, torture, or Fear. opposed Strength, and so Ulfric’s player rolls against his character’s + Make a good impression or inspire Strength of 41, while the GM roll against the collective guardsmen + Fellowship + confidence. Strength of 35. Ulfric’ player rolls a 31, passing his test, while the + GM rolls a 30 for the guardsmen. As they both passed, the winner is + determined by who passed by the most. This is Ulfric, passing by 10 +degRees of suCCess and failuRe compared to the guardsmen’s 5. Flinging the door open, Ulfric storms + into the bunker to deliver the Emperor’s justice to the traitors. +For most tests, it is enough to know whether a character +succeeded or failed. Sometimes, however, it is useful to know +how well a character succeeded, or how badly he failed. This + TesT diffiCulTy +is particularly important with social skills, such as Charm and Not all tests are equal. Setting a melta bomb on a stationary +Inquiry, as well as certain combat situations, such as firing a bunker and placing the same bomb on a moving battle tank +gun capable of a semi-automatic or fully automatic burst. while under fire may both require Demolition Tests, but the + Measuring Degrees of Success and Failure in a Skill or latter is clearly harder than the former. But how much harder +Characteristic Test is straightforward. After the percentage is one from the other? This is where test difficulty and the roll +roll is made, compare the roll with the modified Characteristic of the GM both come into play. +score. For each full 10 points by which the Characteristic was In some cases, the difficulty of a test is pre-determined by +exceeded, one Degree of Success is achieved. Conversely, for the rules; in other cases, the GM should decide the difficulty +each 10 full points by which the test failed, one Degree of and consult Table 7–3: Test Difficulty, below, to determine +Failure is gained. the appropriate modifier. The difficulty modifier is applied to + the governing Characteristic associated with the test. + + + 203 + Table 7–3: Test Difficulty exaMple + Difficulty Test Modifier Ulfric is trying to get an ancient transponder to work so that his + Trivial +60 Kill-team can call in support. This requires the Tech-use Skill, + Elementary +50 which Ulfric has trained in but is not well versed. Brother Tuteros, + Simple +40 a member of the Kill-team, is also on hand, however, and also has + Easy +30 some training in Tech-use, enabling him to help Ulfric and improve +VII: Playing the Game + + + + + Routine +20 their chances of success. The GM declares the normal difficulty for + Ordinary +10 this test is Challenging (+0), but with Tuteros’ Assistance, the test + Challenging +0 becomes Ordinary (+10). Furthermore, if Ulfric succeeds at the test, + Difficult –10 he automatically gains an extra Degree of Success. + Hard –20 + Very Hard –30 + Arduous + Punishing + Hellish + –40 + –50 + –60 + The Role of + exaMple + Fate + S + Codicier Raeigus is trying to decipher some ancient alien wards on pace Marines are unusual people, individuals with + a tomb wall. Because of the nature of the wards and the age of abilities, backgrounds, and experiences well beyond + the writing, the GM decides that this is a Hard (–20) Lore: those of ordinary citizens of the Imperium. More than + Forbidden (Xenos) Test. Normally Raeigus would make this anything, the role of Fate in a Battle-Brother’s life is what + test against his Intelligence of 47, however as this is a Hard test he separates him from the masses. All characters begin play with + suffers a –20 penalty to his Characteristic for this test. Therefore to a number of Fate Points, which are determined at character + pass the test he must roll 27 or less. creation. For some, these Fate Points represent destiny, a sign + that the Emperor has marked them for greatness. For others, + assistance Fate represents simple luck. + + In some situations, multiple characters working together have + a better chance of completing the task than if a character ts + attempts it alone. With the GM’s permission, a character can Fate Points allow a Battle-Brother to manipulate situations + assist another character who is performing a test. Only the by mitigating bad results or turning a mishap into fortune. + character who is actually performing the test rolls dice. Each Among other things, this allows players to take more risks, + character assisting reduces the difficulty by one step (see which makes the game faster and far more exciting. A Battle- + Table 7–3). If the test succeeds, the character performing the Brother has a limited pool of Fate Points, and when a Fate + test gains an extra Degree of Success. Point is spent, that pool is reduced by one. Spent Fate Points + are restored at the beginning of the next gaming session, or + Limits on Assistance possibly under special circumstances in the middle of a game + session that the GM deems appropriate. A Fate Point can be + Characters can assist each other in most tasks, but there are used at any time, either on the character’s own Turn or in + limits: reaction to the action of another character. Spending a Fate + • To give assistance on a Skill Test, a character must have Point is a Free Action. + training in the skill. Spending one Fate Point allows a Space Marine to do one + • The assisting character must be adjacent to the character of the following: + performing the test. • Re-roll a failed test once. The results of the re-roll are + • Assistance cannot be given for Reactions or Free final. + Actions. • Gain a +10 bonus to a test. This must be chosen before + • Assistance cannot be given on tests made to resist dice are rolled. + disease, poison, Fear, or anything else the GM deems • Add an extra Degree of Success to a test. This may be + inappropriate. chosen after dice are rolled. + • No more than two characters may attempt to assist • Count as having rolled a 10 for Initiative. + another on a single test. • Instantly remove 1d10 Damage (this cannot affect + Critical Damage). + • Instantly recover from being Stunned. + • Enter Squad Mode without a Cohesion Test. + • Gain a +1 bonus to your Rank for the benefits of a Solo + Mode ability. + • Remove one level of Fatigue. + + + 204 + buRning faTe In some situations, it may be important to note how fast a + character can travel in Narrative Time. +Sometimes a re-roll or an extra Degree of Success is not going Table 7–5: Narrative Time Movement describes the +to be enough to save a Battle-Brother’s life. In these instances, standard speeds a character can move at a leisurely pace under +the character may choose to burn a Fate Point and permanently ideal circumstances. Environment (see following) can affect +reduce his Fate Points by one. The result is that the character these speeds, hindering the characters as they travel. +survives whatever it was that would have killed him, but only + + + + + VII: Playing The Game +just. For example, if the character was shot with a lascannon Table 7–5: Narrative Time Movement +and suffered a Critical Hit that would have killed him, instead + AB Per Minute Per Hour Per Day† +he is only hideously burnt and rendered unconscious with + 0 12m 0.75km 7km +zero Wounds. In more extreme circumstances, such as being + 1 24m 1.5km 15km +trapped on a spaceship during a warp drive implosion, it is +up to the player and the GM to work out just how the Battle- 2 48m 3km 30km +Brother makes his escape. A Fate Point may be burnt even if 3 72m 4km 40km +it has already been used for that gaming session. 4 96m 6km 60km + 5 120m 7km 70km + 6 144m 9km 90km +gaining addiTional faTe poinTs 7 168m 10km 100km +Battle-Brothers are awarded additional Fate Points (or allowed 8 192m 12km 120km +to replenish those that have been burnt) at the GM’s discretion. 9 216m 13km 130km +Such rewards can be given out as the main adventure reaches 10 240m 14km 140km +certain milestones, or for particular acts of heroism, cunning, †Assumes 10 hours of walking. +or good roleplaying. + + naRRaTive MoveMenT and TeRRain + Movement Terrain conditions affect how fast a character can cover ground + during Narrative Time. Obviously, slogging through a waist- +In many game situations, it is unnecessary to worry about deep death world swamp is far more laborious than strolling +how fast a character can run or how long it takes him to through the steel corridors of an orbital space station. Halve +walk from the Emperor’s chapel to the proving ground. On distances when moving through tightly packed foliage, dense +the other hand, there are also many situations that come up urban areas, or similarly difficult terrain. The Game Master +during a game, such as a combat, where knowing how far determines what, if any, modifiers apply to Narrative Time +a character can move over a given period of time becomes caused by the environment. +very important. During a combat Round, a character may +take a specific Action to move at one of four speeds: Half +Move, Full Move, Charge, or Run. The number of metres a + huRRying +character travels per Round at these various speeds determined A character can pick up the pace, moving up to double his +by his Agility Bonus, see Table 7–4: Structured Time movement in Narrative Time for a number of hours equal to +Movement below for details. Traits can modify some or all his Toughness Bonus. At the end of this time, he must make a +movement speeds. Challenging (+0) Toughness Test or take 1 level of Fatigue. + In addition, a hurrying character is less likely to pay attention + to his surroundings and thus suffers a –10 penalty to all + Table 7–4: Structured Time Movement Perception-based Tests. + (Metres/Round) A character may push on, even with these penalties, but he + must continue to make progressively more difficult Toughness + AB Half Move Full Move Charge Run Tests to avoid accumulating additional levels of Fatigue. He + 0 1/2 1 2 3 suffers a –10 penalty to his Toughness Test after the second + 1 1 2 3 6 time period, a –20 penalty after the third period, and so forth. + 2 2 4 6 12 + 3 3 6 9 18 + 4 4 8 12 24 + 5 5 10 15 30 + 6 6 12 18 36 + 7 7 14 21 42 + 8 8 16 24 48 + 9 9 18 27 54 + 10 10 20 30 60 + + + + 205 + Running and naRRaTive TiMe Climbing + Characters can run during Narrative Time, but doing so is There may be times during a character’s explorations when + tiring. When running, a character triples his rate of movement, he wants to scramble over a low wall, descend into a crevasse, + but each hour of sustained running requires the character to climb to an ideal rooftop sniper position, or shinny up a tree + make a Toughness Test, with a cumulative –10 penalty per to escape the claws of vicious xenos. Climbing is divided into + hour after the first, to sustain the pace. On a failed test, the two general categories: simple climbs and sheer surfaces. +VII: Playing the Game + + + + + character takes 1 level of Fatigue. Characters moving at this + brisk pace are focused on running and watching their steps, so + they take a –20 penalty to all Perception-based Tests. As with + siMple CliMbs + hurrying, characters can continue running after a failed test, but Simple climbs can include fences, steep hills, boulders, trees, + penalties gained from multiple failed tests are cumulative. or anything else that requires effort and concentration, but + no real skill to accomplish. Any character with both hands + free can automatically accomplish a simple climb, provided + foRCed MaRChing he takes his time and is not being distracted (such as being + There’s nothing stopping characters from pushing themselves shot at). + beyond the standard 10 hours of marching. Characters may If a character is trying to climb quickly, is being attacked, + safely push themselves for a number of extra hours equal to or is otherwise distracted, he needs to make a Strength Test + their Toughness Bonus. Beyond this, a character must make a or Climb Test to perform a simple climb. On a success, the + Toughness Test, with a cumulative –10 penalty per hour, for character ascends or descends at a rate of one-half his Half + each hour he travels beyond his Toughness Bonus. A failed Move speed (round up). For each Degree of Success, the + test indicates that the character takes a level of Fatigue. It character climbs an extra metre. On a failed test, the character + is possible to march oneself into unconsciousness. Fatigue falls from his starting climbing position. The GM can adjust + taken from forced marching is removed after the character the difficulty of the test based on the nature of the climb + has rested for two hours for each hour he marched beyond and other conditions, but the default difficulty is Challenging + their Toughness Bonus. (+0). Note that some acts of climbing, such as ascending a + sturdy ladder, are so basic that no test should be necessary. + t + The movement rates for characters described on Table 7–4 + sheeR suRfaCes + assume a relatively clear battlefield. There may be a few Many surfaces are beyond the means of ordinary characters to + minor obstacles, but characters can still move at their standard climb. A sheer cliff with overhangs and no visible hand-holds, + rates. There are, however, some circumstances that reduce a an icy crevasse, and the exterior walls of most buildings all + character’s speed. These can include rubble-strewn hallways, require skill to climb successfully. Such efforts always require + deep snow, dense fog, thick underbrush, and a variety of a test. A character may attempt to climb a sheer surface by + other conditions that make it tough to navigate. In such making a Climb Test. On a success, the character ascends or + environments, a character’s movement is halved. If a character descends at a rate of one-half his Half Move speed (round + charges or runs, he must succeed at Challenging (+0) up). For each Degree of Success, the character climbs an + Agility Test or fall prone. The difficulty of this test can be extra metre. On a failed test, the character falls from his + modified based on the terrain. See Table 7–6: Treacherous starting climbing position. Climbing difficulty varies with the + Environment Agility Modifiers (below) for suggestions. nature of the climbing surface, though most tests should be + Challenging (+0). + + + abseiling + Table 7–6: Treacherous Environment + A character can descend a sheer surface more quickly by + Agility Modifiers + abseiling. This requires some kind of climbing gear, such a + Condition Difficulty drop harness, or at the very least some long rope. An abseiling + Fog or Smoke Ordinary (+10) character makes a Challenging (+0) Agility Test. On a + Mud Challenging (+0) success, he descends at a rate of 10 metres per Round. On a + Shallow Water Challenging (+0) failure, he descent rate is only five metres per Round. Failure + Darkness Difficult (–10) by two or more degrees requires to the character to make a + Snow Difficult (–10) Challenging (+0) Strength Test or lose his grip—if he is + Underbrush Difficult (–10) not wearing a drop harness, he falls. + Dense Crowds Hard (–20) + Zero Gravity Hard (–20) + Rubble Hard (–20) + Tremors Hard (–20) + + + + 206 + JUmPing and leaPing Running hoRizonTal leaps +A jump is a controlled vertical ascent or descent where a When performing a Running Horizontal Leap, a character +character attempts to either jump as high as he can, or jump must move at least four metres in a straight line before +down safely without suffering damage. If a character is pushed making the Leap. At the end of his movement, he makes a +over an edge, or is otherwise not in control of a descent, he is Challenging (+0) Agility Test. On a success, he Leaps a +not jumping, but falling (see page 261). A leap is a horizontal number of metres equal to his Strength Bonus, plus another + + + + + VII: Playing The Game +jump where a character attempts to cover as much distance half metre for each Degree of Success. On a failure, he only +as possible. Both jumping and leaping can benefit from a Leaps a number of metres equal to half his Strength Bonus +running start. Performing any kind of jump or leap is treated (round up), and each Degree of Failure further reduces this +as a Full Action. distance by another half metre (to a minimum of one-half + metre). For every four additional metres beyond the first four + that a character runs before making a Leap, he receives a +sTanding veRTiCal JuMps +10 bonus to his Agility Test (maximum +30). Should it be +From a standing position, an average character can jump important, the height attained while leaping is equal to one +about half a metre straight up (measured from the ground to quarter the distance in metres travelled (round up). +the bottom of his feet). Jumping distance depends as much on +a character’s body mass as it does his Strength and Agility, so +this distance tends to vary only slightly between characters. A +character can jump up to reach an overhead ledge, or similar +object, that is as high as his own height, plus about one +metre for average arm length, plus another half a metre for +an average standing jump. Usually, no test is required to make +such a jump, though pulling oneself up onto a grabbed ledge +requires a Challenging (+0) Strength Test. A character can +attempt to safely jump down a number of metres equal to his +Agility Bonus by making a Challenging (+0) Agility Test. +If he succeeds, he lands on his feet and takes no damage. If he +succeeds, but the jump is a greater distance than his Agility +Bonus, he must take Falling Damage (see page 261) equal to +the distance jumped in metres beyond his Agility Bonus and +ends his Turn prone. If he fails the Agility Test, he suffers +Falling Damage for the entire distance of the jump and ends +his Turn prone. + + +Running veRTiCal JuMps +If a character gets a running start by moving at least four +metres in a straight line, he can jump higher. At the end of his +movement, he must make a Challenging (+0) Agility Test. +If he succeeds, he can add half his Strength Bonus (rounded +up) in metres to his normal vertical jump distance (see above), +plus an additional half metre for each Degree of Success. If he +fails the test, he stumbles, which ends his Turn. For every four +additional metres beyond the first four that a character runs +before making a Jump, he receives a +10 bonus to his Agility +Test (maximum +30). + Swimming + A character doesn’t need to make a Swim Test under ideal +sTanding hoRizonTal leaps circumstances, but hazardous conditions such as rough waters, +To make a Standing Horizontal Leap, a character must make a hands being tied, or swimming whilst fighting all require +Difficult (–10) Agility Test. On a success, he Leaps number Swim Tests to move. To swim under hazardous conditions, +of metres equal to his Strength Bonus, plus another half metre a character must make a Challenging (+0) Swim Test as a +for each Degree of Success. On a failure, he only Leaps a Full Action. A success indicates that the character moves in +number of metres equal to half his Strength Bonus (round up), any direction up to a number of metres equal to one-half his +and each Degree of Failure further reduces this distance by Strength Bonus, or simply treads water at his option. A failed +another half metre (to a minimum of one-half metre). Should Test means that he makes no progress and cannot move. A +it be important, the height attained while leaping is equal to character can choose to swim underwater, but he must hold +one quarter the distance in metres travelled (round up). his breath to do so. A character who is unable to swim for some + + + 207 + reason (unconsciousness, paralysis, etc.) automatically goes Table 7–7: Carrying, Lifting & Pushing + underwater. While underwater, a character risks Suffocation Weights + due to drowning (see page 261). + Heavy equipment, especially armour, makes swimming Sum of SB Max Max Max + extremely difficult. If a character is wearing armour or is and TB Carrying Lifting Pushing + otherwise weighted down, all Swim Tests are Very Hard Weight Weight Weight + (–30) and a failed Swim Test automatically imposes one level 0 0.9kg 2.25kg 4.5kg +VII: Playing the Game + + + + + of Fatigue. 1 2.25kg 4.5kg 9kg + 2 4.5kg 9kg 18kg + 3 9kg 18kg 36kg + swiMMing and naRRaTive TiMe 4 18kg 36kg 72kg + Prolonged swimming can be exhausting. A character may 5 27kg 54kg 108kg + swim for a number of hours equal to his Toughness Bonus. 6 36kg 72kg 144kg + After that point, he must make a Toughness Test each hour 7 45kg 90kg 180kg + with a cumulative –10 penalty per hour. On a failed test, 8 56kg 112kg 224kg + he takes one level of Fatigue. If a swimming character falls 9 67kg 134kg 268kg + unconscious due to Fatigue, he goes underwater and begins to 10 78kg 156kg 312kg + Suffocate (see page 261). To determine the distance covered 11 90kg 180kg 360kg + for each hour of Swimming, use Table 7–5: Narrative Time 12 112kg 224kg 448kg + Movement and swap the character’s Strength Bonus for his 13 225kg 450kg 900kg + Agility Bonus. 14 337kg 674kg 1,348kg + 15 450kg 900kg 1,800kg + + cts 16 + 17 + 675kg + 900kg + 1,350kg + 1,800kg + 2,700kg + 3,600kg + 18 1,350kg 2,700kg 5,400kg + 19 1,800kg 3,600kg 7,200kg + Under normal circumstances, characters in Deathwatch do 20 2,250kg 4,500kg 9,000kg + not need to precisely calculate how much they can carry. + Common sense can serve as a guide for most purposes. In + general, most characters can reasonably carry one main t + weapon (such as a boltgun, lasgun, or flamer), plus one or two A character’s Lifting Weight represents the maximum amount + secondary weapons (such as pistols or melee weapons), plus a of weight he can pick up off the ground. A character can + few clips of extra ammo and several pieces of miscellaneous attempt to move whilst holding a heavy load, but if the load + equipment in a backpack, satchel, or similar container. On the exceeds his Carrying Weight, he is Encumbered (see below). + other hand, it would not be at all reasonable for a character Lifting a heavy load is treated as a Full Round Action. A + (even a very strong one) to be walking around with three character can attempt to lift more than his usual limit by + different heavy weapons and several thousand rounds of making a Challenging (+0) Strength Test. Each Degree + ammo for each, or for a character to have a backpack with of Success adds a +1 bonus to the sum of the character’s + one of everything from the equipment section in Chapter Strength Bonus and Toughness Bonus for the purpose of + V: Armoury. However, there are likely to be instances when determining limits. If the test is failed by two degrees or + it is useful to know how much a character can lift or carry. more, the character suffers one level of Fatigue. + The amount of weight a character can move depends on the + sum of his Strength Bonus and Toughness Bonus. Compare + the total to Table 7–7: Carrying, Lifting, and Pushing + t + Weights to find out the limits of a character’s might. Note A character’s Pushing Weight represents the maximum + that certain Traits may increase these values. amount of weight he can shove across a smooth surface, such + as a metal floor. Difficult Terrain can make pushing objects + much more difficult. Pushing a heavy object is treated as a + t Full Round Action. A character can attempt to push more + A character’s Carrying Weight is how much he can comfortably than his usual limit by making a Challenging (+0) Strength + carry without suffering and penalties to his movement. If a Test. Each Degree of Success adds a +1 bonus to the sum + character carries more that this weight, he is Encumbered (see of the character’s Strength Bonus and Toughness Bonus for + Table 7–7). the purpose of determining limits. If the test is failed by two + degrees or more, the character suffers one level of Fatigue. + + + + + 208 + enCuMbeRed ChaRaCTeRs for every Degree of Success on the test. These rules do not apply + to aerodynamic throwing weapons and grenades. Such weapons +If a character attempts to carry more than his normal carrying have a range given on the weapons tables and have range brackets +limits (but less than his lifting limit), he is Encumbered. An like other weapons. If the object is being thrown at a specific +Encumbered character takes a –10 penalty to all movement- target, it is treated as an improvised weapon and the throwing +related tests and reduces his Agility Bonus by one for the character makes a Ballistic Skill Test instead of a Strength Test. A +purposes of determining movement rates and Initiative. In character can attempt to throw an object that weighs more than + + + + + VII: Playing The Game +addition, after a number of hours equal to his Toughness half his Lifting Weight, but such tests are Hard (–20). +Bonus have passed while carrying this weight, he must make +a Challenging (+0) Toughness Test or take one level +of Fatigue. lighTing + Many adventures in Deathwatch take place under the cover of + night, in the shadowy depths of a space hulk, or in the dank and +ThRowing obJeCTs fetid underhive. As a result, the oppressive darkness becomes a +Chapter V: Armoury describes several weapons designed to constant enemy, concealing countless terrors and monstrous threats +be thrown at targets, but a character can attempt to throw just in its depths. For these reasons, light sources are of paramount +about any object that weighs up to half the character’s normal importance when exploring the dark places of the Imperium. For +Lifting Weight (as indicated by Table 7–7: Carrying, Lifting, simplicity, Deathwatch uses three levels of light: Bright, Shadow +and Pushing Weights). To throw an object, a character makes and Darkness. Bright light is any light that allows normal vision, +a Challenging (+0) Strength Test. A successful test means that such as sunlight or being within the radius of a torch, glo- +the object flies a number of metres equal to his Strength Bonus. lantern, and so on. Shadow conditions occurs during pre-dawn +For each Degree of Success, this distance increases by a factor of and twilight hours on Earth-like planets, whenever a character +one, so one degree means that the character throws the object a or object is just beyond the range of a normal light source, or +number of metres equal to twice his Strength Bonus, two degrees when that source is obscured by an effect such as fog. Darkness, +means that the object is thrown a number of metres equal to three naturally enough, is the absence of light. Aside from the obvious +times his Strength Bonus, and so forth. On a failed test, the object effects of Darkness and Shadow, areas of Shadow and Darkness +flies a number of metres equal to half his Strength Bonus (round can interfere with a character’s movement and combat capabilities. +down; a result of 0 means it fell at his feet). If the object hits a Characters may move through areas of Shadow at no penalty, but +hard surface such as a wall, it takes 1d10+SB Damage plus one may move at only half speed or less through Darkness. Exceeding + + + + + 209 + this speed means that the character may drift in a random direction only when the creature is flying. While flying or hovering, a + unless the character succeeds on a Hard (–20) Perception Test. creature must devote a Movement Action to maintaining its + For the effects of lighting on combat, see page 247. flight each Turn, or it falls. Half Move, Full Move, Charge, and + Run are all valid Actions for maintaining flight. If the creature + at Hovering Altitude suddenly stops flying (by not devoting a + Flying Move Action or being Stunned, for example), it simply lands + This section describes rules for flying creatures, or characters on the ground unharmed. If it is instead at Low Altitude, it +VII: Playing the Game + + + + + with specific technology that grants flight capability. suffers Falling Damage (seepage 261) as if it fell 15 metres. If + it is instead at High Altitude, it suffers Falling Damage as if it + fell 25 metres, or more at the GM’s discretion. + alTiTude + On a typical Earth-like planet, there are three broad altitude + levels: Hovering, Low Altitude, and High Altitude. A flying The eFFeCTS oF graviTy + creature can change altitude by one level (up or down) during Although the inhabited worlds of the Imperium may vary + each Move Action taken. If a creature is using a Charge or slightly in terms of gravity, the effects on game play are minimal. + Run Action, it can change altitudes by two levels. Only when characters explore High Gravity or Low Gravity + worlds are movement, lifting and other factors affected. + hoveRing alTiTude + Hovering means that a creature is skimming just above the + low gRaviTy woRlds + ground, no higher than two metres. It can move over low On worlds of low gravity, all characters increase their Agility + obstacles with ease. A hovering creature can both attack and Bonus by two for the purposes of movement and determining + be attacked by other creatures and characters on the ground. Initiative. In addition, characters add four to the total of their + Some creatures are capable of hovering, but incapable of Strength Bonus and Toughness Bonuses for the purpose of + flying at other altitudes. Such creatures have the Hoverer determining carrying, lifting, and pushing limits. Characters + Trait (see page 132). A creature with the Hoverer Trait always also add two to their Strength Bonus for determining how far + stays at the same height above ground (usually within two they can throw objects. Low gravity doubles all jumping and + metres) even if it descends into low terrain, such as a pit. Leaping distances. + Such creatures will not willingly descend into an area they + cannot get out of, no more so than any normal creature would + willingly jump into a hole in which it could not escape. + high gRaviTy woRlds + On worlds of high gravity, all characters decrease their Agility + Bonus by two (to a minimum of one) for the purposes of + low alTiTude movement and determining Initiative. In addition, characters + This altitude indicates that a creature is flying at a height subtract four (to a minimum zero) from the total of their + that is beyond the melee attack range of other creatures or Strength Bonus and Toughness Bonuses for the purpose of + characters on the ground, but is still within the range of determining carrying, lifting, and pushing limits. Characters + most ranged attacks from such creatures or characters. A Low also subtract two from their Strength Bonus (to a minimum + Altitude flier takes no penalties for shooting downwards, but of 0) for determining how far they can throw objects. Finally, + those firing up at it suffer a –10 penalty to their Ballistic Skill halve all Jumping and Leaping distances. + Tests in addition to any normal penalties for range. + zeRo gRaviTy + high alTiTude Battle-Brothers are most likely to encounter zero gravity + When a creature is flying at High Altitude, it is far above the conditions in outer space when there has been a serious + ground beyond the range of all attacks, even those coming technological failure. Zero gravity is considered Difficult + from Low Altitude. A High Altitude flier can only attack or be Terrain, meaning that a character’s movement is halved while in + attacked by other creatures flying at High Altitude. it, and if he attempts a Charge or Run Action, he must succeed + at a Hard (–20) Agility Test or drift out of control (treat as + falling prone). Additionally, a character beginning a movement + t action in zero gravity must be adjacent to a floor, wall, ceiling, + Flying creatures and characters are broken up into two categories, or other secure object, so he has something to push off from. + each of which is a Trait (see Chapter IV: Talents & Traits). + They are Hoverers and Flyers. Hoverers can move through + the air, but are incapable of gaining more than two metres of + altitude. A Flyer can ascend or descend to any altitude. Each + Trait has an associated number in the creature’s description. + This number describes the character or creature’s Flying + Movement. This works just like regular movement, but applies + + + 210 + Cohesion whaT iS CoheSion? + All Space Marines are trained to work as part of a combat unit, +“Shoulder-plate to shoulder-plate the Adeptus Astartes stand as be it a fire-team, squad, or company, and it is in these settings in +mankind’s wall against the dark.” which they excel and demonstrate their clear superiority over their + foes. Cohesion represents a Battle-Brother’s faith in his comrades + –Arch-Scribe Urtos, Memorite of the Book of Days and and his connection to the rest of the Kill-team. Generated at + + + + + VII: Playing The Game + Leagues the start of a Mission, Cohesion is a pool of points that may be + spent by the Battle-Brothers during play to allow them to act + + +B + attle-Brothers live in a world of martial prowess where more closely with their Kill-team and perform special battlefield + loyalty to the Chapter and bravery in battle are revered manoeuvres known as Squad Mode abilities (see page 215). + above all things. They are trained from their initiation +that their faith in their fellow Space Marines should be no less +than their faith in the Emperor. Over years of service and the + r +gruelling forge of battle, they form bonds with their brothers Cohesion is generated at the start of each Mission depending +stronger than ceramite and more lasting than the stars themselves. on which player-character has taken on the role of the squad +When a Battle-Brother is given the honour of joining the leader (see page 228 for details on Missions and selection of +Deathwatch, he must re-forge these bonds with a new group the squad leader). This reflects the leader’s command abilities +of brothers if he is to excel as a warrior and do his duty to and natural charisma, as well as his Battle-Brothers’ faith in +the Emperor. A Kill-team, however, is a mix of combat styles, him. To work out the size of the Kill-team’s pool of Cohesion +differing ideologies and ancient Chapter rivalries that can be points use the squad leader’s Fellowship Bonus as a base +hard to overcome. To be effective in battle and bring down the modified using Table 7–8: Cohesion Modifiers. +foes of the Imperium, its members must try and recapture the his score can then be recorded by the squad leader on his +camaraderie and cohesion of their own Chapter. In this way a Status Mode sheet (see page 399). +Kill-team can act as a single flawless unit in battle, anticipating +each other’s actions and laying waste to all who oppose them. + + + + + 211 + Table 7–8: Cohesion Modifiers Creatures with the Fear Trait (see page 131) can also cause + Cohesion damage to the Kill-team, but this damage is negated + Modifier Cohesion Bonus if the Kill-team Leader succeeds at a Willpower Test (see page + Rank 4+ +1† 277 in Chapter IX: The Game Master for full details on + Rank 6+ +2† Fear and how it affects Cohesion). + Command Skill +1‡ + Command Skill +10 +2‡ + exaMple +VII: Playing the Game + + + + + Command Skill +20 +3‡ + †Only the highest applies Battle-Brother Palarius and his Kill-team are in Squad Mode, + ‡Only the highest applies fighting a vicious pitched battle with an ork warband. During a + furious assault, an Ork lobs a stikk bomb into the midst of Palarius’ + squad, inflicting 13 points of Damage to Palarius. As Palarius is + exaMple in Squad Mode and because a stikk bomb has the Blast quality, + Andrew’s character is currently in the role of squad leader. He is and inflicted more than 10 points of Damage, it may also inflict a + Rank 1 with a Fellowship Bonus of 3, and he has the Command point of Cohesion damage, unless Palarius’ squad leader can pass a + Skill. This gives his squad a Cohesion of 4 (3+1), which he records Command or Fellowship Test. + on his Status Mode sheet. + ReCoveRing losT Cohesion + Cohesion daMage Cohesion is a resource that must be used wisely by the Kill- + In the same way that a Battle-Brother may suffer Damage team during the course of a Mission and typically they will + to his physical capacities, he may also suffer Damage to his only have a handful points at their disposal. There is however + ability to connect to his squad and combat morale. This often a few ways in which Cohesion can be recovered during play, + comes in the form of some kind of weapon attack, though restoring the Kill-team’s pool, strengthening their bonds + it can come from other sources such as Psychic Powers or of brotherhood and allowing them further access to Squad + unusual environments. This Damage temporarily reduces the Mode abilities. + Kill-team’s Cohesion in the same way that weapon Damage One point of Cohesion will be recovered by the Kill-team if: + reduces Wounds. This reflects the fact that weight of enemy • The Kill-team completes one of their Mission Objectives + fire, the chaos of combat, and particularly devastating weapons (see page 230) + can all place strain on the Kill-team and its ability to function • Any member of the Kill-team spends a Fate Point + as an organised battlefield unit. • The GM decides that the Battle-Brothers have completed + When a Battle-Brother is in Squad Mode (see page 213), a particularly monumental task or roleplayed well the + every time his character suffers 10 or more Damage from one bonds of brotherhood within their Kill-team. + of the following sources (before reduction from armour of + Toughness) his Kill-team will lose a point of Cohesion: + • A basic ranged weapon with the Accurate quality (such exaMple + as a sniper rifle) Palarius and his Kill-team push back an Ork assault, completing + • A weapon with the Blast quality one of their Mission’s Secondary Objectives. By completing the + • Any weapon with the Devastating quality Objective Palarius’ Kill-team recover a point of Cohesion. + This Cohesion damage can however be ignored if the + squad leader can pass a Challenging (+0) Command or + Fellowship Test, rallying his men under fire. This test is a + Cohesion Challenges + Free Action and is taken as soon as the damage occurs. Cohesion is not just used to activate Squad Mode abilities but + Since damage to Cohesion relies on shock and confusion, can also be used to quickly enter Squad Mode or maintain + there are limits to the amount that a Kill-team can suffer in a it under certain stresses, or test the Kill-team’s trust in each + single combat Round—additional explosions, storms of shells, other and faith in their leader’s abilities. In both cases this is + and artillery have little additional effect. For this reason, a Kill- know as a Cohesion Challenge. To pass this test, a character + team will only ever suffer 1 point of Cohesion damage each must roll equal or less to his Kill-team’s current Cohesion + Turn, with any additional Cohesion damage being ignored. on 1d10. + + + exaMple + A potent Psychic Power is assaulting Palarius and his brothers, filling + them with doubt and distrust. The GM decides that each Battle- + Brother must pass a Cohesion Challenge to maintain Squad Mode. + The Kill-team’s current Cohesion is 6, so Palarius and his brothers + must roll 6 or less on 1d10 to pass the Cohesion Challenge. + + + + + 212 + Squad Mode whaT iS SqUad mode? Squad Mode can only be entered deliberately by a character + +and Solo Mode by using an action or passing a Cohesion Challenge (see page + 212). While in Squad Mode, a Space Marine is linked to any + other members of his team that are also in Squad Mode and +“Stand fast brothers! We are the Emperor’s Fist, closed and ready may benefit fully from Squad Mode actions and abilities. + + + + + VII: Playing The Game +to strike!” A character in Squad Mode can also initiate Squad Mode + actions and abilities for the benefit of other team members + –Brother-Captain Heledorn of the Imperial Fists at the also in this mode. + Battle of Broken Scythes + + + +N + o Space Marine ever stands alone. Though likened to + t + a one-man army, and with the might and strength to To help keep track of which mode a Battle-Brother is in, as + best scores of lesser foes in single combat, a Battle- well as which mode abilities he has access to, players should +Brother is trained to be part of a team, a combat unit that use the Status Mode Sheet. This sheet is divided into two +is greater than the sum of its parts and works flawlessly to halves (see page 399) with one half detailing Solo Mode +smite its enemies. While other military organisations within abilities and the other half detailing Squad Mode abilities. +the Imperium teach squad tactics and company cohesion, To make things easier for both the GM and other players, the +none are as united in battle as the Adeptus Astartes. Born sheet can be placed on the table next to the owning player’s +from a common genetic heritage, a Space Marine squad is character sheet, positioned so that his current mode is on top. +tied together by more than mere bonds of discipline and Then when the player changes the mode of his character, the +duty. They are truly brothers, sons of their Primarch and sheet can be flipped. In this way, everyone at the table can +bound by blood. When a Space Marine joins the Deathwatch, instantly see which mode each character is in and each of the +however, he must often re-learn these bonds and re-forge players can at a glance see the effects of their current mode as +his connection to warriors not of his Chapter, who might well as the mode actions and abilities they have access to. +be descended from strange and unusual orders with diverse As an alternative, players can use other ways to denote the +traditions and tactics. This is where a Battle-Brother’s natural mode of their character (if for instance the game is not taking +training is imperative, and he must reach deep within himself place around a table or table space is at a premium). These +to find those distant genetic links that tie all Adeptus Astartes could include things such as placing a coin on their character +together as the grandsons of the Emperor himself. sheets (each face denoting a different mode), putting scraps + his section details two very important aspects of being a of coloured paper under their miniatures (if they are using +Space Marine, known as Solo Mode and Squad Mode. These gaming figures) or even rolling up their sleeves or putting +rules represent both a Space Marine’s heritage (the gifts their hats on backwards. +bestowed on him by his Chapter), as well as his exceptional he Status Mode Sheet can be found on page 399. +degree of military training and ability to work with his +Battle-Brothers in ways lesser soldiers can only aspire to. All +characters begin play with access to both Solo Mode and + suppoRT Range +Squad Mode abilities, as determined by their Chapter, Rank, Squad Mode abilities can only be used when the character has +and Speciality. As play progresses and they grow in power, his fellow Battle-Brothers nearby to aid him. The distance at +their squad mates (the group of characters) form stronger which a Battle-Brother can affect other members of his Kill- +bonds, allowing them to unlock new abilities and upgrade team with a Squad Mode ability is known as Support Range +existing ones. Skillful use of both Solo Mode and Squad and is determined by a Battle-Brother’s Rank, as detailed on +Mode can make a significant difference on the battlefield and Table 7–9: Support Range, and should be recorded on his +may even mark the difference between victory or defeat. Status Mode sheet. Support Range is always measured from the + Battle-Brother using the Squad Mode ability. + Visual distance means that the Battle-Brothers must be able +whaT iS Solo mode? to see each other in order to be in Support Range. This visual +Solo Mode is the default mode of play for all characters. +Unless otherwise indicated by the rules, a Battle-Brother is in +this mode. While in Solo Mode, a Space Marine is not linked Table 7–9: Support Range +to the rest of his squad in any special way and cannot benefit Rank Support Range +from Squad Mode actions or abilities used by his Battle- Visual distance, no more than +Brothers. He has access to all of his Solo Mode actions and 1–3 (Close) + 30 metres away. +abilities and may use these freely. Vocal distance, no more than + 4–6 (Medium) + 60 metres away. + Vocal distance, no more than + 7–8 (Extended) + 120 metres away. + + + + 213 + contact can, however, be very minimal, and should function that a Space Marine can take at any time during his turn. To + in near-darkness, heavy rain, and the chaos of combat, where enter Squad Mode, a Battle-Brother must adjust his tactics, + friends and foes can only be glimpsed through the swirl of note the positions of his Kill-team, and prepare for close unit + smoke and the flash of bolter fire. actions—all of which requires an effort on the part of the + Vocal distance means that the Battle-Brothers no longer Space Marine, one that comes easier with experience and the + need to be able to see each other to work as a team but support of a loyal and trusted squad. Before a Battle-Brother + must be in close vox communication. If there is no means of can enter Squad Mode, however, he must meet the following +VII: Playing the Game + + + + + communicating via vox or other remote means (perhaps because requirements: + of enemy jamming signals), or normal vocal communication is • He must be in Support Range of at least one other + impossible (due to excessive noise and the like), then the Battle- member of his Kill-team. + Brothers must be able to see each other as detailed above. • His Kill-team must have at least 1 point of Cohesion. + He can then use a Full Action (effectively missing a Turn) + and enter Squad Mode. No tests are required and the Battle- + exaMple Brother is in Squad Mode effectively from the start of his + Andrew wishes his character to use a Squad Mode ability. His next Turn. + character is Rank 3, so he can only affect other members of his Alternatively a Battle-Brother can try to enter Squad Mode + Kill-team if they are within 30 metres and visible to him. Checking as a Free Action or Reaction by passing a Cohesion Challenge + the position of his Kill-team, there are two Battle-Brothers within (see page 212). If the Cohesion Challenge is failed, then the + 30 metres, one Battle-Brother within 30 metres but out of sight and Battle-Brother loses his current Turn or his next Turn (if he + one Battle-Brother more than 30 metres away. This means that when tried to enter Squad Mode as a Reaction) and enters Squad + Andrew uses his Squad Mode ability, only two members of his squad Mode from the start of his following Turn. + will be able to benefit from it. + exaMple + Changing Modes One of Palarius’ squad members has activated a Squad Mode ability + By default all characters start play in Solo Mode and need and he wishes to enter Squad Mode so as to benefit from it. As it is not + to actively enter Squad Mode by using an action or making his Turn, he must spend his Reaction and pass a Cohesion Challenge. + a Cohesion Challenge. Entering Solo Mode is a Free Action Unfortunately for Palarius he fails the test. This means he does not + benefit from the Squad Mode ability of his Battle-Brother and he + loses his next Turn as he enters Squad Mode anyway. From the start + of his following Turn, however, he is in Squad Mode and is able to + make and benefit from Squad Mode actions as normal. + + + MainTaining squad Mode + Squad Mode can be maintained as long as the Battle-Brother’s + Kill-team has at least 1 point of Cohesion. Activating abilities + reduces Cohesion, as do some kinds of damage (see Cohesion + Damage on page 212). A Battle-Brother drops out of Squad + Mode—and returns to Solo Mode—at the start of his Turn if: + • He falls unconscious or dies. + • His Kill-team’s Cohesion is reduced to 0. + • He is no longer in Support Range of at least one other + member of his Kill-team. + • He chooses to return to Solo Mode. + In certain circumstances he may also lose Squad Mode if + he fails a Cohesion Challenge (see page 212). + + + exaMple + While in Squad Mode, Palarius has advanced ahead of his Kill- + team hunting for an Ork boss in the ruins of an old Imperial + chapel. Unexpectedly, he falls through a weakened part of the floor + and into a deep cellar out of sight of his Battle-Brothers. As he is + Rank 3, he must be in visual contact with his Kill-team to count as + being in Support Range, so at the start of his next turn he reverts + to Solo Mode, losing any benefits from currently active Squad + Mode abilities. + + + + 214 + Solo Mode gaining solo Mode abiliTies + A character begins play with access to his own Chapter’s + + Abilities Solo Mode abilities as well as any Codex abilities for which + he meets the requirements. The requirements for Solo Mode + abilities are based on Rank; the level of experience attained +“Brothers, there are moments where only the fury of a true Son of by the Battle-Brother (see Chapter II: Specialities for details + + + + + VII: Playing The Game +Sanguinius will serve. This is such a moment.” on Ranks). This required Rank represents the minimum Rank + needed to gain and use the ability. However, unlike other + –Brother Nocturne of the Blood Angels abilities such as Talents and Skills, a character does not need + to spend Experience Points to gain a Solo Mode ability, and + + +A + s a chosen warrior of the Emperor, a Space Marine once he meets the Rank requirements he can use the ability. + brings many advantages with him to the battlefield. + On the surface these include his suit of power armour +and his boltgun, potent weapons against his foes and tools + using solo Mode abiliTies +with which to smite the alien, daemon, or heretic. Added to Solo Mode abilities function much like other special abilities +these ancient implements of war, he also carries with him the such as Talents and Skills in that they either influence the +benefits of a genetically enhanced physique built for war and actions of the Battle-Brother or give him new options in +designed to survive all but the most terrible of wounds. Like his combat. Provided that the Battle-Brother is in Solo Mode, +weapons and armour, a Space Marine’s body is a great artefact he can use his Solo Mode abilities freely. The exact game +of a forgotten time, layered with redundant organs, enhanced effects, as well as the actions required to activate them, can +senses, and hardened bones. His greatest asset however is his be found in the individual descriptions of each of the Solo +training, his lifelong quest for martial perfection that shames Mode abilities. +all others who aspire to the title of warrior. It is this exceptional +skill at arms and in battle that marks him out as an elite warrior +of the Imperium and part of the Emperor’s finest. + Solo Mode abilities are special abilities that can be used +by a Battle-Brother when in Solo Mode and represent part +of the specialised training and benefits that come with being +a member of the Adeptus Astartes. Solo Mode abilities are +divided into two categories: Codex abilities and Chapter +abilities. The first represent the Battle-Brother’s own personal +combat style-often honed over many years of bloody combat +and born from both experience on the battlefield as well as the +sacred teaching of the Codex Astartes. The second incorporates +a Battle-Brother’s heritage in the form of Chapter abilities, the +result of both genetics and training passed down to him by the +teaching of his Primarch. Chapter abilities are unique to each +Chapter and can only be used by members of that Chapter +who possess the special skills or genetic gifts to utilise them. +Solo Mode abilities are always available to the Battle-Brother +once he has met the requirements to attain them and can be +used to enhance his other abilities such as those gained from +Talents, Skills, or special equipment. + Solo Mode abilities are presented in the following way: + Title: The name of the ability. + Required Rank: The minimum Rank that must be attained +before the ability can be accessed. In the case of Codex +abilities, as long as a Battle-Brother has the required Rank, he +can use the ability. In the case of the Chapter abilities, Battle- +Brothers can use their own Chapter abilities but not those of +other Chapters. + Effects: A detailed description of how the ability works +in game, including how the Battle-Brother can activate and +benefit from it. + Improvement: Most abilities improve as a Battle-Brother’s +Rank increases. This section describes how increases in Rank +enhance the ability and boost its effects. + + + + 215 + s exTReMe enduRanCe + These abilities are the result of hard training and the Emperor- Required Rank: 5 + given gifts of being a Space Marine. All Battle-Brothers can Effects: Battle-Brothers are born tough. Even before being + learn them, but only the mightiest will ever master them. gifted with their Chapter’s gene-seed, they are selected for their + Codex abilities are also those most frequently used by the endurance and physical stamina, a trait that only strengthens over + Adeptus Astartes, many reflecting their dire reputation in time. Once per game session, a Battle-Brother may use his Extreme +VII: Playing the Game + + + + + combat as well as their natural affinity for war. As with all Endurance to fortify his constitution, granting him a re-roll on all + other aspects of a Battle-Brother, these abilities are tied to his Toughness Tests for a number of hours equal to his Rank. + Rank and greatly increase in power as he gains experience. Improvement: At Rank 7 the Battle-Brother may add +20 + to the result of the re-roll. + Table 7–10: Codex Solo Mode Abilities + Required feaT of sTRengTh + Name Rank Effects Required Rank: 1 + Burst of Speed 1 Increases Movement Effects: Space Marines are genetically gifted with great strength + Roll to recover spent far exceeding. that or normal men. In times of need, a Battle- + Emperor’s Grace 7 + Fate Brother can push this great brawn to its limits to perform truly + Extreme Endurance 5 Re-roll Toughness Tests impressive feats. Once per day of game time, a Battle-Brother + Feat of Strength 1 Increase Strength Bonus may perform a Feat of Strength. This ability effectively increases + Re-roll failed Willpower his Unnatural Strength Trait (see page 136) by one level, so for + Mental Fortress 5 + Tests instance Unnatural Strength x2 becomes Unnatural Strength + Ignore Critical Hit x3. This effect lasts for a number of Rounds equal to his Rank. + Renewed Vigour 3 effects and restore Improvement: At Rank 3 and above Feat of Strength also + Wounds adds +10 to all Strength Tests and Strength-based Skill Tests + for its duration. At Rank 5 and above Feat of Strength last for + a number of Rounds equal to twice the character’s Rank. At + Rank 7 and above Feat of Strength increases the character’s + buRsT of speed Unnatural Strength Trait by two levels. + Required Rank: 1 + Effects: A Battle-Brother can call on reserves of speed when + needed, crossing great distances to close with the foe. Once + MenTal foRTRess + per game session, a Battle-Brother can perform a Burst of Required Rank: 5 + Speed. This ability increases the character’s Agility Bonus by Effects: The Adeptus Astartes are as strong of mind as they + 2 with all the usual associated benefits for a number of are of body, their training and devotion to the Emperor + Rounds equal to his Rank. hardening their wills against the perils of a deadly universe. + Improvement: At Rank 3 and above Burst of Speed also Once per game session, a Battle-Brother may use the Mental + adds a +10 to all Agility tests based on movement. At Rank Fortress ability to re-roll a failed Willpower Test to resist a + 5 the bonus to Agility Bonus increases to +4. At Rank 7 this Psychic Power or an attempt to subvert his will. + ability allows the Battle-Brother to ignore the need to make Improvement: At Rank 7 the Battle-Brother may add +20 + Agility Tests when running or charging in difficult terrain to the result of the re-roll. + (see page 206). + r + eMpeRoR’s gRaCe Required Rank: 3 + Required Rank: 7 Effects: A Space Marine’s physiology and his training give him an + Effects: A Battle-Brother is touched by the divine will of the incredible tolerance to pain, injury, and wounds. Once per game + Emperor, a piece of the Master of Mankind passed down to session, a Battle-Brother may call upon his Renewed Vigour. This + him through his Primarch and the teachings of his Chapter. is a Free Action that can be done at the start of any of his Turns. + Once per game session, a Battle-Brother can call on the For a number of Rounds equal to his Rank, he can ignore the + Emperor’s Grace to recover spent Fate Points. For a number effects of a single critical hit, such as Stunning, levels of Fatigue, + of Rounds equal to his Rank, whenever the Battle-Brother or unconsciousness. Note, however, this does not allow the use + spends a Fate Point, he should roll 1d10. If he scores equal or of limbs that have been completely blown off or critical hits that + less than his Rank, the Fate Point is immediately recovered. result in death. Also, any new critical hit effects suffered during + This ability cannot restore Fate Points that have been burnt the Renewed Vigour affect the Battle-Brother as normal. + (see page 205). Improvement: At Rank 5 the Renewed Vigour also restores a + Improvement: This ability does not improve with Rank. number of Wounds to the Battle-Brother equal to his Rank. At + Rank 7 the Battle-Brother can ignore all of the critical hit effects + he is currently suffering from for the duration of the ability. + + + 216 + s blood fRenzy (blood angels) +Every Chapter is unique, with its own set of genetic gifts and Required Rank: 1 +subtle (or sometime not so subtle) variances to the Codex Effects: Blood Angels possess a savagery in combat that has +Astartes. These are the combat doctrines that often shape a its roots deep in the history of their Chapter. It is, however, +Battle-Brother’s fighting style, his weapons of choice, and his a trait that can serve them well in close quarters combat +actions on the field of battle. When a Battle-Brother joins the where strength and speed are vital. Once per combat, a + + + + + VII: Playing The Game +Deathwatch, he also brings these favoured skills with him, Battle-Brother of the Blood Angels Chapter may summon up +influencing his way of waging war. Remember that only a a Blood Frenzy. While under the effects of this ability, the +Battle-Brother of the appropriate Chapter can gain access Battle-Brother may re-roll Damage dice with melee weapons. +to—or benefit from—Chapter Solo Mode abilities. In the case of melee weapons that inflict multiple dice of + Damage, all dice or none must be re-rolled. In addition, such + Table 7–11: Chapter Solo Mode Abilities is the brutality of his attacks that he scores Righteous Fury + (see page 245) on a dice result of 9 or 10 rather than just + Required + 10. This ability lasts a number of rounds equal to the Battle- + Chapter Name Rank Effects + Brother’s Rank, divided by 2 (rounding up). + Bonuses + Black Templars Righteous Zeal 1 to attack Improvement: At Rank 3 and above the Penetration of any + Daemons melee weapon attacks by the Battle-Brother are increased + Bonuses by +2. At Rank 5 and above this additional melee weapon + Blood Angels Blood Frenzy 1 in Melee Penetration rises to +4. At Rank 7 and above the chance + Combat of scoring Righteous Fury increases to a dice result of 8, 9, + Bonus or 10. + Wounds if + Dark Angels Stoic Defence 1 + you don’t + move sToiC defenCe (daRk angels) + Re-roll Required Rank: 1 + failed Effects: Dark Angels are stubborn in attack and intractable in + Space Wolves Wolf Senses 1 + Perception- defence, holding their ground against even the most furious + based Tests + of assaults. Once per combat a Battle-Brother of the Dark + One enemy + Angels Chapter may enact a Stoic Defence. The Space Marine + gains + Storm Wardens Thunder’s Call 1 penalties gains 6 Temporary Wounds and his maximum Movement + to attack Rate is reduced to 1/2 his Agility Bonus, rounding up (most + others Space Marines with this ability hold their chosen position + Bonuses to and do not advance or retreat!). Unlike normal Wounds, these + Ultramarines Favoured Son 1 bonus Wounds are removed when affected by the Damage + Cohesion + of any successful attack, and are always removed first before + applying Damage to the Battle-Brother’s normal Wounds. + These bonus Wounds will also be lost if the Battle-Brother +RighTeous zeal (blaCk TeMplaRs) leaves his chosen location either by his own choice or +Required Rank: 1 involuntarily. +Effects: The Black Templars are well known for their fanatical Improvement: At Rank 3 and above the temporary Wounds +devotion to the Emperor and their burning hatred for psykers, increase to 12. At Rank 5 and above the Battle-Brother may +witches, and warp spawn. Once per combat, a Battle-Brother of move a number of metres equal to his Agility Bonus each +the Black Templars Chapter may call upon Righteous Zeal as a round without losing the effects of the ability. At Rank 7 and +Free Action at the start of his Turn. While under the effects of the above the temporary Wounds increase to 18. +Righteous Zeal, Damage inflicted by the Battle-Brother’s melee +attacks against creatures with the Daemonic Trait is not reduced +by Toughness Bonus. In addition, the Battle Brother’s own + wolf senses (spaCe wolves) +Toughness Bonus is increased by +4 when reducing Damage Required Rank: 1 +from attacks by creatures with the Daemonic Trait or Damage Effects: As part of the genetic gifts of their Primarch Leman +from Psychic Powers and weapons. Righteous Zeal lasts for a Russ, the Space Wolves have almost preternatural senses +number of Rounds equal to the Battle-Brother’s Rank. that exceed even those of other Space Marines. Whenever a +Improvement: At Rank 3 and above the Battle-Brother Battle-Brother of the Space Wolves Chapter is in Solo Mode +gains an additional +10 to hit and +2 to Damage rolls he may re-roll any failed Perception-based Tests and counts +when making melee attacks against any creature with psychic as possessing the Dark Sight Trait. However, it is important +abilities. At Rank 5 and above, the increase to Toughness to note that none of these bonuses apply if the Space Wolf +Bonus rises to +8. At Rank 7 and above the Warp Weapons is wearing a helmet for a sealed set of armour (e.g., Power +Trait no longer has any effect on the Battle-Brother. All of Armour, Artificer Armour, or Terminator Armour). +these improvements only apply during Righteous Zeal. + + + 217 + Improvement: At Rank 3 and above the Battle-Brother adds + +10 to all Perception-based Tests. At Rank 5 and above, he + gains the Unnatural Perception (x2) Trait while using this + ability. At Rank 7 and above the Battle-Brother’s senses are + such that once per game session he can automatically pass any + test based on Perception (for purposes of Opposed Tests the + Battle-Brother is considered to have rolled a 01). +VII: Playing the Game + + + + + ThundeR’s Call (sToRM waRdens) + Required Rank: 1 + Effects: Storm Wardens often choose to prove their honour + and bravery by facing foes in single combat and duelling to + the death. Once per combat as a Free Action, a Battle-Brother + of the Storm Wardens Chapter may issue a Thunder’s Call + against any single enemy which can both see and hear him + (though it need not be able to understand his language). As + long as the Battle-Brother takes no Actions other than melee + attacks against the target or moving him into melee with the + target, and none of his allies attack the target, he gains +10 + to Weapon Skill Tests against it. In addition, as long as the + Battle-Brother is engaged in melee combat with the target, + it suffers –10 to make attacks against anyone but the Storm + Warden and must pass a Challenging (+0) Agility Test to + move away. + his ability lasts until either the target is dead or withdraws + from combat (i.e. it retreats and combat ends) or the Battle- + Brother withdraws from combat. + Improvement: At Rank 3 and above the Battle-Brother’s + duelling skills mean that he may re-roll both Parry and + Dodge Tests against attacks from the target of his Thunder’s + Call. At Rank 5 and above the target’s penalties to attack + anyone other than the Storm Warden increase to –20 and the + Agility Test to move away becomes Hard (–20). At Rank 7 + and above he may issue the Thunder’s Call to a group of foes + up to his Rank in number. + + + favouRed son (ulTRaMaRines) + Required Rank: 1 + Effects: The Ultramarines consider themselves a pure + expression of the Codex Astartes and among the truest of + the Emperors sons. This pride and unshakable personal belief + often manifests itself in their leadership abilities and the + example they set to other members of the Adeptus Astartes. + While in Solo Mode, a Battle-Brother of the Ultramarines + Chapter may re-roll any Fellowship Tests when dealing with + either Space Marines or members of the Imperial armed forces + (i.e. Imperial Guard, Imperial Navy, etc.). + In addition, their strength of leadership means that the + Battle-Brother adds +1 to the Kill-team’s Cohesion if he is + the squad leader. This bonus to Cohesion remains active even + when the Battle-Brother is not in Solo Mode. + Improvement: At Rank 3 and above once per combat the Battle- + Brother may automatically pass one Command Skill Test. At Rank + 5 and above the Dispositions (seepage 276) of all Imperial forces + and agents are improved favourably by one step when dealing + with the Battle-Brother. At Rank 7 and above the Battle-Brother + adds +2 to his Kill-team’s Cohesion rather than +1. + + + 218 + Squad Mode s + + Abilities Squad Mode abilities are gained as a result of the Kill-team’s + choice of squad leader (see page 228). Depending on the +“With me, Brothers! Let us show them the wrath of the Angels of Death!” squad leader’s Speciality and Chapter, he will have access to + + + + + VII: Playing The Game + a different selection of abilities which his Kill-team may then + –Captain Aphael of the Blood Angels use during the course of the Mission. Part of preparing for a + Mission is choosing a leader that will provide the most useful + + +W + hile a lone Space Marine is a force to be reckoned set of abilities for the Kill-team and their current objectives. + with, a squad of Space Marines is an almost peerless + military force and a true horror on the battlefield for +the foes of the Emperor. By any measure, the Adeptus Astartes + using squad Mode abiliTies +rank as the Imperium’s finest fighting arm and easily the equal Squad Mode abilities function just like other Actions and can +of any xenos, Chaos, or heretic foe. While this superiority is in be activated by a Battle-Brother in his Turn. There is no test +part the result of their genetic heritage, potent arms and armour, to active these abilities; however the Battle-Brother must spend +and indomitable will, it is also due largely to their training and the required amount of Cohesion (as indicated by the ability) +combat tactics. The bond between Battle-Brothers, combined and he must be in Squad Mode. He only needs spend this +with a constant training regime, hones a Kill-team’s skills to a cost once, however, and once an ability has been activated, it +razor’s edge and makes them capable of preternatural combat remains so for the remainder of the Mission (if the ability is +feats. A Space Marine lives and dies by the strength of his Sustained) or for the duration of a single combat (if the ability +Battle-Brothers. is not Sustained) and may be used by either him or any other + Squad Mode abilities represent specialised Kill-team training members of his Kill-team in Squad Mode. +and the superior skill at arms that all Space Marines possess. These Both the Battle-Brother using the action and any other +are the abilities and special actions that truly allow the player’s members of his Kill-team within his Support Range may then +Kill-team to shine on the field of battle and enjoy a significant benefit from the effects of the Squad Mode ability. Full details +superiority over their foes. More than their thick power armour on the effects of each Squad Mode ability can be found in the +or the devastating effectiveness of their weapons, Squad Mode individual ability descriptions below. +abilities allow a Kill-team to perform specialised combat actions, +coordinated attacks, and cooperative defences in ways unavailable +to lesser warriors. Most typically Squad Mode abilities grant exaMple +access to free actions for the Kill-team, so that when one of the In his Turn, Andrew’s character Palarius uses the Squad Advance +members of squad triggers a Squad Mode ability, other members Squad Mode Action. Squad Advance costs 1 point of Cohesion to +of the squad may benefit from it, be it either with free movement, activate, which Palarius spends from his Kill-team’s Cohesion pool. +additional attacks, or combinations of the two. Both Jim and Damien’s characters are also in Squad Mode and in + Squad Mode abilities are divided into two categories: Attack his Support Range. Jim decides that he wants his character to join the +Patterns and Defensive Stances. These are also further divided Squad Advance and so is affected by the ability. Damien however is +into Codex abilities and Chapter abilities. As with Solo Mode happy where his character is and decides not to use its effects. +abilities, some abilities are available to all Battle-Brothers, while +other are Chapter-specific and may only be used by members of +that Chapter. + using ChapTeR speCifiC abiliTies + Squad Mode abilities are presented in the following way: Some Squad Mode abilities are Chapter specific, available only + Title: The name of the ability. to Battle-Brothers of the indicated Chapter and only useable + Action: The Action required to use the ability; either a Free by them. In addition, such is the nature of these abilities that +Action, Half Action, Full Action, or Reaction. when they are used only Battle-Brothers of the same Chapter + Cost: The ability’s cost in Cohesion. The Battle-Brother must as the Chapter ability may benefit from their effects, while all +pay this cost from his Kill-team’s pool of Cohesion points to other members of the Kill-team will be unaffected regardless +activate the ability during the course of the a Mission. However of their Mode or if they are in Support Range. +this cost need only be paid once per Mission. + Sustained: This indicates whether or not the ability can be squad aCTions +sustained (seepage 220) Many Squad Mode abilities allow Battle-Brothers to take + Effects: A detailed description of how the ability works in Actions outside of their normal Turn, such as moving, +game, including how the Battle-Brother and his Kill-team can shooting, or making close combat attacks. In all these cases, if +activate and benefit from it. a Battle-Brother takes a Squad Mode Action or benefits from + Improvement: Most abilities improve as the Battle-Brother’s one taken by another member of his Kill-team, he cannot +Rank increases. This section describes how increases in Rank benefit or take another Squad Mode Action until at least the +enhance the ability and boost its effects. Rank is based on the start of his next Turn. Unless otherwise stated, all benefits of +Battle-Brother which uses the Squad Mode action. Squad Mode Abilities are Squad Actions. + + + 219 + exaMple + keeping TRaCk of squad Mode + Andrew’s character Palarius uses the Bolter Assault Squad Mode + ability to rush the enemy. Palarius and two of his Kill-team members + abiliTies + break cover and charge at the enemy. Later in the Round, the other As may be apparent, it is possible for a Battle-Brother + member of the Kill-team, still in cover, uses the Fire Support Squad to use numerous Squad Mode abilities during a single + Mode ability to give Palarius and his Battle-Brothers cover. Even combat. Within a single Kill-team there might also be +VII: Playing the Game + + + + + though they are still in Support Range, neither Palarius nor the several Squad Mode abilities being sustained at any + Battle-Brothers who joined him in his Bolter Assault can benefit one time, and players may wish to jump from one to + from this ability. the next as the tactical situation dictates. This is where + the Status Mode sheet can be used to keep track of + a Battle-Brother’s current Squad Mode ability and its + susTaining squad Mode abiliTies effects. Players should either make a mark, or place a + Many Squad Mode abilities can be maintained indefinably marker (such as a dice or coin) on their Status Mode + provided that the Battle-Brother remains in Squad Mode. This sheet next to the Squad Mode ability they are using or + is indicated in each ability’s description under the Sustained benefiting from. This mark can then be moved as their + heading. To sustain an ability the Battle-Brother simply declares ability changes or removed completely if the sheet is + he is sustaining the ability and then may keep it active from Round ‘flipped’ and they return to Solo Mode. + to Round provided he is in Squad Mode and does not active any + new Squad Mode abilities. The Battle-Brother may choose to stop + sustaining an ability (possibly to active a new Squad Mode ability) + as a Free Action at the start of any of his Turns. + A Battle-Brother benefiting from an ability sustained by + another Battle-Brother loses its effects should he move out of + Support Range or leave Squad Mode. + + + exaMple + Andrew, Jim, and Damien’s characters are all benefiting from the + Squad Advance Squad Mode ability which is being sustained by + Andrew’s character. At the start of his character’s Turn, Damien + decides to have his character return to Solo Mode, losing the benefits + of the Squad Advance for himself. Both Andrew and Jim, however, + continue to benefit from the Squad Advance, as Andrew is sustaining + it and they are still within Support Range. In Andrew’s turn however + he chooses to end the ability. This means that both his character and + Jim’s character both immediately lose its benefits. + + + Joining susTained squad Mode + abiliTies + It is also possible for a Battle-Brother to join in on a Squad + Mode ability that is already being sustained. As long as he is + in Squad Mode, not using or benefiting from another Squad + Mode ability, and within Support Range of the Battle-Brother + sustaining the ability, he can join as a Free Action at the start of + any of his Turns, immediately gaining the ability’s benefits. + + + exaMple + Jim is sustaining the Fire for Effect ability with Andrew’s character + also gaining the benefit. Having switched back into Squad Mode, + Damien’s character wishes to join in the effects. Since he is neither + benefiting from another Squad Mode ability nor outside of Support + Range, he simply uses a Free Action at the start of his Turn and + gains its effects. + + + + + 220 + s Table 7–12: Codex Attack Patterns +All squads train in ways of working together to bring down Name Action Cost Sustained +their targets, be it cracking an enemy strongpoint, crossing Bolter Assault Free 3 No +open ground under fire, or bringing down enemy armour. Fire for Effect Half 2 Yes +Attack Patterns are Squad Mode abilities that cover these Fire Support Half 1 Yes +methods of attack and are most suited to aggressive tactics Furious Charge Free 3 No + + + + + VII: Playing The Game +and assaults. Squad Advance Half 1 Yes + Tank Buster Free 1 No + +s +The following attack patterns are suitable for Space Marines + fuRious ChaRge +from any Chapter: Action: Free Action + Cost: 3 + Sustained: No +t Effects: Often the only way to break a foe is to charge into +Action: Free Action their midst and hack them down. Using this ability, the Battle- +Cost: 3 Brother and those in Support Range of him may make an +Sustained: No immediate Charge Move and a Standard Attack with a melee +Effects: Space Marines are shock troops and excel at closing weapon. In addition, such is the fury of such an attack that all +rapidly with the enemy, annihilating them in a storm of bolter Battle-Brothers involved may re-roll Damage for their attacks. +fire. When the Battle-Brother calls a Bolter Assault, both he Improvement: If the Battle-Brother is Rank 5 or more then +and those in Support Range may make an immediate Charge both he and the Kill-team can make Multiple Attacks instead +Move and a Standard Attack with a bolter, bolt pistol, or storm of a Standard Attack with their melee weapons. +bolter (including variants of these weapons). Alternatively, +they may use their Standard Attack to throw a grenade. +Improvement: If the Battle-Brother is Rank 4 or more, both + squad advanCe +he and the Kill-team can make Semi Auto Bursts and Full Auto Action: Half Action +Bursts instead of a Standard Attack with their bolt weapons. Cost: 1 + Sustained: Yes + Effects: Kill-teams move with a deadly precision across the +ct battlefield, covering each other as they advance and crossing +Action: Half Action ground swiftly from cover to cover. While this ability is +Cost: 2 in effect, the Kill-team may use their Reactions to make a +Sustained: Yes Tactical Advance (see page 243). +Effects: Working as a single well-oiled machine, the Kill- Improvement: If the Battle-Brother is Rank 3 or more, +team can snap off shots at targets as they appear. While this calling for a Squad Advance becomes a Free Action. +power is in effect, the Kill-team may use their Reactions to +make a Standard Attack with a ranged weapon. +Improvement: If the Battle-Brother is Rank 4 or more, + Tank busTeR +both he and the Kill-team can make Semi Auto Bursts and Action: Free Action +Full Auto Bursts instead of a Standard Attack with their Cost: 1 +ranged weapons. Sustained: No + Effects: As small elite infantry squads, Kill-teams are well versed + in the methods of dealing with large, hardened threats like +fiRe suppoRT armour and bunkers. When attacking such enemies, the squad +Action: Half Action will typically use some members to draw fire while the others +Cost: 1 dispatch it with heavy weapons or demo-packs. The Battle- +Sustained: Yes Brother may nominate a member of the Kill-team armed with +Effects: All combat squads train in concentrating their fire either a heavy weapon or an explosive (this could be himself ) +and working as a team to achieve fire superiority over their to initiate a Tank Buster manoeuvre as part of an Attack Action +foes. While this ability is in effect, the Kill-team does not against an armoured vehicle or fortification. For every member of +suffer the normal –20 to hit when using the Suppressing Fire the Kill-team in Support Range, the nominated Battle-Brother +and Overwatch actions (see page 241). may add either +5 to his Ballistic Skill to attack or move 2 metres +Improvement: If the Battle-Brother is Rank 3 or more, closer to his target (if he is trying to plant a charge or grenade). +calling for Fire Support becomes a Free Action. Improvement: If the Battle-Brother is Rank 4 or more, the + nominated Battle-Brother may add +10 to his Ballistic Skill + or move 5 metres closer to his target for every member of the + Kill-team in Support Range. + + + 221 + s Table 7–13: Chapter Attack Patterns + The following attack patterns are limited to Space Marines of Chapter Name Action Cost Sustained + a particular Chapter. Black Holy + Half 2 No + Templars Vengeance + Blood Fury of + holy vengeanCe Angels Sanguinius + Free 3 No +VII: Playing the Game + + + + + Sustained + Chapter: Black Templars Dark Angels Free 2 Yes + Suppression + Action: Half Action + Space Tooth and + Cost: 2 Wolves Nail + Free 2 Yes + Sustained: No + Storm Lightning + Effects: The holy fury of the Emperor lives in the hearts of all Reaction 2 No + Wardens Strike + Black Templars, awaiting the time when it will be unleashed Lead by + upon his foes. Until the start of his next Turn, whenever the Ultramarines Free 2 Yes + Example + Battle-Brother and those in Support Range of him make a + successful Standard Attack with a melee weapon (whether + or not Damage is inflicted) they may immediately make an TooTh and nail + additional Standard Attack with that same weapon, against Chapter: Space Wolves + the same foe, as a Free Action. If this blow also hits, then they Action: Free Action + may make an additional Standard Attack and so on, up to a Cost: 2 + total number of extra attacks equal to their Agility Bonus. Sustained: Yes + Improvement: If the Battle-Brother is Rank 4 or more, Effects: The animalistic nature and fighting style of the Space + summoning the Holy Vengeance is a Free Action. Wolves often gives them an edge in close combat where they may + unleash their inner beast against their enemies. While this ability + is in effect, the Battle-Brother and those in Support Range of + fuRy of sanguinius him may re-roll all Opposed Tests in grapples, add an additional + Chapter: Blood Angels +10 to any bonuses for outnumbering foes in hand-to-hand, + Action: Free Action and add +10 to Dodge and Parry rolls against melee attacks. + Cost: 3 Improvement: If the Battle-Brother is Rank 4 or more, the + Sustained: No bonus to outnumbering and to Dodge rolls increases to +20. + Effects: The Blood Angels possess a fury on the battlefield + that can turn them into wild beasts intent only on rending + their foes limb from limb. A Battle-Brother of the Blood + lighTing sTRike + Angels Chapter may call out to his Primarch Sanguinius to Chapter: Storm Wardens + strengthen his arm and fill him with rage against his foes. Action: Reaction + Until the start of his next Turn, the Battle-Brother and those Cost: 2 + in Support Range of him add +10 to their Weapon Skill, Sustained: No + Strength, and Toughness, including any corresponding Effects: The Storm Wardens know well the doctrine of strike + increases in Strength Bonus and Toughness Bonus. first, strike fast and practise this both in personal duels and + Improvement: If the Battle-Brother is Rank 4 or more their squad tactics. A Battle-Brother of the Storm Wardens + the bonuses to Weapon Skill, Strength, and Toughness are Chapter may order a Lightning Strike at the start of any combat + increased to +20. where neither side is Surprised (see page 235). The Battle- + Brother and those in Support Range of him immediately gain + a Surprise Round just as if they had Surprised their foes. + susTained suppRession Improvement: If the Battle-Brother is Rank 3 or more, in + Chapter: Dark Angels addition to gaining a Surprise Round, both he and those + Action: Free Action supporting him may roll two dice and choose the highest + Cost: 2 when determining their Initiative for the following combat. + Sustained: Yes + Effects: Dark Angels are masters of holding their ground and + have a keen understanding of the tactics of overlapping fields + lead by exaMple + of fire and kill zones. While this ability is in effect, the Battle- Chapter: Ultramarines + Brother and those in Support Range of him may take actions Action: Free Action + normally while maintaining Overwatch (see page 241), such Cost: 2 + as moving and making attacks. Sustained: Yes + Improvement: If the Battle-Brother is Rank 4 or more, the Effects: Of all the Chapters, the Ultramarines pride themselves + test to avoid Pinning when caught in a kill zone created by as among the most loyal and bravest of all the Emperor’s + him or those supporting him increases from Hard (–20) to chosen, a fact that they like to impress upon their fellow Battle- + Very Hard (–30). Brothers. While this power is in effect, all Battle-Brothers + + + 222 + within Support Range of the Battle-Brother (including the go To gRound +Battle-Brother himself ) gain a bonus on all tests equal to the +Battle-Brother’s Fellowship Bonus. In addition, each Round Action: Reaction +the Battle-Brother may single out one member of his Kill-team Cost: 1 +and grant that character a re-roll on any one test (this re-roll Sustained: No +includes the bonus provided by his Fellowship). Effects: When subjected to heavy, accurate, and effective fire, +Improvement: If the Battle-Brother is Rank 4 or more, the a well-trained squad knows to take cover. As a Reaction, the + + + + + VII: Playing The Game +bonus to tests increases to twice his Fellowship Bonus. Battle-Brother may issue a Go to Ground order when he or + another member of his Kill-team within his Support Range has + been hit by a ranged attack. Both the Battle-Brother and those +s in Support Range of him may immediately make a free move +Just as important as aggressive tactics are defensive unit actions up to their Agility Bonus in metres to find cover. Note that the +to limit exposure to enemy fire, lay down withering suppressing effects of the hit are worked out before any Battle-Brothers +fire, and fall back in an orderly fashion to regroup and counter- may move. In the case of hits from semi or full auto weapons, +attack. Defensive Stances are Squad Mode abilities which cover only the first hit is worked out before the Battle-Brothers move +these methods of defence and can be used to safeguard the and the remaining hits after they have gone to ground. +well-being and integrity of the player’s Kill-team. Improvement: If the Battle-Brother is Rank 4 or more, the + free move to cover may be up to twice the Battle-Brother’s + Ability Bonus. +s + RegRoup +The following defensive stances are suitable for Space Marines Action: Full Action +from any Chapter. Cost: 2 + Sustained: No + Table 7–14: Codex Defensive Stances Effects: A Kill-team stands united and is always stronger + supporting each other against their foes. As a Full Action, + Name Action Cost Sustained the Battle-Brother may order a Regroup to allow himself and + Dig In Full 3 Yes those in Support Range of him to move up to twice their + Go to Ground Reaction 1 No Agility Bonus in any direction, just as if they had made a Full + Regroup Full 2 No Move Action. In addition, Regroup move does not trigger + Soak Fire Reaction 2 No enemy Overwatch or Suppression Fire. + Strongpoint Full 3 Yes Improvement: If the Battle-Brother is Rank 4 or more, in + Tactical Spacing Full 1 Yes addition to this free movement, Battle-Brothers may reload + any weapons they are currently carrying, provided doing so + would only be a Half Action or a Free Action. +dig in +Action: Full Action +Cost: 3 + soak fiRe +Sustained: Yes Action: Reaction +Effects: Against fearsome weapons like plasma cannons Cost: 2 +and meltaguns, even Space Marines will use cover to their Sustained: No +advantage. A Battle-Brother may order his squad to Dig In, Effects: While a good formation covers all angles of attack, +seeking out the most defensible firing positions. While this it also shields the squad from directed fire. This is especially +ability is in effect, the Battle-Brother and those in Support true of Space Marines, who use their bulk and armour to shrug +Range of him can double the Armour Points provided by any off hails of bullets, bolts, and beams. A Battle-Brother may use +cover (see page 246) they are currently using. This bonus to the Soak Fire ability whenever another member of his squad +cover only applies to each individual Battle-Brother so long currently within his Support Range is hit by a Semi or Full +as they remain stationary. Auto fire attack and would be eligible to make a Dodge Test to +Improvement: If the Battle-Brother is Rank 5 or more, both avoid the attack. These hits are then divided evenly between the +he and those supporting him may move freely. The benefits original target, the Battle-Brother, and those supporting him, +of doubled Armour Points applying to all cover they use for provided they would normally be eligible targets for the attack. +the duration of the ability. Regardless of the number of Battle-Brothers soaking fire, the + original target always takes at least one hit. Note that Battle- + Brothers soaking fire cannot Dodge attacks allocated to them. + Improvement: If the Battle-Brother is Rank 4 or more, both + he and those supporting him may soak single-attack ranged + weapons, such as a blast from a lascannon or a sniper’s bullet, + dividing the Damage evenly between those involved. + + + 223 + sTRongpoinT s + Action: Full Action + Cost: 3 + Sustained: Yes The following defensive stances are limited to Space Marines + Effects: Sometimes a Space Marine squad needs to hold of a particular Chapter. + a position at all costs, setting up fields of overlapping fire +VII: Playing the Game + + + + + and holding the enemy back with a hail of bolt shells. A Table 7–15: Chapter Defensive Stances + Battle-Brother can establish a Strongpoint, nominating either + himself or a member of his Kill-team within Support Range Chapter Name Action Cost Sustained + as the Centre of the Strongpoint. The Centre must remain Armour of + Black Templars Free 2 Yes + Faith + stationary for the ability to remain in effect. The Centre may + Feel No + then Call Targets either as a Free Action in his turn or as Blood Angels Free 3 No + Pain + a Reaction. Battle-Brothers in Support Range of the Centre + Immovable + (including the Centre himself ) then gain a +20 to Ballistic Dark Angels Full 2 Yes + Defence + Skill and Weapon Skill Tests against a Called Target, may re- + Pack + roll Damage against it, and may use their Reactions to make Space Wolves Free 2 No + Tactics + Standard Attacks against it. A target remains marked in this Shield and + way until either the Centre moves (ending the Strongpoint) Storm Wardens Free 2 Yes + Sword + or the Centre marks a new target. Ultramarines Rally Cry Free 0 No + Improvement: This ability cannot be improved. + + + TaCTiCal spaCing aRMouR of faiTh + Chapter: Black Templars + Action: Full Action Action: Free Action + Cost: 1 Cost: 2 + Sustained: Yes Sustained: Yes + Effects: Formation and spacing are an important part of a Effects: Black Templars are among the most zealous and devoted + squad’s function on the battlefield and influence their ability of the Emperor’s chosen, turning aside even the powers of the + to warn each other of danger and defend themselves against warp with their faith. A Battle-Brother of the Black Templars + attack. While this ability is in effect, the Battle-Brother and Chapter may cloak himself and those around him in an Armour + those in Support Range of him can share their Reactions. For of Faith, usually by chanting prayers to the Emperor or singing + example, one member of the Kill-team could give his Reaction battle hymns. While this power is in effect, the Battle-Brother + (losing it for himself for the turn) to another member of the and those in Support Range of him add +10 to all tests made + Kill-team to use. If the Space Marine has extra reactions (such to resist Psychic Powers and add +4 to their Toughness Bonus + as the bonus reactions granted from the Step Aside Talent), when reducing Damage from physical attacks from creatures + these may also be shared. with the Daemonic Trait and from Psychic Powers. + Improvement: If the Battle-Brother is Rank 5 or more, in Improvement: If the Battle-Brother is Rank 5 or more, the + addition to being able to share Reactions within the group, bonus to resistance tests increases to +20 and the bonus to + all members gain an additional Reaction while this ability is Toughness Bonus increases to +8. + in effect. + feel no pain + Chapter: Blood Angels + Action: Free Action + Cost: 3 + Sustained: No + Effects: Blood Angels often fight on regardless of the damage + dealt to them. Until the start of his next Turn, the Battle- + Brother and those in Support Range of him use their training + and the fiery will of the Blood Angel to ignore their wounds + and focus on the attack, halving all Damage (round up) after + reduction for Armour Points and Toughness Bonus. While + using this ability, however, such is the Battle-Brothers’ rage + that they may not use their Reactions to Parry or Dodge and + must use an Action with the Attack subtype (see page 236). + Improvement: If the Battle-Brother is Rank 5 or more, + the restrictions on using Reactions to Parry or Dodge can + be ignored. + + + 224 + iMMovable defenCe Rally CRy +Chapter: Dark Angels Chapter: Ultramarines +Action: Full Action Action: Free Action +Cost: 2 Cost: 0 +Sustained: Yes Sustained: No +Effects: Stubbornness is a valued trait among the Dark Effects: Ultramarines are natural leaders and the embodiment + + + + + VII: Playing The Game +Angels, especially in battle where they seldom give ground to of the Codex Astartes. In battle their purity and natural +their foes even in the face of overwhelming odds. While this authority is a power force, able to rally their fellow Battle- +ability is in effect, the Battle-Brother and those in Support Brothers and reinforce their will to fight. When a Battle- +Range of him gain a +10 to all Ballistic Skill Tests, a +10 to Brother uses this ability, it instantly restores a number of +all Dodge Tests, and an additional +4 Armour Points to all Cohesion equal to his Fellowship Bonus. The reverence the +locations as long as they remain stationary. Ultramarines hold for their Primarch and the strength of will +Improvement: If the Battle-Brother is Rank 4 or more, the required to make a Rally Cry is such that a Battle-Brother +bonus to Ballistic Skill Tests and Dodge Tests is increased may only use this ability once per game session. +to +20. Improvement: This ability cannot be improved. + + +paCk TaCTiCs +Chapter: Space Wolves +Action: Free Action +Cost: 2 +Sustained: No +Effects: Space Wolves are skilled at baiting an opponent or +distracting an enemy at a critical time so that another Space +Wolf can attack unhindered. When a Space Marine attacks a +single target, another Space Marine within support range may +voluntarily give up an unused reaction to distract the target. +If he does so, the first Space Marine’s melee or ranged attacks +against that target may not be parried or dodged this turn. +Improvement: If the Battle-Brother is Rank 3 or more, +Melee attack rolls against the target affected by this ability +gain a +10 bonus. + + +shield and swoRd +Chapter: Storm Wardens +Action: Free Action +Cost: 2 +Sustained: Yes +Effects: Many Battle-Brothers of the Storm Wardens Chapter +favour storm shields and power swords and train to fight side +by side with these heavy weapons. The Storm Wardens have +adapted this tactic to other forms of melee combat. While this +ability is in effect, the Battle-Brother and those in Support +Range of him can Parry attacks directed against those by their +side (allies within 2 metres). In addition, any time a Battle- +Brother benefiting from this ability is struck in melee, he may +use his Reaction to make a Standard Attack with a melee +weapon back at the creature that attacked him. +Improvement: If the Battle-Brother is Rank 5 or more, +all those affected by this ability gain a +20 bonus to +Parry Tests. + + + + + 225 + Missions overview + Missions are broken down into the following three broad steps: + “The forward Tau command centre is too heavily shielded for an + orbital strike, and too far behind the front lines for a push by the + Stygian 5th Armoured Division. However, intelligence suggests + pRepaRaTion + that there is at least one of these so-called Ethereals coordinating This initial step occurs often in downtime before actual play +VII: Playing the Game + + + + + operations from the base, making it a vital target. It is my begins and represents the players preparing their characters + recommendation that we deploy the Deathwatch Kill-team available for the trials ahead. It covers the actions undertaken by the + to us and consider the matter closed...” Kill-team and Battle-Brothers which include such things + as taking oaths, selecting their weapons and armour, and + –High Tactician Favius at the Battle of Blood Moon choosing a mission leader from among their Kill-team. + Briefing: The first part of a Mission is the briefing in + + + T + he Adeptus Astartes are the surgical strike force of the which the GM gives the players an overview of their Mission, + Imperium’s military might, and their use on the field its objectives, and any other information they are likely to + of battle reflects this status. No commander would have access to. The briefing allows the players to get an idea + consider using the much-feared Space Marines for simple of the kind of things they will be facing and the kind of tasks + battlefield tasks such as frontline cannon fodder or garrison they will be required to complete. With this information, they + duties. Such menial tasks fall to the far more numerous Imperial can prepare themselves accordingly by choosing appropriate + Guard, while the Adeptus Astartes focus solely on specialised weaponry and armour or undertaking additional training. + missions of critical importance to the Imperium’s success or Selecting a Leader: At the start of every Mission, the + failure in its local theatre of operations. Typically, when a Space players must select a Battle-Brother to lead their squad and act + Marine force is called in to assist in some aspect of an Imperial as its commander for the duration of their combat assignment. + campaign, it is to achieve high profile, high risk missions, such There are a number of ways this leader can be chosen, but + as the elimination of powerful enemy commanders, destruction ultimately the choice rests with the players. It is the leader’s job + of vital enemy weapons, or to lead the vanguard in brutal and to make command decisions during the Mission and break the + bloody assaults. deadlock should the Kill-team become divided in its choice of + he Deathwatch operates in much the same fashion and how best to proceed. The choice of leader will also determine + exists to perform the most difficult of combat missions, those which oaths the Kill-team may take. + missions that could not be entrusted to lesser forces with any Oath-taking: Before every battle Space Marines take + Degree of Success. Unlike the bulk of Space Marine Chapters, oaths to their Chapter, their Primarch, the Deathwatch, and + however, the Deathwatch is an even smaller and more the Emperor. This part of preparation covers the specific oath + specialised force, and their deployment reflects their specialised the Kill-team takes before their Mission, and can include such + nature. For the Deathwatch, a mission often only involves things as reaffirming their bonds of loyalty to their Battle- + committing a single Kill-team (usually enough to get the job Brothers, praying at the shrine of the Emperor or studying + done) to complete a vital battlefield objective in the midst of a the Codex Astartes. Oaths grant both a bonus for the coming + much larger engagement. While the bulk of the Imperial armies Mission as well as access to Squad Mode abilities. + struggle over worlds and sectors, these autonomous Kill-teams Arming: Once the players have been briefed, have chosen + move through the fog of war unseen by their foes, striking a squad leader, and have taken their oaths, the final step is + fast and hard against key targets and paving the way for the to select their weapons. Because a Space Marine’s equipment + lumbering Imperial war machine to continue its advance. is provided by his Chapter, he has access to a great range of + Missions provide a framework for the GM to create some of the most destructive and potent weaponry known + adventures for his players and capture the military nature at to the Imperium. Choosing the right weapons for a given + the heart of being a member of the Deathwatch. In essence, a task, however, is a vital part of the Mission and can make the + Mission represents the kinds of operations and adventures that difference between success and failure. + a Kill-team, and by extension the players, typically undertake. + Because Space Marines are not simple adventuring vagabonds + or roving brigands, the kinds of adventures they have will + exeCuTion + usually be of a military nature, defeating foes on the battlefield This section covers the Mission proper and the bulk of + and completing vital combat objectives for their commanders. actual play. Once all the preparation has been completed, the + A Mission is a template for these kinds of adventures and Battle-Brothers are thrown into the cauldron of battle and + provides the GM with a collection of obstacles for his must complete their objectives to successfully execute their + players to overcome and rewards for successfully completing Mission orders. In addition to objectives, Missions also often + their objectives. include complications which can change the field of battle in + unexpected ways. + Primary Objectives: These are the key tasks that must be + performed by the Kill-team to complete its Mission. Only when + all Primary Objectives have been fulfilled can their Mission + be considered a success. As a result, Primary Objectives are + + + 226 + often significant undertakings such as the destruction of vital +enemy hardware, the assassination of enemy commanders, or +the clearing of landing zones for successive waves of troops. + Preparation + Secondary Objectives: Not as vital to the success of He who does not plan, plans to fail. +the Mission as Primary Objectives, Secondary Objectives are +still important to the Imperium’s war effort. By completing –Ancient Proverb +Secondary Objectives, a Kill-team typically reinforces + + + + + VII: Playing The Game + T +the success of their Primary Objectives, such as not only he first part of any Mission is known as the preparation +destroying a powerful enemy orbital cannon but also the stage, and it allows the GM to lay down the foundations +munitions dump supplying it. Completing both Primary and of the Mission to his players and the players to have +Secondary Objectives increases the overall success of the their characters undertaking certain pre-mission activities to +Mission and increases rewards. help bolster their resolve and improve their chances of success. + Tertiary Objectives (Targets of Opportunity): As well All of these actions are considered to take place in downtime +as both Primary and Secondary Objectives, many Missions and don’t need to be roleplayed out. If the players or GM so +also include Tertiary Objectives, commonly known as Targets choose, they can expand on any aspect of Mission preparation +of Opportunity. These are objectives not vital to the success or and work through the interactions between the Kill-team +failure of the Mission but which are still considered important or with the Deathwatch Chapter. However it plays out, the +to the Imperium. These can include such things as killing GM should make sure that each part of the preparation stage +officers, destroying communications equipment, or capturing has been touched on before the Battle-Brothers begin their +enemy intelligence. Mission in earnest. + Complications: No Mission ever turns out exactly as the +players expect. Complications are present in all Missions, and +the GM can use them to alter the field of battle and force brieFing +the players to think on their feet. Typical Complications can The first step before embarking on a Mission is the Mission +be things such as bad intelligence, misdrops, or equipment Briefing. This is an overview of the Mission, outlining its +malfunctions. Complications add an element of the unknown objectives and any other relevant data that would be available +to a Mission and help to create the fog of war into which the to the Battle-Brothers. This is important as it signals to the +players are being dropped. players that they are about to embark on a new Mission and + just what is expected of them. When formulating a Mission + Briefing, the GM should be careful only to give the players +RewaRds information that they would be likely to have, which could be +Finally, when a Mission has been completed, the Kill- complete and comprehensive or vague and sketchy depending +team garners rewards for its efforts, usually in the form of on the kind of Mission they are undertaking. In either case, +Experience and Renown. Rewards are almost always directly a Mission Briefing does not need to be exhaustive and can +tied to the Kill-team’s performance on the battlefield, the be as simple as “go here, kill this.” The important part of this +number of objectives they managed to complete, and any step is that it lets the players know that orders have come +other outstanding efforts made by either the squad as a whole down directing them to do the work of the Emperor and +or individual Battle-Brothers. the Chapter. + Alternatively if the players are working on their own + recognisance and setting their own mission objectives (as + can happen in the field), the briefing might be a request + for intelligence on their targets. The GM can then proceed + much in the same way as if these were direct orders from the + open advenTuRes Kill-team’s commander—be it the Chapter Master, an Ordo + While Missions provide solid guidelines for creating Inquisitor, or other ranking member of the Imperium—and + adventures based on military actions and Deathwatch lay out an overview of the Mission and define any or all current + assignments, some GMs may find them too restrictive for objectives. Players should remember that their commander’s + the kind of campaign he wishes to run. For this reason, knowledge may be limited or he may simply not pass on + the Mission framework has been left purposefully flexible certain information depending on his own motive or style of + and open so that it can be altered to suit the needs of the command. However a briefing occurs, the GM should make + GM’s group. While being a member of the Deathwatch sure it includes the two key elements mentioned here: + does mean a life dedicated to service of the Emperor • What is the nature/foe/location of the Mission? + and glory on the field of battle, there is also great • What are its known primary/secondary/tertiary + scope within this for different kinds of adventures and objectives? + freedom for the players from the rigid military structure + of the Deathwatch. For more information on alternate + Deathwatch adventures and even alternate kinds of + campaigns see Chapter X: The Game Master. + + + + 227 + SeleCT a leader r + + Once the nature of the Mission has been established, the next In addition to the responsibilities of command, the squad leader + step is for the players to choose a squad leader for their Kill- is also useful in that he can use his position to improve the Kill- + team. Having a leader is an essential part of operating as a team’s Cohesion through his natural charisma and leadership. + Deathwatch squad and vital to functioning as an effective This has the following game effects: + combat unit. A leader is also important for making group • The leader can use his Fellowship or the Command skill to +VII: Playing the Game + + + + + decisions when the squad is divided on which course of rally his squad and repair Cohesion Damage (see page 96 + action to take, and in this way provides a way of moving for details on the Command skill and its uses). + things forward or breaking deadlocks between members of • Once during the Mission, the leader and any Battle- + the Kill-team. Brothers within his Support Range (see page 213) can + Choosing a leader should be up to the players, and automatically enter Squad Mode without the need to make + typically each player should take turns to play the role of the a test. This can be either at the start of the leader’s turn as a + leader at the start of each new Mission. In this way, each of Free Action, or at any point by the leader as a Reaction. + the players can experience the benefits and duties of being In addition to these advantages the GM can also designate + the leader as well as the responsibility that it brings. If the the leader to carry any special mission-specific equipment or + players cannot, or do not want, to choose a Battle-Brother intelligence. So for instance, if the Mission required special pass + then each player should roll 1d10 (rerolling ties) with the codes, or an experimental auspex scanner, the leader is typically + highest scoring player taking on the role for the duration of entrusted with such items. + the Mission. + Alternately the GM may nominate the leader (but only if + the players cannot choose their own). This may be especially oaTh-Taking + appropriate if the nature of Mission is connected to one of the The Adeptus Astartes hold their oaths to their Primarch, the + player-character’s specialities (see Chapter II: Specialities for Emperor, and their brothers above all other things in the + details on these roles); it makes sense for a Mission involving galaxy. Such pledges of valour given to their Primarch, Battle- + a piece of ancient technology to be led by a Techmarine. Brothers, and the Emperor are a common part of a Battle- + The important thing to remember—and a point that the GM Brother’s existence and often take place before embarking + should clearly spell out to the players—is that the leader does on a Mission. Oaths can come in many forms, and different + not tell the other players what to do or order them around, Battle-Brothers may make different oaths before a battle + but rather helps to move the game forward when the squad depending on their focus for that Mission. + needs to make a unanimous decision. Before embarking on a Mission, the players may choose + one oath for their Kill-team which will last for the duration + of the Mission. All oaths have a prerequisite Career Path and + r may only be chosen by the Kill-team if their current leader + The mantle of squad leader is one that the players should not meets this requirement. An oath will then provide the Kill- + take lightly. In the eyes of the Deathwatch, it is the squad team with a group benefit as well as a selection of Squad + leader who is responsible for the success or failure of the Kill- Mode abilities, any or all of which may be activated during + team and the completion of their Mission. In this capacity, the course of the mission. In addition to the listed Codex + the player chosen to be the leader for a particular Mission has Squad Mode abilities the Kill-team will also have access to + two key responsibilities for that Mission: their leader’s Chapter Squad Mode abilities. + • If at any point the Kill-team needs to make a decision + on how to proceed with their Mission and they cannot + reach an accord, then it falls to the squad leader to make + oaTh of The asTaRTes + the choice. He should listen to the other players and A Battle-Brother’s loyalty to his Chapter and Primarch is + make a decision based on the majority. It is important second only to his loyalty to the Emperor. Those who serve in + to remember that making these calls does not mean that the Deathwatch are no different. These Space Marines learn + the leader is allowed to boss the other players around. to share this loyalty with their newfound brothers in arms. + Rather, he is there to guide the actions of the group. Taking the Oath of the Astartes means studying the Codex + • The responsibility for the Mission and contact with the Astartes and drilling with squad tactics until the Battle- + Deathwatch or the Kill-team’s commanders falls to the Brother’s skills are honed to a fine edge. + leader. He becomes the link in the chain of command Prerequisite: Tactical Marine, Assault Marine or Devastator + that ties the squad into the greater Imperial efforts in Marine + their theatre of operations, receiving orders and sending Effect: Those who take this oath have added faith in their + vox messages to appraise the higher-ups as to the Battle-Brothers and a keener understanding of the strength + squad’s progress. of their squad. A Kill-team which takes this oath before a + Mission may add +2 to their Cohesion for the duration of + that Mission. + Squad Mode Abilities: Squad Advance, Bolter Assault and + Tactical Spacing. + + + 228 + r oaTh of knowledge +A Battle-Brother’s loyalty to the Emperor is a vital part of Knowledge is power, and on the battlefield it can mean the +his existence, a value instilled in him since his induction and difference between anticipating a foe’s attacks and being +a shield he carries with him wherever he goes. Often before caught off guard. Many Battle-Brothers study the Imperium’s +battle, Space Marines gather in the Watch Fortress’ grand foes to learn their strengths and weaknesses so they may +shrine to the Emperor and reaffirm these oaths of loyalty, better kill them in combat. However, the Imperium’s foes are + + + + + VII: Playing The Game +giving themselves a greater sense of purpose and renewing near infinite and a Battle-Brother’s time is not. +their fervour for defending the Imperium. Prerequisite: Librarian or Apothecary +Prerequisite: Tactical Marine, Librarian or Apothecary Effect: Those who take the Oath of Knowledge endeavour to +Effect: Those who take the Oath to the Emperor before battle learn all they can of their foes. A Kill-team which takes this +have spent long hours praying to the Emperor and are filled oath may choose a single kind of foe (i.e. Ork, Tau, Tyranid), +with his righteous zeal. All members of the Kill-team may and for the duration of the Mission all members of the team +add +10 to Willpower Tests for the duration of the Mission. will gain a +10 to Weapon Skill and Ballistic Skill Tests +Squad Mode Abilities: Fire for Effect, Regroup and against this chosen enemy with ranged or melee weapons. +Strongpoint. Alternatively a Librarian who takes the Oath of Knowledge + (or is part of a Kill-team which selects it) may instead choose + to study their powers more exhaustively and steel himself +oaTh of gloRy against the perils of the warp. This grants the Librarian +The Adeptus Astartes relentlessly seek glory in the Emperor’s the ability to re-roll the results of any rolls on Table 6–1: +name, often pushing themselves to feats of greatness (even by Psychic Phenomena (see page 187) for the duration of the +the high standards of the superhuman Space Marines) against Mission. +the Imperium’s foes. Such feats become the tales of glory told Squad Mode Abilities: Go to Ground, Dig In and +within a Chapter and can earn those responsible great respect Strongpoint. +and standing amongst their peers. +Prerequisite: Tactical Marine or Assault Marine +Effect: Those that take the Oath of Glory pledge to the + oaTh of loyalTy +Emperor, their Chapter, their Primarch, and their Battle- As important as loyalty to the Chapter is loyalty to one’s +Brothers to prove themselves in battle above and beyond their comrades. Knowing they can be relied upon in combat to +duty. All members of a Kill-team which take this oath will watch a Battle-Brother’s back and support his attacks is key to +gain an additional point of Renown for each Primary and the squad’s strength and effectiveness. An Oath of Loyalty is a +Secondary Objective that the Kill-team completes, as long as way of strengthening that faith within the squad and boosting +they are personally involved. a Battle-Brother’s own connection with his Kill-team. +Squad Mode Abilities: Squad Advance, Bolter Assault and Prerequisite: Tactical Marine or Apothecary +Furious Charge. Effect: Those who take the Oath of Loyalty spend time with + their Battle-Brothers to strengthen their camaraderie. A Kill- + team which takes this oath gains a +1 bonus on Cohesion + Challenge rolls and their leader may add +10 to all tests to + resist Cohesion damage. + Squad Mode Abilities: Tactical Spacing, Regroup and + Soak Fire. + + Table 7–16: Oaths + Oath Prerequisite Benefit Squad Mode Abilities + Tactical Marine, Assault Marine, Tactical Advance, Bolter + Oath of the Astartes +2 Cohesion + or Devastator Marine Assault, Tactical Spacing + Tactical Marine, Librarian, or Fire for Effect, Regroup, + Oath to the Emperor +10 to Willpower Tests + Apothecary Strongpoint + Tactical Marine or Assault Tactical Advance, Bolter + Oath of Glory +1 Renown per objective + Marine Assault, Furious Charge + +10 to WS and BS vs. a + Go to Ground, Dig In, + Oath of Knowledge Librarian or Apothecary chosen enemy or re-roll Psychic + Strongpoint + Phenomena + +10 to all Tests to resist + Tactical Spacing, Regoup, Soak + Oath of Loyalty Tactical Marine or Apothecary Cohesion Damage, +1 to + Fire + Cohesion Challenges + Devastator Marine or Ignore jams, re-roll tests to Fire Support, Fire for Effect, + Oath of the Weapon + Techmarine confirm Righteous Fury Tank Buster + + + + 229 + Execution + “They dropped from the sky like angels of death destroying all in + their path and bringing the Emperor’s justice to that wicked world.” + + –From the Remembrances of the Grand Crusade +VII: Playing the Game + + + + + s + All missions have one or more objectives that the players + must achieve in order for the Mission to be completed. An + objective is a way of quantifying the success of a Mission and + giving the players a set of clear goals for their characters to + achieve. In keeping with the military nature of Deathwatch, + objectives are typically set by the GM when the Mission is + created and passed on to the characters during the Mission + briefing. However, such is the fickle nature of war that + objectives can often change during the course of a Mission, + and the players can even come up with their own objectives. + There are three kinds of objectives, some or all of which may + be present in a Mission. + + + pRiMaRy + These are the key objectives to the Mission that are vital for + its completion. If the players do not complete their primary + objectives, then the Mission is considered a failure. For this + reason, when the GM sets the Mission’s primary objectives, + oaTh of The weapon he should keep them as simple and as broad as possible. For + Space Marines drill constantly, and when they are not fighting. instance, a primary objective could be to destroy an enemy + they are training for combat. Some Battle-Brothers take this a base, leaving the method of its destruction up to the players. + step further and take oaths to ensure their weapons do not fail The players should be aware, however, that to complete their + them in combat, blessing bolters and chainswords so that the Mission, and reap any rewards as a result, they must complete + Emperor might ensure their effectiveness against His enemies. their primary objectives. + Prerequisite: Techmarine or Devastator Marine + Effect: Those taking the Oath of the Weapon pray over their + weapons before battle and strive to extinguish even the smallest + seCondaRy + element of chance in their function. A Kill-team which takes Most Missions have additional objectives attached to the + this oath may ignore the effects of Jams (see page 249) with primary objective that reinforce the Mission’s success. For + their personal weaponry and re-roll Weapon Skill Tests to instance, if the primary objective is to destroy an enemy base, + confirm Righteous Fury (see page 245) with melee weapons it might also come with a secondary objective to destroy + for the duration of the Mission. the nearby enemy landing platform. Typically, secondary + Squad Mode Abilities: Fire Support, Fire for Effect and objectives are smaller and easier to complete than primary + Tank Buster. objectives, though they nonetheless require a degree of daring + and effort on the part of the Kill-team. While completing + secondary objectives does not govern the success or failure of + arming the Mission in the same way as primary objectives do, their + This is the final stage of preparation before the Mission begins completion reinforces the Mission’s success and increases the + and involves each Battle-Brother choosing his weapons for battle players’ rewards. + from the Deathwatch armoury. Which weapons and armour + are available to a Battle-Brother depends on his Renown and + standing within the Deathwatch, while the amount of weapons + TeRTiaRy—TaRgeTs of oppoRTuniTy + and armour that can be chosen for the whole Kill-team is based After primary and secondary objectives come tertiary + on its set Requisition. Full details on setting Requisition can objectives, also known as targets of opportunity. These are not + be found in Chapter IX: The Game Master, while for more objectives in the strictest sense and do not directly influence + information on Renown and its effects on a Battle-Brother’s the completion of the core Mission. They do, however, + access to weapons and armour see Chapter V: Armoury. present the Kill-team with a chance to earn more glory for + + + 230 + themselves and further enhance their standing within the Table 7–17: Mission Complications +Chapter by proving their skill on the battlefield. A typical +target of opportunity could be an enemy commander, a Dice Roll Complication +munitions supply dump, or Imperial captives. The GM should 1 A Bad Beginning +only give limited information about the Mission’s targets of 2 Bad Intelligence +opportunity during the mission briefing, leaving it up to the 3 Cut Off +players to identify them during the game. 4 Friendly Fire + + + + + VII: Playing The Game + 5 Logistical Failure + 6 Misdrop +playeR CReaTed obJeCTives 7 Race Against Time +Neither the GM nor the players should feel that Mission 8 Rivalry +objectives are set in stone and prohibit the characters from 9 They Knew We Were Coming... +the freedom to change or alter the Mission in some way. To 10 Unexpected Enemies +this end, the GM can allow the players to come up with their +own primary, secondary, or tertiary objectives during play if +their planning and reasoning is good. For instance, if when is required, the GM can roll a die on Table 7–17: Mission +sent to destroy an enemy spaceport the players decide that it Complications to see what has gone wrong for the players. +would be viable to plant an explosive on a cargo lighter, thus +delivering the bomb up into orbit, the GM can then create a +new objective to accommodate it. The GM should be careful + a bad beginning +to make sure that all player created objectives remain within Some missions almost end before they begin, with misfortune +the general nature of their mission (such as attacking the striking right from the start. This complication indicates that +enemy, securing a beachhead, or relieving a friendly force). one of the Kill-team has been wounded during deployment, + either as a result of a bad drop pod landing or perhaps hitting + a mine when leaving their Rhino. The GM should have all the +s players roll a dice. The player (or players in the case of ties) +No Mission goes according to plan, even for the elite warriors with the lowest roll suffers 1d5 points of Critical Damage +of a Deathwatch Kill-team. Drop zones can be missed, (not reduced for armour or Toughness Bonus) to a random +intelligence can prove false, and support troops can fail to body location. +arrive. These Mission complications are ways in which the +GM can keep the players off balance and make the mission +more interesting by adding the fog of war. In addition to + bad inTelligenCe +forcing the players to adapt to difficult situations and think Frequently the Imperium’s intelligence about its foes is just +on their feet, complications also increase the difficulty of a plain wrong. Commanders base decisions on unfounded +mission and as a result the rewards the players gain from it. information and send soldiers to pay for their ignorance. +Here are 10 typical complications that the GM can use to While the Deathwatch is more careful than most of the +alter the nature of his missions, though he should feel free Emperor’s forces, they too can suffer from this fate. The GM +to come up with more of his own. If a degree of randomness should change one of the Mission’s primary or secondary + objectives without the knowledge of the players. This change + should, however, become quickly apparent, such as arriving + inseRTion and exTRaCTion to destroy a bridge to discover it does not exist. It is then + How the Kill-team reach the battlefield and how they up to the players to discover the new objective and try to + leave it depends on the nature of the Mission. This could complete it. + include such things as deployment by drop pod from + low orbit, direct assault via Thunderhawk gunships, + or even land-based assaults in Rhinos or Land Raiders + CuT off + from a forward base. Ultimately it falls to the GM, in As can often happen in the chaos of war, a forward unit can + the role of the characters’ commanders, to decide how discover its supply lines cut off as the frontlines shift suddenly. + they should be deployed. In certain circumstances, the With this complication, any reserves or outside support for + players may be able to choose for themselves depending the Kill-team is unavailable. This could mean vox channels + on the level of freedom their Mission allows. In either have been jammed or a supporting orbital defence platform + case, the strengths and weaknesses of each method can has come under attack and cannot assist. + have a big effect on the Mission. For instance, arrival by + drop pod can place a Kill-team deep behind enemy lines + with limited chance of extraction, while arriving as part + fRiendly fiRe + of a massive assault (possibly involving other arms of During the Mission, the Kill-team is either mistaken for an + the Imperial war machine) means negotiating the chaos enemy unit or finds itself in an area coming under Imperial + and havoc of battle to complete their objectives. saturation bombing. This attack can occur at any time during + the Mission, usually from an unseen Imperial artillery unit in + + + 231 + They knew we weRe CoMing... + losT leadeRship + Sometimes the enemy’s intelligence is better than the Kill- + If a Kill-team’s Leader is slain or otherwise removed + team’s, and they may find themselves walking into a trap. This + from the game (such as being taken prisoner or knocked + complication means that any chance of complete surprise (if it + unconscious), the group must then choose a new Leader. + exists) is lost and attempts at stealth (using the Concealment + However, in this circumstance, no new Oath is taken, + or Silent Move Skills) suffer an addition –20 penalty due to +VII: Playing the Game + + + + + and the group is still bound by the initial Oath. At the + the vigilance of the enemy. Finally, the added readiness of the + GM’s discretion, circumstances may allow for the group + enemy means they can add +2 to all their initiative rolls for + to select a new Oath during the mission. + this Mission. + + orbit or behind the lines. The GM should have each player + roll a dice. Those who get an odd number are hit by friendly + unexpeCTed eneMies + fire and must make a Challenging (+0) Toughness Test or Powerful foes can often lurk unseen and undetected within the + suffer 2d10 points of Energy Damage, ignoring armour. ranks of their lesser brethren and escape the notice of Imperium + intelligence. The GM should add an additional powerful foe + to the enemies’ ranks for this Mission, hidden somewhere + logisTiCal failuRe close to the Mission’s primary objective. Adversaries who are + A Space Marine can usually rely on his weapons and armour naturally hard to detect, such as Daemonhosts or Tyranid + in battle, but sometimes the demands of battlefield logistics Lictors are good choices for this foe. + mean that supplies can be scarce. For this Mission, the Kill- + team has limited ammo—two clips per ranged weapon. They + will just have to make every shot count and complete their + objectives regardless. Rewards + “To die in battle and be remembered in glory is the greatest gift the + MisdRop Emperor ever gave.” + The Kill-team is delivered to the wrong coordinates either + as a result of heavy near-orbit ground fire or a tactical error. –Inscription on the Tomb of Thorns + Possibly kilometres from their intended drop zone, the + + + A + Kill-team must find a way of crossing the distance quickly Battle-Brother’s reward is measured in glory, not gelt, + or alternatively try to hit a closer target. The GM should and it is his sole purpose to serve the Emperor with + roll 2d10 (or 5d10 if the players arrived by drop pod) to honour and loyalty. For a Space Marine, success in + determine how many kilometres the Kill-team is from its battle and the mastery of the skill of war is all he asks. + primary objective. + + exPerienCe + RaCe againsT TiMe The primary reward for completing a Mission is Experience. + All Missions typically have some kind of timeframe in which Experience allows a Battle-Brother to advance in Rank and + they must be completed. For a few, this can be very tight become more powerful, learning new Skills and Talents and + indeed. For some reason, this Mission must be completed unlocking new abilities. The amount of Experience that a Kill- + in a very tight timeframe. Perhaps a vessel is moving into team gains for a Mission depends on how many objectives + orbital strike distance, ready to wipe out the forward Imperial they were able to complete, as well as any outstanding feats + base, or perhaps the enemy is retreating, taking vital supplies of arms or bravery. + with them. The GM should roll 2d10 and multiply it by 10. Details on awarding Experience, and how it relates to + This is the number of minutes the Kill-team has to complete objectives, can be found on page 269. + the Mission. As this is game time, the GM should be a bit + flexible by allowing the players time to plan and prepare + during play. renown + In addition to Experience, Battle-Brothers can also earn + Renown when undertaking Missions. Renown is a measure of + RivalRy the Space Marine’s standing within the Deathwatch and his + Even within the ranks of the Deathwatch, the old rivalries regard by his peers. It is important for the gaining of certain + of Chapter and Primarch sometimes arise. This can lead to honours and Deathwatch-specific abilities, as well as being + competition between Kill-teams and even between Battle- used to determine what kinds of weapons and armour are + Brothers. For this Mission, such a rivalry has flared up, either available to them from the Deathwatch armoury. + within the players’ Kill-team or with another. The characters Details on awarding Renown can be found on page 270. + are encouraged to roleplay such rivalries. For its duration, the + Kill-team has their Cohesion reduced by 2. + + + 232 + InItIatIve + • + actIons + • + the attack + • + Injury + • +crItIcal Damage + Chapter VIII: turns + Each character in an encounter gets one Turn each Round. During + + Combat a character’s Turn, he can perform one or more Actions. While + characters’ Turns overlap each other slightly, Turns are resolved in + a specific order known as Initiative Order, see page 235. + “There is nothing in the galaxy like the sound of a boltgun.” + + –Vex Hargoth, Master of Arms + actIons + A character can perform one or more Actions on his Turn. If a + + + T +VIII: Combat + + + + + he Imperium is beset on all sides from the enemies character is performing multiple Actions during his Turn, the + of mankind: ravenous aliens, bloodthirsty daemons, order in which they are resolved may or may not matter. For + and fanatical traitors, all intent on the destruction of example, a character could draw his pistol and then move a + the Emperor and those sworn to him. As members of the few metres, or he could move first and then draw his pistol, + Deathwatch, the players stand on the frontlines against such and either way the end result is the same. But, if the same + foes, struggling to survive and bring glory and honour to character wants to shoot his pistol, he obviously needs to + their Chapter. This means combat... lots of combat. draw it first. Actions are described in detail on page 236. + This section covers Actions, combat, and Damage in the + game of Deathwatch. As combat is a significant part of any + Kill-team’s endeavours, the rules in this chapter form a core combat overview + part of any Deathwatch game. Combat is usually resolved using structured time divided into + Rounds, Turns, and Actions. Each character, including NPCs, + takes one Turn each Round. The order in which Turns are + Narrative time vs. resolved depends on Initiative Order. When a new combat + structured time begins, follow these steps to determine what happens. + + The passage of time is flexible in a game of Deathwatch and + subject to the GM’s discretion based on the needs of the story + step one: surprIse + and the choices the players make. Sometimes the GM only At the beginning of a combat, the GM determines if any characters + needs to convey a very loose sense of time, which is known are Surprised. This can only happen once at the beginning of + as narrative time. In other situations, especially combats, more a combat, and there will be many combats where nobody is + precise time keeping is necessary, and the GM should adopt Surprised. A Surprised character loses his Turn on the first Round + what is known as structured time. of combat because he has been caught unawares by his enemies. + If no one is Surprised, move immediately to Step Two. + narratIve tIme + Many situations in a game of Deathwatch do not require + step two: roll InItIatIve + precise time keeping. It is usually enough to know if a certain At the start of the first Round, each character rolls for Initiative. + action takes a few minutes, or about an hour, or several weeks, Each character rolls 1d10 and adds his Agility Bonus (the + or anything in between. Narrative time is most often used tens digit of his Agility Characteristic). The result of the roll + outside of combat and other situations where the precise applies for all successive Rounds in the combat. + order of actions is unimportant. + step three: DetermIne InItIatIve + structureD tIme orDer + In contrast to the abstract approach of narrative time, + structured time is important for resolving complex encounters, The GM ranks all the Initiative rolls, including those of the + such as combats, when every second counts and the order in NPCs, from highest to lowest. This is the order in which the + which things happen is crucial. Structured time is divided characters their Turns during each Round of combat. + into Rounds, Turns, and Actions. + step Four: combatants take turns + rounDs Starting with the character at the top of the Initiative Order, + A Round consists of every character participating in the each character takes a Turn. The character currently taking + encounter taking one Turn each. It assumed that characters his Turn is known as the active character. During his Turn, + act more or less simultaneously in an encounter, so a Round the active character can perform one or more Actions. Once + is approximately five seconds long, regardless of how many his Actions have been resolved, the next character in the + characters are involved. Initiative Order becomes the active character and takes his + Turn, and so forth. + + + 234 + • Are there any unusual circumstances that would mask the + approach of attackers? This can cover nearly anything, from + pouring rain to whining engines to nearby explosions. + • Are there any distractions? It’s possible that something quite + distracting is going on. A cultist’s attention may be so fixated + on the sermon of his confessor that he doesn’t notice his + attackers approaching. + Bearing all of this in mind, the GM must decide which + combatants are Surprised. Whilst it’s often the case that one + entire side or the other is Surprised, there can be individual + + + + + VIII: Combat + exceptions. For example, mutants may easily Surprise a unit of + green Guardsmen, but not their keen-eyed commissar. If no one is + Surprised, proceed with the combat as normal. + A Surprised character loses his Turn in the first Round. He + can do nothing except stand dumbfounded. Furthermore, a + non-Surprised attacker receives a +30 bonus to Weapon Skill + and Ballistic Skill Tests made to attack a Surprised target. After + the Surprise Round completely resolves, all Surprised characters + recover their wits and can act normally. All combatants then roll + for Initiative and the combat proceeds normally. + + + example + While returning to his Kill-team, Helgath spots a sizable group + of termagants scouring the area for biomatter. Rather than waiting + for the creatures to spot him, he decides to quickly plan an ambush. + Finding a low rise in the termagants’ path, Helgath hides using his + Concealment Skill. The GM then makes an Awareness Test for + the termagants, which is opposed by Helgath’s Concealment Test, + which Helgath wins. The GM rules that the termagants are all +step FIve: rounD enDs Surprised, allowing Helgath to take any Combat Actions he wishes + for one Round. Additionally, any Weapon Skill and Ballistic Skill +Once each character has taken a Turn, the Round is over. Any Tests he makes to attack the termagants receive a +30 bonus. After +lingering effects that specify a duration of “until the end of the Surprise Round is resolved, everyone involved in the combat, +the Round” now end. including Helgath, rolls for Initiative. + + +d iNitiative + Initiative determines the order in which participants act + during each Round. To determine Initiative, roll 1d10 and +Continue to play successive Rounds until the combat is add the result to the character or NPC’s Agility Bonus. The +complete or until the event that triggered the switch from GM rolls the Initiative for any NPCs and creatures present. +narrative time to structured time is resolved. To keep things simpler, it is recommended that the GM make + one Initiative roll for an entire group of similar enemies. + +surprise +Surprise only affects the beginning of a new combat. It is up to the example +GM to decide if any of the combatants are Surprised. Ultimately, Helgath, Myrdor, and Kalad are part of a Deathwatch Kill-team +this comes down to a judgement call on the GM’s part, based which has just been attacked by a group of four Tyranid warriors. The +on the circumstances and the Actions of the various combatants three players controlling the Battle-Brothers each determine their own +leading up to the encounter. The GM should take the following Initiatives by rolling 1d10 and adding their Space Marine’s Agility +into account when determining Surprise: Bonus. Helgath ends up with an Initiative of 8, Myrdor also gets 8, + • Is anyone hiding? Successful use of the Concealment Skill and Kalad gets 11. Since the four Tyranid warriors all have similar + before the combat may mean that some combatants are Characteristics, the GM makes one Initiative roll for all of them and + hidden. Extremely wary characters may oppose this with an gets 9. After each combatant (or group of combatants) has determined + Awareness Test. his Initiative, the GM makes a list and places them in order, from + • Is anyone sneaky? Successful use of the Silent Move Skill highest to lowest. This is known as the Initiative Order, which is the + may have positioned some characters for an ambush. Again, order the combatants act in each Round, until the combat is over. + wary opponents may oppose this with an Awareness Test. + + + 235 + If more than one character has the same Initiative, they act limit to the number of Free Actions one character can take. + in order from the highest Agility to the lowest. If they also The GM should use common sense to set reasonable limits on + have the same Agility, then each should roll a die, with the what can be done in a few seconds. Examples of Free Actions + highest going first. include dropping an item or speaking a few words. + + extended actions + example + Using the Initiative rolls in the above example, the GM ranks them in Some Actions take more time than a single Round to complete. + order from highest to lowest. Kalad acts first with his Initiative of 11, Once a character commits to an Extended Action, he is considered + followed by all of the Tyranid warriors with their Initiative of 9. Helgath to be working towards completing it for as long as necessary. If +VIII: Combat + + + + + and Myrdor both ended up with 8 for Initiative, but Helgath’s Agility is the character abandons the Extended Action, or is interrupted, + higher, so he acts third, followed by Myrdor who acts last. all progress towards completing the Extended Action is lost. + + Most combats last for multiple Rounds, but each combatant’s + Initiative is only determined once at the start of the combat. example + Once the Initiative Order has been established, it usually Athas, a Devastator, needs to reload his meltagun in the middle of a + remains the same from Round to Round. If new combatants combat. A meltagun’s reload time is two Full Actions. On his Turn, + join in the middle of the fight, simply determine their Initiatives Athas shouts for his companions to cover him (a Free Action) and + normally and insert them into the Initiative Order. then declares Reload as his Full Action. On his following Turn, he + finishes the reloading by spending another Full Action. If he had + chosen to abandon his reloading efforts after the first Round, the + actioNs Extended Action would have been aborted and he would need to + During each normal Round, every character gets a Turn to start the whole process over again, if he still wanted to reload. + act. On his Turn, a character can take one or more Actions. + There are five types of Actions in Deathwatch, and every + Action also has one or more subtypes. + actIon subtypes + In addition to its type, every Action is also categorised into + one or more subtypes. Action subtypes don’t do anything in + types oF actIons of themselves, but they are used to clarify what a character is + Every Action is categorised into one of the following types. and is not allowed to do in a variety of special circumstances. + For example, a character who is immobilised cannot perform + Full actions any Actions with the Movement subtype. + + A Full Action requires a character’s complete attention to + accomplish. A character can take one Full Action on his Turn usiNg actioNs + and cannot take any Half Actions. Grappling an opponent is During his Turn, a character may perform one Full Action or + an example of a Full Action. two different Half Actions. A character could, for example, + make a charge attack (Full Action) or aim and shoot (two Half + Half actions Actions). It’s important to remember that a Round is only a + few seconds long, so the character’s Turn within that Round is + A Half Action is fairly simple; it requires some effort or but a few moments. Any Action can be combined with talking, + concentration, but not so much that it consumes a character’s banter, battle cries, and other short verbal expressions—these + entire Turn. A character can take two different Half Actions on his are considered Free Actions. It is left to the GM to decide + Turn instead of taking one Full Action. A character cannot take what a player might be able to say in that amount of time. + the same Half Action twice in the same Turn. Readying a weapon A wry aside to a companion or a terse insult to an enemy + or making a Standard Attack are both examples of Half Actions. are always reasonable, but recounting the intimate details of + one’s seven duels-to-the-death between swings of a power + reactions sword should probably count as something more than just a + Free Action. + A Reaction is a special Action made in response to some event, Most Actions are started and completed within the active + such as an attack. A character receives one Reaction each Round, character’s same Turn. For example, a character does not + which may only be used when it is not his Turn. Examples begin a Charge on one Turn and finish it on a later Turn + include making a Dodge Test or Parrying an attack. or a later Round; he performs the entire Charge (which is a + Full Action) at once on his Turn. But, there are two broad + Free actions exceptions. Reactions are always performed when it is not the + reacting character’s Turn, and Extended Actions always take + A Free Action takes only a moment and requires no real effort more than one Round to complete. + by the character. Free Actions may be performed in addition to + any other Actions on a character’s Turn, and there is no formal + + + 236 + Table 8–1: Combat Actions + Action Type Subtype(s) Description + +10 bonus to hit as a Half Action or +20 to hit as a Full Action on + Aim Half/Full Concentration + the character’s next attack, or target a specific body location. + All Out Attack Full Attack, Melee +20 to WS, cannot Dodge or Parry. + Brace Heavy Weapon Half Miscellaneous Prepare to fire a heavy weapon. + Attack, Concentration, + Called Shot Full Attack a specific location on the target with a –20 to WS or BS. + Melee or Ranged + Charge Full Attack, Melee, Movement Must move 4 metres, +10 to WS. + Gain an additional Reaction, opponents suffer –20 to + + + + + VIII: Combat + Defensive Stance Full Concentration, Melee + WS. + Delay Half Miscellaneous Before character’s next Turn, he may take any Half Action. + Disengage Full Movement Break off from melee and move. + Dodge Reaction Miscellaneous Test Dodge to negate a hit. + Opposed WS Test, if character wins, his next attack cannot be + Feint Half Attack, Melee + Dodged or Parried. + Focus Power Varies Concentration Use a psychic power. + Full Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success. + Grapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple. + Attack, Concentration, + Guarded Attack Full –10 WS, +10 to Parry and Dodge. + Melee + Jump or Leap Full Movement Jump vertically or leap horizontally. + Knock-Down Half Attack, Melee Try to knock an opponent to the ground. + Manoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter. + Move up to movement as a Half Action or twice movement as a Full + Move Half/Full Movement + Action. + Use Swift Attack or Lightning Attack Talents to make + Multiple Attacks Full Attack, Melee or Ranged + multiple attacks. + Attack, Concentration, + Overwatch Full Shoot targets coming into a set kill zone, –20 to BS. + Ranged + Parry Reaction Melee Test Weapon Skill to negate a hit. + Ready Half Miscellaneous Ready a weapon or item. + Reload Varies Miscellaneous Reload a ranged weapon. + Run Full Movement Move triple, enemies get –20 BS and +20 WS. + Semi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success. + Stand/Mount Half Movement Stand up or mount a riding beast or vehicle. + Standard Attack Half Attack, Melee or Ranged Make one melee or ranged attack. + Stun Full Attack, Melee Try to Stun an opponent. + Suppressing Fire Full Attack, Ranged Force opponents to take cover, –20 to BS. + Tactical Advance Full Concentration, Movement Move from cover to cover. + Use A Skill Varies Miscellaneous Character may use a Skill. + + + +actioN descriptioNs if the character performs a Reaction before making his attack. + Aiming can be used with both melee and ranged attacks. +These Actions provide players with a variety of options +in combat. + all out attack + Type: Full Action +aIm Subtypes: Attack, Melee +Type: Half Action or Full Action The character makes a furious melee attack at the expense of +Subtype: Concentration personal safety. He gains a +20 bonus to his next Weapon +The active character patiently takes extra time to make a more Skill Test, but he cannot Dodge or Parry until the start of his +precise attack. Aiming as a Half Action grants a +10 bonus next Turn. +to the character’s next attack, while aiming as a Full Action +grants a +20 bonus to the character’s next attack. The next +Action the Aiming character performs must be an attack or +the benefits of Aiming are lost. Aiming benefits are also lost + + + 237 + brace heavy weapon DeFensIve stance + Type: Half Action Type: Full Action + Subtype: Miscellaneous Subtype: Concentration, Melee + Heavy weapons must be braced before they can be fired The character makes no attacks and instead concentrates + accurately. Bracing a Heavy weapon can involve using a entirely on self-defence. Until the start of his next Turn, + bipod or tripod, propping the weapon up on a windowsill the character can make one additional Reaction, and all + or sandbags, or simply assuming a wide stance or kneeling. opponents suffer a –20 penalty to Weapon Skill Tests made + When a Heavy weapon is fired without being braced, the to attack him. + attacker suffers a –30 to his Ballistic Skill Test. Once a Heavy +VIII: Combat + + + + + weapon has been braced, the firer cannot move without losing + the benefits of bracing. However, the firer can still traverse + Delay + his weapon 45 degrees or more depending on the type of Type: Half Action + bracing. Melee, Thrown, Pistol, and Basic weapons gain no Subtype: Miscellaneous + special benefit from bracing. nstead of acting immediately, the character waits for an + opportunity. When a character chooses Delay, his Turn ends, + but he reserves a delayed Half Action for later use. Any time + calleD shot before the start of his next Turn, the character can perform a + Type: Full Action delayed Half Action of his choice. If the delayed Half Action + Subtypes: Attack, Concentration, Melee or Ranged is not used before the start of the character’s next turn, it + The active character attempts to attack a specific or vulnerable is lost. If two or more characters both attempt to perform + area on his target. The attacker declares a location on his delayed Half Actions at the same time, they must make an + target (Head, Body, Left Arm, Right Arm, Left Leg, or Right Opposed Agility Test to see who acts first. + Leg) and makes a Hard (–20) Weapon Skill Test or a + Hard (–20) Ballistic Skill Test. If he succeeds, he skips the + Determine Hit Location step of the attack and instead hits the example + declared location. It is Helgath’s Turn in the Initiative Order, and he wants to shoot + the lictor that is currently Grappling his Battle-Brother Myrdor. If + Helgath shoots now, he suffers a –20 penalty to his Ballistic Skill + charge Test for shooting into melee combat. But, he thinks Myrdor has a + Type: Full Action good chance of breaking free of the alien’s Grapple on his Turn, so he + Subtypes: Attack, Melee, Movement chooses to Delay, which takes a Half Action and ends his Turn. Later + The character rushes at his target and delivers a single in the same Round, it is Myrdor’s Turn. He breaks free of the Grapple + melee attack. The target must be at least four metres away, and moves away from the lictor, which is exactly the opportunity + but still within the attacker’s Charge Move. See Table 7–4: Helgath was hoping for. Helgath now performs his Delayed Action, + Movement (Meters/Round) on page 205. The last four which must be a Half Action since that is all he has remaining, so he + metres of the Charge must be in a straight line so the attacker chooses Standard Attack and shoots the foul xenos. + can build speed and line up with his target. The attacker gains + a +10 bonus to his Weapon Skill Test made at the end of the + Charge. If the Charging character is unarmed, he can attempt + DoDge + to Grapple his opponent instead of inflicting damage. See Type: Reaction + Grappling, page 240. Subtype: Movement + Dodge is a Reaction that a character can perform when it is not + his Turn. After a character is hit, but before Damage is rolled, + the character can attempt to avoid the attack by making a + Dodge Test. A character must be aware of the attack in order + combat abstractIons to make the test. If the test succeeds, the character gets out + Combat in Deathwatch is fast and furious, designed of the way at the last moment and the attack is considered to + so games don’t become bogged down with minutia. have missed (and thus no Damage is rolled). If the Dodge Test + As such, the rules take certain licenses with reality fails, the attack connects and deals Damage normally. Dodge + and assumptions must be made about what is really can be used to avoid both melee and ranged attacks. + going on during a fight. One such assumption is that + nearly all combatants are at least somewhat concerned dodging auto-Fire and area effect attacks + for their own safety and are constantly side-stepping, + twisting, and ducking to avoid attacks or assume more Some attacks, such as those made with grenades, flamers, + favourable combat positions. With this in mind, the or guns firing semi-automatic or fully-automatic bursts, are + default difficulty for all combat tests is Challenging especially difficult to avoid. When Dodging an area effect + (+0), unless a specific rule states otherwise. weapon (such as a flamer), a successful Dodge Test moves + the character to the edge of the area of effect, as long as + + + 238 + it is no further away than the character’s Agility Bonus in Full auto burst +metres. If the character would need to move further than this +to avoid the attack, then the Dodge Test automatically fails. Type: Full Action +When Dodging Full Auto or Semi-Auto Bursts, each Degree Subtype: Attack, Ranged +of Success on the Dodge Test negates one additional hit. The character hurls a roaring burst of fully automatic gunfire + at his enemies. The attacker must be wielding a ranged + weapon capable of fully automatic fire to take this Action. +example If the character has a pistol in each hand, both capable of +Brother Tehoc has just finished hacking apart a squad of Chaos fully automatic fire, he may fire both with this Action (see +cultists in the name of the Emperor when he is shot at by a mutant Two-Weapon Fighting, page 246). The attacker makes a + + + + + VIII: Combat +with a heavy stubber. The mutant fires a Full Auto Burst and gets Ballistic Skill Test with a +20 bonus. A dice result of 94 to +two Degrees of Success on his Ballistic Skill Test for a total of three 00 indicates the weapon has Jammed. If successful, the attack +hits on Tehoc. A veteran of countless battles, Brother Tehoc’s reflexes scores a hit normally. Furthermore, each Degree of Success +kick in and he uses his Reaction to attempt to Dodge the attack. His scores an extra hit. The number of extra hits scored in this +Agility is 38 and he has Dodge trained, so he needs to roll 38 or less manner cannot exceed the weapon’s fully automatic Rate of +on his Dodge Test. He rolls a 15 and gets two Degrees of Success. Fire. Extra hits can either be allocated to the original target +He has avoided all hits from the Full Auto Burst and escaped all or any other targets within two metres, provided none of the +Damage—now the mutant will pay for his impudence... new targets would have been harder to hit than the original + target. If extra hits are allocated to the same target, use Table + 8–2: Multiple Hits to determine the extra Hit Locations. +DIsengage Remember, the first hit is always determined by reversing +Type: Full Action the numbers of the dice result made to perform the test (see +Subtype: Movement The Attack, page 244). A character using this Action with a +The character breaks off from melee combat and may take a Pistol- or Basic-class weapon may also move up to his Agility +Half Move. Opponents that were engaged with the character Bonus in metres. However, if he does so, he gains no bonus to +do not gain any free attacks. See the Fleeing sidebar for his Ballistic Skill Test and instead suffers a –10% penalty. +more details. + example +FeInt Brother Tehoc fires a Full-Auto Burst with his storm bolter at a +Type: Half Action charging Chaos Space Marine. The storm bolter has a full-auto +Subtype: Attack, Melee Rate of Fire of 4, so regardless of what else happens, Tehoc expends +The character attempts to use guile and combat training to 4 rounds of ammo. Tehoc’s Ballistic Skill is 45, +20 for firing a +trick his opponent into a mistake. The character and his target Full-Auto Burst, for a modified total of 65. He rolls a 32 on his +make an Opposed Weapon Skill Test. If the active character Ballistic Skill Test and succeeds with three Degrees of Success (65, +wins, his next melee attack against that same target cannot 55, 45, 35). Tehoc scores one hit because he succeeded and three +be Dodged or Parried. If the active character’s next Action extra hits because of his three Degrees of Success. The first hit strikes +is anything other than a Standard Attack, the advantage of the Chaos Space Marine’s left arm, which is determined by reversing +Feinting is lost. his Ballistic Skill Test roll (32 becomes 23). Table 8–2: Multiple + Hits is then consulted which indicates that the second hit also strikes + the Traitor Marine’s arm, the third hit strikes his body, and the +Focus power fourth strikes his head. Tehoc would then make four Damage rolls, +Type: Half, Full, Free, or Extended Action (Varies by one for each hit. +Power) +Subtype: Varies by Power If the weapon has the Scatter special quality and is fired +This Action is used to manifest Psychic Powers in combat. with a Full-Auto Burst at Point Blank Range, any extra hits +Every Psychic Power specifies an Action type and one or more from Scatter and Full-Auto Burst are calculated separately and +subtypes. For more information, see Chapter VI: Psychic both applied. +Powers. + + + + Table 8–2: Multiple Hits + First Hit Second Hit Third Hit Fourth Hit Fifth Hit Each Additional Hit + Head Head Arm Body Arm Body + Arm Arm Body Head Body Arm + Body Body Arm Head Arm Body + Leg Leg Body Arm Head Body + + + + 239 + example • Stand: If both Grappling participants are on the ground, + the controller of the Grapple can regain his feet with this + Helgath fires a Full-Auto Burst with a modified Astartes combat action. He can also attempt to drag his Grappled opponent + shotgun at a genestealer who is at Point Blank Range. The combat up with him by making an Opposed Strength Test. This + shotgun has a full-auto Rate of Fire of 4. Helgath’s Ballistic Skill is test can benefit from Assistance. If the controller of the + 38, +20 for firing a Full-Auto Burst, +30 for being at Point Blank Grapple wins, both participants stand. + Range, and –20 because he does not have training with the weapon, • Use Item: The controller of the Grapple can use a + for a modified total of 68. Helgath rolls a 37 on his Ballistic Skill readied item. + Test and succeeds with three Degrees of Success (68, 58, 48, 38). If the active character is the target of the Grapple, the first + He scores one hit on the genestealer because he succeeded, and three thing he must do on his Turn is declare Grapple as a Half +VIII: Combat + + + + + extra hits thanks to his three Degrees of Success. Furthermore, the Action—this is part of the penalty for being Grappled. After + Scatter special quality grants an extra hit for every two Degrees of that, he can choose one of the following Grappled Target + Success when the weapon is fired at Point Blank Range, which means Options: + Helgath scores another extra hit for a grand total of five hits. If + Helgath is lucky, it will be enough to put the beast down... grappled target options + • Break Free: The Grappled target can attempt to break + grapple free of the Grapple by making an Opposed Strength Test + Type: Half or Full Action with the controller of the Grapple. This test can benefit + Subtype: Attack, Melee from Assistance. If the active character wins, he breaks + This action is only used when a character is already engaged in a free and may perform any Half Action. + Grapple. See Grappling, page 246, for rules on starting a Grapple. • Slip Free: The Grappled target can attempt to wriggle + If the active character is controlling the Grapple, the first thing out of the Grapple by making a Challenging (+0) + he must do on his Turn is declare Grapple as a Full Action in Contortionist Skill Test. If he succeeds, he slips free and + order to maintain the Grapple; if he does not declare Grapple as may perform any Half Action. + a Full Action, the Grapple immediately ends. After that, he can • Take Control: The Grappled target can attempt to take + choose one of the following Controller Grapple Options: control of the Grapple by making an Opposed Strength + Test with his Grappling opponent. This test can benefit + controller grapple options from Assistance. If the active character wins, he becomes + the controller of the Grapple and his opponent becomes + • Damage Opponent: The controller of the Grapple can the Grappled target. The active character may then + attempt to damage his opponent with brute force by making immediately perform one of the Controller Grapple + an Opposed Strength Test with the Grappled opponent. Options, but he cannot take any other Half Actions. + If the active character wins, he inflicts unarmed Damage + (1d5–3+SB with Armour Points counting double) to his + opponent’s body location and one level of Fatigue. If the example + Grappled opponent wins the Opposed Strength Test, no Brother Tehoc is Grappling an ork atop an elevated platform. It is + Damage is dealt, but he is still Grappled. This action can Tehoc’s Turn in the Initiative Order, and since he is in control of the + benefit from Assistance. Grapple, he decides to attempt to push the ork toward the edge of the + • Throw Down Opponent: The controller of the Grapple platform. The GM calls for an Opposed Strength Test. Tehoc has a + can attempt to wrestle his Grappled opponent to the Strength of 45 and rolls a 44—a success. The Ork has a Strength of + ground by making an Opposed Strength Test. This test 41 and rolls a 68—a failure. Tehoc wins the Opposed Test and pushes + can benefit from Assistance. If the active character wins, the Ork one meter toward the edge of the platform. Tehoc also moves + the Grappled opponent becomes prone. with the Ork because he wants to maintain control of the Grapple. On + • Push Opponent: The controller of the Grapple can attempt the Ork’s Turn, it decides to attempt to take control of the Grapple + to force his Grappled opponent to move. This is resolved by making an Opposed Strength Test with Tehoc. The Ork rolls a 29 + with an Opposed Strength Test, which can benefit from and gets one Degree of Success, and Tehoc rolls a 39 and gets a success. + Assistance. If the active character succeeds, he pushes his The Ork wins the Opposed Test because he counted more Degrees of + opponent one meter in a direction of his choice, plus one Success than Tehoc. The Ork is now in control of the Grapple and + additional metre for each Degree of Success. This pushed will have more options available to it on his next Turn. + distance cannot exceed the active character’s Half Move + distance. The active character must move with his Grappled + opponent in order to maintain the Grapple, or he can size differences + choose to let go of his opponent, which ends the Grapple, If one participating Grappler is larger than the other (see page + but allows the active character to keep his ground. 249), the larger Grappler counts an extra Degree of Success + • Ready: The controller of the Grapple can ready one per size category difference on all successful Opposed Tests + of his own items. Or if the GM allows, he can use the performed within the Grapple. + Ready Action to grab an item belonging to his Grappled + opponent. + + + 240 + example + FleeIng +Tehoc is being Grappled in the jaws of a Tau Krootox. Both + Sometimes the best course of action in combat is to get +combatants have Strengths of 45, but the Krootox’s size is Enormous, + away from danger by any means necessary. A character +which is one size category larger than Tehoc’s Hulking size in his + can voluntarily flee from an opponent or be forced to flee +armour. On his Turn, Tehoc attempts to break free of the Grapple + because of Fear, a Psychic Power, or some other effect. +by making an Opposed Strength Test. Tehoc rolls a 26 and gets one + When a character flees under his own control, he may +Degree of Success. The Krootox rolls a 29 and also gets one Degree + take any of the following Actions: Disengage, Move, or +of Success, plus another for his size difference, for a total of two + Run. When a character flees against his will, he must +Degrees of Success, which is enough to win the Opposed Test. Tehoc + perform the Run Action. If a character is engaged in + + + + + VIII: Combat +remains held fast by the Krootox. + melee with one or more opponents and he flees without + using the Disengage Action, each of his opponents gets +guarDeD attack a free Standard Attack against the fleeing character. Such + a free attack is made in addition to any other attacks the +Type: Full Action + combatant receives during his Turn. +Subtype: Attack, Concentration, Melee +The character performs a careful attack, making sure he +remains well poised to defend himself. The character suffers move +a –10 penalty to his Weapon Skill Test, but he gains a +10 Type: Half or Full Action +bonus to all Dodge and Parry Tests until the start of his Subtype: Movement +next Turn. The active character can spend a Half Action to move a + number of metres equal to his Agility Bonus. As a Full Action, + he may move twice that distance. If the Active character ends +jump or leap his movement adjacent to an opponent, he may engage that +Type: Full Action opponent in melee. If the active character moves away from +Subtype: Movement an opponent with whom he is engaged, that opponent may +The character can Jump vertically or Leap horizontally. If the make a free Standard Attack against the active character. +character is engaged in melee, each opponent he is engaged +with can make a free Standard Attack against the character. See +Movement, page 205, for details on Jumping and Leaping. + multIple attacks + Type: Full Action + Subtype: Attack, Melee or Ranged +knock-Down This action allows the active character to make more than +Type: Half Action one attack on his Turn, provided he has the Swift Attack +Subtype: Attack or Lightning Attack talent, or is wielding a weapon in his +The attacker smashes his opponent in the hopes of knocking secondary hand. See Two-Weapon Fighting, page 246. +him off his feet. Make an Opposed Strength Test. If the +attacker wins, the target is knocked prone and must use a +Stand Action on his Turn to regain his feet. If the attacker + overwatch +succeeds by two or more Degrees of Success, the target also Type: Full Action +suffers 1d5–3+SB damage, with Armour Points counting Subtype: Attack, Concentration, Ranged +as double, and one level of Fatigue. If the target wins the The active character guards a specific area or target, poised to +Opposed Strength Test, he keeps his footing. If the target shoot at an opportune moment. When Overwatch is declared, +wins by two or more Degrees of Success, the attacker is the active character establishes a kill zone, which is any +knocked prone instead. If the attacker spent a Half Action to general area, such as a corridor or treeline, that encompasses a +move before performing the Knock-Down attack, he gains a 45 degree arc in the direction that active character is facing. ++10 bonus to the test. The active character then specifies either Full Auto + Burst, Semi-Auto Burst, or Suppressing Fire, along with the + conditions under which he will perform the chosen attack. +manoeuvre At any time the specified conditions are met before the start +Type: Half Action of the character’s next Turn, he can perform that attack. If +Subtype: Attack, Melee, Movement this attack occurs at the same time as another character’s +By using superior footwork and aggression, the attacker can Action, the character with the higher Agility Bonus acts first. +force his opponent to move one meter in any direction by If both characters have the same Agility Bonus, they make an +succeeding at an Opposed Weapon Skill Test. If desired, the Opposed Agility Test to see who acts first. +attacker can advance one meter as well. The opponent cannot +be forced into another character or some other obstacle (such +as wall). + + + + 241 + Additionally, targets caught in the kill zone must make a new targets would have been harder to hit than the original + Hard (–20) Pinning Test or become Pinned (see Pinning on target. If extra hits are allocated to the same target, use Table + page 248). If a character on Overwatch performs any Actions 8–2: Multiple Hits on page 239 to determine the extra Hit + or Reaction, such as Dodge, his Overwatch immediately ends. Locations. Remember, the first hit is always determined by + Note this does not include Free Actions, such as speech. reversing the numbers of the dice result made to perform the + test (see The Attack, page 244). A character using this Action + with a Pistol- or Basic-class weapon may also move up to his + parry Agility Bonus in metres. However, if he does so, he gains no + Type: Reaction bonus to his Ballistic Skill Test. + Subtype: Defence, Melee +VIII: Combat + + + + + f the active character is wielding a melee weapon capable + of Parrying, he can attempt to thwart an incoming melee example + attack by making a Challenging (+0) Weapon Skill Test. Helgath fires a Semi-Auto Burst with his boltgun at a mutant. The + If the test succeeds, the incoming attack is considered to have boltgun has a semi-auto Rate of Fire of 2, so regardless of what + missed. If the test fails, the attack connects and Damage is else happens, Helgath expends two bolt rounds from his magazine. + rolled normally. Parrying requires no special Skill or Talent, Helgath’s Ballistic Skill is 42 +10 for firing a Semi-Auto Burst for + but Parry can only be used to negate a melee attack. a modified total of 52. He rolls a 23 on his Ballistic Skill Test and + succeeds with two Degrees of Success (52, 42, 32). Helgath scores + one hit because he succeeded and one extra hit because of his two + reaDy Degrees of Success. The first hit strikes the mutant’s left arm, which + Type: Half Action is determined by reversing his Ballistic Skill Test roll (52 becomes + Subtype: Miscellaneous 25). Table 8–2: Multiple Hits is then consulted which indicates + The active character draws a weapon or retrieves an object that the second hit also strikes the mutant’s arm. Helgath would then + stowed in a pouch or pocket. A weapon or item can also be make two Damage rolls, one for each hit. + properly stowed away with this action (but note that simply + dropping an item is considered a Free Action). This Action If the weapon has the Scatter special quality and is fired + can also be used to do things such as apply a medi-patch, with a Semi-Auto Bust at Point Blank Range, any extra hits + inject stimm or some other kind of drug, coat a blade with from Scatter and Semi-Auto Burst are calculated separately + poison, and so forth. Ready can be declared twice in the same and both are applied. + Turn if it is used on two different weapons or items. + example + d Scout Freyan fires a Semi-Auto Burst with his Astartes shotgun at + Type: Half, Full, or Extended Action (Varies by Weapon) an Eldar Guardian who is at Point Blank Range. Freyan’s Ballistic + Subtype: Miscellaneous Skill 46 +10 for firing a Semi-Auto Burst, and +30 for being at + The active character can reload a ranged weapon. The amount Point Blank Range, result in a modified total of 86. Freyan rolls + of time the Reload Action takes depends on the weapon. See a 22 on his Ballistic Skill Test and succeeds with an amazing six + Chapter V: Armoury for details. Note that any Reload Degrees of Success (86, 76, 66, 56, 46, 36, 26). He scores one + Action that is spread across more than one Round is an hit because he succeeded and two additional hits thanks to four of + Extended Action. his extra Degrees of Success. Even though he rolled enough extra + Degrees of Success for another hit, Freyan’s combat shotgun has a + semi-automatic Rate of Fire of two, so he cannot score more than two + semI-auto burst hits with a Semi-Auto Burst no matter how well he shoots. However, + Type: Full Action the combat shotgun also has the Scatter special quality, which grants + Subtype: Attack, Ranged an extra hit for every two Degrees of Success when fired at Point + With cold precision, the active character shoots a burst of Blank Range. Freyan therefore scores three more extra hits for a total + semi-automatic gunfire at his enemies. The attacker must of five hits on the Eldar, reducing it to a bloody mist. + be wielding a ranged weapon capable of semi-automatic + fire to take this action. If the character has a pistol in each + hand, both capable of semi-automatic fire, he may fire both + stanDarD attack + with this action (see Two-Weapon Fighting, page 246). The Type: Half Action + attacker makes a Ballistic Skill Test with a +10 bonus. A dice Subtype: Attack, Melee or Ranged + result of 94 to 00 indicates the weapon has Jammed (see The active character makes either one melee attack by testing + Weapon Jams, page 249). If he succeeds, the attack scores Weapon Skill, or one ranged attack by testing Ballistic Skill. If + a hit normally. Furthermore, every two Degrees of Success the attacking character is unarmed, he can attempt to Grapple + score an extra hit. The number of extra hits scored in this his opponent instead of inflicting damage. See Grappling, + manner cannot exceed the weapon’s semi-automatic Rate of page 246. + Fire. Extra hits can either be allocated to the original target + or any other targets within two metres, provided none of the + + + 242 + stun page 205). This makes the character harder to hit with ranged + weapons, but easier prey for melee attacks. Until the beginning of +Type: Full Action the character’s next turn, ranged attacks made against him suffer a +Subtype: Attack, Melee –20 penalty to Ballistic Skill Tests, but melee attacks gain a +20 + f the active character is unarmed or armed with a melee weapon, bonus to Weapon Skill Tests. +he can strike to Stun instead of attempting to land a killing blow. +The attacker makes a Hard (–20) Weapon Skill Test. If the +attack succeeds, roll 1d10 and add the attacker’s Strength Bonus. + tactIcal aDvance +The target then rolls 1d10 and adds his Toughness Bonus +1 per Type: Full Action +Armour Point protecting his head (if the attack is unarmed, or if Subtype: Concentration, Movement + + + + + VIII: Combat +the attacking weapon is Primitive, the Armour Points are doubled). The active character moves from one position of cover +If the attacker’s roll is equal or higher, the target is Stunned for a to another position of cover. In so doing, he may cover a +number of Rounds equal to the difference between the rolls, and distance up to his Full Move. For the duration of the move, he +he gains one level of Fatigue. is considered to benefit from the cover he left, even though he + is moving in the open for a brief time. +suppressIng FIre +Type: Full Action + use a skIll +Subtype: Attack, Ranged Type: Half, Full, or Extended Action (Varies by +The active character unleashes a devastating hail of firepower to circumstance) +force his opponents to take cover. This action requires a weapon Subtype: Concentration, Miscellaneous +capable of fully automatic fire (see Rate of Fire, + page 141). When The active character may use a Skill. This usually involves +Suppressing Fire is declared, the active character establishes making a Skill Test. This can be an Extended Action, +a kill zone (or uses one previously established, see Overwatch, depending on the Skill and the circumstances. +page 241), which is any general area, such as a corridor or +treeline, that encompasses a 45 degree arc in the direction the +active character is facing. Then, the active character fires a fully + other actIons +automatic burst and expends the appropriate ammo. All targets If a player wants to do something not covered by the Actions +within the kill zone must take a Hard (–20) Pinning Test or described here, the GM should make a judgement about how +become Pinned (seepage 248). Additionally, the active character long something might take and what type of Action it would +must make a Hard (–20) Ballistic Skill Test to determine if be. Generally, most Actions should be resolved with some +his wild spray of gunfire hits anyone, friend or foe, within the sort of test: Characteristic Test, Skill Test, or Opposed Test. +kill zone. A roll of 94–100 on the test indicates the weapon has Keep in mind that a Round is only a few seconds long, which +Jammed (see Weapon Jams, page 249). If the Ballistic Skill Test is a very limited amount of time to accomplish a task. +succeeds, the GM assigns the hit to a random target within the +kill zone. Furthermore, every two Degrees of Success score an +extra hit against another random victim. Use of the Suppressive +Fire action does not affect the defensive benefits of armour or +cover. The number of hits scored may not exceed the weapon’s +fully automatic Rate of Fire. Use Table 8–2: Multiple Hits to +determine Hit Locations for multiple hits against the same target. +The active character cannot choose to fail this Ballistic Skill Test. + status conDItIons +Note that Suppressing Fire is a separate Full Action from Full During combat, a character in Deathwatch can often end +Auto Burst and therefore does not benefit from the+20 attack up in various states, usually not to his benefit! A brief +bonus Full Auto Burst provides. overview of some common conditions includes: + Helpless (See page 248): Helpless characters can + take no Actions. A Helpless character is no longer Helpless +stanD/mount at the GM’s discretion (when a sleeping character wakes +Type: Half Action up, when a trapped character breaks free, etc.). +Subtype: Movement Stunned (Seepage 249): Stunned characters can take + f the active character is on the ground, he can stand. If he is no Actions. A Stunned Character is no longer Stunned +already standing, he can mount a riding beast or a vehicle. after a set duration (usually one or two Rounds). Also, a + Stunned Character can spend a Fate Point to no longer be + Stunned. +run Unaware (See page 249): Unaware characters can +Type: Full Action take no Actions. An Unaware Character is no longer +Subtype: Movement Unaware after he has been attacked (successfully or +The active character runs, covering a distance equal to his Run otherwise!). +Movement (see Table 7–4: Movement in Metres/Round on + + + 243 + The Attack example + Helgath makes a Ballistic Skill Test by rolling percentile dice and + + + T + he most common Action in combat is the attack—the gets 14, which is less than his modified Ballistic Skill of 25. His + characters are fighting, after all. Whether armed with a attack hits the giant squig. + melee or ranged weapon, the process is the same. Before + an attack is made, the GM should verify that the attack is even + possible by checking the basic requirements for the attack. + DoDge anD parry reactIons + Melee attacks require the attacker to be engaged in melee When a target is hit by an attack, it may have a chance to + combat with his target. Ranged attacks cannot be made if the negate the hit with a Dodge or Parry Reaction. See Combat +VIII: Combat + + + + + attacker is engaged in melee unless he is firing a pistol class Actions, page 236 for details on resolving each of these + weapon. In either case, the attacker must be aware of his target. Reactions. If the Dodge or Parry attempt is successful, the + See the Spray and Pray sidebar for additional information. attack is negated and no Damage is dealt. + Assuming the attack is possible, follow these steps: + • Step One: Apply Modifiers to Attacker’s Characteristic + • Step Two: Attacker Makes a test example + • Step Three: Attacker Determine Hit Location After Helgath’s bolt pistol shot hits the giant squig, the GM rules + • Step Four: Attacker Determines Damage that the creature will attempt to Dodge the attack. The creature’s + • Step Five: Target Applies Damage Agility is 30, but it does not have the Dodge Skill trained, so it can + only use half its Agility score of 15 for the Dodge Test. The GM + rolls for the creature and gets a 56. The squig fails to dodge the + step one: apply moDIFIers to attack. + attacker’s characterIstIc + A melee attack requires the attacker to make a Weapon Skill Test. + step three: attacker DetermInes + A ranged attack requires the attacker to make a Ballistic Skill hIt locatIon + Test. There are many instances where one or more factors make + performing an attack easier or more difficult than normal. For On a successful hit, the attacker needs to determine where the + example, using the Full Auto Burst attack action grants a +20 hit landed. Using the percentile dice result from the attacker’s + bonus to the attacker’s Ballistic Skill Test. If a situation calls for Weapon Skill or Ballistic Skill Test, reverse the order of the + two or more bonuses or penalties, simply combine all modifiers digits (e.g. a roll of 32 becomes 23, a roll of 20 becomes + together and apply the total to the appropriate Characteristic. 02, and so on) and compare this number to Table 8–2: Hit + The maximum total bonus that can be applied to a test is +60. Locations. + Conversely, the maximum total penalty that can be applied to a + test is –60. When adjudicating difficulty, common sense should + prevail. Regardless of the usual limits on test penalties, some example + Actions are simply impossible. Helgath’s Ballistic Skill Test to hit the giant squig resulted in + a percentile dice roll of 14. He reverses these digits and gets 41. + Consulting Table 8–2: Hit Locations, he sees he has hit the giant + example squig’s body. + Helgath wants to use a Standard Attack action to shoot his bolt pistol at + a giant squig that is trying to eat his friend Myrdor. Helgath’s Ballistic + Skill is 45 and he is at Short Range, which grants him a +10 bonus. + step Four: attacker DetermInes + Helgath spends a Half Action to Aim, granting him another +10 Damage + bonus. However, there is a lot of heavy mist in the area so Helgath + will suffer a –20 penalty for that, and his target, the squig, is engaged After the hit location has been determined, the attacker + in melee with Myrdor, so Helgath will also suffer –20 penalty for determines the Damage dealt by his attack. Each weapon has + shooting into melee combat. After all bonuses and penalties have been a Damage listing, which is usually a die roll, plus or minus + combined, Helgath will need to roll 25 or less on his Ballistic Skill + Test to hit the squig (45 + 10 + 10 - 20 - 20 = 25). + Table 8–3: Hit Locations + Roll Location + step two: attacker makes a test 01–10 Head + After the modified Characteristic has been determined, the 11–20 Right Arm + attacker makes a Weapon Skill Test if he is performing a melee 21–30 Left Arm + attack or a Ballistic Skill Test if performing a ranged attack. 31–70 Body + Both of these are resolved like any other test. If the roll is 71–85 Right Leg + equal or less than the modified Characteristic, the attack hits 86-00 Left Leg + (but see Dodge and Parry Reactions, below). + + + 244 + a number. Roll the appropriate die and apply any indicated +modifiers. Finally, if the attack involved a melee weapon, add tactIcal combat maps +the attacker’s Strength Bonus. The result is the Damage total. +For all attack rolls, count the Degrees of Success. The number + (optIonal) +of Degrees of Success is the minimum amount of Damage During large combats, some players may want visual +that attack will inflict on a single dice. If the attack inflicts references to help keep track of enemy positions, as well as +more than one dice of Damage, the player may apply the their own. The GM can accomplish this by sketching out +Degrees of Success from the attack roll as the minimum result simple overhead maps on paper. Many game stores also +to one dice of his choice. sell large game mats that you can draw on with wet-erase + If a natural 10 is rolled on any Damage die, there is a markers. These mats are usually pre-printed with squares + + + + + VIII: Combat +chance of Righteous Fury. grids or hex patterns to make measuring distances quick + and easy. Tactical combat maps can be drawn to any scale, + and some roleplayers like to combine large-scale maps with +rIghteous Fury miniatures where a one inch square represents one square +When rolling Damage after a successful attack, if any die meter. While tactical combat maps can be very useful, they +rolled results in a natural 10, there is a chance the Emperor’s are not necessary to play Deathwatch. Many roleplayers +favour is with the attacker (This also includes a result of 10 prefer to use rich narrative descriptions to allow fellow +when rolling 1d5 for Damage.) This calls for a second attack players to simply imagine all the action. This requires +roll that is identical, all modifiers included, to the original players to keep a snapshot of the relative positions of all +attack. If that second attack hits, the attacker may make an combatants in their heads, but it also allows for greater +additional Damage roll and add it to the Damage total. If freedom in detailing the events of a combat. +the additional Damage roll also results in a natural 10, the +Emperor has indeed smiled upon the attacker and he may +make yet another Damage roll and add it to the Damage total. + step FIve: target applIes Damage +This process continues as long at least one Damage die results From the Damage total, the target subtracts his Toughness Bonus +in a natural 10. and any Armour Points that protect the location hit by the attack. + If this reduces the Damage to zero or less, the target shrugs off + the attack. Any remaining Damage is recorded by the target as +example Damage. If the target’s Damage equals or exceeds his Wounds, +Helgath has hit the giant squig with his bolt pistol and proceeds he notes any excess Damage as Critical Damage, and the GM +to make his Damage roll. A bolt pistol deals 2d10+5 points of consults the appropriate table based on the type of Damage, the +Damage. Helgath rolls 2d10 and gets a 7 and a 10 and then adds location hit, and the amount of Critical Damage accumulated. See +5 for a total of 23. In addition, as one of the dice results was a 10, Critical Damage onpage 250 for more information. +his attack is also a possible Righteous Fury! Helgath then makes a +second attack roll identical to his first, which is a Ballistic Skill Test +using his modified Ballistic Skill of 25. Helgath makes a percentile example +roll and gets 22, which is a hit! He now makes a second Damage Helgath’s bolt pistol shot has struck the giant squig’s body for 38 total +roll of 2d10+5 and gets 6 and a 4 and adds 5 for a total of 15. Damage. The GM notes the creature’s Toughness Bonus is 8 and it +Helgath’s Damage total for this attack is 38 (23+15=38). The does not have any Armour Points protecting its body. He subtracts +Emperor has truly smiled upon Helgath this day. eight points from the total Damage, leaving 30. The creature has + only 25 Wounds, so it thuds to the ground dead. + + + unarmeD combat + Not every fight in Deathwatch requires bolters and power + swords. Some conflicts can be settled the old-fashioned way + spray anD pray with fists (not to mention feet and, if the character is a dirty + One of the basic requirements for making an attack is scummer, teeth). To make an unarmed attack, the attacker must + that the attacker needs to be aware of his target. But why be engaged in melee with his opponent. The attacker then makes + can’t someone just blast away into the darkness in the a Challenging (+0) Weapon Skill Test, or if his opponent + hopes of hitting something that might be hiding there? is armed with a weapon, a Hard (–20) Weapon Skill Test. If + This is possible of course, but it shouldn’t be treated as a the unarmed attack hits, it deals 1d5–3 Impact Damage, plus + normal attack. Instead, the GM should simply decide the the character’s Strength Bonus. Normal unarmed attacks are + likely outcome of such an action, taking all appropriate Primitive (see page 143). In addition, a successful hit that inflicts + factors into consideration. For example, if the GM Damage equal to or greater than the target’s Toughness Bonus + knows there is a hulking xenos monstrosity lurking in also inflicts one level of Fatigue. During unarmed combat, if a 10 + the darkness, it makes sense that it would be hit by a is rolled on a die for Damage, the rules for Righteous Fury apply + random volley of gunfire shot in its general direction. with 10s counting as 5s in terms of damage caused. As with most + melee attacks, an Unarmed attack can be Parried. + + + 245 + grapplIng • When firing a ranged weapon with each hand, the character + may fire each weapon on a different mode, for example, one + Instead of inflicting Damage with an unarmed attack, a on full automatic and one on semi-automatic. When firing a + character can attempt to Grapple his opponent. Attempting full automatic weapon in each hand, the character may only + a Grapple is a melee attack that uses either a Charge Action lay down one area of Suppressive Fire. + or a Standard Attack Action. The attacker makes a Weapon • The character may fire two weapons at different targets, + Skill Test as normal. The target of the Grapple may use a though the targets must be within 10 metres of each other. + Reaction, if able, to avoid the attack. If the attack is successful, + the attacker and the target are Grappling, with the attacker + controlling the Grapple. The controller of the Grapple can combat circumstaNces +VIII: Combat + + + + + end it any time as a Free Action. Deathwatch offers endless potential for gripping, dramatic, + In a Grapple, all of the following apply: white-knuckle action. Combat is an essential element for + • Participants in a Grapple cannot use Reactions. such action, and each combat, from simple corridor shoot- + • Participants in a Grapple are considered to be engaged outs to titanic civilisation-crushing battles, should offer + in melee combat. unique experiences. The combat circumstances described + • Participants in a Grapple can only use the Grapple Action in this section offer many ways to help make every combat + (see page 240). exciting, varied, and dangerous. Combat circumstances can + • As a Free Action, the controller of the Grapple can be used to reflect the effects of terrain, the weather, tactical + voluntarily end the Grapple on his Turn. situations, and a variety of other factors. Many circumstances + • Other attackers gain a +20 bonus to Weapon Skill Tests alter the difficulty of tasks by providing bonuses or penalties + to hit any target engaged in a Grapple. to tests, while others provide opportunities for characters to + Only two characters can be engaged in the same Grapple, leverage good fortune, or exploit misfortunes that befall their + but up to two other characters can lend Assistance to each enemies. + Grappler in certain situations. See the Grapple Action on page Battle-Brothers should make as much use of beneficial + 240 for details. circumstances as possible. A good plan, suitable equipment, or + skillful use of tactics can often make the difference between + life and death for a character. The following circumstances are + two-weapon FIghtIng some of the most common ones encountered in combat. For + Many warriors fight with a weapon in either hand. There are situations not covered here, use these as a guide. Remember, + advantages and disadvantages to this style of fighting. While it the GM has the final say about the difficulty of any particular + offers some improved opportunities to make attacks, it reduces test or the outcome of any unusual situation. + the chances of successfully striking a target. Unless a two-weapon + fighter has the Ambidextrous Talent, it is important to consider + which hand is his primary hand and which is his secondary hand; + cover + players should have these details noted on their Battle-Brothers’ Cover is a vital part of surviving a firefight, and a good + character sheets. The following apply when a character is fighting soldier knows that you go for your cover first and then draw + with two weapons: your gun. There are no penalties to Ballistic Skill Tests made + • The character may use any melee weapons or ranged weapons to attack targets standing partly behind cover. However, there + that can be reasonably used in one hand. is a chance that the shot may hit the cover rather than the + • The character may use either hand to make an attack. Attacks target. It is up to the character to decide which parts of his + made using the character’s secondary hand suffer a –20 body he is exposing when behind cover, but as a general rule, + penalty to Weapon Skill or Ballistic Skill Tests. a character firing around or over cover will have his body + • If the character has the Two-Weapon Wielder talent, he may and legs concealed. If the shot would hit a body location + use the Multiple Attacks combat Action to attack with both that is concealed behind cover, work out the Damage against + weapons, but each suffers a –20 penalty to the Weapon Skill the Armour Points of the cover instead, with any excess + or Ballistic Skill Test. If the character has the Ambidextrous being applied to the target as normal (see Table 8–5: Cover + Talent, these penalties drop to –10. Examples for a guide to the Armour Points of different kinds + • If the character is wielding at least one melee weapon, he of cover). + may perform a Parry Reaction once each Round as normal + with this weapon, though he still may not Parry more than + once in a Round. This Weapon Skill Test is not an attack, and + DamagIng cover + therefore it does suffer the standard penalty for attacks made Cover is not invulnerable. Attacks can damage or destroy the + using a secondary hand. protection afforded by cover. Each successful hit against cover + • If a character with the Two-Weapon Wielder Talent is armed that deals any amount of Damage in excess of the Armour + with a melee weapon in one hand and a pistol in the other, Points it provides reduces the cover’s Armour Points by 1. + he may attack with both whilst engaged in melee combat + using the Multiple Attacks combat action. Resolve each + attack separately by testing Weapon Skill for the melee + weapon and Ballistic Skill for the pistol. + + + 246 + Table 8–4: Combat Difficulty Summary example +Difficulty Skill Modifier Example Myrdor has taken cover behind a small pile of sandbags while a gun + Attacking a Surprised or servitor blasts at him with its twin autoguns. The gun servitor fires a +Easy +30 + Unaware target. + Full Auto Burst and hits Myrdor three times for 8, 11, and 8 points + Shooting a Massive target. of Damage. Fortunately for Myrdor, all of the hits would have + Shooting a target at Point struck either his legs or body, so they are absorbed by the sandbags + Blank Range. + instead. The first hit is fully absorbed by the sandbags to no effect + Melee attacks against a foe +Routine +20 because they provide 8 Armour Points of protection. The second hit’s + who is outnumbered three to + one or more. + Damage is reduced by 8, leaving 3 points of excess Damage, which + + + + + VIII: Combat + reduces the sandbags Armour Points to 7. The third hit’s Damage + Attacking a Stunned + opponent. is reduced by 7, leaving 1 point of excess Damage, which further + Shooting an Enormous reduces the sandbags Armour Points to 6. + target. +Ordinary +10 + Melee attacks against a foe + who is outnumbered two + Darkness + to one. Weapon Skill Tests made in darkness are regarded as + Attacking a Prone opponent Hard (–20), while Ballistic Skill Tests are regarded as Very + with a melee weapon. Hard (–30). While a Character is concealed by darkness, + Attacking from higher Concealment Skill Tests are Routine (+20). + ground. + Shooting a Hulking target. + Shooting a target at Short + DIFFIcult terraIn + Range. Weapon Skill and Dodge Tests made whilst standing in +Challenging +0 A Standard Attack. difficult terrain, such as mud, are Difficult (–10). Tests made +Difficult –10 Any test whilst Fatigued. whilst standing in arduous terrain, such as deep snow or slick + Attacking or Dodging whilst ice, are Very Hard (–30). + in the mud or heavy rain. + Shooting a target at Long + Range. engageD In melee + Shooting a Prone target. If an attacking character is adjacent to his target, both the + Shooting a Scrawny target. character and his target are considered to be engaged in +Hard –20 Shooting into melee combat. melee. Characters that are engaged in melee can only make + Dodging whilst Prone. attack actions with the melee subtype. + Making an unarmed attack + against an armed opponent. + Melee attacks in darkness. shootIng Into melee combat + Shooting at a target in fog, Ballistic Skill Tests made to hit a target engaged in melee + mist or shadow. combat are Hard (–20). If one or more characters engaged + Shooting a Puny target. in the melee are Stunned, Helpless, or Unaware, this penalty + Using a weapon without the is ignored. + correct Talent. + Attacking or Dodging in +Very Hard –30 + deep snow. extreme range + Firing a heavy weapon that Targets that are at a distance of more than three times the + has not been Braced. range of a character’s weapon are at Extreme Range. Ballistic + Shooting a Minuscule target. Skill Tests made to hit targets at Extreme Range are Very + Shooting a target at Extreme Hard (–30). + range. + Shooting at a completely + concealed target. Table 8–5: Cover Examples + Shooting at a target in + Cover Type Armour Points + darkness. + Armour-glas, Generatoria Pipes, thin + 4 + metal + Flakboard, storage crate, sandbags, ice 8 + Cogitator Bank, Stasis Pod 12 + Rockcrete, hatchway, thick iron, stone 16 + Armaplas, bulkhead, Plasteel 32 + + + + 247 + d missiNg + When a character is Fatigued, all his tests, including any Sometimes, when flinging a thrown weapon, it’s important + Weapon Skill and Ballistic Skill Tests, suffer a –10 penalty. to know where the weapon lands should the attacker fail his + Ballistic Skill Test. On a failed roll, the GM rolls 1d10 and + consults the following scatter diagram. Roll 1d5 to determine + Fog, mIst or shaDow the number of metres the weapon travels in the indicated + Ballistic Skill Tests made to attack targets concealed by direction. + fog, mist, or shadow are Hard (–20). While a character is + concealed by fog, mist, or shadow, Concealment Skill Tests + 2 + 1 3 +VIII: Combat + + + + + are Ordinary (+10). + + + gangIng up + A character has an advantage when he and his allies engage + + 4 5 + the same foe in melee combat. If a group of characters + outnumber their opponent two to one, their Weapon Skill Target + Tests are Ordinary (+10). If a group of characters outnumber + their opponent by three to one or more, their Weapon Skill + Tests are Routine (+20). + + + helpless targets 6–7 8 9-0 + Weapon Skill Tests made to hit a sleeping, unconscious, or + otherwise helpless target automatically succeed. When rolling + Damage against such a target, roll twice and add the results. + If one die rolled results in 10, there is a chance of Righteous + scatterIng In Zero gravIty + Fury as normal, but if two dice come up as 10, a Righteous The consequences of throwing dangerous objects in a zero + Fury is automatic (no second attack roll necessary). gravity environment can be both amusing and deadly. One + way of determining exactly where that errant krak grenade + floats after it bounces off the bulkhead is to roll twice on the + d scatter diagram, once for the X axis and once for the Y axis. + Characters standing on higher ground, such as standing on + a table, hill, or atop of a mound of dead comrades, have an + advantage. Weapon Skill Tests made by these characters are piNNiNg + Ordinary (+10). Being shot at is a terrifying experience at the best of times, and + even the most inexperienced soldiers know to keep their heads + down when the bullets and bolt shells start flying. Pinning + long range represents a character’s survival instincts telling him to stay in + Targets that are at a distance of more than double the range of cover. While he may want to charge headlong into a storm of + a character’s weapon are at Long Range. Ballistic Skill Tests bullets, he first needs to steel his nerves. When a character is + made to hit targets at Long Range are Difficult (–10). on the receiving end of Suppressive Fire, even if the shot struck + a Hit Location that is behind cover or the character suffers no + Damage, he must make a Hard (–20 ) Pinning Test. This is a + Willpower Test. On a success, the character may act normally. + On a failure, the character becomes Pinned. + + + d + stray shots (optIonal rule) A Pinned character may only take Half Actions. Additionally, + GMs keen on reinforcing the merciless nature of the 41st he suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned + millennium may rule that if a character shooting into a character is in cover relative to the attacker that Pinned him, he + melee combat misses his target by a small margin (one may not leave it except to retreat (provided he can remain in cover + Degree of Failure or less), the attack instead hits another while doing so). If he is not in cover when Pinned, he must use + target engaged in the same melee. The GM might also his next Turn to reach cover. If there is no cover nearby, he must + rule that anyone shooting into a melee combat with move away from the attacker that Pinned him. A character can + a Semi-Auto Burst or Full Auto Burst must allocate test Willpower at the end of his Turn to escape Pinning, in which + multiple hits to different targets engaged in the melee. case he may act as normal in his next Turn. This test is Easy (+30) + if the character is no longer under fire (i.e., no one tried to shoot + + + 248 + him since his last Turn). A character engaged in melee combat stunneD targets +automatically escapes Pinning. There are some special Talents, +Skills, and Psychic Powers that can also free a character from the Weapon Skill and Ballistic Skill Tests made to attack Stunned +effects of Pinning—as well as such things as combat drugs and targets are Routine (+20). +terrifying commissars. + unaware targets +poInt blank range When a character has no idea that he is about to be attacked, +When a character makes a ranged attack against a target that he is considered an Unaware target. Usually, this happens at +is two metres away or closer, that target is at Point Blank the beginning of a combat when one or more characters are + + + + + VIII: Combat +Range. Ballistic Skill Tests made to attack a target at Point Surprised (see page 235). Weapon Skill or Ballistic Skill Tests +Blank Range are Easy (+30). This bonus does not apply made to attack Unaware targets are Easy (+30). +when the attacker and the target are engaged in melee combat +with each other. For weapons with a short range of less than +3 metres, point blank range is 1 meter less than the weapon’s + weapon jams +short range. Such is the capricious whim of the 41st Millennium that many + of the ranged weapons characters use will have an unfortunate + tendency to malfunction, either through extreme age, +prone maltreatment of their machine spirit, or just plain poor design. +A character is considered Prone any time he is lying on the To represent these unfortunate occurrences, an unmodified +ground. Weapon Skill Tests made to attack Prone targets are result of 96 to 00, in addition to being an automatic miss, also +Ordinary (+10), but Ballistic Skill Tests made to hit Prone indicates the weapon has Jammed. A Jammed weapon cannot +targets are Difficult (–10) unless the attacker is at Point Blank be fired until it is cleared. Clearing a Jam is a Full Action which +Range. A character who is Prone suffers a –10 penalty to requires a Ballistic Skill Test. If the test is successful then the +Weapon Skill Tests and a –20 penalty to Dodge Tests. Unless Jam has been cleared, though the weapon needs to be reloaded +a character is engaged in a Grapple, he can drop Prone as a and any ammo in it is lost. If the test is failed, the weapon is +Free Action. still Jammed, though the character can attempt to clear it again + next Round. + Note: Some weapons, such as plasma guns, grenades, and +short range missiles, are particularly dangerous to use. For these weapons, +Targets that are at a distance of less than half the Range of refer to their descriptions and Weapon Special Qualities (see +a character’s weapon are at Short Range. Ballistic Skill Tests Armoury). Semi-automatic and fully automatic fire also increases +made to attack targets at Short Range are Ordinary (+10). the likelihood of Jamming. This is described within the Semi- + Auto Burst, Full Auto Burst, and Suppressing Fire Actions. +sIZe +Size is an important factor when shooting ranged weapons + weather, smoke, anD unnatural +because it is usually easier to hit a larger target. All characters conDItIons +and creatures in Deathwatch have a defined size category, and +it should be relatively easy for the GM to assign appropriate Weapon Skill and Ballistic Skill Tests made to attack whilst +size categories to objects as needed. Use Table 8–6: Target enduring harsh weather or unnatural conditions, such as +Size Modifiers for working out bonuses and penalties based heavy rain, an ash storm, or knee-deep in waves of fungus are +on a target’s size. considered Hard (–20). + + Table 8–6: Target Size Modifiers + Size Modifier + Minuscule (autoquill, knife) –30 + Puny (bolt pistol, servo-skull) –20 + Scrawny (Gretchin, Human child) –10 + Average (Human, Eldar) 0 + Hulking (Ork Nob, Armoured Space Marine) +10 + Enormous (Sentinel Walker, Krootox) +20 + Massive (Battle Tank, Greater Daemon) +30 + Immense (Land Raider, Great Knarloc) +40 + Monumental (Squiggoth, Baneblade) +50 + Titanic (Reaver Battle Titan, Ordinatus War + +60 + Machine) + + + + 249 + iNjury + suDDen Death crItIcal Damage + A natural consequence of pushing one’s luck in the far + reaches of the galaxy is getting hurt. Battle-Brothers can + (optIonal rule) + get into fights with an endless array of enemies, machinery To speed up combat involving a large number of enemies, + can malfunction, pilots can fail to perform manoeuvres, the GM can adopt Sudden Death Critical Damage instead + and careless psykers can invite all manner of warp horrors of detailing every Critical Effect. With this method, all + to show up and ruin everyone’s day. Common physical minor foes, minions, nameless goons, and so forth simply + injuries to Deathwatch characters are represented by Damage die as soon as they take any amount of Critical Damage. + and Fatigue. Additionally, characters can also experience Sudden Death Critical Damage should not be used for +VIII: Combat + + + + + several types of Conditions and Special Damage such as fire, PCs or important villains—they deserve to savour every + suffocation, being Stunned, and the amputation of limbs. gory detail offered by the full array of Critical Effects. + With all these different types of punishment waiting to befall + characters, it is important to know how much physical abuse + a character can take, and a key measurement of this is how example + many Wounds he possesses. Myrdor has 15 Wounds and a Toughness Bonus of 8 (due to his + Unnatural Toughness trait). He is also wearing Adeptus Astartes + power armour that provides 10 Armour Points of protection to his + wounDs arms, body, and legs. He is shot by a lascannon that deals 21 points + Wounds are a measurement of how much punishment a of Damage to his body. His armour reduces the Damage by 10, and + character can take before suffering debilitating effects and his Toughness Bonus reduces it by another 8, leaving 3 points of + ultimately, death. Every character in Deathwatch has a Damage. Myrdor’s player records 3 Damage on his character sheet. + specified number of Wounds. A character can often increase Later, Myrdor is struck in the head by a genestealer for 19 points + his Wounds by spending Experience Points (see Chapter II: of Damage. Myrdor reduces the incoming Damage by 8, thanks to + Specialities). Wounds do not normally deplete. Even when a his Toughness Bonus, but since he wasn’t wearing a helmet, that’s + character is injured, that injury does not decrease his Wounds. as much reduction as he’s going to get. Myrdor therefore suffers 11 + Instead, a character’s Wounds simply serve as a threshold, Damage, which is recorded on his character sheet by adding it to his + and the injury is recorded on his character sheet as Damage. previous Damage. Myrdor has now suffered a total of 14 Damage, + When a character’s Damage exceeds his Wounds, he is in real which is one less than his 15 Wounds. Another hit would likely + trouble. inflict Critical Damage! + + + Damage Damage types + Damage is physical trauma dealt to a character. Characters All Damage is divided up into four types: Energy (lasers, fire, + can suffer Damage a number ways including being shot by a plasma), Explosive (grenades, bolt rounds, missiles), Impact + boltgun, lacerated by daemon claws, falling into a lava-filled (clubs, bullets, falling) and Rending (swords, chain weapons, + crevasse, exposure to the hard vacuum of space, and so forth. claws). If a source of Damage does not specify a type, treat + When a character suffers Damage, record the amount on his it as Impact. Damage Type is usually only important for + character sheet. That Damage remains with the character determining Critical Effects resulting from Critical Damage. + until it is removed over time by natural healing, or the + character receives medical attention (see page 262). Damage + is cumulative; each time a character suffers Damage, the critical damage + amount is added to any previous Damage he had. Each time Whenever a character’s total Damage exceeds his Wounds, + a character is dealt Damage, there may be an opportunity for be begins to take Critical Damage. Each time a character + him to reduce it before it is applied to his total. By default, a suffers Critical Damage, he also suffers one or more Critical + character reduces incoming Damage by an amount equal to Effects. These are determined by consulting the appropriate + his Toughness Bonus. Armour can also help further reduce Critical Effect Table based on the affected body location + Damage. If the source of the Damage struck a body location (Arm, Body, Head, or Leg) and the type of Damage (Energy, + protected by armour, the incoming Damage is reduced by an Explosive, Impact, or Rending). As with normal Damage, + amount equal to the Armour Points provided by the armour. Critical Damage is cumulative and remains with the character + It is important to note that some sources of Damage ignore until he either heals naturally over time or receives medical + armour and/or Toughness; such cases are always detailed in attention (see page 262). Each Critical Effect also has its + the description of the Damage source. As long a character’s own duration (including permanent). If a Critically Damaged + total Damage is equal to or less than his Wounds, his body character suffers more Damage, the amount is added to his + still functions normally. If a character’s Damage ever exceeds existing Critical Damage and a new set of Critical Effects are + his Wounds, he begins to take Critical Damage. applied based on his total Critical Damage (assuming he is + still alive). + + + + + 250 + example Table 8–7: Effects of Zero Characteristic + Score +Myrdor is hit by a boltgun shell to his right arm. After accounting +for his Toughness Bonus and armour, Myrdor suffers 10 points of Characteristic Effect +Explosive Damage. Since he only currently has 8 Wounds, he suffers The character may not make tests based + Zero Weapon Skill + on this Characteristic. +2 points of Critical Damage to his right arm. The GM consults +the Critical Damage 2 line of Table 8–12: Explosive Critical The character may not make tests based + Zero Ballistic Skill + on this Characteristic. +Effects—Arm which says that Myrdor’s arm has been fractured, + The character collapses into +forcing him to drop anything he was holding, and Myrdor suffers Zero Strength + unconsciousness. +two levels of Fatigue. In a later combat round, Myrdor is hit by a + Zero Toughness The character dies. + + + + + VIII: Combat +lasgun blast to his left leg. After accounting for his Toughness Bonus + The character is paralysed, helpless, +and armour, he suffers 3 points of Energy Damage. Myrdor has Zero Agility + and can take no Actions. +now suffered 5 total points of Critical Damage. The GM consults + The character slips into a dreamless +the Critical Damage 5 line of Table 8–11: Energy Critical Zero Intelligence + coma and is treated as helpless. +Effects—Leg and determines that Myrdor has suffered a horrific The character is bereft of his senses +burn that imposes one level of Fatigue (for three levels of Fatigue Zero Perception and suffers a –30 penalty to all Tests +total) and reduces Myrdor to half speed for 2d10 Rounds. (except Toughness) until he recovers. + The character collapses into a +removIng Damage Zero Willpower nightmare-filled sleep. When he + awakens, he gains 1 Insanity Point. +Characters automatically remove Damage (both ordinary and The character withdraws into a +Critical Damage) over time through natural healing. Medical Zero Fellowship catatonic state. He may not speak or +attention and some Psychic Powers can also remove Damage. take Tests based on this Characteristic. +Regardless of the method however, the rate of Damage +removal depends on several factors and is fully explained in +Healing, page 261. + removIng FatIgue + Fatigue goes away with time. Each 10 minutes of normal + rest (not counting states of unconsciousness) that includes no +Fatigue combat, no Psychic Powers, and no other strenuous activity, +Not all injuries in Deathwatch are lethal. Exhaustion, combat removes one level of Fatigue. A full hour of rest will remove +trauma, or swapping licks with bare fists can all leave a all levels of Fatigue. +character battered, but more or less intact. Fatigue measures +the amount of non-lethal injury a character can take over the +course of game play. Characters gain Fatigue from certain + characterIstIc Damage +types of attacks, Grappling, some Critical Effects, and other Some Psychic Powers, poisons, diseases, and other hazards +Actions that push them beyond safe limits. circumvent a character’s Wounds and deal Damage directly + Fatigue is measured in levels. A character can take a number to a Characteristic. Characteristic Damage cannot reduce a +of levels of Fatigue equal to his Toughness Bonus and still Characteristic below zero. Characteristic Damage may also +function, albeit with some side-effects. Should a character affect the corresponding Characteristic Bonus. Table 8–7: +take a number of levels of Fatigue in excess of his Toughness Effects of Zero Characteristic Score summarises what +Bonus, he collapses unconscious for 10-TB minutes (minimum happens when a particular Characteristic is reduced to zero. +of 1); after the character awakens he automatically regains It should be noted that damage to a Characteristic affects +one level of Fatigue. Characters suffering from any level of everything associated with that Characteristic (i.e., reduced +Fatigue take –10 penalty to all tests. Strength means the character does less damage in melee, + reduced Agility Bonus lowers the character’s Movement and + Initiative rolls, etc.). +example +Myrdor has a Toughness Bonus of 8. He suffers one level of Fatigue +that imposes a –10 penalty to all of his tests. Myrdor can continue + removIng characterIstIc Damage +to take additional levels of Fatigue until he has 8 total levels of Unless otherwise specified, Characteristic Damage is never +Fatigue. These additional levels of Fatigue do not impose any further permanent. A character automatically recovers one point of +penalties beyond the –10 to all tests. But, when Myrdor suffers Characteristic Damage each hour, regardless of his activity +a 9th level of Fatigue, he collapses unconscious for two minutes level. The GM may allow certain types of medical attention +(10 - 8 [Myrdor’s Toughness Bonus] = 2). After two minutes of to remove Characteristic Damage at a faster rate. +unconsciousness, he’ll awake and have a single level of Fatigue. + + + + + 251 + Table 8–8: Energy Critical Effects - Arm + Critical + Damage Critical Effect + 1 A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at –30 for 1 Round. + The attack smashes the arm, sending currents of energy crackling down to the fingers and up to the shoulder. The arm + 2 + is useless for 1d5 Rounds and the character takes 1 level of Fatigue. + The attack burns the target’s arm leaving him Stunned for 1 Round and inflicts 2 levels of Fatigue. The arm is useless + 3 + for 1d5 Rounds. + The shock of the attack makes the target vomit. He is Stunned for 1 Round and takes 3 levels of Fatigue. The arm is +VIII: Combat + + + + + 4 + useless for 1d10 Rounds. + The arm suffers superficial burns inflicting no small amount of pain on the target. The target’s WS and BS are halved + 5 + (round down) for 1 Round and the target takes 1d5 levels of Fatigue. + The attack wreathes the arm in flame, scorching clothing and armour, and temporarily fusing together the target’s + 6 fingers. The target halves WS and BS for 1d10 Rounds, takes 1d5 levels of Fatigue, and must successfully Test + Toughness or lose the use of the hand permanently. + With a terrible snapping sound, the heat of the attack boils the marrow in the target’s arm, causing it to shatter. The + 7 target’s arm is broken and until it is repaired the target counts as only having one arm. The target is Stunned for 1 + Round and also takes 1d5 levels of Fatigue. + Energy sears through the arm at the shoulder, causing the limb to be severed from the body. The target must take a + 8 Toughness Test or become Stunned for 1 Round. In addition the target takes 1d10 levels of Fatigue and is suffering + from Blood Loss. The target now only has one arm. + Fire consumes the target’s arm, burning the flesh to a crisp right down to the bone. The target must make an immediate + 9 Toughness Test or die from shock. If he survives, however, the target takes 1d10 levels of Fatigue and is Stunned for 1 + Round. The target now only has one arm. + The attack reduces the arm to a cloud of ash and sends the target crumbling to the ground where he immediately dies + 10+ + from shock, clutching his smoking stump. + + + + + Table 8–9: Energy Critical Effects - Body + Critical + Damage Critical Effect + 1 A blow to the target’s body steals a breath from his lungs. The target can take only a Half Action on his next Turn. + 2 The blast punches the air from the target’s body, inflicting 1 level of Fatigue upon him. + The attack cooks the flesh on the chest and abdomen, inflicting 2 levels of Fatigue and leaving the target Stunned for 1 + 3 + Round. + 4 The energy ripples all over the character, scorching his body and inflicting 1d10 levels of Fatigue. + The fury of the attack forces the target to the ground, helplessly covering his face and keening in agony. The target is + 5 knocked to the ground and must make an Agility Test or catch fire (see Special Damage). The target takes 1d5 levels of + Fatigue and must take the Stand Action to regain his feet. + Struck by the full force of the attack, the target is sent reeling to the ground, smoke spiralling out of the wound. The + 6 target is knocked to the ground, Stunned for 1d10 Rounds, and takes 1d5 levels of Fatigue. In addition, he must make + an Agility Test or catch fire (see Special Damage on page 210). + The intense power of the energy attack cooks the target’s organs, burning his lungs and heart with intense heat. The + 7 + target is Stunned for 2d10 Rounds and reduces his Toughness by half (round down). + As the attack washes over the target, his skin turns black and peels off while body fat seeps out of his clothing and + 8 armour. The target is Stunned for 2d10 Rounds and the attack halves his Strength, Toughness and Agility. The + extensive scarring permanently halves the target’s Fellowship characteristic. + The target is completely encased in fire, melting his skin and popping his eyes like superheated eggs. He falls to the + 9 + ground a blackened corpse. + As above, except in addition, if the target is carrying any ammunition, there is a 50% chance it explodes. Unless they + can make a successful Dodge Test, all creatures within 1d5 metres take 1d10+5 Explosive Damage. If the target carried + 10+ + any grenades or missiles, one round after the Damage was dealt they detonate where the target’s body lies with the + normal effects. + + + + 252 + Table 8–10: Energy Critical Effects - Head +Critical +Damage Critical Effect + A grazing blow to the head frazzles the target’s senses, imposing a –10 penalty to all Tests (except Toughness) for 1 +1 + Round. + +2 The blast of energy dazzles the target, leaving him blinded for 1 Round. + +3 The attack cooks off the target’s ear, leaving him Stunned for 1 Round and inflicting 1 level of Fatigue. + + + + + VIII: Combat + The energy attack burns away all of the hairs on the target’s head as well as leaving him reeling from the injury. The +4 + attack deals 2 levels of Fatigue and the target is blinded for 1d5 Rounds. + A blast of energy envelopes the target’s head, burning his face and hair, and causing him to scream like a stuck Grox. In +5 + addition to losing his hair, he is blinded for 1d10 Rounds and takes 3 levels of Fatigue. + The attack cooks the target’s face, melting his features and damaging his eyes. The target is blinded for the next 1d10 +6 + hours and permanently reduces his Fellowship characteristic by 1d10 points. The target also takes 1d5 levels of Fatigue. + In a gruesome display, the flesh is burned from the target’s head, exposing charred bone and muscle underneath. The +7 target is blinded permanently and takes 1d10 levels of Fatigue. Also, roll 1d10. This is the target’s new Fellowship, + unless their Fellowship is already 10 or less, in which case nobody really notices the difference. + +8 The target’s head is destroyed in a convocation of fiery death. He does not survive. + + Superheated by the attack, the target’s brain explodes, tearing apart his skull and sending flaming chunks of meat flying +9 + at those nearby. The target is no more. + As above, except the target’s entire body catches fire and runs off headless 2d10 metres in a random direction (use the +10+ scatter diagram on page 248). Anything flammable it passes, including characters, must make an Agility Test or catch + fire (see Special Damage, page 260). + + + + +Table 8–11: Energy Critical Effects - Leg +Critical +Damage Critical Effect +1 A blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue. + +2 A grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round. + +3 The blast breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds. + A solid blow to the leg sends electric currents of agony coursing through the target. The target takes 1d5 levels of +4 + Fatigue and halves all movement for 1d5 Rounds. + The target’s leg endures horrific burn Damage, fusing clothing and armour with flesh and bone. The target takes 1 level +5 + of Fatigue and moves at half speed for 2d10 Rounds. + The attack burns the target’s foot, charring the flesh and emitting a foul aroma. The target must successfully Test +6 Toughness or lose the foot. On a success, the target’s movement rates are halved until he receives medical attention. In + addition, the target takes 2 levels of Fatigue. + The energy attack fries the leg, leaving it a mess of blackened flesh. The leg is broken and until repaired, the target +7 counts as having lost the leg. The target must take a Toughness Test or become Stunned for 1 Round. In addition the + target gains 1d5 levels of Fatigue. The target now only has one leg. + Energy sears through the bone, causing the leg to be severed. The target must take a Toughness Test or become +8 Stunned for 1 Round. In addition the target gains 1d10 levels of Fatigue and is suffering from Blood Loss. The target + now only has one leg. + The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target make a Challenging +9 + (+0) Toughness Test or die from shock. The leg is utterly lost. + In a terrifying display of power, the leg immolates and fire consumes the target completely. The target dies in a matter +10+ + of agonising seconds + + + + + 253 + Table 8–12: Explosive Critical Effects - Arm + Critical + Damage Critical Effect + 1 The attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 level of Fatigue. + 2 The attack sends a fracture through the limb. The target drops anything held in the hand and takes 2 levels of Fatigue. + The explosion takes 1d5 fingers from the target’s hand. The target takes 3 levels of Fatigue and anything carried in the + 3 + hand is destroyed. If this is an explosive, it goes off. Messy. + The blast causes the target to howl in agony. He takes 1d5 levels of Fatigue, is Stunned for 1 Round, and the limb is + 4 + useless until medical attention is received. +VIII: Combat + + + + + Fragments from the explosion tear into the target’s hand, ripping away flesh and muscle alike. He must immediately + 5 Test Toughness or lose the hand. Even on a success, the hand is useless until medical attention is received. The target + takes 1d5 levels of Fatigue. + The explosive attack shatters the bone and mangles the flesh turning the target’s arm into a red ruin, inflicting 1d5 + 6 levels of Fatigue. The target’s arm is broken and, until repaired, the target counts as having only one arm. In addition, + the horrendous nature of the wound means that he now suffers from Blood Loss. + In a violent hail of flesh, the arm is blown apart. The target must immediately make a Challenging (+0) Toughness + 7 Test or die from shock. On a success, the target is Stunned for 1d10 rounds, takes 1d10 levels of Fatigue, and suffers + Blood Loss. He now only has one arm. + The arm disintegrates under the force of the explosion taking a good portion of the shoulder and chest with it. The + 8 + target is sent screaming to the ground, where he dies in a pool of his own blood and organs. + With a mighty bang the arm is blasted from the target’s body, killing the target instantly in a rain of blood droplets. In + 9 addition, if the target was carrying a weapon with a power source in his hand (such as a power sword or chainsword) + then it explodes, dealing 1d10+5 Impact Damage to anyone within two metres. + As above, except if the target is carrying any ammunition it explodes dealing 1d10+5 Impact Damage to anyone within + 10+ 1d10 metres (this is in addition to Damage caused by exploding power weapons noted above). If the target is carrying + any grenades or missiles, these too detonate on his person. + + + + + Table 8–13: Explosive Critical Effects - Body + Critical + Damage Critical Effect + 1 The target is blown backwards 1d5 metres and takes 1 level of Fatigue per metre travelled. He is Prone when he lands. + The target is blown backwards 1d10 metres, taking 1 level of Fatigue per metre travelled. If he strikes a solid object, he + 2 + takes 1d5 additional levels of Fatigue. + The explosion destroys whatever armour protected the body. If the target wore none, the target is blown backwards + 3 + 1d10 metres, as above but the target takes 2 levels of Fatigue for every metre travelled. + The explosion sends the target sprawling to the ground. He takes 1d5 levels of Fatigue, is Stunned for 1 Round, and + 4 + must spend a Full Action to regain his feet. + Concussion from the explosion knocks the target to the ground and tenderises his innards. The target falls down + 5 + Stunned for 1 Round and takes 1d10 levels of Fatigue. + Chunks of the target’s flesh are ripped free by the force of the attack leaving large, weeping wounds. The target is + 6 + Stunned for 1 Round, takes 1d10 levels of Fatigue and is now suffering Blood Loss. + The explosive force of the attack ruptures the target’s flesh and scrambles his nervous system, knocking him to the + 7 ground. The target falls down, is Stunned for 1d10 Rounds and takes 1d10 levels of Fatigue. In addition, he now + suffers Blood Loss and can only take Half Actions for the next 1d10 hours as he tries to regain control of his body. + The target’s chest explodes outward, disgorging a river of partially cooked organs onto the ground, killing him + 8 + instantly. + Pieces of the target’s body fly in all directions as he is torn into bloody gobbets by the attack. In addition, if the target + 9 is carrying any ammunition, it explodes dealing 1d10+5 Impact Damage to anyone within 1d10 metres. If the target is + carrying any grenades or missiles, these too detonate on the target’s person. + As above, except anyone within 1d10 metres of the target is drenched in gore and must make a Challenging (+0) + 10+ + Agility Test or suffer a –10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round as blood fouls their sight. + + + + + 254 + Table 8–14: Explosive Critical Effects - Head +Critical +Damage Critical Effect + +1 The explosion leaves the target confused. He can take only a Half Action on his next Turn and takes 1 level of Fatigue. + +2 The flash and noise leaves the target blind and deaf for 1 Round. The target takes 2 levels of Fatigue. + +3 The detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes 2 levels of Fatigue. + + + + + VIII: Combat +4 The force of the burst knocks the target to the ground and Stuns him for 1 Round. The target takes 2 levels of Fatigue. + + The explosion flays the flesh from the target’s face and bursts his eardrums with its force. The target is Stunned for +5 1d10 Rounds and is permanently deafened. The target takes 1d5 levels of Fatigue and can only take Half Actions for + 1d5 hours. Finally, the target’s Fellowship drops by 1d10 due to hideous scarring. + The target’s head explodes under the force of the attack, leaving his headless corpse to spurt blood from the neck for +6 + the next few minutes. Needless to say this is instantly fatal. + Both head and body are blown into a mangled mess, instantly killing the target. In addition, if the target is carrying any +7 ammunition it explodes dealing 1d10+5 Impact Damage to any creatures within 1d5 metres. If the target was carrying + grenades or missiles, these too explode on the target’s person. + In a series of unpleasant explosions the target’s head and torso peel apart, leaving a gory mess on the ground. For the +8 + rest of the fight, anyone moving over this spot must make a Challenging (+0) Agility Test or fall prone. + The target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. You don’t get much deader +9 + than this, except… + As above, except such is the unspeakably appalling manner in which the target was killed, that any of the target’s allies +10+ who are within two metres of where the target stood, must make an immediate Challenging (+0) Willpower Test or + spend their next Turn fleeing from the attacker. + + + + +Table 8–15: Explosive Critical Effects - Leg +Critical +Damage Critical Effect +1 A glancing blast sends the character backwards one metre. +2 The force of the explosion takes the target’s feet out from under him. He lands Prone and takes 1 level of Fatigue. + The concussion cracks the target’s leg, leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds. +3 + The target takes 1 level of Fatigue. + The explosion sends the target spinning through the air. The target travels 1d5 metres away from the explosion +4 and takes 1 level of Fatigue per metre travelled. It takes the target a Full Action to regain his feet and he halves all + movement for 1d10 Rounds. + Explosive force removes part of the target’s foot and scatters it over a wide area. The target must make an immediate +5 Challenging (+0) Toughness Test or permanently lose the use of his foot, inflicting 1d5 levels of Fatigue. On a + success, the target takes 1d5 levels of Fatigue and halves his movement until he receives medical attention. + The concussive force of the blast shatters the target’s leg bones and splits apart his flesh, inflicting 1d10 levels of +6 Fatigue. The leg is broken and, until repaired, the target counts as having only one leg. In addition, the horrendous + nature of the wound means that he now suffers from Blood Loss. + The explosion reduces the target’s leg into a hunk of smoking meat. The target must immediately make a Challenging +7 (+0) Toughness Test or die from shock. On a successful Test, the target is still Stunned for 1d10 Rounds, takes 1d10 + levels of Fatigue and suffers Blood Loss. He now has only one leg. + The blast tears the leg from the body in a geyser of gore, sending him crashing to the ground, blood pumping from the +8 + ragged stump: instantly fatal. + The leg explodes in an eruption of blood, killing the target immediately and sending tiny fragments of bone, clothing, +9 + and armour hurtling off in all directions. Anyone within two metres of the target takes 1d10+2 Impact Damage. + As above, except in addition, if the target is carrying any ammunition, it explodes dealing 1d10+5 Impact Damage to +10+ + anyone within 1d10 metres. If the target is carrying any grenades or missiles, these too detonate on the target’s person. + + + + 255 + Table 8–16: Impact Critical Effects - Arm + Critical + Damage Critical Effect + + 1 The attack numbs the target’s limb causing him to drop anything held in that hand. + + 2 The strike leaves a deep bruise. The target takes 1 level of Fatigue. + + 3 The impact inflicts crushing pain and the target takes 1 level of Fatigue and drops whatever was held in that hand. + + The impact leaves the target reeling from pain. The target is Stunned for 1 Round. The limb is useless for 1d5 Rounds +VIII: Combat + + + + + 4 + and the target takes 1 level of Fatigue. + Muscle and bone take a pounding as the attack rips into the arm. The target’s Weapon Skill and Ballistic Skill are both + 5 halved (round down) for 1d10 Rounds. In addition, the target takes 1 level of Fatigue and must make an Agility Test or + drop anything held in that hand. + The attack pulverises the target’s hand, crushing and breaking 1d5 fingers (for the purposes of this Critical, a thumb + 6 counts a finger). The target takes 1 level of Fatigue and must immediately make a Challenging (+0) Toughness Test + or lose the use of his hand. + With a loud snap, the arm bone is shattered and left hanging limply at the target’s side, dribbling blood onto the + 7 + ground. The arm is broken and, until repaired, the target counts as having only one arm and takes 2 levels of Fatigue. + The force of the attack takes the arm off just below the shoulder, showering blood and gore across the ground. The + 8 target must immediately make a Challenging (+0) Toughness Test or die from shock. If he passes the Test, he is still + Stunned for 1d10 rounds, takes 1d5 levels of Fatigue and is suffers from Blood Loss. He now only has one arm. + In a rain of blood, gore and meat, the target’s arm is removed from his body. Screaming incoherently, he twists about in + 9 + agony for a few seconds before collapsing to the ground and dying. + As above, except as the arm is removed it is smashed apart by the force of the attack, and bone, clothing and armour + 10+ fragments fly about like shrapnel. Anyone within 2 metres of the target suffers 1d5–3 Impact Damage to a random + location (see Table 9–8: Hit Locations). + + + + + Table 8–17: Impact Critical Effects - Body + Critical + Damage Critical Effect + + 1 A blow to the target’s body steals the breath from his lungs. The target can take only a Half Action on his next Turn. + + 2 The impact punches the air from the target’s body, inflicting 1 level of Fatigue. + + 3 The attack breaks a rib and inflicts 2 levels of Fatigue. The target is also Stunned for 1 Round. + + 4 The blow batters the target, shattering ribs. The target takes 1d5 levels of Fatigue and is Stunned for 1 Round. + + A solid blow to the chest winds the target and he momentary doubles over in pain, clutching himself and crying in + 5 + agony. The target takes 1d5 levels of Fatigue and is Stunned for 2 Rounds. + The attack knocks the target sprawling on the ground. The target flies 1d5 metres away from the attacker and falls + 6 prone (if the target strikes a wall or other solid object, he stops). The target takes 1d5 levels of Fatigue and is Stunned + for 2 Rounds. + With an audible crack, 1d5 of the target’s ribs break. The target can either lay down and stay still awaiting medical + 7 attention (a successful Medicae Test sets the ribs) or continue to take Actions, though each Round there is a 20% chance + that a jagged rib pierces a vital organ and kills the character instantly. The target takes 1d5 levels of Fatigue. + The force of the attack ruptures several of the target’s organs and knocks him down, gasping in wretched pain. The + 8 + target suffers Blood Loss and takes 1d10 levels of Fatigue. + The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood before + 9 + crumpling to the ground dead. + As above, except the target is thrown 1d10 metres away from the attack. Anyone in the target’s path must make a + 10+ + Challenging (+0) Agility Test or be Knocked Down. + + + + + 256 + Table 8–18: Impact Critical Effects - Head +Critical +Damage Critical Effect + The impact fills the target’s head with a terrible ringing noise. The target must make a Challenging (+0) Toughness +1 + Test or suffer 1 level of Fatigue. + The attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a –10 penalty to Weapon Skill +2 + and Ballistic Skill Tests for 1 Round. + +3 The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue. + + + + + VIII: Combat +4 The concussive strike staggers the target, dealing 1d5 levels of Fatigue. + +5 The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round. + + The target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain. +6 + The target is Stunned for 1d5 Rounds and takes 2 levels of Fatigue. + The attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned +7 + for 1d10 Rounds and halves all movement for 1d10 hours. + Blood pours from the target’s noise, mouth, ears and eyes as the attack pulverises his brain. He does not survive the +8 + experience. + The target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4 +9 metres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore + gets in their eyes or on their visors. + As above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If + the hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against +10+ any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make + another attack (with the same weapon) against any target standing directly behind the original target and still within + range of their weapon. + + + + +Table 8–19: Impact Critical Effects - Leg +Critical +Damage Critical Effect +1 A light blow to the leg leaves the target gasping for air. The target takes 1 level of Fatigue. + A grazing strike against the leg slows the target. The target halves all movement for 1 Round and takes 1 level of +2 + Fatigue. + The blow breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds. The +3 + target takes 1 level of Fatigue. + A solid blow to the leg sends lightning agony coursing through the target. The target takes 1d5 levels of Fatigue and +4 + halves all movement for 1d5 Rounds. + A powerful impact causes micro fractures in the target’s bones, inflicting considerable agony. The target’s Agility is +5 + reduced by –20 for 1d10 Rounds and he takes 1d5 levels of Fatigue. + Several of the tiny bones in the target’s foot snap like twigs with cracking noises. The target must make an +6 immediate Toughness Test or permanently lose the use of his foot. On a success, halve all movement until medical + attention is received. The target takes 2 levels of Fatigue. + With a nasty crunch, the leg is broken and the target is knocked down mewling in pain. The target falls to the +7 ground with a broken leg and, until it is repaired, he counts as only having one leg. The target takes 2 levels of + Fatigue. + The force of the attack rips the lower half of the leg away in a stream of blood. The target must immediately make +8 a Challenging (+0) Toughness Test or die from shock. On a success, the target is Stunned for 1d10 rounds, takes + 1d5 levels of Fatigue and suffers Blood Loss. He now only has one leg. + The hit rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to +9 + stop the sudden flood of vital fluid, he falls to the ground and dies in a spreading pool of gore. + As above, but such is the agony of the target’s death that his piteous screams drowns out all conversation within +10+ + 2d10 metres for the rest of the Round. + + + + 257 + Table 8–20: Rending Critical Effects - Arm + Critical + Damage Critical Effect + 1 The slashing attack tears anything free that was held in this arm. + 2 Deep cuts cause the target to drop whatever was held and inflicts 1 level of Fatigue. + The shredding attack sends the target screaming in pain. He takes 2 levels of Fatigue and drops whatever was held in + 3 + that hand. + The attack flays the skin from the limb, filling the air with blood and the sounds of his screaming. The target falls prone + 4 + from the agony and takes 2 levels of Fatigue. The limb is useless for 1d10 Rounds. +VIII: Combat + + + + + A bloody and very painful looking furrow is opened up in the target’s arm. The target takes 1d5 levels of Fatigue + 5 and vomits all over the place in agony. He drops whatever was held and the limb is useless until medical attention is + received. The target also suffers Blood Loss. + The blow mangles flesh and muscle as it hacks into the target’s hand, liberating 1d5 fingers in the process (a roll of + 6 a 5 means that the thumb has been sheared off ). The target takes 3 levels of Fatigue and must immediately make a + Challenging (+0) Toughness Test or lose the use of his hand. + The attack rips apart skin, muscle, bone and sinew with ease, turning the target’s arm into a dangling ruin and inflicting + 7 1d5 levels of Fatigue. The arm is broken and, until repaired, the target counts as having only one arm. In addition, + numerous veins have been severed and the target is now suffering from Blood Loss. + With an assortment of unnatural, wet ripping sounds, the arm flies free of the body trailing blood behind it in a crimson + 8 arc. The target must immediately make a Challenging (+0) Toughness Test or die from shock. If he passes the Test, + he is Stunned for 1d10 Turns and suffers Blood Loss. He also takes 1d10 levels of Fatigue and now has only one arm. + The attack slices clean through the arm and into the torso, drenching the ground in blood and gore and killing the + 9 + target instantly. + As above. However, as the arm falls to the ground its fingers spasm uncontrollably, pumping the trigger of any held + 10+ weapon. If the target was carrying a ranged weapon there is a 5% chance that a single randomly determined target + within 2d10 metres will be hit by these shots, in which case resolve a single hit from the target’s weapon as normal. + + + + Table 8–21: Rending Critical Effects - Body + Critical + Damage Critical Effect + If the target is not wearing armour on this location, he takes 1 level of Fatigue from a painful laceration. If he is + 1 + wearing armour, there is no effect. Phew! + The attack damages the target’s armour, reducing its Armour Points by 1. In addition, the target takes 1 level of Fatigue. + 2 + If not armoured, the target is also Stunned for 1 Round. + The attack rips a large patch of skin from the target’s torso, leaving him gasping in pain. The target is Stunned for 1 + 3 + Round and takes 2 levels of Fatigue. + A torrent of blood spills from the deep cuts, making the ground slick with gore. All characters attempting to move + 4 + through this pool of blood must succeed on an Agility Test or fall Prone. The target takes 1d5 levels of Fatigue. + The blow opens up a long wound in the target’s torso, causing him to double over in terrible pain. The target takes 1d5 + 5 + levels of Fatigue. + The mighty attack takes a sizeable chunk out of the target and knocks him to the ground as he clutches the oozing + 6 + wound, shrieking in pain. The target is Prone and takes 1d10 levels of Fatigue. + The attack cuts open the target’s abdomen. The target can either choose to use one arm to hold his guts in (until a + medic can bind them in place with a successful Medicae Test), or fight on regardless and risk a 20% chance each turn + 7 + that his middle splits open, spilling his intestines all over the ground, causing an additional 2d10 Damage. In either + case, the target takes 1d5 levels of Fatigue and is now suffering Blood Loss. + With a vile tearing noise, the skin on the target’s chest comes away revealing a red ruin of muscle. The target must make + 8 a Challenging (+0) Toughness Test or die. If he passes, he permanently loses 1d10 from his Toughness, takes 1d10 + levels of Fatigue, and now suffers Blood Loss. + The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the + 9 + ground before him. The target is now quite dead. + As above, except that the area and the target are awash with gore. For the rest of the fight, anyone moving within four + 10+ + metres of the target’s corpse must make make a Challenging (+0) Agility Test or fall prone. + + + + 258 + Table 8–22: Rending Critical Effects - Head +Critical +Damage Critical Effect +1 The attack tears skin from the target’s face dealing 1 level of Fatigue. If the target is wearing a helmet, there is no effect. + The attack slices open the target’s scalp which immediately begins to bleed profusely. Due to blood pouring into the +2 target’s eyes, he suffers a –10 penalty to both Weapon Skill and Ballistic Skill for the next 1d10 Turns. The target takes + 1 level of Fatigue. + The attack tears the target’s helmet from his head. If wearing no helmet, the target loses an ear instead and inflicts 2 +3 + levels of Fatigue. + + + + + VIII: Combat + The attack scoops out one of the target’s eyes, inflicting 1d5 levels of Fatigue and leaving the target Stunned for 1 +4 + Round. + The attack opens up the target’s face, leaving him Stunned for 1d5 Rounds and inflicting 1d5 levels of Fatigue. If the +5 + target is wearing a helmet, the helmet comes off. + As the blow rips violently across the target’s face—it takes with it an important feature. Roll 1d10 to see what the + target has lost. 1–3: Eye (see Permanent Effects on page 201), 4–7: Nose (permanently halve Fellowship), 8–10: Ear +6 + (permanently reduce Fellowship by 1d10; the wound can always be hidden with hair.) In addition, the target is now + suffering Blood Loss and takes 1d5 levels of Fatigue. + In a splatter of skin and teeth, the attack removes most of the target’s face. He is permanently blinded and has his +7 Fellowship permanently reduced to 1d10, and also now has trouble speaking without slurring his words. In addition, + the target is suffering from Blood Loss and takes 1d10 levels of Fatigue. + The blow slices into the side of the target’s head causing his eyes to pop out and his brain to ooze down his cheek like +8 + spilled jelly. He’s dead before he hits the ground. + With a sound not unlike a wet sponge being torn in half, the target’s head flies free of its body and sails through the air, +9 + landing harmlessly 2d10 metres away with a soggy thud. The target is instantly slain. + As above, except the target’s neck spews blood in a torrent, drenching all those nearby and forcing them to make a +10+ Challenging (+0) Agility Test. Anyone who fails the Test, suffers a –10 penalty to his Weapon Skill and Ballistic + Skill Tests for 1 Round as gore fills his eyes or fouls his visor. + + + +Table 8–23: Rending Critical Effects - Leg +Critical +Damage Critical Effect +1 The attack knocks the limb backwards, painfully jerking it away from the body. The target takes 1 level of Fatigue. + The target’s kneecap splits open. He must make a Challenging (+0) Agility Test or fall prone. Regardless, he takes 1 +2 + level of Fatigue. + The attack rips a length of flesh from the leg, causing blood to gush from the wound. The target takes 1 level of Fatigue +3 + and suffers Blood Loss. + The attack rips the kneecap free from the target’s leg, causing it to collapse out from under him. The target moves at +4 + half speed until medical attention is received. In addition, he takes 2 levels of Fatigue. + In a spray of blood, the target’s leg is opened up, exposing bone, sinew and muscle. The target takes 1d5 levels of +5 + Fatigue and halves his movement for 1d10 hours. + The blow slices a couple of centimetres off the end of the target’s foot. The target must make an immediate +6 Challenging (+0) Toughness Test or permanently lose the use of his foot. On a success, movement is halved until he + receives medical attention. In either case, the target takes 1d5 levels of Fatigue. + The force of the blow cuts deep into the leg, grinding against bone and tearing ligaments apart. The leg is broken and, +7 until repaired, the target counts as having only one leg. In addition, the level of maiming is such that the target is now + suffering from Blood Loss. He also takes 1d10 levels of Fatigue. + In a single bloody hack the leg is lopped off the target, spurting its vital fluids across the ground. The target must +8 immediately make a Toughness Test or die from shock. On a success, the target is Stunned for 1d10 Rounds, takes + 1d10 Fatigue and suffers Blood Loss. He now has only one leg. + With a meaty chop, the leg comes away at the hip. The target pitches to the ground howling in agony, before dying +9 + moments later. + As above, except that the tide of blood is so intense that, for the remainder of the battle, anyone making a Run or +10+ + Charge Action within six metres of the target this Turn must make a Challenging (+0) Agility Test or fall over. + + + + 259 + coNditioNs aNd special lost leg + damage Treat this as a lost foot, but the character cannot use the + Dodge Skill. Losing both legs means the character is half the + Common injuries are far from the only forms of bodily harm person he was, but the good news is he also becomes half the + facing those who dare to venture into the unknown. Space target for his enemies. + Marines may find themselves set on fire, suffering from + massive loss of blood, broken bones, or facing a permanent + amputation. All of these, and more, are collectively known as + d + Conditions and Special Damage. A blind character automatically fails all tests based on vision +VIII: Combat + + + + + and automatically fails all Ballistic Skill Tests. He also suffers + a –30 penalty to Weapon Skill Tests and most other tests that + amputateD lImbs ordinarily benefit from vision. + A character who loses body parts (except for his head, which + almost certainly means death) is also affected by Blood Loss + and must be treated for it quickly. If the character lives, + blooD loss + someone with the Medicae Skill must be found to adequately Blood Loss is a Critical Effect that can result from Critical Damage. + treat the stump to ensure that it heals well. If no medic is Characters suffering from Blood Loss have a 10% chance of dying + available, there is only a 20% chance that the stump will heal each Round unless treated in some way. If the suffering character + over. If it does not, the amputee dies a horrible death from is conscious, he may attempt a Difficult (–10) Medicae Test + infection after 1d10 days. Whether or not it heals naturally each Round to staunch the bleeding. If the character is also trying + or a medic treats it, the character does not start removing simultaneously to engage in strenuous activity, such as running + Damage for 1d10+2 days. Assuming the character survives away from whatever caused the Blood Loss, attempts to staunch + all of the above, he’ll also have to cope with the disagreeable the bleeding instead requires a Very Hard (–30) Medicae Test. + side-effects of the lost limb, which are explained below. If the suffering character is not conscious, or doesn’t fancy his + chances, another character may attempt the test. + d + The character suffers a –20 penalty on all Skill and Characteristic + d + Tests that rely on the use of two hands and he cannot wield The character cannot hear at all, or at least not well enough + two-handed weapons. A shield can be strapped to the injured to communicate with others. Until the character recovers or + arm, however. Should this be the character’s primary hand, he has his disability repaired, he automatically fails any Skill or + must cope with the customary –20 penalty to Weapon Skill Characteristic Test that relies on hearing. Apart from having + Tests made to attack with weapons using his secondary hand. trouble communicating, the GM is free to decide what effects a + For every 100 xp he spends, he can reduce this penalty by 10. deaf character will have on the game. + If a character loses both hands, he should either secure at least + one replacement or get someone to sharpen his teeth. + FIre + A character suffers Damage from fire each Round he is exposed to it. + lost arm At the beginning of each Round after the first in which a character + As for a lost hand, but a character cannot strap a shield to is exposed to the same source of flames (or if he is hit by a weapon + the arm since he no longer has it. Losing both arms is just as with the Flame special quality), he must make a Challenging + bad, plus it’s a bit difficult to reach those hard-to-clean spots. (+0) Agility Test or catch on fire. Once a character is on fire, he + Once again, either look into replacement limbs or consider suffers 1d10 Damage (with no reduction from armour) and suffers + rolling up a new character. 1 level of Fatigue each Round until the fire is extinguished. All + Damage from fire is treated as Energy Damage for the purpose + of determining Critical Effects—if the location is not otherwise + lost eye specified, use the body location. If a character is on fire and is not + Losing one eye permanently reduces a character’s Ballistic Skill wearing a fully enclosed suit of armour, the character must make a + by –10. In addition, he suffers a –20 penalty to all Skill and Challenging (+0) Willpower Test at the beginning of each of + Characteristics Tests that rely on sight. Should a character have the his Turns in order to be able to take Actions normally; otherwise, + misfortune to lose both eyes, he becomes blinded (see below). he may only run around and scream, which counts as a Full Action. + A character that is on fire may try to extinguish the flames himself + by dropping prone and making a Hard (–20) Agility Test, + lost Foot which counts as a Full Action. The GM can make this test easier or + The character permanently reduces all his movement by half harder depending on environmental conditions and whether the + (round up) and suffers a –20 penalty to all movement Actions blazing character is able to receive any help from nearby allies. If + as well as Skill and Characteristic Tests that rely on mobility, the character is wearing fully enclosed armour (including Power + such as Shadowing. Losing both feet makes it hard to walk. Armour), he automatically passes the Willpower Test. + + + 260 + FallIng unconsciousness due to excessive levels of Fatigue, he recovers + some of that Fatigue when he awakens. See Fatigue, page 251. +Gravity is an ever-present danger to characters who have a nasty +habit of falling off all manner of things during the course of +their adventures. Regardless of the reason, however, the results + useless lImbs +are usually the same. To work out Damage from falling, simply Certain Critical Effects indicate a risk of permanently losing +roll 1d10+1 for every meter the character fell. Use Table the use of a limb unless the affected character succeeds at a +8–3: Hit Location, page 244 to determine which part of the Challenging (+0) Toughness Test. If a character with the +body hits the ground first. Armour offers no protection against Medicae Skill is present to assist the injured character, the victim +falls. Damage from falling is treated as Impact Damage for the gains a +20 bonus to such a test. Even if the test is successful, + + + + + VIII: Combat +purposes of determining Critical Effects. The GM may adjust the limb must be held in a sling for 1d5+1 weeks and is useless +the Damage depending on the type of surface impacted as well during this time. Should the Toughness Test fail, the limb must +abnormal gravity conditions, and so forth. be removed, requiring a character with the Medicae Skill to + succeed at a Difficult (–10) Medicae Test. Should this fail, the + limb still comes off, but the surgery inflicts 1d10 Damage to the +d limb—almost always Critical Damage. Should the amputee live, +In addition to Damage and Fatigue, characters may also the limb comes off, but he suffers Blood Loss and must be treated +become Stunned. A character can become Stunned due to for it. Once this has been dealt with, the chirurgeon must treat the +the effects of some Psychic Powers, Critical Damage, or the wound as if it were an amputated limb (see above). +Takedown Talent. Weapon Skill and Ballistic Skill Tests to hit +Stunned characters are considered Routine (+20). In addition, +Stunned characters cannot take Actions or Reactions such as + vacuum +Dodge. A Stunned character is not helpless or unaware. There is nothing good about being exposed to vacuum. There + are two main ways this unfortunate event could occur: A + character can be suddenly thrust into an airless, pressureless +suFFocatIon environment (such as being expelled from an airlock), or he +There are many ways to suffocate, including drowning, smoke can be slowly affected (such as being trapped on a starship +inhalation, and exposure to certain toxins. The rate of suffocation as its atmosphere is vented into space). If suddenly exposed +depends on the character’s activity level. If a character is actively to vacuum, a character may survive unharmed for a number +trying to conserve oxygen, he can hold his breath for a number of Rounds equal to his Toughness Bonus. Unless he has an +of minutes equal to his Toughness Bonus. If a character is instead oxygen source, he will also begin to suffer from the effects +engaged in strenuous activity (combat, swimming, and so forth) of suffocation. At the end of each Round after this, he suffers +he may hold his breath for a number of Rounds equal to twice 1d10+3 Explosive Damage from depressurisation. If he is +his Toughness Bonus. While holding his breath, a character in the vacuum of space, at the end of each Round make a +must make a Challenging (+0) Toughness Test each minute Challenging (+0) Toughness Test. A failure indicates he also +(if conserving oxygen) or each Round (if engaged in strenuous suffers 1d10 Energy Damage from the extreme cold. In both +activity). If he fails, he suffers one level of Fatigue. Remember, cases, any armour worn does not reduce the Damage incurred. +any amount of Fatigue imposes a –10 penalty to all tests, and If a character dies in space, it takes five Rounds for his corpse +if a character ever has a number of levels of Fatigue in excess to freeze. If a frozen corpse suffers any Damage, it shatters +of his Toughness Bonus, he immediately falls unconscious for into thousands of blood-red ice shards. There is precious little, +10-TB minutes. If the character has not gained a fresh source except perhaps a daemonic pact, which can bring a character +of oxygen by the end of the allotted time, he automatically falls back from such a fate. If a character is trapped in a gradually +unconscious regardless of his levels of Fatigue. If a character is worsening atmosphere, he may survive unharmed for a number +both unconscious and deprived of a fresh source of oxygen, he of Rounds equal to twice his Toughness Bonus. At the end +suffers 1d10 Damage each Round until he dies. Armour and of this time, he will begin to experience suffocation will also +Toughness cannot reduce this Damage. It is important to note begin to feel the effects of depressurisation. From that point +that Space Marines with a functioning Multi-lung implant may onwards, at the end of each Round he must make a Toughness +breathe water and thus do not drown. Test with a cumulative –10 penalty. Success indicates that he + only suffers 1d5 Explosive Damage. Failure means that he + suffers 1d10 Explosive Damage. In both cases, armour cannot +unconscIousness reduce the Damage incurred. +Unconsciousness is usually a temporary state that typically +results from excessive levels of Fatigue or Critical Damage. +The duration of a state of unconsciousness is usually included HealiNg +in the description of the effect that caused it, but if no other A character inevitably suffers Damage during his explorations +duration is given, unconsciousness lasts for 10-TB minutes. An of the galaxy. As a character accumulates Damage, he progresses +unconscious character is completely unaware of his surroundings through three different states: Lightly Damaged, Heavily +and cannot take any actions. He is also treated as a helpless target Damaged, and Critically Damaged. Characters naturally +(see Combat Circumstances, page 246). If a character fell into recover from Damage at a slow rate that varies depending on + + + 261 + the character’s Damage state. Rest, medical attention, and a Death + few Psychic Powers can speed up Damage recovery. + Death for a character is always the result of a Critical Damage + effect. Usually this is when the character has accrued 8 or + d more points of Critical Damage depending on the type of + A character is considered Lightly Damaged if he has taken Damage suffered and the body location struck. If a critical + Damage equal to or less than twice his Toughness Bonus. result indicates that the character is killed, then he is dead, and + A Lightly Damaged character removes 1 Damage per day only burning a Fate Point (seepage 205) will save his life. + through natural healing. If Lightly Damaged the character + devotes an entire day to bed rest, he removes an amount of + heroIc sacrIFIce (optIonal) +VIII: Combat + + + + + Damage equal to his Toughness Bonus. + No Battle-Brother ever dies in vain as long as he dies in the + Emperor’s service. At the GM’s discretion, he may allow players + example to choose the option of Heroic Sacrifice if they know that their + Brother Myrdor has a Toughness Bonus of 8. After a bloody mission characters have no other options to continue serving the Emperor + he has suffered 12 Damage. This amount of Damage is less than twice or wish to sell their lives for the greater good. When a player’s + his Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged. character is in a position to burn his final Fate Point to save his + He will naturally heal 1 Damage per day, but if he devotes an entire character’s life (Space Marines would only make this choice if + day to rest and recovery, he can remove 8 Damage. there is no other way to survive!), he may instead choose to + burn the point anyway and make a Heroic Sacrifice instead. A + character declares at the start of his Turn that he is performing + d a Heroic Sacrifice as a Free Action. Then, for a number of Turns + A character is Heavily Damaged whenever he has taken more equal to his Toughness Bonus (including the turn in which + Damage than twice his Toughness Bonus. A Heavily Damaged the Sacrifice was declared), the character can ignore all further + character removes 1 Damage per week through natural critical effects with the exception of those which render limbs + healing. If a Heavily Damaged character devotes an entire or senses useless (such as blown-off limbs and blindness). The + week to complete rest, he removes an amount of Damage character also receives one ‘free’ Fate Point each turn, which + equal to his Toughness Bonus. Once a Heavily Damaged may be used in the normal fashion (seepage 204) though it is + character’s Damage is equal to or less than his Toughness lost if not spent. At the end of this period, the character will die + Bonus, he becomes Lightly Damaged. regardless of any other factors. Fate Points gained as part of the + Heroic Sacrifice cannot be burnt to save the character’s life. It + is important to note that a Space Marine would never willingly + example put himself in the position of heroic sacrifice where doing so + After a tough fight with a Bloodletter, Myrdor has suffered 18 would make his gene-seed impossible to retrieve. + Damage, which is more than twice his Toughness Bonus of 8. He If the character’s sacrifice was particularly meaningful and + is now Heavily Damaged and decides to spend an entire week in made a difference to the outcome of the Kill-team’s mission, the + the care of an Apothecary. At the end of that week, he removes 8 GM may award the player a bonus for his next character. For + Damage because his Toughness Bonus is 8. Because he now has more details on this see page 271 in Chapter IX: The Game + 10 Damage (less than twice his Toughness Bonus) he is now only Master. + Lightly Damaged and will begin to heal more rapidly. + meDIcal attentIon + d Medical attention is any Action taken to treat injuries. Such + A character is Critically Damaged whenever he has taken efforts can range from the application of healing drugs, a + Damage in excess of his Wounds. Critical Damage does successful Medicae Test, or even using Psychic Powers. Medical + not heal on its own—it requires medical attention. With attention can provide immediate recovery or can speed the + rest and medical attention, a character removes 1 point of process of natural healing. For additional information, see the + Critical Damage per week. After all Critical Damage has been Medicae skill on page 102. + removed, a character becomes Heavily Damaged instead. + cybernetIc anD bIonIc + example replacements + After a bitter battle against a Tyranid horde, Myrdor has suffered + 3 points of Critical Damage. Fortunately, his comrades managed to It is possible to restore lost limbs with bionic replacements; in + drag him out of the combat zone and he can spend three weeks resting fact, sometimes a character may prefer to lop off a perfectly + under the constant supervision of one of the Chapter’s apothecaries. good arm or leg to gain the benefits of having a cybernetic + At the end of these weeks, Myrdor has removed all 3 points of replacement. The rules for both removing and attaching + Critical Damage and is now only Heavily Damaged. cybernetic, bionic, and bio-enhanced limbs, implants, and + weapons are detailed fully in Chapter V: Armoury. + + + 262 + Evoking thE + SEtting + • + thEmES in + DEathwatch + • +StylES of Play + • + rds + • +intERaction + • + fEaR anD +Damnation + Chapter IX: The GM + + Game Master + When organising a game of Deathwatch, one player needs + to be nominated as the GM. It is always a good idea if the + GM volunteers for the job, as the game will be better if the + person running it is enthusiastic about what he is doing. + “For the Emperor!” +IX: The Game Master + + + + + Usually, however, the Game Master is decided before the + players get together for their first session, as the role of the + –Favoured battle cry of the Adeptus Astartes + GM taken up by the person that has organised the game + + + + I + in the first place—probably also the person that bought + n Deathwatch, the players assume the role of elite warriors + this book. It is also common that over time several of the + of the Imperium and must face the multitude of humanity’s + group’s players may take on the role of the GM, sharing + foes across countless battlefields and war-scarred worlds. + the work and creating their own adventures. This allows + They are the chosen few amongst the uncounted billions of + players a chance to make their own stories and can be very + humanity standing between the boiling dark and the flickering + rewarding as GMs tag-team adventures leading to plots + light of civilisation and order. Bringing this bloody reality to + and campaigns with more depth and detail. + life is the role of the Game Master who guides the players in + their endeavours and adventures against the enemies of the ers + Imperium, formulating their missions, spawning horrors for + them to face, and igniting the flames of war that will consume There is little doubt that the Game Master has the lion’s + their world. share of the work when it comes to running aroleplaying + game. He does not need to do all the work, however, when + it comes to organising the adventure and getting together + r all of the ingredients for a successful game. This is where + some of the players can also help out, doing such things as + bringing miniatures, dice, pencils and paper, or snacks. + In Deathwatch, as in many roleplaying games, one of the players The most important contribution players can make to + takes on the role of Game Master (GM). The GM’s role is a vital a game is in helping the GM to add detail and depth to + one, as he is charged with creating, maintaining, and describing his setting. For example, rather than the GM creating the + the world in which the player characters (PCs) live. It is the role of details of the Battle of the Grey March, an important part + the GM to set the scene, guide the plot, and decide the outcome of a PC’s background, he could ask the player to write up + of the player’s actions. In many ways, the GM is like the director a little about it. This means that the player is adding to the + of a film, setting the scene and telling the players (who are like world and the GM also has some extra detail that he can + the lead actors) where they are and what they are doing. Unlike a add into one of his plots later. These are also the kinds of + film, however, a roleplaying game is a collaborative effort between tasks that players really enjoy. By allowing them to create + players and Game Master, and while the GM may set the scene, it these kinds of background details, the GM’s task is made + then falls to the players to decide the actions of their characters. easier and the group’s adventures made richer. + This is where the other key role of the GM comes into play. + In addition to being the director and storyteller of the game, he + is also its referee. As a game, Deathwatch uses rules to adjudicate The Basics + the actions of the characters and determine their success in many + of their endeavours. The GM helps to decide when and where Since it is the role of the GM to shape and lead the story, he + these rules are used and also how they are interpreted, making needs to be more prepared than the other players. Before the + sure that the game runs as smoothly as possible. It is the Game GM accepts the mantle of running the game, there are three + Master’s job to be fair and impartial, like any referee, and ensure key things he should consider. + that everyone is having a good time. Know the Rules: It is important that the GM know the + Because the GM sets the scene and describes the action, he rules better than, or at least as well as, the other players. This + also creates the story or plot that the players follow. In roleplaying means that the GM should read as much of this book as + games these plots are commonly known as adventures or scenarios. possible before he runs his first game. Chapter VII: Playing + Everything the players know or want to know about their world the Game is particularly relevant as these are the core + is described by the GM, and he also takes the part of the other mechanics of the game and are fundamental to its workings. + inhabitants of the universe, from the lowliest Imperial Guardsman Knowing the rules is also important for the GM as he is + to the most powerful Sector Lord, deciding how they react to the required to make judgments and adjudications on the actions + characters and the actions they take within the adventure. of the characters. Helping the Game Master in this area is + While at first glance the GM has a lot more work than the what the rules are designed to do. + players, his job can also be one of the most rewarding, as he gets Know the Plot: In a roleplaying game, the players and + the satisfaction of bringing enjoyment to the players and seeing their characters are the heroes confronting the dark and + his stories come to life. forbidding universe of the 41st millennium. However, it is + the Game Master who creates the plot that they follow and + + + 264 + controls the enemies and villains that they face. Roleplaying +is a collaborative process, and the GM need not tell the +players everything that happens. Rather, he sets the scene and + Evoking the +reacts to their actions. This means that the GM doesn’t need +to know every detail of the scenario, but he should know at +least where it will begin and where it is heading. A plot can + Setting +be as simple as defend Ice-Station Alpha against the Tyranid Only in death is duty’s price repaid. + + + + + IX: The Game Master +assault, or as complex as hunt down the Slaugth interloper +on an Imperial agri-world while trying to rally the citizens –Inscription on the Tomb of Heroes +into an effective fighting force against the impending xenos + + + D +invasion. A more detailed plot typically makes the GM’s life eathwatch takes place in the Warhammer 40,000 +easier during the game, as he is required to make up less on the universe: a dark and deadly place where mankind +spot and can keep the game running at a good pace. Complex endlessly struggles against the encroaching dark and +or basic, however, any work the GM puts in before the game enemies uncounted. Only the light of the Emperor and the +is seldom wasted. Game Masters can also make use of pre- might of the Imperial armies stand between what little order +designed and published adventures, such as the one detailed endures and the chaos, ruin, and madness that waits should +in Chapter XIV: Extraction. The advantage of these kinds the Imperium fall. Every day across the length and breadth +of adventures is that much of the Game Master’s work has of the galaxy, on countless worlds and in dozens of sectors +already been done, and they are ready to run right away. and systems, war rages unabated. For most who serve the + Be Prepared: It often falls to the GM to make sure that Emperor in his endless conflicts, their deeds and names are +the group has access to anything extra (in addition to this quickly forgotten, their contribution to the continuance of +book) that they might need to play. This usually means a the Imperium little more than blood and ash, their efforts but +supply of dice, some paper and pencils, and perhaps figures a brief spark of light in the vastness of the void. +for helping to work out combats. Some GMs also like to keep The Deathwatch, however, is different. Products of a +the players’ character record sheets between game sessions superior genetic heritage and equipped with ancient and +lest they go astray. A list of basic roleplaying supplies can be powerful technology, they are the greatest of the servants +found on page 10. of the Emperor and the finest of his warriors. Unlike the + teeming hordes of human soldiers who toil in the Master of + Mankind’s name, a Deathwatch Kill-team is a cadre of prized + shock troops whose presence can decisively turn the tide + of battle and mark the difference between crippling defeat + and glorious victory. Theirs is a different kind of war with a + different set of rules. + It is one of the tasks of the Game Master to bring this + universe to life for his players and offer them the chance to + make a name for themselves in battle and win glory for the + Emperor. Part of achieving this, and adding the spark of life + to a game of Deathwatch, is in understanding the themes of + this unique setting. + + + Themes in DeaThwaTch + The Warhammer 40,000 universe and the Deathwatch game + which resides within it are different from any other science + fiction setting. To better evoke this universe and weave its + flavour and colour into his games, the Game Master should + become familiar with its key themes. Being able to add these + themes to a game help to make it undeniably set within + the realms of the 41st millennium and by extension help + the Game Master’s players to better sink into the roles of + their characters. + + + + + 265 + r important distinction to make, as the life of a Space Marine is + not to be squandered or expended in a pointless battle like that + The Warhammer 40,000 universe is a place of constant of a Guardsman or naval rating, but should be used to turn the + conflict, where humanity’s armies fight endless bloody wars tide at a critical time. Both the GM and the players should be + to preserve the Emperor’s dominance over the galaxy. Entire aware of the Adeptus Astartes’ potent and sacred role in the + worlds and regions of space have known nothing but war and defence of the Imperium and that to be a Battle-Brother is to + strife for decades or even centuries; generations of soldiers be the greatest of humanity’s champions and face its greatest +IX: The Game Master + + + + + are shipped to ancient frontlines to die in the Emperor’s foes. + service as countless others have done before them. This is + the backdrop for a game of Deathwatch, where scores of + ongoing campaigns, battles, and crusades exist within range + rd + of the players’ home world, and the great cogs of the Imperial Space Marines are not like ordinary men, obsessed with gold, + war machine are visible wherever they travel as endless wealth, or petty power. Theirs is an ancient warrior culture + streams of men and munitions flood across the void to the that exists for the purity of combat and the execution of their + front. This is the world into which the Battle-Brothers were duty to the Emperor. A Battle-Brother seeks only glory in + born: a place of blood, ash, and death, where they well know battle and the chance to fulfil his service to the Emperor by + that the Emperor’s foes will be baying for humanity’s blood vanquishing the enemies of man. While all Battle-Brothers + long after they have been forgotten. were once human, years of conditioning, training, and the + altering effects of their gene-seed have for the most part + extinguished such petty lusts for wealth and power. In their + s place, however, is a burning thirst for glory and the right to + The Adeptus Astartes is a powerful fraternal organisation, a bring honour to the Emperor in the cauldron of battle. In + true family of kinsmen warriors where each and everyone Deathwatch, many of the normal factors motivating players, + shares a genetic heritage with their primarch. When a Battle- such as the acquisition of wealth, are supplanted by their duty + Brother joins the ranks of the Deathwatch, this bond must to the Emperor and their chance to prove their bravery in + be re-forged, and even a freshly formed Kill-team is linked combat. As a Battle-Brother, a player’s rewards come in the + in a way unlike any normal Imperial soldier. It is a link that form of honours earned on the battlefield, glory earned in + goes beyond primarch and Chapter, back to the Emperor the eyes of his Chapter, and the successful completion of his + himself, grandfather of the Space Marines and Master of duty to the Emperor through the destruction of his enemies. + all Mankind. Unlike in other games or settings, where the Through these rewards, characters can grow in power and + player characters often form a ragtag band of vagabonds or renown to make a name for + mercenaries thrown together by fate or a common lust for themselves as great heroes + adventure, a Deathwatch Kill-team represents a rare cadre of of the + warriors each with a common link and sharing a common + genetic ancestry. To be a Space Marine is to be acutely aware + of this ancestry and its implications, as well as the fact that + all Battle-Brothers are kinsmen, united in the + service of the Emperor against the dark. + + + d + In such a war-torn place as the 41st + millennium, warriors hold a valued and + respected place in Imperial society, + be they powerful Imperial Guard + colonels, mighty Imperial Navy + admirals or skilled Inquisitorial + assassins. None, however, can even + hope to approach the Space Marines’ + prowess in battle. Such warriors + exhibit incredible heroics in the face + of uncounted odds and an enduring + duty to their brothers, Chapter, + and Emperor. Unlike many other + settings and games, Deathwatch + players are powerful heroes and + favoured sons from the moment they + are created to the moment they sell their + life in the service of the Emperor. This is an + + + 266 + Imperium. objectives in the greater scheme of Imperial strategy. While + the Imperial battlefleet rains orbital barrages from above and + the Imperial Guard swarm across the blasted landscape, the +how To Run a Deathwatch Kill-team moves between the flames and shadows +DeaThwaTch to strike at critical times and places. Against a backdrop of + ash, blood, and ruin, the Battle-Brothers wade through the +aDvenTuRe carnage aloof and elite, aware of their unique role in the tide + + + + + IX: The Game Master + of battle. Such games can also see the characters swept up +In Deathwatch, the players take on the roles of elite warriors in ongoing Imperial campaigns and dispatched from world +in the service of the Emperor, true gods among men with the to world or warzone to warzone at the whim of unseen +strength, skill, and abilities to best hordes of lesser foes. This commanders and battle-hungry generals. This could see them +status means that they are entrusted with the most dangerous storming a lunar defence platform, followed by a low-orbit +missions and foes faced by the Imperium and will be sent insertion into a jungle warzone before being conveyed by +into situations and places where others could not hope to Thunderhawk gunship to a beach landing on the other side +survive, let alone succeed. Ostensibly, this means that most of the planet. +adventures involving Deathwatch Kill-teams centre around The advantage of military-style games is that they are easy +combat (given their martial nature). This is only the tip of the to start and finish, existing only within the parameters of the +iceberg, however, when it comes to the role of the Deathwatch mission and with the benefit of the Imperial war machine to +and the possibilities open to characters as members of its ferry, supply, and brief the characters without the need for +sacred ranks. them to find their own way around the galaxy or shop for + On the surface, the options for games involving genetically replacement weapons or ammo. +enhanced super soldiers with a fanatical devotion to duty Ideas and concepts for military-style missions and more +may seem limiting. However, as with all aspects of the detail on the Battle-Brothers’ role within the Imperial War +Warhammer 40,000 universe, there are many different paths, Machine can be found in Creating Missions on page 272. +themes, and settings that can be explored and enjoyed. These +can range from anything from a simple search-and-destroy +mission involving the extermination of a powerful foe, or a + inquiSitoRial involvEmEnt +daring rescue in the midst of a full-scale planetary invasion, While the Deathwatch are drawn from the Adeptus Astartes, +to a secret Inquisitorial assignment where both objectives and they also form the chamber militant of the Ordo Xenos. They +enemies are unclear, or a volatile diplomatic mission to an are an elite force within the Imperial war machine, but, they +alien world where the Battle-Brothers must do everything have a special place within the structure of the Inquisition (like +they can to avoid bloodshed. the Grey Knights) dedicated to the eradication of a specific + Being a Space Marine is more than simply being a potent enemy of the Imperium. Games that feature the involvement of +and fearless warrior—it is also about protecting the Imperium the Inquisition are likely to be more subtle and detailed than +and the rule of the Emperor wherever and however that may those in which the Kill-team is facing the foes of humanity +come about. in open battle. This can mean accompanying an Inquisitor + and his servants into the depths of a hive world, some ancient + and forgotten alien ruins, or the shadowy corridors of a space +sTyles of Play hulk, far from the support of the Imperial armies, where the +There are a number of styles of play that lend themselves to Kill-team must rely upon their own skills to survive and +Deathwatch and focus on the different kinds of adventures protect their allies. Even the most arrogant Inquisitor knows, +the Game Master might like to run. None of these styles is however, that petitioning a Watch Commander for the aid +exclusive of course, and they can be mixed and matched as of a Kill-team is not to be done lightly. When the Battle- +required by the GM’s plot. Brothers join such a mission, they can be sure it is because the + Inquisitor and his followers are counting on their strength of + arms. Another exciting and interesting aspect of working for +thE EmPERoR’S finESt the Inquisition is the moral ambiguity it can create, leading +Space Marines are, by their nature and design, most commonly the Battle-Brothers to question their allegiances and even +found where the fighting is the thickest. Bred for war and their own view of Emperor’s will. +trained to excel in all aspects of battle, Battle-Brothers fit The advantage of games with Inquisitorial involvement is +easily into adventures that focus on lots of combat. These that it allows both the GM and players to explore some of the +often take the form of military missions where the characters darker and more shrouded aspects of the Imperium as well +find themselves sent in to destroy targets, complete objectives, as better understand their own role in such affairs and the +and bring glory to the Emperor by vanquishing his foes. While sharpened blade of the Ordo Xenos. +there are many permutations and variations on the military For more on the Inquisition’s role in the Deathwatch see +theme and the idea of an elite group of warriors tasked with Chapter XII: The Deathwatch. +special orders, they all share the common goal of annihilating +the enemy, usually in a hail of bolter shells and plasma bolts. +Military-themed games also often focus on single actions and + + + 267 + worlds tainted by xenos dominance can wreak terrible havoc. + thE RolE of thE kill-tEam Appearing as monsters from the dark, the black-armoured + giants strike against leadership and military infrastructure, + In a game of Deathwatch, the characters are formed + fighting tirelessly until the world’s civilisation collapses under + into a small combat unit known as a Kill-team. A Kill- + the weight of its own fear and confusion. + team represents an elite military formation that has + Games where the Battle-Brothers take up the mantle + a significant place in the ranks of the Deathwatch, + of envoys, emissaries, or assassins offer a different kind of +IX: The Game Master + + + + + Inquisition, and Imperial war machine. For the GM, the + experience to pure combat missions and a challenge for the + Kill-team also represents a tool with which he can guide + Kill-team (a fearsome combat unit) to complete its goals and + the players through the rigid military structure of the + objectives without resorting to bolters and chainswords (at + Adeptus Astartes while allowing them a decent degree + least not right away). + of autonomy and freedom. This special flexibility can + allow them to choose their own path to completing their + goals and even go off-mission without the inevitability + of court-martial and summary execution. + non-PlayeR chaRacTeRs + As part of his role in bringing the setting to life and + The missions a Kill-team is assigned are special, + adjudicating the actions of the players, the GM is also + and the team itself comprises members chosen for their + charged with controlling the actions of anyone the PCs + independence and resourcefulness. + come into contact with. These non-player characters (NPCs) + form a vital part of any game. NPCs can include close and + s trusted allies, such as fellow Battle-Brothers or members of + The size, skills, and flexibility of a Deathwatch Kill-team mean the Deathwatch, as well as obvious and belligerent enemies + they often find themselves in situations unique to the Adeptus such as bloodthirsty Orks or tainted Chaos worshippers. + Astartes. Often at the behest of the Chapter Master or the Enemies are fairly straight forward to run, as they are often + Inquisition, a Kill-team may be dispatched as part of an envoy encountered in combat situations where the rules for combat + to a wayward Imperial world or even an alien empire, either adequately cover their reactions. Details on common enemies, + alone or as part of an Imperial emissary’s entourage. This can their tactics, and capabilities can be found in Chapter XIII: + serve a number of purposes, such as making a show of force, Adversaries. + keeping lesser Imperial servants in line, or even honouring an A substantial number of NPCs in any game, however, + ally with the presence of Adeptus Astartes representatives. In fall into a grey area between friend and foe. This is where + this capacity, Battle-Brothers may have to use their tongues the GM needs to think more carefully about how they will + rather than their boltguns to influence proceedings. react to the PCs and how the PCs actions can either shift the + Alternatively, a Kill-team may find itself operating on NPCs’ reactions one way or the other. For more details on + the fringes of Imperial space, particularly where it borders Dispositions and how the players can influence the reactions + aggressive xenos races. Dropped onto fledgling worlds, the of NPCs see Interaction on page 275. + Kill-team’s presence can rally the local human population + against invaders and alien subversion. Where an army may + fail, a small group of Space Marines can often turn the + s + tide. Just as even a single Space Marine has the power to While every NPC will be different and can be played with his + bolster the courage and faith of a world, so too can he be own unique style and flavour, there are a few guidelines that + used to destroy it. Working without support for months or the GM should bear in mind. These are intended to help the + even years, Kill-teams deployed to alien worlds or Imperial GM in situations where he is unsure what an NPC would do + or how he would react to the actions or words of the player + characters. + ers What are their motivations?: The most important + A unique kind of NPC the players often encounter are aspect of running any NPC is knowing what motivates him. + fellow Space Marines, either of the Deathwatch or one of An Inquisitor working with the Kill-team will react very + the Adeptus Astartes Chapters. All Space Marines share differently to the group’s actions if he is in fact an agent of + a bond (even if they don’t like each other) that separates the Ruinous Powers plotting their destruction. An Imperial + them from the bulk of humanity. Where a Battle-Brother commander, driven by his own lust for glory (at the cost of his + may tolerate a certain behaviour or action from a normal men), may issue orders or make reckless decisions that could + human (whatever his station) he would not accept it in a place the Kill-team in peril. For most NPCs, motivations do + fellow Space Marine who he sees as an equal. Members not need to be too complex and usually centre around some + of a PC’s own Chapter are even more given to this kind selfish (or selfless) goal, such as personal wealth and glory or + of attitude, viewing the PC as family and reacting as loyalty to allies or faith in the Emperor. The important thing + such to his actions. The GM should consider this kind is that it gives the GM a clear guide for how the NPC reacts + of reaction whenever the players encounter other Battle- when things get messy (as they always do). + Brothers and can play up the “meeting of equals”, either + in battle or across the briefing table. + + + + 268 + Not everyone wants to die: Just as in the real world, the +majority of people in the 41st millennia do not want to die. +This means many foes will run away (especially those without + Rewards: The +a great deal of combat expertise). Others will not fight to +the death, surrendering to the mercy of the Kill-team rather +than face certain annihilation. Even foes who are committed + Mark of Duty +to dying, such as fanatical followers of Chaos or alien “My life is the Emperor’s and all my achievements are his.” + + + + + IX: The Game Master +thralls, may choose carefully when to sell their lives (only +the most foolish of opponents overestimate their chances –Part of the “Warriors Oath to the Emperor” +against a Deathwatch Kill-team). These foes will retreat, hide, + + + B +or even pretend to surrender to prolong their usefulness to attle-Brothers do not fight for the mere pleasure of +their masters. combat—they fight for the Emperor and the chance + Don’t steal the limelight from the PCs: While it may to earn glory in his name. It is through their service to +be important at times for an NPC to step in and save or the Emperor that they are rewarded and they increase both in +help the PCs, in general the players should be the ones who reputation and personal power. Rewards are a way for the GM +determine the success of failure of their own missions. Having to give the players something tangible for their achievements +a powerful NPC constantly bailing the PCs out usually leads in the game and also something for the players to aspire to +to either resentment on the players’ part, as they feel that their with their characters. There are a number of different kinds of +efforts are meaningless, or an over-reliance on such NPCs rewards that a player can receive through game play, including +and a tendency to call in the cavalry every time the going such things as Experience Points, Fate, and Renown. +gets tough. Players should feel that the achievements of their +Battle-Brothers is a result of their own actions and choices +and the glory they win for themselves is theirs alone. exPeRience PoinTs + What’s in a name?: Finally having a list of generic names The most common kind of reward is Experience Points (xp). +can be a great help. Any gaming world is populated with More than anything else, XP measures a character’s personal +scores of lesser NPCs that the players may come into contact power. Players use Experience Points to buy new Skills +with, and having a name handy can make all the difference in and Talents as well as Advances. The more xp a character +bringing these supporting characters to life. possesses, the better he is at dealing with challenges in play, + such as overcoming foes in combat, solving problems, or + dominating social encounters. Because xp relates directly to a +The imPeRial waR character’s power, how much and how often the GM awards +machine Experience Points to his players determines how quickly their + characters rise to power and how able they are at defeating +Perhaps the most significant group of NPCs the players any challenges he should throw at them. +regularly deal with are members of their Chapter, members of There are two main ways for the GM to award experience to +the Imperial Guard and Imperial Navy, and representatives of his players: the Abstract Method and the Detailed Method. +the Imperium in general. Collectively these NPCs are known +as the Imperial war machine, the lumbering behemoth of +the Emperor’s war on the galaxy. The Imperial war machine + d +is different from other kinds of NPCs the Battle-Brothers This is the easiest and recommended (certainly for beginning +encounter, as typically they are constantly working with, GMs) way to award Experience Points. It relies simply on the +above, or under its members and ostensibly their goals amount of time spent gaming and ensures a steady and smooth +coincide. The Battle-Brothers will also doubtless come to rise in power for the characters. For each game session, each +loath and despise many arms of the Imperial armed forces as player should receive 500 xp. This method assumes a game +they confound, confuse, and complicate their own missions as session lasts about 4 hours; for longer or shorter sessions, the +often as they help complete them. GM can adjust the xp rewards accordingly. + The Imperial war machine can be best brought to life by +applying military thinking to its workings and members. Just +as in the real world, the Imperial military is a labyrinth of + d +policies, procedures, and protocol. Everything must be done A more detailed method of awarding Experience Points is also +in an exact order; the chain of command must be followed. possible, in which each reward is broken down on a case-by-case +Different commanders have different authorities depending basis, and players gain Experience Points for completing specific +on the theatre of operations, and the various arms of the war tasks. For this method to work however the GM must assign a +machine, such as the Navy, Guard, or Adeptus Astartes seldom value to each encounter. For example he might have a session that +work smoothly together. includes a dangerous drop-point insertion into hostile territory, a + battle against a Tyranid lictor, and a tense negotiation with some + paranoid Imperial settlers. In this case, each of the three encounters + would be worth a set amount of xp that would be awarded to the + players when the encounters were completed or overcome. + + + 269 + Table 9–1: Encounter Difficulty gives examples of Table 9–1: Encounter Difficulty + encounters based on difficulty. To work out the difficulty + of an encounter, consider how much it taxes the resources Difficulty XP Award + of the group and what it costs them in wounds, equipment, Easy 50 + or time. Routine 70 + When using this method, it is important to remember to Ordinary 100 + award Experience Points for only meaningful encounters and Average 130 +IX: The Game Master + + + + + obstacles, lest the players embark on the wholesale slaughter Challenging 170 + of worlds simply for the “experience.” Likewise, as the player Hard 200 + characters gain in power, some challengers will become so Very Hard 250 + easily overcome to be worth little or no Experience Points. + + • 1 Renown Point if all the Mission’s Tertiary Objectives + e have been completed. + An alternative method of awarding detailed Experience • 1 Renown Point if he completed five or more Objectives + Points is to tie it to Mission Objectives. If the GM is using of any kind. + Missions in his games, he can assign an xp reward to each • 1 Renown Point if he completed three or more Veteran + Objective based on its importance and difficulty using Table Objectives. + 9–2: Detailed Experience for Missions. To work out The GM can, of course, award Renown at any time for + how much xp an Objective is worth, simply add together acts of individual bravery or exceptional heroism, such as + its importance (primary, secondary, tertiary) with its difficulty single-handedly defeating a powerful foe or saving the entire + (novice, skilled, veteran). For more details on Missions and Kill-team from certain death. As a general rule, such rewards + Objectives see Creating Missions on page 272. should be between 1 and 3 Renown Points depending on the + degree of the deed, and should never be handed out more + than once per game session. + e + Completing a Skilled Secondary Objective would be worth 200 XP + (Skilled=50 + Secondary=150). + s + It is also possible that the Game Master may reward players + with a permanent Fate Point for truly remarkable deeds. The + rds GM should use such rewards sparingly, however, and only + The GM may also offer Experience Points for good roleplaying. award them for something incredible. Fate is a rare resource + These awards can be as large or small as the GM feels is fair, for players and one that should never be taken lightly. + typically anywhere between 100 xp and 500 xp, and are given + to players that the GM felt did a good job in portraying their + characters, such as playing up the rivalry between Chapters. + rds + The GM should be careful, however, only to give out these Most rewards are awarded at the end of a game session, when + awards when he feels they are really deserving and usually the GM can tally up the PCs’ achievements for that session. + only when the player does something beyond the norm, such If he likes, however, the GM may wish to wait until the start + as taking an action that he knows may place his character in of the next game session to hand out rewards, using the time + danger because it is “what their character would do.” between games to work out what the PCs have accomplished. + Some rewards might be handed out during play as they are + earned, granting the players an immediate bonus. + rds + As well as Experience Points, characters can also be rewarded + with Renown Points. This is a measure of a character’s + standing within the Deathwatch and his reputation among his + peers, usually earned as a result of glory earned in battle. The + greater a character’s Renown, the more equipment, weapons, + and favours he will be granted by the Chapter as detailed in + Table 9–2: Detailed Experience for + Chapter V: Armoury. Renown is most commonly earned as + Missions + a reward for completing missions. Objective/Difficulty XP Award + For each mission a Battle-Brother undertakes, he Each Primary Objective 300 + should receive: Each Secondary Objective 150 + • 1 Renown Point if all of the Mission’s Primary Objectives Each Tertiary Objective 50 + have been completed. Each Veteran Objective 100 + • 1 Renown Point if all the Mission’s Secondary Objectives Each Skilled Objective 50 + have been completed. Each Novice Objective 25 + + + + 270 + eeds + honouRS: + EwaRDS of gREat imPoRt +Sometimes characters die, though it is in the nature of their +passing that they are distinguished. This is especially true of There are a number of special awards and honours +Space Marines, whose lives are never expended lightly in the that a Space Marine may earn through his service. A +service of the Imperium. Space Marine is not simply given such an honour—he + + + + + IX: The Game Master + When a player completes a Heroic Sacrifice (see page must earn it through mighty and significant deeds. +262) and his character dies, the GM can reward him (if he Naturally, the Space Marine must first have acquired a +distinguished himself well and died for a noble reason in high number of Renown. A rough guideline for what +the service of the Emperor) by granting him bonus xp for kinds of deeds and achievements merit such an honour +his next character equal to 200 xp per Rank of his deceased are listed below: +character, in addition to any other starting Experience Points, • Destroyed a potent and powerful threat single- +such as that required to be of equal Rank to the rest of the handedly (i.e., Daemon Prince, Hive Tyrant). +Kill-team. • Performed a deed that significantly altered the + When a character dies, his Battle-Brothers must harvest his outcome of a battle (i.e., held the bridge alone +gene-seed and return it to his Chapter (see the Medicae Skill against a horde, eliminated the enemy leader in +in Chapter III: Skills for more details on harvesting gene- single combat, etc.). +seeds). If they can successfully achieve this, then the dead • Reached a high level of achievement with +character’s player receives an additional Fate Point and +5 to honour and courage (i.e., carried the Company +any one Characteristic when generating a new Battle-Brother. Banner through twelve engagements, served with +In addition, his new character receives any xp or Renown distinction for six decades, etc.). +earned by the group for the Mission he died on. • Completed an important objective critical to the + Note that it is possible for a character who dies in a Heroic mission single-handedly. +Sacrifice and then has his gene-seed harvested to receive both • Rescued or saved the entire Kill-team from a +bonuses. The GM may, of course, vary the amount of either deadly threat. +reward or change their nature as appropriate, perhaps granting The decision to award an honour is normally at +other bonuses such as Talents, Traits, or extra Renown. the GM’s discretion. One optional alternative to this + method is to allow the other players to informally vote + (the outcome requires a unanimous consensus!) on + which one of them deserves the award the most. + Some of these honours include the Imperial Laurel, + the Marksmanship Honour, and the Purity Seal. The + benefits of these honours, and a more detailed system + for awarding them, is beyond the scope of the core + rulebook but will appear in a future supplement. An + example of such an honour is included below. + s + + A Space Marine who particularly distinguishes himself + may earn one of the most significant honours of the + Adeptus Astartes. This award is known as the Crux + Terminatus, and it signifies not only that the Space + Marine is a celebrated veteran with many heroic actions + under his belt, it also represents the fact that the Space + Marine has the training necessary to use the ancient + suits of Terminator Armour reserved for such heroes. + The Crux Terminatus is worn as a badge on the Space + Marine’s power armour, taking the shape of a skull + within a cruciform shape, often adorned with bones + or lightning bolts. This same symbol is incorporated + into the shoulderplate of each Terminator Armour suit, + said to contain a sliver of the incomparable armour + worn by the Emperor himself. For more information + about Terminator Armour, see page 164. The Space + Marine must have 60 Renown to be considered for + this honour. + + + + + 271 + Creating + Missions + “Orders coming in, sir!” +IX: The Game Master + + + + + –Vox officers across the Imperium + + + + M + issions are the staple of a Kill-team’s existence and + the basis for defining its adventures. The rules and + guidelines for creating missions exist to aid the + GM in fashioning scenarios and encounters for his players + that capture the danger and excitement of being part of the + Deathwatch. GMs are not required to use Missions to create + their adventures, but Missions represent a way for the GM to + clearly lay out the parameters of a Kill-team’s game objectives, + in keeping with the military nature of being an elite combat + unit. + + + seTTinG oBjecTives + All Missions revolve around Objectives (see page 230 in + Chapter VII: Playing the Game for more details on + Objectives) be they critical to its success or not. Setting these + Objectives is the first task the GM must undertake when + creating a Mission. Usually this is fairly straightforward, as + an Objective relates directly to the nature of scenario. Each + Mission should typically have at least one of each kind of + Objective, though can include many more depending on its + difficulty. Novice: These kinds of Objectives are relatively simple and + Primary Objectives: These are at the core of the Mission should only require a small amount of effort from the Kill-team + and vital to its success. A Mission that revolved around the or a very limited expenditure of their resources. Securing a drop + recovery of a dangerous xenos artefact, for example, would zone against a platoon of traitor Guardsmen, for example, would + have securing the artefact as its Primary Objective. prove no great challenge for a Kill-team. + Secondary Objectives: These are supplemental to the Skilled: These kinds of Objectives are the standard of most + success of Primary Objectives and enhance the success of the Objectives the Kill-team will face and represent a significant + Mission. In the above example of recovering an artefact, a challenge. Using the above example, if the guardsmen were led + Secondary Objective could include also recovering any lesser by a cadre of Chaos Space Marines, the Kill-team would be in + artefacts found in the same locale. for a real fight. + Tertiary Objective (Targets of Opportunity): These Veteran: These kinds of Objectives are extremely difficult + are bonus objectives not directly tied to the success of the and will require a sustained and substantial effort on the part + Mission but no less important. Continuing the example of of the Kill-team. To continue the example above, if one of the + recovering a xenos artefact, a target of opportunity might Chaos Marines was in fact a Daemonhost possessed of a Greater + be the extermination or capture of those responsible for Daemon of Khorne, the Kill-team will need to use all their luck + smuggling the artefact into the Imperium. and skill if they are to triumph. + If an Objective is very difficult or complex, the GM may + consider breaking it down into a number of Objectives, possibly + SEtting a miSSion’S Difficulty of reduced difficulty. For instance, if the Mission is to capture a Tau + Once objectives have been set, the next step is to determine ethereal deep within the heart of a Tau orbital command post, the + the difficulty of each Objective. All objectives are not created GM might break it up into a number of Primary Objectives: board + equal; exterminating a nest of genestealers does not compare the orbital, find and capture ethereal, and escape the orbital. + to boarding and destroying a Tyranid hive ship. The difficulty + of a mission directly determines its rewards (such as Experience + and Renown) and the amount of resources available for its + completion (Requisition). + + + + + 272 + Table 9–3: Setting Kill Markers protecting a place, person, or even an ideal, be it with blazing + bolters or a resolute will. + Objective Difficulty Kill Markers Recon: Intelligence gathering is a vital part of any Mission + Novice 25 and can mark the difference between success and failure. Recon + Skilled 50 Objectives revolve around procuring information, such as the + Veteran 100 location of an enemy stronghold or the code to opening an + ancient xenos device. + + + + + IX: The Game Master +Kill maRKeRs Daemonic: Greatest of the enemies of mankind are those + that exist beyond the veil of the immaterium, watching, waiting, +So when is an Objective complete? Usually this is self evident— and hungering for human souls. Daemonic Objectives involve a +the characters have completed their Objective of destroying a large degree of daemonic influence, either in the form of warp- +bridge when the bridge has been destroyed. Some Objectives are spawned creatures or those deluded fools who follow them. +less clearly defined, and the GM may require a way of further Xenos: It is the duty of the Deathwatch to deal with any alien +breaking these down so he can keep track of the Kill-team’s that would soil the Emperor’s domain with its presence. Xenos +progress. This is where Kill Markers can be used. They are a Objectives contain a significant alien element and often require +system of points that measure the players’ progress through the the Kill-team to go toe-to-toe with such terrifying monsters as +Objective, with elements of the Objective being worth differing Tyranid hive tyrants or Ork warlords. +amount. If the Objective was to successfully complete a hit and The GM can set Objective themes as he sees appropriate +run attack against a Chaos cruiser and required 100 Kill Markers when establishing his Mission Objectives. Note, however, that +to complete, the GM might decide that every significant on-board not all Objectives require a theme, while some may have two or +ship system destroyed was worth 50 KM while every officer or more depending on its major elements. +commander killed was worth 25 KM. Thus as soon as the Kill- +team has destroyed two systems or killed four commanders (or +any combination of the two totalling 100 KM or more), then seTTinG RequisiTion +their Objective would be complete. The final part of creating a mission is to set its Requisition + The amount of Kill Markers required to complete an Objective total. This is the amount of resources that each Battle-Brother +is based on its difficulty as detailed on Table 9–3: Setting Kill has to draw weapons, armour, and equipment from the Chapter +Markers. armouries for use in the field. Typically, the more difficult the + Mission, the more Requisition is allocated to it. The GM can + raise or lower this number to reflect other factors, such as +es weapon shortages or logistic problems, the nature of the Kill- +Objective themes give both the GM and players an idea of the team’s commanders and their willingness to commit to the +nature of an Objective. They relate directly to the elements of mission, or proximity to a forge world, which might cause an +the Objective, such as the foes or challenges the Kill-team must influx of arms and material. Table 9–4: Setting Requisition +overcome to complete it, or how it might best be resolved by details the amount of Requisition a Mission should have based +using a particular tactic such as stealth or frontal assault. The key on its Objectives and their difficulties. +role of Objective themes, however, is their relationship to some +Skills, Talents, or pieces of equipment. Typically, if an ability or +item is linked to a theme, it increases the amount of Kill Markers +earned for that Objective (speeding its completion), reflecting Pooling REquiSition +the aid that such specialisation brings. Details on the exact effects + Requisition is divided among each Battle-Brother +of such abilities or items, as well as the amount they increase Kill + equally, but it also reflects the Kill-team’s total available +Markers, can be found in their own relevant sections. + resources and can be shared out among the group as + There are six main Objective themes listed below, but they are + they see fit. Should the players choose, they may pool +by no means exhaustive and the GM should feel free to create + their Requisition and purchase equipment collectively. +his own. + This stock of gear may then be divided up using + Stealth: Some Objectives require the Kill-team to avoid + whatever method they choose. +detection or pass unseen through the ranks of the enemy. +Stealth objectives are usually tied to assassination and sabotage +missions, and every Battle-Brother knows the value of a good +surprise attack. + Table 9–4: Setting Requisition + Assault: Battle-Brothers are no strangers to war, and many Objective/Difficulty Requisition +of the Missions they embark on are laden with combat. Assault Each Primary Objective +20 +Objectives are best resolved with extreme violence and the Each Secondary Objective +15 +application of heavy firepower—fortunately, something most Each Tertiary Objective +5 +Kill-teams have in spades. Each Veteran Objective +10 + Defence: Battle-Brothers are not always on the attack and Each Skilled Objective +5 +sometimes they must hold their ground, usually while heavily Each Novice Objective +1 +outnumbered and without support. Defence Objectives focus on + + + 273 + e lesser targets or backup systems or the elimination of personnel + vital to the operation of the structure or device. They may also + A GM creates a mission with one Skilled Primary Objective, one include reconnaissance for objectives of special interest to the + Veteran Secondary Objective and two Novice Tertiary Objectives. Deathwatch, Inquisition or Imperium. Sabotage Missions often + Adding these together gives a total of 62 Requisition for each involve themes such as Stealth and Recon as well as Xenos or + Battle-Brother. Daemonic depending on the nature of the target. +IX: The Game Master + + + + + mission aRcheTyPes rd + While Missions can take any form of the GM’s choosing, Space Marines constantly find themselves in the thick of the + Kill-teams often find themselves deployed for tasks based on fighting, deployed where their skill and strength is vital to + their unique skills and abilities. These tasks often represent the success of a battle or attack. A Kill-team will sometimes + difficult and dangerous jobs unsuited to anyone but the best find itself pressed into this kind of service, clearing a landing + the Imperium has to offer. zone, opening the gates of an enemy fortress or destroying an + Listed below are six typical Mission archetypes for a enemy’s advance guard. These kinds of missions can also be + Deathwatch Kill-team that the GM can use as the basis for the stepping off point for larger or more complex missions + creating his own Missions. where the Deathwatch must first secure a toehold on a world + or vessel before pushing further into enemy territory. + A Vanguard Mission’s Primary Objective usually focuses on + aSSaSSination the taking of a particular area or fortification and then holding + By its nature, a Deathwatch Kill-team excels at exterminating it until the bulk of Imperial forces arrive. The difficulty of this + dangerous and powerful enemies of the Imperium. Where an objective is then determined by the strength and nature of + army might fail, a small squad of elite highly trained warriors the foes, as well as the size of the area or the time it must + can succeed in infiltrating the ranks of the enemy and be held. Secondary and Tertiary Objectives can involve such + eliminating their leaders. Typically Assassination Missions things as completely wiping out the foe, recovering important + involve being dropped behind enemy lines or deployed onto intelligence before the enemy retreats or securing a larger + an enemy vessel (sometimes in the midst of a space battle) area. Vanguard Missions often involve themes such as Assault + and seeking out a particular foe. They can sometimes be more and Defence as well as Xenos or Daemonic depending on the + subtle and take place in relatively safe surroundings, such as nature of the foe they face. + Imperial worlds or on diplomatic missions. In this latter case, + the Kill-team must tread lightly and use their wits to uncover + their foes before bringing down the righteous fury of the + REcovERy + Emperor and sending them screaming into the dark. Kill-teams are not always used for the purposes of + An Assassin Mission always has at least one Primary exterminating the enemy. Battle-Brothers sometimes find + Objective focused on killing the target, which is then graded themselves dispatched to rescue an important Imperial agent, + in difficulty based on the strength and deadliness of the foes recover a vital artefact, or even capture an enemy commander + they need to exterminate. Secondary and Tertiary Objectives for Imperial interrogation. Recovery Missions are almost + usually either cover the elimination of additional targets (such always more difficulty than simple search-and-destroy + as bodyguards or lieutenants of the main target) or entering or Missions, as the Battle-Brothers must ensure the protection of + exiting secure enemy territory or fortresses. Assassin Missions their item, be a person or object. Conveying a captured enemy + often involve themes such as Stealth and Recon as well as or rescued prisoner can also create its own special problems if + Xenos or Daemonic depending on the nature of the target. they are injured, unwilling (almost always the case for enemy + commanders) or extremely dangerous (such as recovering a + live Ork warboss or Tyranid zoanthrope). + e A Recovery Mission’s Primary Objective is typically the + Kill-teams are not always solely interested in eliminating enemy successful capture or rescue of the person or item and its return + troops and commanders. Sometimes vital structures, equipment, to the Deathwatch. The difficulty of this objective can then + and devices of the enemy need to be destroyed. This can range be altered to reflect the nature of the person or object and + from something as simple as sabotaging a teleporter beacon or its current location. Secondary and Tertiary Objectives can + destroying a vital bridge to shutting down a city’s power supply include the recovery of additional targets or objectives related + or even crippling an enemy battle cruiser. Sabotage Missions to the primary target (such as advisors and family in the case + usually involve the Kill-team ranging far beyond the protection of people, or ciphers and keys in the case of objects). They + of the Imperial war machine and deep into the domain of the can also include intelligence gathering or the elimination of + enemy. This could be part of a daring hit and run attack deep targets of opportunity while the Kill-team is behind enemy + in space or a stealth drop into an enemy held world. lines. Recovery Missions often involve themes such as Stealth + A Sabotage Mission always has at least one Primary Objective and Recon as well as Xenos or Daemonic depending on the + centred around the destruction of an enemy structure or device, nature of the target. + which is then graded in difficulty based on its size or complexity. + Secondary or Tertiary Objectives can cover the destruction of + + + 274 + REcon +Kill-teams excel at operating alone and independent of the + Interaction +greater Imperial war machine. Recon Missions are a catch-all Some battles cannot be won with a bolter. +type of Mission that covers these instances when the Kill-team +is deployed to a world or enemy territory to wreak havoc –Volume XXV, Chapter LXVI Tactica Imperialis +without specific orders to guide them. The Deathwatch trusts + + + N + + + + + IX: The Game Master +its Space Marines to be able to adapt and react to any kind ot all of the people the players meet in Deathwatch +of combat situation and chooses them for their independence are going to be on the field of battle. In their role +and initiative. For this reason, Kill-teams can be sent roaming as servants of the Emperor, and as members of the +into enemy territories (sometimes for months or even years) to chamber militant of the Inquisition, Battle-Brothers deal with +operate alone and without support to exterminate vital enemies, a vast and varied range of Imperial inhabitants, from lowly +disrupt their logistics, or simply sow terror in their hearts. Guard sergeants and simple lay priests to hardened throne + Primary Objectives for Recon Missions can be just about agents and greedy planetary governors. Knowing how best to +anything but are usually based on some kind of quota, such as deal with these people can make all the difference between +dispatching a certain amount of the enemy or inciting a shift the success and failure of a Kill-team’s mission, as such people +in the enemy’s plans by inflicting massive damage on them. can present both a source of allies and information vital to +Difficulty for these kinds of Missions can be set based on the their efforts. +strength of the enemy and the duration of the Mission; the +more there are to kill and the longer it takes, the harder the +Mission will be. Secondary and Tertiary Objectives can be inTeRacTion sKills +as equally broad as the Primary Objective, covering a Kill- Chapter III: Skills presents a number of Interaction Skills +team’s usual battlefield tasks such as destroying enemy targets, such as Charm, Command, Deceive, and Intimidate. These are +recovering intelligence and artefacts, or securing areas for later basic Fellowship Skills, meaning any characters can employ +Imperial occupation. Recon Missions unsurprisingly usually them, albeit at a reduced rate if he doesn’t have the Skill. +involve Recon themes, but can also include any of the others To befriend another, a player would use Charm; to issue an +depending on the nature of their foes and the exact specifics order, he would use Command; to fool or dupe, he would use +of their objectives. Deceive; and to frighten, he would use Intimidate. Together, + these Skills offer the discreet tools for interacting with the + people of the Imperium. +rd +In certain circumstances a Kill-team may be tasked with the +protection of an important Imperial personage such as an Inquisitor + s +or diplomatic envoy. This is not a request the Deathwatch concedes Usually, a player doesn’t need to test Skills to interact with +to lightly, however, and the Battle-Brothers can be sure that if they other characters. He simply plays the role of his character. The +are charged with keeping a person alive, then it is for a reason vital interactions between the player, in the role of his character, and +to the Imperium. As part of their role as bodyguards, the Battle- the GM, in the role of the NPC, determine the outcome of the +Brothers will often find themselves caught up in the machinations conversation. As in any situation with dramatic consequences, +of Imperial diplomacy (sometimes even to alien worlds) or the though, a player should make an appropriate test if there are +shadowy goals of the Inquisition, aiding Inquisitors, Agents, and consequences for failure, or if success would advance the plot +Acolytes in their endeavours. For the most part, the intimidating in a considerable way. Examples that would require a test +black armour and towering stature of a Deathwatch Space Marine include trying to convince an NPC to do something that he +is enough to dissuade attackers, however they can be assured their or she would ordinarily not do, such as spilling information +presence would not be requested if trouble was not expected. about a secret, accepting a bribe and so on. Ultimately, when + A Bodyguard Mission’s Primary Objective is usually the a player does or does not make a test is up to the GM. He has +successful protection of the Kill-team’s charge. The difficulty final say about the circumstances of the encounter. +of this and the Mission’s other Objectives can be based on the +strength of the foes they face and the importance of the person +they must protect. Secondary and Tertiary Objectives can include e +such things as keeping persons important to their charge (such as Brother Helgath is trying to get a PDF commander to commit his +family, lieutenants, or lovers) alive as well as recovering intelligence troops in the face of a Tyranid assault. Because the commander is +on the nature of the threat against the person they are protecting. confused, untested, and distressed, the GM decides that Helgath +Sometimes a Bodyguard Mission can be a means to an end and needs to make a Command Skill Test to get him to issue this order +may be linked to other kinds of Missions, such as Assassination or and send his reserves into battle. +Sabotage, in which the Kill-team uses its position as members of +an Imperial envoy’s entourage to get close to the true Objective. +Bodyguard Missions often involve themes such as Defence and +Recon, as well as Xenos or Daemonic depending on the nature +of the target. + + + 275 + s + + When testing an Interaction Skill, circumstances can dictate + Fear and + the Difficulty of the test. Such situations include atmosphere, + situation and an NPC’s particular circumstances. However, + the most important factor is the NPC’s disposition toward the + Damnation + Player Character—how the character regards him and what “The enemy shall know fear.” +IX: The Game Master + + + + + feelings or lack of feelings the NPC displays. The NPC’s + disposition, which is always set by the GM, determines the –Captain Davian Thule of the Blood Ravens + base Difficulty. Other factors can adjust the Difficulty up or + + + T + down as the situation demands. Table 9–5: Dispositions he 41st millennium is a dark and terrible place where + provides sample dispositions based on the test a player is mankind’s billions inhabit a universe filled with + attempting and the corresponding Difficulty. unnumbered horrors and countless dangers. Murderous + On a successful test, the target’s Disposition improves by aliens stalk the cold stars, rebellion and treachery fester + one step, plus one step per Degree of Success. On a failed within the shadow of the Imperium’s decaying might, and + test, the target’s Disposition remains unchanged and worsens nightmarish forces eternally claw at the very fabric of reality + by one step for each Degree of Failure. Generally, a target from beyond, seeking both to feast and to corrupt. As a member + must at least be Indifferent to do as requested, and then the of the Deathwatch, a Battle-Brother must face all these perils + target will only do what the player wants 50% of the time if and more, peeling back the midnight veil to witness the terror + left to his own devices. Each step above Indifferent indicates beyond—and send it back to the hell from whence it came. + that the target is 10% more likely to do as requested. Under The rules presented here reflect these many threats to the + supervision, the base chance increases by 20%. mind and soul, and how the Player Characters interact with + them. They are separated into three distinct, interlinking + sections: Fear covers a character’s immediate reaction to + ps frightening events and creatures, Insanity deals with the long- + When a player uses an Interaction Skill against a group of term effects of mental trauma on a character, while Corruption + individuals, he resolves the test in the way already described, deals with the insidious influence of the warp and forbidden + but the GM sets the Disposition based on the overall attitudes knowledge. During combat encounters, the only rules that + of the group. The player makes the test as normal, but if he are used from this chapter are those for Fear. The effects of + succeeds, his character can affect a number of individuals Insanity and Corruption are dealt with in the aftermath of a + equal to his Fellowship Bonus. The total indicates the number battle rather than during it. + of targets the player affects with his successful test. Note that + certain Talents can increase the number of targets a player + can affect. + s + Insanity Points (IP) and Corruption Points (CP) are Characteristics + that characters gain during play. Both of these scores begin at 0 + when a player starts and increase over time as damage is done + to a character’s state of mind (IP) and the purity of his soul + (CP). The higher these scores, the more tainted, damaged and + debilitated a character becomes, and should either of these scores + ever reach 100, the character is either slain by his own Battle- + Brothers for his own good or falls from grace and becomes an + enemy of the Imperium. In either case, he can no longer serve the + Deathwatch and is lost in the eyes of the Emperor and must be + retired from play. For a Space Marine, this number is known as the + Purity Threshold. + + Table 9–5: Dispositions + —Dispositions by Skill— + Difficulty Modifier Charm Command Deceive Intimidate + Easy +30 Infatuated Fanatical Gullible Terrified + Routine +20 Affectionate Devoted Trusting Frightened + Ordinary +10 Favourable Loyal Accepting Startled + Challenging +0 Indifferent Indifferent Indifferent Indifferent + Difficult –10 Disdainful Resentful Suspicious Brave + Hard –20 Contemptuous Disloyal Sceptical Courageous + Very Hard –30 Disgusted Mutinous Disbelieving Foolhardy + + + + 276 + r Table 9–6: Fear Test Difficulties +Fear comes into effect when a person faces unnatural horrors Degree of Fear Test Modifier +and mind-bending foes, or when he is called on to battle Fear (1) Disturbing 0 +against terrifying aliens, insane perversions of science, and Fear (2) Frightening –10 +nightmarish entities from the warp. When a PC is confronted Fear (3) Horrifying –20 +by such a frightening event or adversary, he must take a Fear Fear (4) Terrifying –30 + + + + + IX: The Game Master +Test; this is a Willpower Test, modified by how frightening +the thing is. If the PC passes this test, then he may continue +to act as normal. If he fails, however, he succumbs to Fear. Fear the creature possesses unless the Kill-team Leader + passes a Willpower Test (with the appropriate modifiers, + see below). When facing multiple Fear-causing foes, the +anD thEy Shall know no fEaR... Battle-Brother only counts the highest (or most fearsome) +Space Marines do not deal with Fear as do other men. They source each Round. Unless otherwise stated, Cohesion +are only marginally affected by fearsome foes and then Damage from Fear only occurs once per encounter with +only by those of truly mind-breaking terror. The Fear rules the Fear-causing creature. +presented in this section are intended to be used either on • When facing a Horde (see page 359) of Fear-causing +the players’ allies (such as Imperial agents or citizens) or creatures, count their Degree of Fear as one higher than +on their foes (it is quite possible for the Battle-Brothers to it actually is. For example, a Horde of Fear (1) Disturbing +cause Fear themselves). For a Battle-Brother, Fear has the creatures counts as Fear (2) Frightening creatures. +following effects, and then only when in the presence of In all other respects, Fear does not apply to Battle-Brothers, +Fear-causing foes: and they may even find its effects hard to understand in their + • When facing a Fear causing foe a Battle-Brother must allies, as it is truly an alien emotion to them. + fight both its physical form as well as the horrifying + nature of its presence. This additional effort imposes a + –10 penalty to Willpower Tests if he is in Solo Mode for + each Degree of Fear the creature possesses (see below). + If the Battle-Brother is in Squad Mode, the Kill-team + suffers a point of Cohesion Damage for every Degree of + + + Table 9–7: The Shock Table + + Roll a d100 and add +10 for every Degree of Failure. + Roll Result + The character is badly startled. He may only take a single Half Action during his next Turn, but afterward he may act + 01–20 + normally. + Fear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the + 21–40 + encounter unless he can recover his wits (see Shock and Snapping Out of it, page 278). + Reeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach + 41–60 + the object of his Fear, but may otherwise act normally, with a –10 penalty on all tests until the end of the encounter. + The character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character + 61–80 + makes all tests with a –10 penalty for the rest of the encounter. + Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may + 81–100 only take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of + It to regain control. + Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he + 101–120 + is still shaken and takes all tests with a –10 penalty until the end of the encounter. + Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing + 121–130 and drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half + Action each Turn until he can rest. + The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using + 131–140 + whatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious. + The creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do + 141–160 nothing. Even after he returns to his senses, he is a complete mess and suffers a –20 penalty on all tests until the end of + the encounter. + 161–170 The character’s mind snaps and he become catatonic for 1d5 hours and may not be roused. + The character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If + 171+ + successful, he falls catatonic for 1d5 hours as above. + + + + 277 + Table 9–8: The Insanity Track + s + Insanity Points Trauma Modifier Effect + Fear Tests in non-combat situations are very much the 0–30 +0 — + GM’s call as to when and where they occur and should Primarch’s Curse + not be considered to be automatic. They can be best 31-60 –10 + Level 1 + used to bring home the horrific nature of a location Primarch’s Curse + 61–90 –20 +IX: The Game Master + + + + + or artefact and even at important junctures to weaken Level 2 + the players’ allies—such as having Inquisitorial Primarch’s Curse + 91–99 –30 + agents refuse to accompany the Battle-Brothers into a Level 3 + building or chamber out of terror. The following are Character + some guidelines for setting Degrees of Fear outside of 100+ — removed from + combat: play + Fear 1-Disturbing (0): Viewing the scene of a + gruesome murder, minor unknown supernatural or + psychic phenomena—strange lights, spectral voices, + Shock anD SnaPPing out of it + weeping statues, etc. + Characters may be able to shake off some of the effects of + Fear 2-Frightening (–10): Meeting someone you + Fear after the initial shock has worn off. Where specified on + know to be dead, being buried alive, major supernatural + Table 9–7: The Shock Table that a character may “snap + or psychic phenomena—the skies raining blood, a + out of it,” he can make a Willpower Test in his next Turn. If + painting forming shrieking mouths, etc. + successful, he regains his senses, shrugs off the effects, and + Fear 3-Horrifying (–20): Sudden, shocking, and + may act normally. If he fails, the effect continues and the + inexplicable death (the man next to you on the shuttle + character may try again when it is his next Turn. + suddenly dies, vomiting maggots), hideous moments + of revelation (finding yourself covered in blood, + surrounded by bodies with a meat cleaver in your hand + and no memory of how you got there), the dead rising + insaniTy + Even the hardened mind of a Space Marine is not immune + across a whole planet, etc. + to the worst horrors of the galaxy, though he is far more + Fear 4-Terrifying (–30): Experiencing a full- + resistant. While lesser men turn into raving lunatics or + scale daemonic incursion, discovering your failure + murderous villains, a Battle-Brother’s psycho-conditioned + is responsible for the deaths of millions, staring + brain suppresses or discounts such delusions, instead + unprotected into the warp. + becoming more attuned to war and conflict. As a result, + insanity in Battle-Brothers is not in fact a loss of facilities or + r a belief in the unreal or intangible, but rather a heightening + Unlike a Battle-Brother, Fear has a very real effect on almost of their own personal flaws and the flaws inherited from their + everyone else in a game of Deathwatch. For these poor souls, Chapter. This typically means the effects of Insanity Points + Fear can come in many forms, but some things are clearly more manifest themselves in two distinct ways in a Battle-Brother: + frightening than others. A single genestealer may well break either in Battle Traumas or the Primarch’s Curse. How severe + the morale of an Imperial Guardsman, while a hive tyrant they are and when, or if, a character is affected by either of + will break his mind. The Table 9–6: Fear Test Difficulties these conditions depends on the number of Insanity Points he + shows the penalties to Fear Tests based on the level over the accrues and the strength of his will to resist the results. + source of Fear. + s + failing thE fEaR tESt While Battle-Brothers are not at risk of gaining Insanity Points + If in a combat situation a character fails a Fear Test, he must as a result of failed Fear Tests, many sources of Insanity still + immediately roll on Table 9–7: The Shock Table, adding affect them. This could include encounters with warp spawn or + +10 to the result for each Degree of Failure. The effects listed places where reality is tainted by the touch of the warp (both + are applied immediately to the character. If in a non-combat of which usually also inflict Corruption Points). It could also + situation the character fails a Fear Test, he becomes unnerved include acts of betrayal by fellow Battle-Brothers or trusted + and suffers a –10 penalty to any Skill or test that requires allies, or exposure to dangerous alien devices or schools of + concentration. This penalty lasts while the character remains thought. Certain Psychic Powers or unusual attacks may also + in the vicinity of the object of its Fear (simply leaving and deal Insanity Points to the characters. Ultimately, however, it + coming back again doesn’t stop this). In addition, if a non- falls to the GM to decide when an event or encounter is worthy + combat Fear Test is failed by 3 or more Degrees of Failure, of inflicting Insanity Points. As a rule, only the most terrible of + the character also gains +1d5 Insanity Points. sights or outcomes warrant more than a few points. + How many Insanity Points a character has determines when + he is required to make tests to avoid or gain Battle Traumas and + when he suffers from his Primarch’s Curse. + + + 278 + s Table 9–9: Battle Trauma +For every 10 Insanity Points a character gains, he must test Roll Battle Trauma +Willpower to see if his insanity has manifested as literal 1–2 Battle Rage +damage to his mind. This roll is modified depending on the 3–4 Ear of the Emperor +number of Insanity Points the character already possesses 5-6 Ancestral Spirits +as noted on Table 9–8: The Insanity Track. If the test is 7-8 Righteous Contempt + + + + + IX: The Game Master +failed, the character’s mental state is affected. These mental 9-0 Endless Redemption +wounds are known as Battle Trauma, and are randomly rolled +on Table 9–9: Battle Trauma. If a player rolls a result that +he has previously suffered for failing a previous Insanity Test, The GM secretly chooses a trigger for the Battle-Brother +he must roll again. based on an event or encounter related to his ancestral spirit. + This could be meeting a member of a specific Chapter, + facing a remembered foe in battle, or visiting a certain kind +e of world. When the trigger event occurs, the Battle-Brother +The Battle-Brother singles out particular enemies for the makes a Challenging (+0) Willpower Test or his ancestor +Emperor’s fury and becomes fixated on killing them. This surfaces for 1d5 hours. During this time he still has control +most often occurs when facing powerful foes such as enemy of himself (this is not, after all, possession) but his personality +commanders or war machines. The Battle-Brother is driven to may change, he will choose actions that might be out of +destroy them without regard for lesser foes or anything less character, and he may muse wistfully about his role in battles +than vital Mission Objectives. centuries past. + Whenever the Battle-Brother scores Righteous Fury (see The GM should have the player develop his ancestor’s +page 245) on a foe, he becomes fixated on its destruction and personality independently and encourage him to roleplay it +must kill it. The Space Marine must then direct his attacks when affected by this Trauma. +against this target to the exclusion of all else until it is slain. +When Battle Rage is triggered, the Battle-Brother may make +a Challenging (+0) Willpower Test to avoid its effects. The + RightEouS contEmPt +GM may also allow a similar Willpower Test if the Battle- While Space Marines begin their life as men, the implantation +Brother or his Kill-team are clearly in danger from a more of their Chapter’s gene-seed shapes their flesh and mind +powerful source. into something far greater and in the end no longer entirely + human. All Battle-Brothers accept this superiority as part of + reaching their pinnacle as a warrior and serving the Emperor, +r but for some it can make them scornful or dismissive of +All Battle-Brothers pray to the Emperor to guide their hand “lesser” beings. +in battle and help them to do their righteous duty. Some, The Battle-Brother has no time for those not of the +however, hear his voice and even converse with him through Adeptus Astartes and has, to a degree, lost touch with his +their dreams and mediations. For the most part this has no humanity. When dealing with humans (i.e. those not of the +effect on the Battle-Brother’s daily existence, and even his Adeptus Astartes) the character’s Fellowship is lowered by +fellow brothers will see little unusual in his constant prayer –20. In addition, he never willingly seeks the help of humans, +and religious muttering. Sometimes the Emperor can demand who he views as weak and untrustworthy. +unusual service from the Battle-Brother, which may be at +odds with the goals of his Kill-team. + At the start of a Mission, the GM rolls a dice. If the result + EnDlESS REDEmPtion +is odd, then the Emperor has chosen the PC for a special Some Battle-Brothers feel the weight of the Imperium on their +Objective which the GM tells him about in secret. This shoulders and consider themselves solely responsible for the +should be a Tertiary Objective (see page 230) and can be preservation and protection of the Emperor’s domain. This is +literally anything, even something that is completely at odds where the lines of duty and fanaticism can become blurred, +with the Mission’s primary goal. and the reality of battle becomes mired in the individual’s + personal zeal. This is known as the endless redemption, a sin + of duty carried by the Battle-Brother that can never be repaid +s regardless of the amount of glory or blood laid at its feet. +All Space Marine revere their ancestors, tracing the line of The Battle-Brother is driven by duty and must not fail at +heroes and commanders back to their primarch and the all costs. When undertaking a Mission, he must attempt to +founding of their Chapter. Some experience this connection far complete (or push his Kill-team to complete) all Objectives +more vividly than others and can even find themselves having regardless of cost and danger. In extreme circumstances the +memories of things they didn’t do or places they have not GM may allow the character a Challenging (+0) Willpower +visited. This is known as ancestral spirits, the mind of a long- Test to resist this duty and retreat if attempting an Objective +dead Battle-Brother passed down through the blood—a mind would mean almost certain death. +that in times of stress can even push its way to the surface. + + + 279 + rse Level 1 (Bloodlust): The Battle-Brother cannot stand to + leave an enemy alive or end a fight without even a single kill. + All Battle-Brothers carry in their gene-seed both the strengths If an enemy surrenders or a fight looks like it will end without + and weaknesses of their primarch. Whether it is a flaw of the a foe’s death, the Battle-Brother must make a Challenging + body or the mind, these weaknesses carried so long ago by (+0) Willpower Test to avoid finishing them off or hacking + the father of their Chapter run deep in their blood and can down at least one foe. The GM may increase or decrease the + manifest over time through the bloody carnage of constant modifier for this test depending on the circumstance and the +IX: The Game Master + + + + + war. Nearly all Space Marines who live long enough begin ramifications of the killing. + to show these hallmarks of their primarch. To many they are Level 2 (Close Quarters Killing): Those in the grip + considered a badge of honour and mark of the greatness of of the Black Rage favour close melee combat, where the + their heritage. The true test of a Battle-Brother is not whether blood of their foes stains their armour red. Unless there is + or not these traits emerge but how he handles them when no possible way to close with a foe, the Battle-Brother will + they do. always favour melee combat over ranged combat and will + As a Battle-Brother progresses along the Insanity Track, he charge into the fray, discarding the bolter for the hungry + picks up increasing levels of his Primarch’s Curse, influencing teeth of a chainsword. + his decisions and affecting his behaviour. No tests can be Level 3 (Uncontrollable Thirst): The Black Rage is also + made to avoid the effects of the Primarch’s Curse—as soon intertwined with another of the Blood Angels flaws: the Red + as the Battle-Brother reaches the Insanity Point threshold Thirst. In extreme cases, the Red Thirst translates into a literal + (as detailed on Table 9–8: The Insanity Track) apply thirst for blood. Once a battle is over, a Battle-Brother with + the effects of the Curse. All levels of a Primarch’s Curse are Uncontrollable Thirst must make a Hard (–20) Willpower + cumulative and stack as they are received. Test or spend at least a few minutes drinking the blood of his + foes (provided of course the blood is not deadly to drink). + BuRn thE witch (Black tEmPlaRS) + Black Templars are filled with a righteous power and hatred + thE SEcREt (DaRk angElS) + for the witch and heretic even beyond that of the other The Dark Angels have a shadowy past hidden by the weight + Chapters. It is a religious madness that is often expressed of history and shrouded in the smoke and blood of the Horus + with valour and fearlessness on the battlefield, but it can also Heresy itself. Few outside the Chapter can even guess at the + turn the Battle-Brother against all creatures touched with the exact facts surrounding the Chapter’s beginning, and those + psyker’s gift, be they friend or foe. within its ranks guard their secrets well. Such weighty secrets + Level 1 (Fear the Witch): The Battle-Brother is can come to press heavily on a Battle-Brother’s soul. + uncomfortable around psykers and feels their dark powers Level 1 (Dark Dreams): The Battle-Brother is beset with + crawling on his flesh and burrowing into his brain. All memories of past times and deep, hidden secrets that cast a + Fellowship based tests used on characters with psychic shadow over periods of rest and meditation. At the start of + abilities suffer a –20 penalty, as the Battle-Brother’s disquiet any mission, the Battle-Brother must pass a Challenging + shows through. (+0) Toughness Test or begin play with a level of Fatigue. + Level 2 (Hate the Witch): The Battle-Brother can Level 2 (Scorn of Outsiders): The Dark Angel has + scarcely stand the presence of psykers and abhors their sight. grown to view those outside the Chapter as misguided or + If there is a psyker in the Battle-Brother’s Kill-team (such as ignorant of the truth and cannot bring himself to deal with + a Librarian Player Character) or he must work with a psyker them any more than necessary. The Battle-Brother cannot use + ally, his Kill-team’s Cohesion is reduced by 1 (until such time the Command Skill on anyone who is not either a member of + as the psyker leaves or is killed). his Kill-team or a fellow Dark Angel. + Level 3 (Kill the Witch): The Battle-Brother cannot Level 3 (Deep Suspicions): Trained in an atmosphere + stand any psykers to live and flies into a rage when he sees of silence and secrets, the Dark Angel has become very + them. When fighting enemy psykers, the Battle-Brother must distrustful of anyone outside his Chapter and cannot take the + seek them out (choosing the most obviously powerful first) words or promises of others at face value. Unless the Battle- + and kill them to the exclusion of all other foes. This can be Brother’s Kill-team is solely comprised of Dark Angels, its + especially problematic for the Kill-team, should they need to Cohesion is reduced by 2. + take a psyker alive. + cuRSE of thE wulfEn + Black RagE (BlooD angElS) (SPacE wolvES) + Deep in the minds of all Blood Angels lurks the memory of their + primarch’s demise at the hands of Horus and the rage and blood There is a savagery and animal fury that lurks in the hearts of + of that battle. Such is the imprint left by Sanguinius that it echoes all Space Wolves making them powerful warriors and deadly + down his lineage and into the minds of all Battle-Brothers of the combatants. This bestial nature can lead them astray and + Chapter. In battle this memory can, over time, manifest in Blood overpower their natural reason and sense of order, as they are + Angels, turning them savage and blinding them to everything ruled by their animal instincts and react not as the man but + but the brutality of battle and a thirst for killing. as the warrior wolf. + + + 280 + Level 1 (Shadow of the Wolf ): The wolf lurks close to the Level 1 (No Challenge Unanswered): The Storm +surface in the Battle-Brother and he feels its call in his blood. Wardens pride does not let him refuse a challenge or the +This can be unsettling for others, especially those not of the chance for glory. Whenever an enemy challenges or taunts +Adeptus Astartes. The Battle-Brother’s Fellowship is reduced the Battle-Brother, he must make a Challenging (+0) +by –10 when dealing with Space Marines who are not part of Willpower Test or engage it in combat, favouring melee +his Kill-team, and –20 when dealing with everyone else. attacks unless this would clearly not be possible. + Level 2 (Prey’s Scent): The keen senses of a Space Level 2 (A Fair Fight): Overwhelmed with a need to + + + + + IX: The Game Master +Wolf can be as much a curse as a boon. Sometimes they can act honourably and satisfy his peers within the Chapter, the +overpower the Battle-Brother, temporarily robbing him of his Battle-Brother uses only weapons of equal measure when +senses. The first time a foe is bloodied by the Space Wolf in answering a challenge. This means that if the foe is armed +battle (i.e. as soon as he inflicts at least 1 Wound on an enemy) with only a sword, he too will only use a sword or the next +he must make an Easy (+20) Perception Test. If he passes nearest equivalent. In extreme cases, if the foe is armed with +the test, he may only take a Half Action on his next Turn as his weapons far inferior to that of the Storm Warden, he will +nostrils are flooded with the spore of his prey. cast aside bolter and chainsword and settle the matter with + Level 3 (Fight or Fight): The Battle-Brother finds it hard his fists. +to back down from fights in the face of naked aggression. Level 3 (Honour and Blood): Storm Wardens seldom +Whenever the Space Wolf would be required to give ground or back down once a challenge has been accepted, and once +make a tactical retreat from foe (i.e. disengaging from combat), blood has been shed it can end only one way. If the Battle- +he must make a Hard (–20) Willpower Test to do so. Brother suffers a Wound after accepting a challenge, he must + make a Hard (–20) Willpower Test to disengage or stop + fighting his foe until it is dead (unless compelled by Psychic +thiRSt foR gloRy (StoRm waRDEnS) Powers of similar means). +The martial traditions of the Storm Warden have been passed +down for centuries and form as much a part of their existence +as their flesh, blood, or bone. These traditions come with a + PRiDE of ultRamaR (ultRamaRinES) +rigorous adherence to honour and burning hunger for glory Battle-Brothers of the Ultramarines Chapter know well their +that can lead a Storm Warden to make reckless decisions to place among the Adeptus Astartes and the importance of their +uphold the name of his Chapter and earn himself renown Chapter to both the Imperium and the Emperor. They have +among his peers. the pride in knowing that theirs is the pinnacle of the Codex + Astartes and the legacy of the loyalist legions which served + the Emperor in his darkest days. It is a pride, however, that + can sometimes blind them to reality and make them arrogant + and uncooperative when the battle would dictate they work + with lesser warriors. + Level 1 (The Emperor’s Finest): Ultramarines consider + themselves the Emperor’s favoured sons and the pride of + the Imperium. This can lead members of the Chapter to + consider others incapable or unable to complete missions that + should by rights fall to the Ultramarines. The Battle-Brother + always volunteers his Kill-team for the most dangerous or + challenging Missions whenever possible and always ensures + his team is where the fighting is the thickest. + Level 2 (Sons of the Codex): The Battle-Brother has + been trained to follow the Codex Astartes to the letter + and interpret its teachings flawlessly. Understandably, he is + distrustful of those Chapters that do not adhere to the Codex. + The Battle-Brother cannot benefit from Squad Mode Actions + called by Space Marines of the Space Wolves or Black + Templars Chapters, as he will simply not follow their orders. + Level 3 (Leaders not Followers): Ultramarines are + natural leaders and make excellent battlefield commanders at + all levels of command. This pride and training, however, can + lead to them scorning or disregarding the leadership of those + from other Chapter or Imperial forces. Unless the Battle- + Brother is currently the Kill-team squad leader (seepage 228) + or the leader is a fellow Ultramarine, his Kill-team’s Cohesion + is reduced by 2. + + + + + 281 + er s + + While Battle-Brothers are resistant to the worst effects of + With the GM’s permission, a character may use XP to remove Corruption, many of their allies are not. Should the GM wish + Insanity Points. It costs 100 xp to remove a single Insanity to keep track of Corruption Points in the character’s human + Point. A character may never go down a degree of madness allies, he can use the following guidelines: + (as indicated by Table 9–8: The Insanity Track) and so will • For every 10 CP an ally gains, he suffers 1d10 Damage +IX: The Game Master + + + + + never lose his Primarch’s Curse—though he may forestall it to a random Characteristic, reflecting the decay of his + getting worse. All buying back of Insanity Points should be body and mind. + properly represented as time and effort spent by the character • For every 20 CP the ally gains, he mutates, randomly + in game. For a Battle-Brother this means long hours of prayer gaining one of the following Traits: Blind, Burrower, + and the attention from the Deathwatch Chaplains as he Dark-sight, Fear (1) Disturbing, Multiple Arms, Natural + contemplates his duty and service to the Imperium. Armour (4), Natural Weapons, Quadruped, Regeneration, + Size (either Hulking or Weedy), Sonar Sense, or Toxic. + Should a human ally ever reach 100 CP, he has become + coRRuPTion irrevocably touched by the dark powers and tainted beyond + The most insidious threat facing humanity, and indeed redemption. He gains the Daemonic Trait (see page 130) and + the very survival of the Imperium, is the corrupting taint either flees the characters’ service or turns on them. + of Chaos. Encounters with daemons, dark rituals, and + even the knowledge that such things are possible are all + paths to corruption. Quite aside from the malevolency and + SouRcES of coRRuPtion + manipulation of daemons and their mortal followers, there In Deathwatch there are numerous sources of Corruption, + is immense danger in exposure to the substance of the most usually connected with the Ruinous Powers. The exact + warp itself. The swirling tempest of psychoactive energies level of Corruption Points inflicted by a particular event, + and pseudo-matter that makes up the fabric of warp space revelation, or encounter is determined by the GM. The + is more deadly than any radiation. It can instantly destroy, following presents some guidelines: + but it can also inflict hideous transformations on body and + mind, far beyond anything found in a sane universe. To most, Rending the veil + corruption is a doom to be avoided at all costs. Some, once + they find themselves walking the path to damnation, seek to Characters caught in a full-blown intrusion of the warp into + embrace the darkness. corporeal reality gain Corruption Points from the experience. + Just how many depends on what occurs and the severity of + the breach. This might be anywhere from a single point to + es several d10s in value. + Space Marines are far more resistant to the effects of Corruption + than ordinary men and retain their senses and personal will sorcery + long after others would have become mindless monsters. Their + bodies are also incredibly resistant to mutation, changing only The practice of sorcery, witnessing dread rituals, and invoking + after long exposure to the warp and often as a result of the daemons are all causes of Corruption, regardless of the reason. + Battle-Brother’s failed will. For this reason, Corruption is Normally minor rituals cause 1d10 Corruption Points and + a deep and insidious power that slowly bores into a Space major ceremonies can cause many more. + Marine, taking years or even centuries to manifest fully. + In Deathwatch, the GM can use Corruption Points as a way Blasphemous lore + of reminding the players that there is a price for their exposure + to the powers of the warp and that they may only battle things Knowledge itself can corrupt, and the study of certain + for so long before their enemies infect them with their taint. tomes, pict-logs, and even some debased artwork can cause + Space Marines have a mechanic that is known as the Purity Corruption in the viewer. + Threshold. Unlike normal men, Space Marines have armoured + their souls against the taint of corruption. There are no direct vile Persuasion + game effects of Corruption until the Battle-Brother’s Purity + Threshold of 100 is reached (i.e., he has acquired 100 or more Many daemons and cult leaders are masters of insidious + Corruption Points), at which time he is removed from play as temptation and are able to sow the seeds of doubt in a faithful + his taint is too great for him to continue to serve the Emperor. heart. Their words and arguments can corrupt where force + Before this point, however, the GM can have a character’s alone would fail. + level of Corruption influence those around him, such as fellow + Space Marines who might be distrustful of one so soiled by + the warp, or psykers who can sense corruption in others, or + daemons who see a potent warrior of the Emperor ready + to fall. + + + 282 + The Divine + OrDer Of The + imperium + • +DOmains Of The + emperOr + • +a Galaxy aT War + Chapter X: THE DIVINE + The Imperium ORDER OF THE + IMPERIUM + of Man +X: The Imperium + + + + + “The loyal slave learns to love the lash.” + “Look to the stars, and know that all you behold is but one small part + of the Emperor’s Realm. Know too that for every one of the million –Common saying amongst menials and scriveners. + worlds in our domain, a million times a million lives have been + + + T + sacrificed, that Mankind might stand but one day more.” he Emperor has neither spoken nor moved since his + ascension to the arcane mechanism of the Golden + –Lord Skalaras, High Tribune of the 3rd Censorial Mission Throne. His material body is, to all intents, dead and + his psychic mind is wholly preoccupied within warp space + + + T + he 41st Millennium is the one hundredth century of fighting the eternal battle for the preservation of Mankind. + the Age of the Imperium. It is an age of war already ten All that is left of the Emperor is a consciousness divorced + thousand years old. In this war, mere survival is justly from the material world, a mind incapable of ordinary + hailed as victory. Defeat can lead only to the irrevocable end communication with his trillions of devoted servants. + of Humanity and to the destruction of the very fabric of the The Imperium is ruled in the Emperor’s name by the + universe. It is a war waged across the galaxy in the darkness incalculably vast Adeptus Terra, the ancient Priesthood + of space, on a million worlds, and within the depths of every of Earth, whose masters are the High Lords of Terra. The + human soul. These can be no conceivable end. There can be no Adeptus Terra numbers billions upon billions of individuals on + peace, except perhaps in oblivion. Terra alone. Its offices span the galaxy and its powers extend + Everywhere the enemies of Humanity gather their strength to every human world. No man is free from its influence or + and prepare for the apocalypse. Warlike Orks descend upon from the strictures of its rule. The Emperor has become a god + world after world, plundering, destroying, and leaving death in whose name the High Lords of Terra rule the Imperium. + and devastation in their wake. The ravening Tyranids sweep Superstition and dogma have become the rituals of worship. + through the galaxy like a plague of locusts, laying bare whole The Adeptus Terra is a huge and multi-faceted organisation. + planets and moving ever onwards. Yet even these foes are as It is divided and sub-divided into countless subordinate + nothing beside the unknowable horrors that lie beyond the veil organisations; millions of offices each with awesome powers. + of the material universe. From the shifting seas of warp space Indeed, the Adeptus Terra is so vast that none can say with + come horrific creatures; entities whose bodies are fashioned not certainty how many divisions work under its banner, or what + of flesh and blood but of unadulterated power, whose food and their purpose might be. Ten thousand years of endeavour + drink is the terror and ignorance of Man. has built an edifice that reaches into the heart of human + For 10,000 years, the Immortal Emperor has remained society. Information is gathered, facts are accumulated, taxes + immobile on the Golden Throne. He is master of Mankind by are levied. The inexorable wheels of this galaxy-spanning + the will of the gods and ruler of an Imperium of a million worlds bureaucracy grind ever onwards under their own momentum, + by the might of his inexhaustible armies. He is worshipped by with no thought or consideration of the lives affected by the + untold billions as a god, and the sorrow and sacrifices made to slightest decree. + sustain his divine corpse ensure the continued existence of the + Imperium. The Emperor’s realm is the greatest stellar empire the + galaxy has ever seen. It stretches from holy Terra to the furthest The AdminisTrATum + reaches of the Eastern Fringe and the distant Halo Stars. Entire The Administratum is by far the largest of all of the branches + armies of scribes attempt to collate how many humans inhabit of the Adeptus Terra, and is responsible for assessing and + the Imperium. Such a task is hopeless and without end, as the levying tithes, distributing resources and countless other + Emperor’s realm encompasses every kind of world imaginable: administrative functions vital to the functioning of the + sweltering jungle hells populated by club-wielding savages; Imperium. Its members are, for the most part, scribes and + ice-locked tundra with cities carved from glaciers; blistering petty officials, the hereditary slaves of a galaxy-spanning + desert worlds; polluted industrial forge worlds, teeming bureaucracy. The heart of the organisation lies within + worlds of unknown billions living in gargantuan hive cities; the Emperor’s Palace, a vast complex with soaring gothic + and cardinal planets where every building is given over to the towers that cover much of Terra’s surface, and cavernous + worship of the Emperor. Such diversity of worlds breeds vastly vaults that extend far below ground. The Administratum + varied, distinct cultures, and humans from one world are likely is probably the most powerful organisation in the entire + to be completely different from those of another, with different Imperium, and its many departments, offices and subordinate + languages, customs and appearances. organisations maintain a presence in every corner of the + Emperor’s Domains. + + + 284 + X: The Imperium +a turn towards Earth. There, the suitable are trained as psykers + in the Scholastica Psykana. Some become sanctioned psykers, + destined to serve the armies of the Imperial Guard and other +The Adeptus Astra Telepathica is dedicated to the recruitment organisations. Others undergo the Soul Binding and become +and training of psykers for service throughout the Imperium. Astropaths, The rest are judged too dangerous to live and are +The headquarters of the organisation are on Earth, but its sacrificed to the psychic fire of the Astronomican. +spaceships travel the Imperium and its offices extend over most The Astropaths of the Adeptus Astra Telepathica are +of human space. Its chief responsibility is to train psykers to vital to human society because they afford the only means +serve as Astropaths through the Scholastica Psykana. It is the of communicating over interstellar distances. Astropaths are +Adeptus Astra Telepathica that maintains the League of Black capable of sending telepathic messages across space and they +Ships. These ships travel around a huge circuit, visiting each can receive messages sent by other Astropaths if their minds +world every hundred years or so. As the fleet approaches its are correctly attuned. Telepathic messages travel through the +destination, the ruling Imperial Commander is instructed to warp faster than light, although not instantaneously and not +prepare the customary levy of psykers. Once the levy has been without the risk of becoming garbled or unintelligible. The +collected, the Black Ships’ captains make an initial evaluation need for Astropaths is enormous. They are a common sight +of their cargo before proceeding to the next world in their in the Imperium and are easily distinguished by their green + circuit. When the holds are full, the Black Ships robes. Astropaths serve in the Fleet as ship-board and shore- + based communicators. + + + THE SOUL BINDING + No ordinary psyker could transmit a message + such vast distances. Astropaths only through the warp, nor could he receive a tele + pathic message over + special ritual which combines some ofgain this ability as a result of many year s of trai ning , culminating in a + Binding, brings the mind of the psyker the Emperor’s power with their own. This ritu + al, kno wn as the Soul + the Emperor’s vast power is transferredclos e to the psychic greatness of the Emperor. + to the Astropath. In the process, some of + The transference of energy is traumat for + not all of those that survive retain theiicr san the psyker, and not all survive despite year + s of preparation, and + ity. + eyes and other senses, so that almost all Ast Even the survivors suffer damage to the sensitive nerves of the + or touch. In fact, their increased psychic ropa ths are blind and others lack sense of sme + appear blind were it not for their distorte skills tend to make up for this loss ofasigh ll, hearing, taste + d, sunken and empty eye sockets. t, so that they would not + + 285 + They also serve in the Imperial Guard, the Inquisition, the The AdepTus cusTodes + Adeptus Ministorum, the Space Marines and throughout the + Adeptus Terra. The Emperor’s Guard, or Custodians are the palace guard of + the Emperor, and their duty is to protect the Imperial Palace. + Perhaps these stalwart guardians once ranged all over the + The AdepTus ArbiTes galaxy at the side of their master, but now they never leave + The ‘Judges’ of the Adeptus Arbites are empowered to enforce the Imperial Palace on Terra, their duty being to defend the + the Law of the Imperium. In the Imperium, law and government Emperor of Mankind for all time. + are indistinguishable. Rebellion and failure are crimes, and +X: The Imperium + + + + + any transgression of the Imperial will meets with swift and + uncompromising retribution. Of petty misdemeanours and The holy orders of The + transgressions the Judges care nothing; such matters are + left to local Enforcers to deal with according to planetary + emperor’s inquisiTion + codes. The judges are concerned with more weighty issues. The Inquisition is often described as the left hand of the + It is their task to bring the rebellious to trial, to hunt down Emperor. It is a secretive organisation whose members are + enemies of the Imperium, and to destroy those who threaten bound by no law or authority except their own. The sole duty + order from within. On many worlds, the Arbitrators’ fortified of the Inquisition is to investigate any possible or potential + Courthouse is the only point of contact between that planet threat to the future of Humanity, and to take whatever + and the Imperium. Often, it is the last redoubt in the event measures it considers appropriate to expose and destroy that + of rebellion and invasion, its warriors holding out as anarchy threat. Aggressive aliens, gross genetic deviancy, political + swamps the world, their mission to warn the Imperium and corruption, the machinations of treacherous planetary + thus bring about retribution even should they fall. governors, incompetence, treason and heresy are threats + enough to keep the Inquisition permanently occupied. + + The AdepTus + The AdepTus AsTArTes + minisTorum The Space Marines of the Adeptus Astartes are the genetically- + Also known as the Ecclesiarchy, the Adeptus Ministorum is engineered superhuman elite of the Imperium’s military. Each + not part of the Adeptus Terra. It is a wholly independent and is equipped with the very finest weapons and armour, and + self-appointed organisation whose power is derived from the are all but immune to pain and fear. They are organised into + common belief in the Emperor’s divinity. The organisation independent armies of around one thousand warriors, called + maintains a presence on every world in the Imperium, from Chapters, a thousand of which are spread out across the + which it promulgates the Imperial Cult in any one of a million Imperium, ready to react to any threat no matter its nature. + different forms. A million or so warriors may not seem a large number to + While forbidden to keep ‘men under arms’ by ancient decree, defend an entire galactic empire, but such is the strength and + the Ecclesiarchy instead maintains a fighting arm of female devotion of the Adeptus Astartes that each is the equal of + warriors, called the Adepta Sororitas, or the Sisterhood. The dozens of lesser warriors. + Battle Sisters of the Adepta Sororitas are driven by zeal and are + fanatical in their commitment. They are equipped to the very + highest standards, and rank alongside the Space Marines in + their dedication to the defeat of the enemies of Mankind. + + + + EXTERMINATUS + espread that there + it may be that an Inq uisi tor unc over s a situation that is so prevalent and wid collusio n and support + On occasion ion. Such situations could include planindi et-wide + is no poss ibility of solu tion or rede mpt vidu al wou ld only serve to + or indi vidu al, whe re the rem ova l of the movement or it brings + for a heretical movement prea ch. Inte rven tion by aliens may grow to such an extent that + strengthen the sub vers ive cau se they + ation. + a large segment of a population beyond salv + alarming manner, either overtly or cove rtly, + crib ed pow ers can also spre ad in this resp onse + Worship of dark and pros world or system. Also, it is a proven htheo + ry that an aggressive + holding sway over the populace of a erfu l exam ple to those in con tact wit a sub versive world, discouraging + to certain thre ats can serv e as a pow + ing their treacherous designs. + others of a heretical leaning from contemplat + erminatus — the eradication of all life on a planet. + ns ther e can only be one reco urse — Ext ligh Inquisitors + tly, + In these situatio in the mos t extreme of cases and is never undertaken er + Although Ext erm inat us is only used is bett that a thousand + ened to the poss ibili ty that the inno cent may fall alongside the guilty. It oug h billions of lives may be + are hard ty man be free to spre ad his heresy. Alth + than a sing le guil term. + innocents suffer death + erm inat us, such is the thre at pose d that countless billions more are saved in the long + lost during an Ext + 286 + The imperiAl nAvy The AdepTus +The Imperium is the largest stellar empire Humanity has ever mechAnicus +known, and its worlds are spread impossibly thin across the +trackless voids. The Imperial Navy patrols the warp routes The Tech-Priests of the Adeptus Mechanicus are the guardians +that link the Imperium’s scattered worlds, defends distant of Humanity’s ancient knowledge. The Adeptus Mechanicus +settlements against alien aggression, and prosecutes wars owns and administrates the factory planet of Mars, whose +against alien empires that threaten the Imperium. Without the vast orbital workshops turn out the majority of the weapons, +Imperial Navy, there simply would not be an Imperium. spacecraft and other technologically sophisticated machinery + + + + + X: The Imperium + used in the Imperium. The Adeptus Mechanicus is as much an + arcane cult as a scientific body, and its knowledge goes beyond +The imperiAl GuArd mere technology and into the realms of techno-arcana. +The vast bulk of Humanity’s armies come under the command +of the Imperial Guard. Entire regiments are raised from the +best of a planet’s indigenous defence forces, and shipped officio AssAssinorum +to nearby warzones in response to alien invasions, mutant The Office of Assassins is a vital tool of Imperial government. +uprisings, Chaos incursions, rebellions and a hundred more of If planetary governors prove rebellious, assassination may be +the dangers that threaten the Imperium constantly. While the the most practical remedy. Even the ranks of the Adeptus Terra +Space Marines are few, but elite, the warriors of the Imperial are not safe from the attentions of the dreaded assassins. +Guard are almost literally numberless. Armed with little more +than faith and duty, they stand before whatever horrors the +galaxy has to throw at them. roGue TrAders + Rogue Traders form a class of nobility that exists almost + entirely outside of the convoluted strata of the Imperium’s +The nAviGATor houses ruling structures. They wield a Warrant of Trade that empowers +The Navigators are an ancient strain of human. They have them to expand the Imperium’s borders, going out into the +lived amongst Mankind since time immemorial and it is not forbidden depths and conquering all in the Emperor’s name. +known how they came into existence, though some say the Most wield personal fortunes far greater than the average +Emperor himself had a hand in their creation. Navigators planet’s total wealth, and it is the desire to expand their +represent a singular form of human mutant and they must dynasty that drives such men and women ever onwards. +intermarry to breed true. As such, each is a member of a large +interrelated family called a Navigator House. Navigators bear +a special gene that allows them to see through the warp and +guide a vessel as it crosses that otherworldly dimension. Using +their third, or warp eye, the Navigator is able to see into the +depths of the warp and detect the psychic beacon that is the +Astronomican on Earth, and by its light navigate the length + IES +and breadth of the Imperium. Without a Navigator, a human Standard Template Constructs were created during the +vessel would become hopelessly lost upon the ever-shifting Dark Age of Technology to provide all the technical +tides of the warp, never to return. information needed to construct anything that settlers + might need to survive upon a recently colonised world. + Even the least technically-accomplished person could +The officio muniTorum build a vehicle, aircraft or weapon given time. One +The Officio Munitorum provides strategic command and support result of the STC system and its pivotal place in human +for the Imperial Guard. It is responsible for raising and supplying colonisation is that human material culture is very +regiments and armies in response to developing threats, and similar, even on worlds which are many thousands of +for coordinating their deployment across entire sectors of the light years apart. +Imperium. It is to the ranks of the Officio Munitorum’s general Today, there are no known surviving STC systems, +staff that especially successful regimental commanders are and only a very few examples of first-generation texts. +promoted, and it is from amongst these glorious leaders that the For thousands of years the Adeptus Mechanicus has +lords militant who lead armies of millions are drawn. pursued all information about the STC. Any scrap of + information is eagerly sought out and jealously hoarded. + Any rumour of a functional system is followed up and + investigated in force. There are thought to be many + thousands of lost human colonies scattered across the + galaxy. Any single one might own a functioning STC + system, and the slightest suspicion is often enough for + entire crusades to be fought for the possession of one. + + + + 287 + Halo Stars + s Silence +X: The Imperium + + + + + The Koronus Expanse + + The Gothic Sector Angeli + + + + The Calixis Sector The Rock + + us + SEGEMENTUM + The Eye of Terror + Obscurus + Baal + + + Fenris + Cadia + + Elysia + + Darkhold Preyspire + + + + Hydraphur + Armageddon + + SEGEMENTUM Solar The Maelstrom + + Bellicas + + Terra Ryza + + + + us + SEGEMENTUM Xenax + ULTIMA + Pacificus SEGEMENTUM + Necromunda Catachan + Macharia + + Chogoris + Schindelgheist + Tallarn + + Luther + Mcintyre + + Solstice + + + + + estus + SEGEMENTUM + Tempestus + + Gryphonne IV Rynn’s World + + + + + The Veiled Region + + + + + 288 + THE AGES OF HUMANITY + 1st to 5th Millennia—The Age of Terra + Humanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives + on Mars and the moons of Jupiter, Saturn and Neptune. +X: The Imperium + + + + + 15th to 18th Millennia—The Dark Age of Technology + Mankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be + reached and the colonies must survive as independent states since they are separated from Earth by up + to ten generations of travel. + + 18th to 22nd Millennia—The Dark Age of Technology + The invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are + founded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers + are scientifically proven to exist and begin to appear throughout the human worlds. + 22nd to 25th Millennia—The Dark Age of Technology + The first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps. + Mankind enters a golden age of enlightenment as scientific and technological progress accelerates. + Human worlds unite and non-aggression pacts are secured with dozens of alien races. + + 25th to 26th Millennia—The Age of Strife + Terrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any + warp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a + dark period of anarchy and despair. + + 26th to 30th Millennia—The Age of Strife + Human worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and + other mutants dominate some worlds and these rapidly fall prey to warp creatures, leaving Humanity + on the brink of extinction. + + 30th Millennium—The Great Crusade + Earth is conquered by the Emperor and enters an alliance with the Mechanicum of Mars. The warp + storms finally abate and interstellar travel is possible again. The Emperor builds the Astronomican and + creates the Space Marine Legions. Human worlds are reunited by the Emperor in a Great Crusade that + lasts for two hundred years. + + 31st Millennium—The Horus Heresy + Warmaster Horus, the Emperor’s most beloved gene-son, turns upon those he was sworn to serve and + leads one third of Humanity’s hosts against Earth. The Emperor faces his erstwhile servant in single + combat. The Master of Mankind is victorious, yet suffers such horrific wounds that only his ascension + to the life-sustaining Golden Throne can save him. The Age of the Imperium begins. + + 31st to 41st Millennia—The Age of the Imperium + Humanity is bound within the organisations and societies of the Imperial administration. The + Emperor’s life is only maintained by the arcane workings of the Golden Throne and continuous human + sacrifice. Imperial servants work for the furtherance of Humanity and its survival against the myriad + perils that threaten to destroy it. Psykers and the horrors of warp space are controlled by the vigilance + of the Inquisition, planetary commanders, and other Imperial servants. Psykers continue to emerge + in ever greater numbers. Anarchic, anti-governmental and predatory groups associated with warp + creatures and alien domination are steadily gaining power in spite of every effort to suppress them. + + + + + 290 + DOMAINS OF RP + “The warp is a strange and terrible place. You might as well throw a + + THE EMPEROR traveller into a sea of sharks and tell him to swim home as send him + through the warp unprotected. Better it is not to let common man + travel through the stars. Better still, let him not know such a thing +“None can truly say how many worlds Mankind rules. A million is feasible.” +seems a sound estimate. But do we count only those with a duly +appointed Imperial Commander, and overlook those without? Then –Fra Safrane, 5th aide to Navigator De’el. + + + + + X: The Imperium +shall we count those worlds with which there has been no contact in +a generation, two generations, three? What of those worlds known The reason why the spacecraft of the Imperium can move quickly +to be populated, but that none have seen any point in visiting? How over the entire galaxy, while other races suffer more restricted and +many lost worlds must exist beyond the light of the most blessed slower spaceflight, is a combination of three factors. The first is the +Astronomican? We say a million, for our puny human minds are maintenance of ancient technology by the Adeptus Mechanicus, +satisfied with such a number, but only the Emperor, in his ultimate the Tech-Priests of Mars who preserve the lore of ancient science +wisdom, knows the truth of it.” on behalf of the Adeptus Terra. Without the technological + advantage of efficient warp engines, it would be impossible for + –Lord High Consul Grasticus Vak the Imperium to defend its scattered planets. The second factor is + the existence of human mutants known as Navigators, a race apart + + +T + he Imperium of Man is spread across roughly two which traces its origins to the uncertain times of the Dark Age of + thirds of the galaxy and consists of more than a million Technology. Only a Navigator can pilot a ship within warp space. + inhabited worlds. Although a huge number of planets, His swollen cranium houses a mind which is sensitive to the tides +this is nothing when compared to the hundreds of billions of and currents of the warp, enabling him to guide his ship through +star systems in the galaxy. The Imperium is therefore spread warp space to its eventual destination. Other races must rely upon +extremely thin across a vast volume of space; its worlds are guesswork and endless corrective manoeuvres to travel even short +dotted through the void and divided by hundreds, even distances through the warp. The third factor which makes warp +thousands of light years. The Imperium cannot therefore be travel possible is the immeasurably powerful psychic beacon called +thought of as a coherent territory which extends across the the Astronomican. Broadcast by a choir of psykers from Terra, the +galaxy and has discrete borders. Mankind shares the galaxy Astronomican reaches out through warp space, guiding spacecraft +with countless alien civilisations, many separate Ork empires to their destination. Only a Navigator can sense the guiding light +and vast areas overwhelmed by the Tyranid Hive Fleets or of the Astronomican, and only he can follow its psychic signal. It +corrupted by Chaos. None know what secrets lie between the is the Astronomican which allows a Navigator to use his powers +stars. Undoubtedly there are other advanced civilisations, lost to the fullest; without it, not even the most powerful Navigator +human colonies and the ruins of long dead races waiting to could pilot his ship over the immense distances which separate +be discovered and explored. the worlds of the Imperium. + The pattern of human settlement throughout the galaxy Warp space is an alternate dimension composed of energy, as +undoubtedly owes much to the nature of space travel. All opposed to the physical space of the material universe. There are +interstellar travel is undertaken using powerful warp drives hazards within the warp which can wreck spacecraft and carry +which launch a spacecraft into the alternative dimension them off course: unexpected turbulence, warp storms, and loops +known as ‘warp space’, ‘the warp’, ‘the Empyrean’ or ‘the Sea that can trap a ship for eternity. These perils, though considerable, +of Souls’. Within warp space a vessel can cover the equivalent are nothing compared to the greater and unimaginable dangers +of many thousands of light years within a relatively short that lurk in warp space. +time, dropping back into real space many light years from the Warp space is composed entirely of psychic energy. It is +point it set out. this psychic energy that a human psyker draws upon to use his + Because of the unpredictable and turbulent nature of warp powers: to send telepathic messages hurtling through the warp +space, some parts of the galaxy are harder to reach than from world to world, or to propel a psychic bolt of energy against +others. Some zones are eternally isolated by violent currents a foe. Warp space is not empty but inhabited by many strange and +of movement within warp space. Other areas are difficult to dangerous creatures, the most dangerous of which are the Great +get to or can only be reached during periodic lulls in the Gods of Chaos and their legions of daemons. +warp. More bizarre still, some parts of warp space act like Daemons lust after the flesh and blood of living creatures. They +power vortices, pulling or sucking helpless spacecraft to their want only to destroy Mankind, to drag the souls of men back +doom. Very few species are capable of warp space travel from to their shadowy realm, to obliterate the material universe and +one side of the galaxy to another. Other races, such as the engulf it within the energy of warp space. Fortunately, daemons +Orks and the Tau, can only travel short distances through cannot exist for long in the material universe and they need to +the warp and this limits the size of their individual empires find psychic gateways in order to leave the warp. Such gateways +and prevents them from becoming united. The Eldar use exist, but they are rare. The most vulnerable gateways of all are +an entirely unique method to traverse the warp. It is only the minds of psykers. A psyker’s powers open up a path between +Mankind’s ability to travel through the warp that enables the reality and the warp, a path which a daemon may find and follow +Imperium to function as a whole. straight to the mind of the psyker himself. + + + 291 + Without the ability to travel through warp space, the Imperium The Administratum has devised a characteristically complex + would certainly collapse and Mankind would fall victim to the system for cataloguing the functions of the Imperium’s worlds. + thousand perils that threaten to destroy it. Without psykers, the While some relate to the world’s environment, most describe + whole system of astro-telecommunication would be non-existent, the function the planet serves within the Imperium itself. The + and it would be impossible to guide the Imperium’s armies and more common types are described below. + fleets against its many enemies. For these reasons warp space is + essential to the Imperium’s very existence. Yet at the same time, + warp space harbours terrors so great, dangers so profound, that + hive WOrlDs + much of the Imperium’s efforts are spent in combat against them. By far the most densely populated of all of the Imperium’s +X: The Imperium + + + + + planets, Hive worlds are characterised by vast cities, usually + separated by trackless, polluted wastes. Such worlds generally + IMPERIUM serve as centres for the manufacture of relatively low-tech + products, goods that require little more than serf-labour + as opposed to those that require the jealously guarded + techniques of the Adeptus Mechanicus to produce. The age + “On this world, my word shall be heeded as that of the Emperor. The of the Imperium and the largely isolated nature of its planets + souls of my subjects belong to Him, but their bodies belong to me.” means that Hive worlds are relatively common, with most + sectors hosting at least a handful. They are entirely reliant + –King Lamok, Imperial Commander and ruler of Woebetide on nearby Agri Worlds to feed their vast populations, and + even a brief period of isolation, perhaps caused by warp storm + The vast majority of the Imperium’s worlds are ruled by activity cutting off trade routes, can result in entire populations + an individual called an Imperial Commander or Imperial rising up against their masters, and often reverting to barbaric + Governor. Those that are not are most likely to fall under the cannibalism merely to survive. It is the brutal reality of life + direct control of one of the Imperium’s organisations, such as in the Hive worlds that anarchy is only one missed meal + the Space Marines or the Adeptus Mechanicus, and in such away, making the application of the very harshest methods of + cases a senior member of that organisation holds the additional control necessary. Despite, or perhaps because of this brutal + rank of Imperial Commander. control, the lowest, most decrepit areas of the hives are often + Each world in the Imperium is, to all intents and purposes, lawless wastes, the home of criminals, madmen, heretics, + autonomous. Of course, this self-rule is subject to various rebels and worse. + conditions, the greatest of which is that its leader renders due + tithes to the Imperium, in the form of resources and military + units, and maintains a strict cull of its psyker population. + Beyond these responsibilities, planets are largely free to + administer themselves as they see fit. + Although every planet has an individual who holds the + rank of Imperial Commander, the exact form of governance + varies enormously. On most worlds, the Imperial Commander + has inherited the title from a long line of predecessors, perhaps + being able to trace the lineage back to the world’s first colonists, + liberators or conquerors. Other planets are ruled by a council, + the chair of which holds the rank of Imperial Commander so + long as he presides. On a small number of worlds the populace + decides who will rule them, though such regimes rarely survive + in the age of war that is the 41st Millennium. + Although each world is effectively independent, the + Imperium is divided up into sectors and sub-sectors. The + worlds of these regions are often interdependent to some + degree. For example densely populated Hive worlds rely + on nearby agricultural worlds to feed their populations. + Even if not directly dependent, there exists some manner + of federation, for the benefit of trade and mutual defence, + which is normally presided over by a Sector Lord, a powerful + individual appointed by the Adeptus Terra. Sector Lords do + not have direct control over Imperial Commanders and their + worlds, but they do have a lot of control over trade and other + matters affecting how the world interacts with the Imperium at + large, a fact that often gives them great influence and leverage + over Imperial Commanders that rely on other planets to + sustain themselves. + + + 292 + CiviliseD WOrlDs feuDal WOrlDs +The term ‘civilised’ is something of a misnomer, for most Feudal worlds are a step above Feral worlds in terms of +worlds of the Imperium are ruled over by the most brutal and technological and societal development, yet not so advanced +oppressive regimes ever known to Mankind. Such worlds are as the so-called Civilised worlds. They typically feature largely +generally self-sufficient and largely stable, which is not to say homogenous, planet-wide cultures, the ruling classes of +that they are untouched by rebellion, merely that insurgent which provide the individual who holds the rank of Imperial +elements are largely kept in check by the iron rule of the Commander. Feudal worlds often have highly formalised +planet’s Imperial Commander and his Enforcers. Civilised warrior classes, the members of which exhibit refined martial + + + + + X: The Imperium +worlds tend to have an average technological base, although codes which make them ideal for service in the Imperial +they still rely on more advanced worlds for the provision of Guard, and occasionally in the Adeptus Astartes. +more sophisticated technology, such as star ships. Failing +any other classification or sub-type, most of the Imperium’s +worlds fall in to this broad category. + DeaD WOrlDs + In a galaxy riven by war, it is inevitable that some worlds are + lost to the terrible weapons unleashed upon the battlefields +aGri WOrlDs of the 41st Millennium. Such planets are classified as Dead +These worlds are given over almost exclusively to the worlds, and they are often so blighted by poison, radiation, +production of foodstuffs or other vegetable or animal-based biological contaminants or any of a thousand other curses +goods. They provide raw materials, and sometimes processing that they are interdicted by the Imperial Navy against any +facilities, though this is just as often undertaken off-world. setting foot there again. Other Dead worlds are host to the +The populations of Agri worlds tend to be low, and are remains of long-since vanished alien civilisations, or have +entirely devoted to the growing of crops or the husbanding been reduced to such a state by no cause that the Adeptus +of animals. On some worlds, a large degree of automation Mechanicus can ascertain. +is utilised, with vast harvesting machines manned by only a +handful of crew able to reap and process thousands of tons +of crops in a single day. Agri worlds rarely house populations + DeaTh WOrlDs +sufficient to defend themselves against invasion, but many are A great many planets are desirable due to a concentration of +host to a garrison of off-world Imperial Guard, intended as rare natural resources, yet too dangerous to readily support +little more than a deterrent to rebellion or pirate attack. Such a human population. Such worlds vary enormously in +detachments are in reality little more than tripwires, intended climate and environment; some are home to jungles teeming +to get the word out should a large scale invasion occur, for the with predators and carnivorous plants, while others might +loss of an Agri world may have dire consequences on other be covered in oceans of lava. Some might be irradiated, +nearby planets that rely on it to feed teeming populations. poisoned, or wracked by plasma storms. Some Death worlds + are so inimical to human life that they are said to be possessed + of some malevolent intelligence that actively musters every +feral WOrlDs possible defence against intrusion. Despite the dangers, some +The galaxy is strewn with worlds that play host to human Death worlds have been settled, though life there is often +populations that have long since reverted to barbaric savages. short and brutal. Death worlders are amongst the best recruits +This may have happened long ago, in the distant Age of for the Imperial Guard and the Space Marines. The mere fact +Strife before the Emperor reunited the lost worlds of Man, they have survived to adulthood marks them as amongst the +the populations never having regained the technological level toughest and most resourceful individuals in the galaxy. +of their colonist forefathers. Indeed, in most cases, it is in +the Imperium’s interests to keep such worlds in their barbaric +state. Their populations make ideal recruits into the Imperial + researCh sTaTiOns +Guard and the Space Marines, possessing a fierce warrior spirit Research stations are found on a multitude of worlds, +that can be harnessed if the subject can survive the inevitable establishing a human presence on a planet not otherwise +shock of being shipped off-world and confronted with the claimed by the Imperium or ruled by an Imperial Commander. +galaxy beyond. A member of the privileged noble class may They carry out a wide range of functions, such as weapons +be the Imperial Commander of such a world. Alternately, the testing, the study of dangerous life forms and the development +Adeptus Terra may appoint someone directly. In either case, of recently rediscovered technology. Others are watch posts, +the Imperial Commander may reside in an orbital facility, safe ever alert for any sign of invasion from the dark voids of +from the savages under his rule, rarely even setting foot upon the galaxy. +the world below. + + + + + 293 + fOrGe WOrlDs R + These worlds are the exclusive domains of the Adeptus “The galaxy itself cries out for our extinction; it reaches forth to + Mechanicus, and form planet-wide factories. On such worlds, snuff out the light of our existence. In reply, we bellow our defiance, + the Tech-priests and their servitors construct the mightiest and strike the claw that seeks to engulf us.” + of war machines and create examples of technology that + cannot be produced anywhere else. Forge worlds often serve –Lord Militant Hectus Gryff + as the base of operations for one of the Titan Legions, and are + essential to the supply of arms and armour to the Imperium’s Every human being loyal to the Imperium is but a statistic, +X: The Imperium + + + + + military forces. a tiny spark lost against the backdrop of stars. The 41st + Millennium is a dark age for Humanity, a bloody age, an age + in which technology is but a half-remembered myth, in which + shrine WOrlDs the promise of progress, understanding and individuality have + Shrine worlds are the domain of the Adeptus Ministorum, and long since been cast aside in favour of war and bloodshed and + often mark a planet once trod by one of the many venerated the ceaseless struggle for survival. + saints of the Imperial Cult. They are populated by millions Only by force of arms may the Imperium be held together, + of priests and clerics, and the cities are often vast shrines, and only by the deaths of millions can it endure. Enemies + mausoleums or monasteries. They are often the subjects of attack from all sides. Every aspect of the Imperium is geared + vast pilgrimages, the faithful flocking from light years around towards the struggle for survival. The galaxy resounds with + to pay homage to the most celebrated of historical figures and the clash of weapons and the thunder of mighty guns. The + Imperial heroes. armies of the Emperor can afford no mercy, no weakness and + no respite from their unending wars. The Imperial Navy sends + fleets from its many sector bases to do battle. Most Naval + pleasure WOrlDs vessels — vast, city-sized constructions — are thousands of + While the teeming masses of Humanity are fortunate to reside years old. They are ancient gothic leviathans with terrifyingly + in anything more than a crowded hovel or a dormitory at powerful weapons and whole squadrons of fighters and + their place of labour, the very rare, privileged few may own bombers within their hanger decks. Entire battlefleets cross + an estate upon a Pleasure world. Such planets are the exclusive the gulf of space to bring ruin upon the foes of the Emperor; + reserve of the impossibly wealthy, and it is to such places to destroy their ships, and pound their worlds into dust. The + that the very highest lords of the Adeptus Terra might wile ships of the Imperial Navy also provide a forcible reminder + away their last days. To most however, Pleasure worlds are no to planetary governors of the might of the Imperium, and the + more than a legend, a utopian paradise populated by indolent arrival of only a single ship is often enough to bring many + pleasure seekers. It is hardly surprising that below the surface defiant worlds to heel. + of such societies, heresy seethes as the bored scions of noble As well as fleets of warships, the Imperial Navy is also + lines seek ever more extreme forms of distraction from the tasked with the sacred duty of transporting the Imperial Guard + tediums of life. from warzone to warzone. Forbidden by ancient decree from + maintaining their own fleets, the Imperial Guard is beholden + to the Navy to ferry its regiments across the galaxy. Packed + spaCe marine hOme WOrlDs into colossal transports, tens of thousands of warriors and + While some Space Marine Chapters are fleet-bound, the their wargear are shipped to distant star systems to fight and + majority lay claim to a single planet which is exclusively their die on planets most have never heard of. + own. Such planets are inevitably the best defended in the entire The vast armies of the Imperial Guard are the sledge + galaxy, for they are home to Humanity’s most potent military hammer with which the enemies of Mankind can be smashed + forces. These worlds are generally chosen because they are asunder. Covering the battlefields of the Imperium in their + home to the sorts of cultures that produce the best recruits for millions, the soldiers of the Emperor are as numerous as the + the Adeptus Astartes, and although the Space Marines rule stars themselves. When the Imperial Guard goes to war, the + over the populations, they rarely interfere with their daily very earth shakes with the rumble of tanks, the thunder of + lives, preferring instead to maintain whatever conditions have artillery and the pounding of marching feet. Raised from + produced such warlike peoples. Many Chapter-Fortresses every world in the Imperium, the Imperial Guard is a hugely + are therefore situated in regions of the planet inaccessible diverse organisation, with each regiment having all manner of + to the natives, such as atop the highest mountain ranges or special skills that it can bring to bear. The Catachan regiments + even on a moon. In most cases, the Space Marines are all but come from one of the most lethal Death worlds in the galaxy + unknown to the local population, perhaps visiting them once and are expert jungle fighters. The Tanith First and Only are + a generation to preside over the rigourous trials in which the stealth troopers without equal, and the Narmenian Armoured + young men strive to prove themselves worthy of selection by brigades specialise in lightning-fast attacks with heavy tanks. + the legendary ‘Sky Warriors’. On a few worlds, the Space The Imperial Guard fights vast crusades to liberate entire + Marines form a ruling class that administers the society star systems or sectors from alien or rebel domination. Led by + directly, such as is the case with the Ultramarines Chapter, Warmasters, powerful men in whose hands the fate of billions + which maintains an entire region of space called Ultramar. rests, the Imperial Guard fights on countless worlds, with + + + 294 + crusades sometimes lasting generations and not stopping until Stronger, faster and tougher than almost any foe imaginable, +victory is achieved, though the butcher’s bill may include their bioengineered bodies can fight in any environment and +every man fighting. Further down the chain of command are survive the most traumatic of wounds. This resilience enables +the Lords General Militant and the Colonels of each regiment, a Space Marine to fight up to the point that his body is utterly +where command decisions are based on more immediate destroyed. It is said that the enemies of the Imperium fear +tactical concerns rather than grand strategies employed by the many things: discovery, defeat, despair and death. Yet there +higher echelons of command. To be a soldier of the Imperial is one thing they fear above all: they fear the wrath of the +Guard on the front line of battle is to be one amongst faceless Space Marines. +billions facing the horrors of a deadly galaxy with nothing + + + + + X: The Imperium +but a lasgun and courage to call his own. Led by courageous +officers and the feared Commissars, the soldiers of the ENEMY +Imperial Guard are the Hammer of the Emperor’s Wrath. + + +spaCe marines “Look first for the traitor, for he covets your rule. Look then for the +Sometimes, a sledgehammer approach to war is too slow to xenos, for it hungers for your flesh. Look then for the fiend, for it +react to developing war zones. When a rapid strike is required, seeks to consume your very soul.” +it is the Space Marines of the Adeptus Astartes who will fight. +Genetically enhanced super-beings created by the Emperor at –Arch Deacon Drass Corothis, Confessor to Lord Solar Fell. +the very dawn of the Age of the Imperium, the Space Marines +are the greatest warriors in the galaxy. They fight with a depth While the Imperium may be heralded as the greatest empire +of faith and courage that no mortal man can match. Humanity has ever built, it is in fact a crumbling edifice, its + With the best weapons and armour in the Imperium, the foundations rotten and its future at best uncertain. Some +Adeptus Astartes are the Angels of Death, striking as bolts maintain that the Imperium is so vast that no force in the +of lightning from an empty sky and destroying key enemy galaxy can possibly topple it, for even were great swathes +personnel and installations before they can react. of its territory to fall, others would, in time, rise up to + Organised into Chapters of a thousand warriors, the replace them. Each year, entire worlds are lost, yet others are +Space Marines are the supreme fighting force in the galaxy. conquered, regained, liberated or colonised. Whether or not + the constant struggle balances out remains to be seen, though + doubtless the Imperium could survive, barring some galaxy- + wide calamity, for many millennia yet. + In a universe in which life itself appears to resent + Humanity’s dominion of the stars, the threats that face the + Imperium can be broadly summarised as those from within, + without and beyond. + + + rebelliOn (The enemy WiThin) + There are many that hold that the greatest threat to the Imperium + is not the ravening hive fleets consuming the Eastern Fringe, or + the barbarous anarchy of the Ork empires. They claim instead + that the most dangerous foe of Mankind is Mankind itself. + On thousands of worlds, rebellion seethes just below + the surface. Rebels and malcontents plot against Imperial + Commanders, resentful of the brutal measures that must be + taken to maintain order in the face of a hostile galaxy. The + Enforcers of most worlds are engaged in ceaseless anti- + insurgency campaigns against elements of their own population. + Sometimes, these movements get lucky, and actually do manage + to overturn their planet’s government and install their own + leaders. In most cases, these new leaders prove just as despotic + as the regime they ousted, and the cycle of oppression and + rebellion continues. As far as the Imperium at large is concerned, + these changes in regime often go entirely unnoticed. So long as + the tithes are rendered in a timely fashion and the psyker culls + undertaken, the Adeptus Terra sees little point in interfering. + When the High Lords do decide a response is needed however, + woe betide the rebels, for that response may be some time + coming, but it will be devastating in the extreme. + + + 295 + Another, even more horrifying source of peril from within and decadence. These races might be known across the galaxy, + the Imperium’s population is the human genome itself. The while on other worlds races only present in the local stellar + human gene-pool is becoming increasingly corrupted and area might be blamed for the ills that assail human worlds. + unstable, and a plague of mutation is sweeping the galaxy. On outlying worlds, some contact with alien races does + Many of these mutations result in foul physical deformities occur, generally taking the form of limited trading relations. + and on some worlds are so prevalent that large portions of the Occasionally, local defence forces make common cause with + populations exist as an oppressed underclass of slave labourers. alien warriors against a threat that endangers both. Although + Many planetary economies rely entirely on the labour of such this runs counter to the doctrines of the Imperial Cult, reality + wretches, while on other worlds they are remorselessly purged on the frontiers often makes such arrangements a necessity. +X: The Imperium + + + + + at the behest of bombastic preachers. Due to the oppression Even worlds well within the Imperium’s borders might be + they inevitably experience, many mutant populations harbour isolated for decades, even centuries, by warp storms or simple + rebellious elements which, if allowed to spread, are capable neglect, and reach all manner of agreements with nearby + of instigating planet-wide rebellions that can only end in races. Such a situation may be reversed should an Inquisitor + the bitter oppressed wreaking terrible revenge against their arrive and denounce it as heretical, or a preacher declare a + erstwhile masters. crusade against the ‘unclean xenos’. + Mutants do not just represent the corruption of the human + form, but also the tainting of the soul. Wherever mutants are + found, so too will psykers appear amongst the population. + DaemOniC infesTaTiOn + Constant purges must be undertaken, psykers rendered up to (The enemy beyOnD) + the Black Ships, lest their unbound powers attract the attention + of things that lurk in the warp. Should a gateway open through The things that lurk in the warp, slavering for the soul of + an unbound psyker, an entire planet might be lost. Mankind, might be the product of nightmare, but they + Another threat against which the Adeptus Terra must be are very real nonetheless. For the most part, Daemons are + ever-vigilant is that of secession. So isolated are some worlds restricted to the Sea of Souls, unable to manifest in the + that their rulers might come to dream that they can make their material universe for more than a brief period of time. There + own way in the galaxy. In the main, it is only when tithes are exist several methods by which such horrors may incur upon + withheld or Imperial Navy vessels denied anchorage that the the Domains of the Emperor. + Imperium takes note, and then vengeance is exacted and a The first method is by way of an unprotected psyker. + new regime emplaced. Such wars of secession may last many Without the ritual of the Soul Binding, very few psykers are + decades, even centuries, especially if groups of worlds attempt strong enough of spirit to resist the attentions of the things + to secede together. Nevertheless, when the Imperium musters of the warp, to which their souls shine as bright beacons + the full forces to which it has access, the secessionists are while a normal man’s is no more than a guttering spark. As + ultimately doomed. an ‘unsanctioned’ psyker grows in power, so are more and + more daemonic predators drawn to him, as a shark is attracted + to blood. As he unleashes his powers, the beasts seek a route + alien inCursiOn through to the material universe, and inevitably possess the + (The enemy WiThOuT) unfortunate psyker. So possessed, the psyker is likely to draw + more daemons through the portal, until a full scale Daemonic + The Imperium may be the largest empire in the galaxy, but it Incursion is initiated, and entire worlds condemned. + shares space with countless other civilisations, any of which Another method is by way of a warp/real space overlap. + could one day spell its doom. The entire galaxy is infested Such conditions come into being in regions of space that are + with Ork empires for example, and while they fight one afflicted by warp storms, within which the daemonic may find + another as much as other races, if they were to unite under purchase. In regions such as the Eye of Terror, entire worlds + a single leader, they might drown the entire Imperium under may be swallowed by such storms, becoming the cursed + the much-feared ‘green tide’. The Tyranid Hive Fleets have domains of the infernal. + recently appeared in the extreme galactic east, and no one Perhaps most terrible of all are those instances when a + knows how many of the galaxy’s worlds they have already mortal man has deliberately called forth the powers of the + stripped bare of resources, or how many more fleets are warp, creating, by way of proscribed ritual or technology, a + bearing down on other regions. The Tau are an example of gateway through which the things descend upon the material + a small, yet dynamic alien empire with designs on the larger plane. While most such individuals imagine they can bind + galaxy. While no one empire such as the Tau represents a the Daemons to their will, more often than not they are the + threat to the Imperium at large, their sheer number means beast’s first victim, but far from their last. + that many will continue to exist, and be a threat to human + worlds, for a long time to come. + The average human subject of the Imperium has precious + little knowledge of the alien; what he does know is gleaned + from the tirades of the Ecclesiarchy’s fanatical preachers. Orks + might be held up as the ultimate example of crude barbarism, + while the Eldar are presented as a caution against hedonism + + + 296 + IMPERIUM Although strategically a reactive, defensive war, in reality + the conflict is one of attack and counter-attack. While the vast +“Not a single world in the Imperium is untouched by war. Truly, regiments of the Imperial Guard are fed into an endless meat +there can be no peace amongst the stars.” grinder to hold the line, elite forces such as Space Marines + launch attacks directly against key enemy installations and + –Admiral Narusk, the Scourge of the Claw Nebula. individuals or act as a highly mobile reserve to counter enemy + breakthroughs. Such wars can rage for months, years, or even +No corner of the Imperium is exempt from the touch of war. centuries, the tides of battle flowing back and forth as millions +Whatever form it takes, from mutant uprising to alien invasion, sacrifice themselves in the defence of Mankind. + + + + + X: The Imperium +conflict is the only constant most ever know. Some regions From time to time, the military might of the Imperium goes +might experience what subsequent historians will label a on the offensive. Such events generally occur when great leaders +halcyon age where order is maintained, at the price of constant rise up, men and women able to command respect from across +oppression, only to be shattered as its worlds are consumed all of the many and varied arms of the Imperium’s military +once more by war. Even those worlds which appear to the machine. Given the ponderous rate at which the Imperium’s +outsider to be well policed and stable are invariably riddled forces must be raised and mustered, such events are rare, as +with the cancer of heresy and rebellion, ever teetering on they often require years of planning. When they do occur, it is +the edge of outright insurgency. Some Imperial Commanders normally as a result of a great undertaking, such as the resolve +might imagine themselves powerful enough to start petty wars to retake a lost region of the galaxy or to avenge the fall of an +against their neighbours, perhaps seeking to annex disputed especially beloved hero of the Imperium. +worlds or systems rich in natural resources. While large scale expeditionary warfare is relatively + infrequent, more specialised, mobile and self-sufficient forces + such as Space Marine Chapters engage in them all the time. Being +DefenCe Of The realm independent of the Imperium’s military chain of command, a +So vast is the Imperium, and so enormous its armed forces, Space Marine Chapter Master can prosecute wars as and when +that the majority of wars are fought in response to a specific he sees fit. A Space Marine attack is therefore just as likely to +threat, whether internal or external. With the scattered worlds occur as a result of a distress signal from a beleaguered world +of the Imperium being so isolated, it is often quite easy for an as it is from the Chapter independently deciding to eradicate a +attacker to descend from an unanticipated quarter and launch long standing threat to a region’s security. +a devastating invasion. In order to deal with this situation, +the Imperium has developed a system that has served it well +down the ages. + d + Every world of the Imperium must look first and foremost The Imperium’s military might is as varied as it is limitless, +to its own defence. In addition to the forces each Imperial each body having its own doctrines, chains of command +Commander is required to render to the Imperium, he must and even rivalries. It ranges from such disparate forces as the +maintain his own armies. These go by many names, such as pious Battle Sisters of the Adepta Sororitas to the lumbering +Royal Guard, Loyal Militia or Planetary Defence Force, and Ogryns of the Imperial Guard Abhuman Auxilias. Every one +each is as distinctive and unique as the culture of world from of the myriad forces is a potent military presence, but when +which it is drawn. Many defence forces are as well appointed combined they are unstoppable. The only problem is that +as the Imperial Guard, and some even more so, while others forging a coherent military force from such varied units is a +are equipped with little more than spears or black powder task that only the most dedicated, influential and charismatic +weapons. In the event of invasion or uprising, these forces are of leaders can achieve. +expected to defeat the enemy themselves or, if they cannot, to Such men are sometimes called Warmasters, though many +hold the line long enough for aid to be summoned. prefer the title Lord Solar, because of the deeds of the arch- + When a distress signal is sent, nearby forces heed the call traitor Warmaster Horus. These individuals are appointed by +first. The Imperium may divert Imperial Navy or Imperial the command of the High Lords of Terra themselves, and +Guard units en route to other warzones, or a Space Marine given the very highest of tasks to perform. Such missions +force might pick up the signal and send aid. Otherwise, the might demand the retaking of entire sectors lost to the +Officio Munitorum requires the nearest worlds to muster enemies of Mankind, or the eradication of an entire alien +its most experienced and well equipped defence units and empire. Many decades might be spent mustering the vast +render them to the command of the Imperial Guard. It is armies these leaders will command, and every one of the +always from the nearest world to the warzone that the aid Imperium’s fighting arms are represented, from the Titan +is first sent, though even then it may be long weeks before Legions to the Inquisition. +help arrives. Should the first wave of reinforcements prove Warmasters and Lords Solar are individuals whose +unable to contain the threat, then more regiments are raised, names the entire Imperium will celebrate should they prove +with more and more planets, further and further out from successful in whatever task they have been set. They are often +the warzone, providing regiments until the threat is either the founding fathers of entire sectors, with cities, even planets +defeated or contained. named after them. If they are defeated, a million worlds will + curse their names, holding them up as examples of failure to + not repeat. + + + 297 + spaCe marine COmmanD COunCils Over ten thousand years of constant warfare throughout the + entire galaxy, the Imperium has fought every variation of conflict + When the forces of two or more Space Marine Chapters find imaginable. From gruelling sieges lasting decades to the bitter + themselves fighting alongside one another, the leaders of one-on-one fighting of a cityfight, there is no expression of the + each often convene a council and elect a leader to act and art of war that Mankind has not experienced, or mastered. Some + speak for their interests. This individual is the warrior that of the more common types of warfare are described below. + commands the greatest respect and admiration amongst the + assembled Space Marine leaders, and he is entrusted with the + ultimate command of the Space Marines’ combined forces. + TOTal War +X: The Imperium + + + + + When serving in a larger army, Space Marine Command When the Imperium goes to war, it does so with total + Councils normally ratify the orders of the Warmaster, and act conviction, for its leaders know that ultimately the very survival + on them as they see fit. It is not unheard of, however, for the of Mankind is at stake. Every possible resource is mustered in + Space Marines serving in a Warmaster’s force to pursue their the pursuit of victory, with entire planetary populations turned + own objectives, which may or may not converge with his over to supporting the war effort, no matter the cost. Many of + own. Very occasionally, a Command Council will decide not the Imperium’s wars have escalated over the centuries, perhaps + to ratify a Warmaster’s commands and may openly disobey starting out as mere backwater rebellions before developing + them. It takes a very special kind of leader to command the into full-scale wars engulfing entire sectors and involving every + respect of such leaders as serve on the Space Marine Command possible arm of the Imperium’s military. + Councils, and it is the ultimate testament to a Warmaster’s Such total war sees millions-strong armies grinding into one + skills and authority if he can do so. another across crater-strewn wastes littered with the blackened + bones of previous waves of attackers. Entire cities are reduced to + rubble, bitter enemies fight hand-to-hand in the ruins, refusing + S to surrender a single city block. Worlds afflicted by total war + soon become a blackened wasteland bearing no resemblance + “He who would stay his hand, he who would show mercy, he who to their former state. Planets once blessed by verdant forests + would speak of peace; he is a traitor, and nothing in this universe is are reduced to ashes, enemies clashing amidst the skeletal + as low as a traitor.” remains of the trees. Hive cities are transformed into towering + mausoleums, their corridors and domes choked with the dead + –Pator Norak, prior to the Battle of Griffin’s World. and riddled with disease. + After several years of total war, it is possible that the + belligerents have forgotten the initial cause of hostilities. Of + course, most wars fought by the Imperium are viewed as a + matter of racial survival, so no justification is required. Equally, + an army of rebels or secessionists may have seen its more + fanatical members killed off or martyred in the initial battles, + but continue to fight because to surrender would be to face the + inevitable vengeance of the Imperium’s justice. Most alien races + require no reason to make war other than their essential nature; + for such races as the Orks and the Tyranids, war is fundamental + to existence, and requires no rationalisation whatsoever. + + + planeTary assaulTs + Planetary assaults are a common type of warfare in the Imperium. + Often a world will fall before aid can arrive, and the Imperium’s + armies must force a contested landing in order to reclaim it. + Some planetary assaults are undertaken by small, elite formations + such as Space Marines, striking at the very heart of the enemy. + Command bunkers, defence installations, communications + nodes and logistical centres are all targeted, with Space Marines + deploying via drop pods into the midst of their foe. Very few + defenders can withstand such an attack, and it is not uncommon + for the entire chain of command to collapse when the upper + echelons are attacked in this way. + The other type of planetary assault is the massed landing. + Far from the surgical strike of Space Marine insertion, a massed + drop involves thousands of troops deploying by drop ships large + enough to carry entire regiments of infantry or hundreds of + battle tanks. There is no subtlety to such landings. The Imperium + + + 298 + simply lands as much of its forces as possible in one concentrated fall, an in-depth defence can be enacted and counter-attacks +mass, and moves immediately to enact a breakout so that enemy launched from subsequent lines. A common feature of this +reserves cannot be brought to bear on the vulnerable landing style of warfare is the unimaginable cost in lives of taking any +point. Such sledgehammer tactics can overwhelm the most ground at all. Entire regiments attack over a front of a few +stubborn of defences, but often only at unimaginable cost in the hundred metres, thousand laying down their lives in exchange +lives of the attackers. Fortunately for the Imperium, manpower is for taking a position that will almost certainly be retaken +one resource it can afford to squander; planets are not. within hours. War in the 41st Millennium is not subject to + moral laws or strategic logic; it is a matter of faith, and faith is + the one thing for which men will willingly die. +CiTyfiGhTs + + + + + X: The Imperium +Cityfights develop when a city holds some value to both sides in +a war, whether military, logistical or simply symbolic. If only one + suppressiOns +side places any value in the city, the other is likely to use whatever A suppression is a punitive war, launched against a world for +strategic means it has available to deny it to the other, ranging the security of the surrounding region. It may be fought against +from long range bombardment to the unleashing of ordnance insurgent elements on an Imperial world, or against the Imperial +from battleships in orbit high above. When two armies decide Commander himself, who has perhaps withheld tithes, given +to fight one another for possession of a city, the conflict is sure succour to traitors or otherwise refused to adhere to the dictates +to become a bitter and bloody meat grinder, for in the crater- of the Adeptus Terra. A suppression might be launched against +strewn ruins, death awaits at every corner. Mighty battle tanks can an alien civilisation that has threaten the Imperium’s worlds or +smash through the wreckage of once proud buildings, but they in order to forestall an anticipated invasion. +are vulnerable to lone enemies armed with tank-busting melta Such punitive wars are normally intended to be sharp and +weapons. Snipers become the lords of the battlefield, able to strike short, and to bring about a specific set of strategic circumstances. +down enemy leaders, heavy weapons crew and tank commanders Of course, suppressions may fail in their objectives, and escalate +foolish enough to expose themselves to their all-seeing scopes. into full blown wars consuming millions of lives and lasting + many years. +armOureD Warfare +The industrial might of the Imperium’s Forge worlds and + purGes +Hive worlds makes it possible for entire armies to be equipped Although the Adeptus Terra prefer to leave the administration +with the mightiest of armoured war machines. These range of the Imperium’s worlds to the duly appointed Imperial +from agile walkers such as the Sentinel to super-heavy tanks Commanders, there are times when circumstances dictate that +such as the gargantuan Baneblade. When the terrain and elements of that world’s population be removed for the good of +strategic conditions require it, the Imperium is able to field vast the entire region. It may be that insurgent or pirate activity has +formations of armoured vehicles, forming a titanic mailed fist reached such a pitch that the local government cannot contain it +able to smash aside any opposition. Furthermore, there have any longer and the security of an entire sub-sector is threatened. It +been many instances when environmental conditions have might be that mutant or psyker populations have been allowed to +made it impossible for Imperial Guard infantry to operate, and expand unchecked. It may even be the case that a local expression +only the sealed tanks can be fielded. Races such as the Tyranids of the Imperial Cult has been declared heretical, and its adherents +are capable of wreaking such havoc upon a planet’s eco-system must be hunted down and punished. On some worlds, such cults +that this is the only way of fighting them face-to-face. prove to be a cover for the worship of the Ruinous Powers of the + The mightiest of the Imperium’s armoured war machines warp, or are dominated by alien overlords. +are not tanks at all, but the Titans of the Adeptus Titanicus. Purges are brutal affairs, and often trigger a full-scale uprising. +These so-called ‘god machines’ tower over the battlefield, their They have a habit of escalating as that which the Imperium +every stride capable of crushing to a pulp entire platoons of seeks to excise proves to be far more widespread than previously +enemy infantry. Furthermore, a Titan is able to carry weapons thought. Few planetary militias will stand idly by and watch as +normally only seen in planetary defence emplacements or in Imperial Guard units from off-world conduct pogroms against +the turrets of the battleships of the Imperial Navy. their kin and burn their homes to the ground. Unless conducted + with swift, overwhelming efficiency, a purge may soon become a + war of attrition. +TrenCh Warfare Purges are often led by individuals such as Inquisitors, whose +When war grinds to a stalemate and neither side has the ability powers are not subject to Imperial law and who will not flinch +to break the deadlock, the opposing armies will fortify what at doing what is necessary to locate and punish his targets. The +positions they have claimed and resolve to defend them no warriors conducting the purge are likely to be drawn from elite +matter the cost. Entire continents become crossed with trench units such as the Space Marines, who are able to attack swiftly, with +lines thousands of kilometres in length. Mighty bastions are overwhelming force, before the enemy can react. In the aftermath +constructed along the defence lines, each an impenetrable of the purge, there is likely to be a period of severe oppression in +redoubt armed with fearsome arrays of anti-personnel weapons which thousands are put on trial and executed. Although harsh, +able to cut down entire waves of enemy attackers. Furthermore, Humanity can afford no less in the battle for its very survival. +each front features multiple defensive lines, so that should one + + + 299 + Civil War also obliged to provide massive reserves of arms and ammunition + to the regiments raised from his world, and to maintain such + In a galaxy in which Mankind is beset with foes on all quarters, stocks against future emergencies in nearby warzones. + it is a tragedy of epic proportions that worlds should go to war Planetary defence forces go by any number of names and + against one another. Yet such conflicts are common, as Imperial are organised and equipped according to the vagaries of local + Commanders vie for territory and seek to settle old scores. custom. Some appear more ceremonial than functional, wearing + Wars of secession, fought between rival factions each believing gaudy uniforms and ornate armour, yet are recruited from highly + themselves the rightful heirs to the rulership of an Imperial accomplished warrior classes. The warriors of other militias + world, reduce entire planets to wastelands even without the appear more like rag-tag bandits, but are nonetheless hard bitten +X: The Imperium + + + + + actions of hostile invaders or rebellious elements. Trade wars veterans and the match for any Imperial Guard unit. + escalate to open conflicts and the planetary militias are used not When required to provide troops for the Imperial Guard, + to defend against attackers but to capture territory from bitter the Officio Munitorum demands the very best of an Imperial + competitors. It is rare for such conflicts to involve the Imperial Commander’s defence forces. Withholding his elite units has + Guard or other military organisations, for the belligerents proven the downfall of many an Imperial Commander, for often + would not wish to draw the attentions of the Adeptus Terra, he is held accountable for the performance of those troops he + preferring instead to resolve the conflict with their own forces. has provided. If required by ongoing wars to provide more + As far as the Imperium at large is concerned, these ‘bush wars’ regiments, it is quite possible for a world’s militia to be stripped + are insignificant to the larger strategic situation, unless of course of its manpower entirely, making mass conscription a necessity, + they interfere with the rendering of tithes or the raising of new regardless of the effects on the planet’s economy. + Imperial Guard regiments. Should either of these occur, then Upon joining the ranks of the Imperial Guard, the troopers of + the Imperium is likely to launch an attack of its own, forcibly the defence forces may come into contact for the very first time + ousting the warring parties and installing a new Imperial with a whole range of troops they have never seen before. They + Commander more likely to maintain the status quo. may fight beside lumbering Ogryns or stealthy Ratlings, and + may even share a battlefield with the legendary Space Marines. + + CHINE + d + “Every one of us is a soldier in the Emperor’s armies. From the The Imperial Guard represents the elite of the planetary militias, + inductee-cadet learning for the first time how to field-strip his lasgun, called upon to fight across the myriad warzones of the galaxy. + to the most accomplished Chapter Master of the Adeptus Astartes. The basic building block of the Imperial Guard is the regiment, + All of us must fight, or all of us shall die.” a formation that varies enormously in size, character and + method of making war. Most consist of redoubtable infantry, + –Fundaments of Service, Verse I. equipped with lasguns and a vast array of heavy weaponry. + Others are armoured formations, their warriors going to war + Every world in the Imperium must look first to its own defence, in the ubiquitous Leman Russ battle tank. Others still are more + for aid against external aggression or mass uprising can take esoteric or specialised, such as the Elysian Drop Troops, who + months to arrive, by which time the Imperial Commander’s head are unparalleled amongst the Imperial Guard in the use of + is likely to be mounted upon a spike over the burned out ruins airborne insertions and massed combat drops. Some regiments + of his former palace. In order to defend against pirate attack, are drawn from the noble warrior elite of the civilised worlds, + rebellion, alien invasion or any other threat, each world maintains while others are little more than Feral world savages more used + some form of planetary militia. The number and nature of such to wielding a spear than a lasgun. Regardless of their source, + a force varies enormously, dependent upon the type of world. A the Imperial Guard are the bastion of Humanity, its numbers + densely packed Hive world, for example, is able to raise many are, to all intents, limitless, and they bear the brunt of every + millions of troops, and due to its huge industrial base is likely to war the galaxy has thrown against the Imperium. + be able to equip its forces well. A less populated world is able to The number of Imperial Guard committed to a war can + raise far fewer troops, but may be able to make up for the lack of vary enormously. At the lowest end of the scale, an increase + numbers in specialised skills. The Jungle Fighters of the Death in pirate activity in a system might result in a regiment being + world of Catachan are a case in point. Few warriors in the entire despatched to bring it under control, and the companies and + galaxy are able to match them in their native environment, and platoons of that unit being split up and deployed across entire + they are such tough and determined soldiers that their skills are worlds. An Agri world threatened by intermittent raids, for + ever in demand regardless of the nature of the warzone. example, might have a single company assigned to its defence, + In addition to his duty of providing troops, the Imperial intended more as a deterrent than a serious defence. At the + Commander must also render heavy equipment, in the form of opposite extreme, an Imperial Guard force sent to dislodge an + tanks, troops transports, artillery, and the like. Due to the nature alien presence from a strategically vital region might consist + of the Standard Template Construct, these are likely to be of of many hundreds of regiments. Such was the case when the + a standardised type common to most worlds in the Imperium. great hero of the Imperium, Lord Solar Macharius, launched + Sometimes a world may produce equipment of an unusual pattern, his seven year campaign into the Halo Stars of Segmentum + but these rarely join the ranks of the Imperial Guard due to the Pacificus, commanding seven entire army groups in the + difficulties in maintaining them. The Imperial Commander is greatest conquest of recent times. + + + 300 + Having achieved the objective for which it was raised, an The imperial navy +Imperial Guard regiment that survives its first battles is likely +to be significantly under strength. As such, it is merged with The warships of the Imperial Navy bear the most devastating +other depleted units, creating a new composite regiment from weapons in the Imperium’s arsenal, and they can be brought +the survivors of previous actions. Very occasionally, an Imperial to bear across the length and breadth of the Imperium and +Guard regiment is tasked with providing a permanent garrison beyond. No other navy belonging to any other species or +to a world it has conquered, at which point its members will civilisation in the galaxy wields such brutal power. +form the cadre of a new planetary militia, and their descendants The Imperial Navy is charged with many tasks. Its primary +may one day be drafted into the Imperial Guard, starting the mission is to ensure that the scattered worlds of the Imperium + + + + + X: The Imperium +cycle all over again. remain part of the galaxy-spanning empire of Humanity; that + the vital space lanes are kept open and free from attack from + any quarter. Should pirates threaten a particular space lane, even +t the smallest of the Imperial Navy’s squadrons are generally +The Storm Troopers are a specialised formation that represents sufficient to deter further piracy, and if the problem persists, the +the most dedicated, well-trained and superbly equipped Navy will hunt the pirates down, locating their hidden bases +regiment in the entire Imperial Guard. Each Storm Trooper and destroying them utterly. Should a more concerted enemy +is (in most cases) the orphan of an Imperial servant, raised in threaten a region, the Imperial Navy are likely to be the first +a Schola Progenium and schooled in the doctrine of selfless line of defence, and many an invasion has been halted in its +service to the Imperium. Those who have shown a propensity tracks before even making planetfall by way of mighty battles +for war from an early age undertake a punishing training fought in the outer regions of a threatened star system. +regime, which turns them into the elite of the Imperial Guard Another task performed by the Imperial Navy is that of +and second in skill and dedication only to the Battle-Brothers transporting the land forces of the other military arms across +of the Adeptus Astartes and the Battle-Sisters of the Adepta space. By ancient decree, the Imperial Guard may not maintain +Sororitas. Storm Troopers are equipped with the very finest or operate its own interstellar spacecraft, forcing it to rely +weapons and armour the Officio Munitorum can provide, and upon the navy for transport from one planet to the next. Entire +they often go to war in Valkyrie airborne carriers, leaping regiments can be transported in the cavernous holds of the +into battle as they descend upon grav-chutes. Imperial Navy’s troop transports, and deployed via drop ship + The Storm Troopers are never fielded as a whole regiment, to the surface of any planet. +but are instead fielded as individual companies in warzones A further role that the Imperial Navy performs is that of +where they are most needed. Unlike the Space Marines, they supporting wars prosecuted upon a world’s surface. Many +are fully integrated into an army’s chain of command, and Imperial Guard regiments have gunnery officers and observers +can therefore be relied upon to spearhead Imperial Guard attached to them from the bridge crews of orbiting Imperial +assaults, infiltrate enemy territory or provide a highly effective Navy warships, the smallest of which carries as much firepower +rapid reaction force to exploit breakthroughs or counter as an entire Imperial Guard regiment. These officers call down +enemy attacks. heavy orbital barrages with unerring precision, supporting + It is often said that members of the regular Imperial Guard Imperial Guard advances and bringing the Emperor’s wrath +regiments are resentful of the attentions afforded to the elite of to the enemy, no matter where in the vast galaxy he seeks to +the Storm Troopers. This is hardly surprising, for an Imperial hide. +Guardsmen might serve his entire career (which equates to +the remainder of his entire lifetime) manning the same squalid +dugout, while the Storm Troopers rarely stay in one theatre + The sisTers Of baTTle +of war for long. It rarely pays to voice such bitterness openly The Battle-Sisters of the Adepta Sororitas are the militant +however, for many of the Storm Troopers who survive their arm of the Ecclesiarchy. Though relatively few in number +term of service go on to become Commissars, tasked with compared to the infinite ranks of the Imperial Guard, this +keeping discipline amongst the ranks of the Imperial Guard. all-female warrior order is zealous in faith and equipped with + the finest equipment the Adeptus Ministorum can obtain. + The Sisters of Battle are tasked with carrying out Wars of + Faith against those their masters declaim as heretics, and of + guarding the many sacred sights and pilgrim routes against + those who would attack the faithful. They often take part in + the Imperium’s crusades, for the Adeptus Ministorum desires + its place in the glories of war, and ever seeks to ensure its + position after the victories are won. + The Sisters of Battle are often called upon to serve + alongside the Witch Hunters of the Inquisition’s Ordo + Hereticus. So fervent and unshakeable are the Battle-Sisters + in their faith that they can endure heresies of the very worst + order and, with bolter, flamer and melta, scour the worlds of + the Imperium of the traitor, the mutant and the witch. + + + 301 + The aDepTus meChaniCus The spaCe marines + The Tech-Priests of Mars maintain their own military forces, The Space Marines are organised into Chapters, each of which + which are often called upon to fight alongside the other arms is a completely autonomous organisation with its own chain of + of the Imperium’s war machine. command, star ships, objectives and logistical support system. + By far the greatest are the Titans of the Adeptus Titanicus. Space Marines are the very finest warriors the Imperium can + Titans are immense fighting machines, towering monstrosities field, and the presence of only a small number of Battle- + several hundred feet tall. They instil terror by their mere Brothers can turn the tide in a war that may have raged for + presence and little can equal their bristling arsenals of decades. The degree to which the Space Marines integrate into +X: The Imperium + + + + + weaponry. Few enemies, apart from other Titans, can stand the armies of the Imperium depends very much on the Chapter + against them. Created during the founding of the Imperium, in question, but they never form a permanent component of the + the Titan Legions have crushed the Emperor’s foes in orders of battle. Instead, the Lords Militant must negotiate the + countless battles and wars. Protected by banks of void shield Space Marines’ aid, drawing on ancient debts of honour and + generators, Titans can soak up damage that would smash apart invoking the great victories of the past. While some Chapters + tank companies and infantry regiments. They march into the are all too willing to engage in the Imperium’s crusades and + thick of battle with their mighty guns blazing, gouging huge wars, others will only do so in line with their own agendas, + holes in the enemy’s line with a fusillade of rockets, shells which they rarely, if ever, make known to anyone outside of + and plasma, paying little heed to the troops advancing in the Chapter. + their wake. The Titan Legions are maintained by the might Although the greatest weapon at a Space Marine Chapter’s + of the Adeptus Mechanicus and are sent into battle only disposal is its Battle-Brothers, each is able to field a staggering + with the blessing of Mars itself. Each Legion is based on a array of devastating weaponry, vehicles and space ships. + Forge world, and the Forge worlds are spread throughout the Many Chapters have the means to construct such machinery + Imperium so that at any given time at least one Titan Legion themselves, while others hold solemn pacts with specific Forge + can respond to a call to arms. The Legions are an immensely worlds, whom they are supplied by in return for aid in time of + powerful force in their own right, and the presence of Titans crisis. The huge range of equipment available to a Space Marine + has decided the outcome of many campaigns during the long Chapter, combined with the fact that the equipment itself is of + history of the Imperium. a far greater quality than that issued to many Imperial Guard + Alongside the Titan Legions, the Adeptus Mechanicus units, means that a Chapter can undertake missions that belie + also commands the might of the Centurio Ordinatus. This the comparatively small number of its warriors. + organisation controls immense war engines, which are + specialised to fulfil very particular roles. Some, like Ordinatus + Armageddon, mount a single huge cannon capable of blasting + The Grey KniGhTs + apart enemy war engines and fortifications. Others carry rack A secretive Space Marine Chapter whose very existence is + upon rack of huge missiles designed to spread wholesale unknown even amongst the upper echelons of the Imperium’s + devastation. Some even mount experimental weapons such military, the Grey Knights were created for one purpose: to fight + as the Sonic cannon put to use by Ordinatus Mars, which the Daemon. While most mortal warriors are reduced to gibbering + shatters enemy attacks and leaves the foe vulnerable to a wrecks at the mere sight of a fiend of the warp on the battlefields + counter-attack by the Imperium’s forces. These Ordinatus of the material universe, the Grey Knights are amongst the very + are deployed sparingly, and many of them date back to the few able not only to stand before them, but to cast the Daemons + Great Crusade and have been meticulously maintained for back to the warp from whence they came. Every Grey Knight is + millennia. They are seen as living icons of the Machine-God a psyker, his very mind a keen-edged weapon in the fight against + and the Cult Mechanicus reveres them as such. the creatures of the warp. Each is a potent warrior, the master of + The bulk of the Machine Cult’s armed forces are forge guards the daemon-bane swords and glaives he wields in battle. Each + known as Skitarii: human soldiers with bionic augmentations is incorruptibly pure of heart, and it is said that in a universe in + for communication, weapons links and sensory feeds. With which even the most beloved son of the Emperor himself turned + the manufacturing power of the Adeptus Mechanicus behind against all he loved, no single Grey Knight has ever foresworn his + them, the Skitarii are amongst the best equipped soldiers in vows and turned to serve those powers he was created to fight. + the Imperium. Although most Forge worlds maintain whole The Grey Knights undertake desperate missions against the + regiments of Skitarii, their dominant role is to bolster the forces of Chaos, and while they are based in a secret Fortress- + already considerable power of the gigantic war machines of Monastery on the moon of Titan, they are equipped with the + the Titan Legions and crew the Centurio Ordinatus. fastest warships, which allow them to respond to any threat, + anywhere in the Imperium. The Grey Knights often serve at the + behest of the Daemon-hunting Ordo Malleus of the Inquisition, + forming the first, and often last, line of defence against threats + uncovered by the Daemonhunters. Although unhallowed, without + the deeds of the Grey Knights, the Imperium might long since + have been submerged beneath an unstoppable tide of howling + daemonic madness, its worlds haunted by fiends and its people + the playthings of the vile servants of the Ruinous Powers. + + + 302 + The Origins Of +The DeaThwaTch + • +OrganisaTiOn Of +The DeaThwaTch + • + t + + • + DeaThwaTch + MissiOns + Chapter alien, to hate it with such zeal that should he ever face such an + abomination he will not sink to his knees in terror, but stand + tall and strike it down, his arm strengthened by his unshakable + + + XI: The + faith in the Emperor. Such is only possible thanks to the lessons + preached by the Adeptus Ministorum, who instil such hatred in + their congregations that even the most terrifying of alien beasts + holds no fear. + + Deathwatch +XI: The Deathwatch + + + + + Yet, while faith allows a man to stand firm in the face of + unholy abomination, it cannot make his body impervious to the + alien’s blow, nor to the attentions of whatever vile and deadly + “How many have given their lives in service to Humanity, their microbial life it may host. Against many alien foes, the only + names never to be recorded, their deeds never to be celebrated? The forces capable of fighting are the Space Marines of the Adeptus + Deathwatch seek not laurels; it is sufficient that the Emperor knows Astartes, for their hearts are hardened against fear, their bodies + our names and our deeds.” are proof against almost any attack, and their weapons and + armour are superior to almost anything they might face. For ten + –Deathwatch Brother Sergeant Ghalis (three days before his thousand years, the Space Marines have stood against the very + death at the claws of an Uberlord of the Nebulax Diaspora). worst the galaxy can throw against Mankind, defeating wave + after wave of alien invaders and taking the battle to whatever + + + T + he Imperial Cult preaches that Mankind is the pinnacle vile crucibles of blasphemy gave birth to them. + of creation, that it is his manifest destiny to cleanse the Yet, there exist some alien threats against which even the + stars of the stain of all other forms of intelligent life and Space Marines are hard pressed to prevail. Some aliens are + to claim what is rightfully his. Man’s form is cast after that of so utterly evil, their very nature so disgusting, their methods + the Emperor, who is the perfect human being and the supreme so malevolent, their intentions so wicked that a unique, + life form. This doctrine is not the product of petty intolerance; dedicated force is required to combat them. That force is the + it is a matter of racial survival, for almost every intelligent life Deathwatch. + form that Humanity has encountered in the limitless void has The Deathwatch is a Space Marine Chapter, but one quite + proven hostile, pernicious, duplicitous or simply so evil that it different from every other Chapter known to exist. There are + cannot be allowed to continue existing. many things that set the Deathwatch apart from their fellow + The Imperium of Man lays claim to two thirds of the entire Battle-Brothers, the first of which is the fact that the Chapter’s + galaxy, a volume of space encompassing billions of star systems brethren are not permanent members, but seconded from + and untold numbers of planets. Evidence of hundreds, even other Chapters for a specific mission or a set period of time. + thousands of stellar empires long since reduced to dust is found Not all Chapters dispatch their Battle-Brothers to serve in + across the entire galaxy. Only one in several hundred thousand the Deathwatch, but for those who do, the service does great + of the galaxy’s star systems is host to a human population. While honour to both the individual Brother and to the Chapter as + the majority of the remainder are worthless or uninhabitable, a whole. The origins of this practice are lost to history, but + alien races claim a great many more. Ever since Mankind first certainly many Chapters have undertaken terrible oaths to + set foot amongst the stars, these races have denied his right to provide their most experienced alien-fighters whenever called + do so, and Humanity has been at war with almost every other upon to do so. Such an honour is afforded to a Space Marine + intelligent life form in the galaxy. that has served in the Deathwatch that many continue to bear + This ongoing war is made all the more bitter by the very the Chapter’s distinctive heraldic shoulder plate even once they + nature of the Imperium. The Emperor’s Domains are not a have returned to their parent Chapter. + discrete volume of space with definable, defensible borders, The second point that marks the Chapter out as unusual + within which Mankind rules absolute. Rather, each world is is the fact that the Deathwatch is almost exclusively engaged + but one of many hundreds, even thousands in a sector, only a with the fight against the alien. That is not to say the Chapter + few dozen of which may be occupied by humans. Many of the avoids confrontation with other foes, but the vast majority of its + other worlds in the region may not even have been explored, missions are against the many and varied xenos races that threaten + and any number could be home to the vilest of alien races. Mankind. The warriors that join the ranks of the Deathwatch + This situation is as true on the galactic scale as it is on the are always those with the most experience of fighting against + regional level. The million or so worlds of the Imperium are as alien warriors. They have faced every kind of alien threat, and + tiny islands scattered across a sea that seethes with predators. prevailed. They have faced the impure blasphemies of the + Entire alien civilisations might exist within light years of major noisome Reek and emerged untainted. They have entered the + Imperial worlds, and few in the Imperium dare ponder overlong dark nightmare of the Hrud warrens, and scoured those vile + what might exist beyond the Eastern Fringe, within the roiling places clean. They have resisted the domination of the mind + Galactic Core, or amongst the silent and cold Halo Stars. eating Khrave, rewarding those inexplicable life forms with + Little wonder then that Mankind is engaged in a continuous death. In short, they have entered the darkest places in the + struggle for its own survival. Even were it not for the constant galaxy, faced what terrors lurk there, and emerged victorious. + internecine wars and the predators of the warp, Humanity The warriors of the Deathwatch are amongst the most potent + would be hard pressed to prevail against the other races of defenders of Humanity, without whom a thousand xenos races + the galaxy. The average Man is taught from birth to abhor the might have overwhelmed Mankind centuries ago. + + + 304 + Lastly, and perhaps most significant of all of the differences ranks of the Ordo Xenos, all of whom shared the belief that +between the Deathwatch and its brother Chapters is the fact one day, there would come a time when Humanity would be +that its mission is, broadly, directed not by the dictates of a consumed by slavering xenos beasts, or enslaved to creatures +single Chapter Master responsible only for his own brethren, of unutterably alien origins. They foresaw an age when every +but by the alien hunting Inquisitors of the Ordo Xenos. This alien life form in the galaxy, and others from beyond it, might +arm of the Inquisition concerns itself primarily with the rise up and the Age of the Imperium would come to an end. +detection, study, containment and eradication of alien threats, They had no inkling when such a terrible age might come, + + + + + XI: The Deathwatch +and the Deathwatch is sometimes referred to as its ‘Chamber but they knew with dreadful certainty that it surely would, +Militant’. While an individual Inquisitor is no match for an and they determined that no effort should be spared to avert +entire horde of slavering alien monstrosities, the Deathwatch such an end. +were created with the specific purpose of defeating such a foe, The conclave sat for many years, and bitter debate raged +and the two organisations work together very closely in the back and forth between Inquisitor Lords of many different +ceaseless war against the vile xenos. positions. Some believed that every trace of alien life should be + purged from the galaxy, while a few advocated the formation + of alliances with those races that could be tolerated. Some +The Origins Of spoke of ancient, god-like beings that have slumbered since +The DeaThwaTch before the creation of Mankind awakening to enslave the + galaxy, while others foresaw that death would come at the +The Deathwatch operates under conditions of great secrecy; hands of invasion from other galaxies entirely. While many +its existence is not widely known nor are its victories widely Inquisitor Lords declared the conclave itself an admission of +celebrated. The Chapter’s origins are even more shrouded in defeat for even countenancing that Mankind might not prevail +secrecy, for they are born of a solemn pact made between the against these threats, wiser counsel prevailed, and a strategy +Inquisition and the Adeptus Astartes. was eventually formulated. The conclave would request an + Centuries ago, a conclave of Inquisitor Lords—the audience with the assembled Chapter Masters of the Adeptus +Apocryphon Conclave of Orphite IV—convened with the Astartes, and ask of them a solemn undertaking. +sole purpose of formulating an Imperium-wide strategy to How many Chapter Masters assembled to hear the +combat the many xenos threats that assailed Mankind. The words of the conclave is not known, for such an event has +members of this conclave were, in the main, drawn from the only occurred a handful of times in the long history of the + Imperium. Nor were the words of the Inquisitors recorded + for posterity. Certainly, enough Chapter Masters must have + answered the call, for a quorum of sorts was convened. The + conclave presented its prophecy to the Chapter Masters, + evoking the galaxy-wide threat of the ravening xenos. The + Chapter Masters, every one a veteran of a thousand campaigns + against the terrors of the void, listened to the Inquisitors’ + words, and withdrew to consider the matter. + The results of the Chapter Masters’ deliberations were + delivered to the conclave at sunrise the next day. Each of the + Masters and Inquisitors undertook a solemn oath together. + They would form a new Chapter, consisting of veteran Space + Marines highly experienced in combating the xenos. This + Chapter was dubbed the ‘Deathwatch’, for it would stand + guard against the doom foretold by the conclave. Thus, to + this day, this joint oath still stands. The Battle-Brothers of + the Deathwatch take the war against the alien to the very + darkest reaches of the void, bringing to bear such force + as no individual Inquisitor could hope to muster. In this + mission, the Ordo Xenos and the Deathwatch are equals, + the Inquisitors rooting out the foes for the Deathwatch to + eradicate. While neither party is subject to the command of + the other, both work in concert towards their common goal, + according to those oaths made centuries ago. The two work + closely together, ever watchful for that fateful day when the + prophecies of the conclave are realised. + + + + + 305 + OrganisaTiOn Of The waTch cOMManDers + DeaThwaTch The Watch Commanders of the Deathwatch are amongst the + most experienced Space Marine xenos-fighters in the entire + The Deathwatch has at its disposal all of the resources of galaxy. Prior to their secondment to the Deathwatch, a Watch + any other Chapter, and more, yet it is organised along Commander is likely to have progressed to the rank of Captain, + entirely different lines more suited to its unique mission. and some have even served as Chapter Masters. The role of +XI: The Deathwatch + + + + + The key tactical unit into which Deathwatch Space Marines Watch Commander, like any other position in the Deathwatch + are organised is the ‘Kill-team’. This small, highly flexible is, in theory, only a temporary one. However, most of these who + unit represents a band of warriors utterly dedicated to their take up the position do so in the knowledge that they may never + mission and to one another. The Kill-team may consist of as return to their Chapter again, such a vital and heavy burden is the + few as three Battle-Brothers or as many as a dozen, and their rank. As such, the duty is a lonely one, for the Watch Commander + missions are assigned to them by a Watch Captain. A number sees countless Battle-Brothers serve under him before they return + of Kill-teams are brought together under the command of a to their Chapter, and he knows that he will, in all likelihood never + Watch Commander, who is responsible for coordinating the do so. + missions of all of the Kill-teams under his command. The process by which an individual is elevated to the rank + of Watch Commander varies from case to case, but most have + served in the capacity of Watch Captain. The promotion may + waTch capTains come about by default, as the previous incumbent is killed in + Watch Captains are Battle-Brothers that have served in the ranks the line of duty and the most senior Watch Captain under his + of the Kill-teams with great distinction, and have undertaken command simply takes over. Sometimes the process is driven by + multiple tours of duty with the Deathwatch. It is not uncommon the Watch Captains electing one of their number to take overall + for especially skilled Battle-Brothers to be called to serve many command, while on other occasions an Inquisitor of the Ordo + times, and at some point, such veteran alien-hunters are likely Xenos may make the appointment, which must be ratified by + to be afforded the honour of assuming the rank of Watch the Watch Captains and other Watch Commanders. In a handful + Captain. In accepting this role, the individual knows that he of cases, a Watch Commander has actually joined the ranks of + will not return to his Chapter for many years, for the time for the Inquisition, appointing his replacement before he leaves the + which he serves as Watch Captain is generally counted as a Watch Fortress. + single ‘mission’ in itself. Watch Commanders hold a position of great authority and + The role of the Watch Captain is to oversee one or more Kill- responsibility, for they have access to records and archives otherwise + teams. He is responsible for every aspect of their recruitment, + training, equipping and deployment. It is also the Watch + Captain’s duty to record the Battle-Brothers’ deeds in battle, + and to ensure that, if possible, the remains of the fallen are + returned to their parent Chapters with all due honour. + It is relatively unusual for a Watch Captain to accompany his + warriors on a mission, but he occasionally does so if especially + dangerous foes are being faced and his personal intervention + might turn the battle. In many cases, the Watch Captain oversees + a mission from nearby, often in a Thunderhawk gunship + especially equipped to serve as a combination of command + centre, emergency surgery, arsenal and quarantine facility for + captured foes. From his gunship, the Watch Captain is able to + monitor the progress of the mission, seeing exactly what each + Battle-Brother sees by way of the multi-band sensors built into + their power armour. He can also monitor the physiological + condition of his warriors, ensuring that no alien biological + contaminants are transmitted onwards on their return. + When the Watch Captains do take to the battlefield, their + presence can turn the tide of combat. A Watch Captain is both + a leader, with experience in commanding troops and inspiring + deeds of great heroism, and a fearsome warrior in his own right. + He has seen every horror the galaxy has to offer, and stood + firm against them all. He can remain unshaken even in the face + of a gargantuan alien terror capable of wiping out an entire + army, and discern immediately its most vulnerable weakness. + The Watch Captains of the Deathwatch are amongst the most + heroic of the Imperium’s servants, even if their names and their + deeds are never known to any but their Battle-Brothers. + + + 306 + only available to the Inquisition. They have full knowledge of At the heart of each fortress is to be found a sealed vault, +the terrible threats they guard against, knowledge that in most containing the most sensitive and valuable of assets. It is said +cases is only ever imparted to those whom the highest echelons that some of these vaults are encased within stasis fields; +of the Inquisition hold in great trust. They have the ear of the that time stands still within and even the most ancient and +Inquisition and the Adeptus Astartes both, and on their authority crumbling parchments can be preserved. Other vaults are said +entire sectors may burn. They, and they alone, hold the access to be encased within quantum-displacement fields, so that they +codes to the sealed vaults at the heart of each Watch Fortress, and are not actually located in the Watch Fortress at all, but exist out + + + + + XI: The Deathwatch +they hold the power of Exterminatus itself in their hands. of phase with it so that even should the fortress be destroyed + the contents at its heart will survive. Exactly what is kept + within these vaults depends upon the mission of the fortress +waTch fOrTresses and the threats it guards against. Some contain vast libraries +A Watch Commander and all of the Kill-teams under his of forbidden texts, knowledge so terrible they may only be +command are based in a Watch Fortress. Such places can take a consulted when the very fate of Humanity itself hangs in the +great many forms; some are mighty deep space stations, while balance. Alien artefacts of unknown or devastating potency +others are imposing, fortified keeps on a planet’s surface. Some might also be sealed within the vault, affording the savants of +are impenetrable installations many miles below ground, while the Ordo Xenos the opportunity to study them whilst they are +others still are hollowed out asteroids bristling with weaponry kept out of the hands of those who would use them for the +and protected from prying eyes by arcane cloaking systems. detriment of Mankind. Some Watch Fortresses even maintain + Within each Watch Fortress the Kill-teams train and prepare a stock of the most exotic of weapons, which are kept safe in +for coming missions. Each fortress combines the functions of the vault and only brought forth in the most dire of situations. +command centre, keep, archive, garrison and more. The Watch Here are found the warheads of the cyclonic torpedoes used to +Commander often coordinates the monitoring of a hundred enact Exterminatus upon a world. Some weapons are unique +different threats; or his attentions might be focused exclusively and so potentially devastating they may never be disturbed, the +on one single, overriding concern towards which all of his singular relics of the Dark Age of Technology. This includes +efforts are turned. The commander is assisted in his duties by a such artefacts as the anti-baryon detonator held in a Watch +cadre of specialists, some of whom are Space Marines, such as Fortress at the heart of the Ghoul Stars, and the super-massive +Techmarines, Apothecaries and the likes, while many more are ‘starbane’ vortex cascade generator secreted within the eon- +the equivalent of Chapter Serfs. Some are specialists seconded locked Ormand Repository near the Ring of Fire. +from the staff of one or more Inquisitors, while the greatest Aside from these sealed stocks of weaponry, each fortress +number are mono-task Servitors. contains vast stores of more conventional arms and ammunition. + Amongst the most important members of the staff are the Sufficient stores to last for centuries without re-supply are held +Astropaths, several of whom are always present in any Watch in the Watch Fortresses, as well as all of the heavy equipment +Fortress. At all times, at least one Astropath is locked in an normally utilised by the Space Marines such as artillery and +armoured saviour-chamber (sometimes referred to as the ‘ebon vehicles. Many of the weapons are venerated relics, crafted by +coffin’) with its own life-support system, which is isolated from long-dead master-artisans whose names have become legendary +that of the fortress. In the event of the facility being overrun, amongst the Space Marines. +it is intended that this Astropath will survive long enough to The larger of the Watch Fortresses are home to all manner +transmit a message to the nearest Inquisitorial bastion or Space of training facilities. In vast domes, unique environments can be +Marine home world. Getting such a message out is far more recreated in which the Battle-Brothers can perfect their battle +important than the Astropath’s survival of course, and many drill and rehearse their missions. Some of these domes have +have committed suicide rather than fall into enemy hands, once been stocked with life forms, such as Death world flora and +reasonably certain their message has been received. That being fauna, in order to create the most realistic training conditions +said, one Astropath in the service of the Inquisition is known possible. It has even been known for captured aliens to be set +to have survived for six months within his saviour-chamber, loose in the training domes, to be hunted down by the Kill- +while hideous Drugh slithered around the fortress and rasped teams in deadly mission simulation exercises. +ineffectually at the chamber’s armoured hatch. By the time the Although no resource is spared the Kill-teams, it is usual +fortress was retaken, the poor soul was quite insane, and put that each Battle-Brother lives an austere existence in the Watch +out of his misery soon after. Fortress. It is common for each to maintain a personal shrine, + The number of Kill-teams stationed in any given Watch at which he undertakes the devotions and rites particular to his +Fortress varies enormously. Some are home to only a handful own Chapter. A Battle-Brother seconded from the Ultramarines +of Battle-Brothers, while others host several dozen Kill-teams. Chapter, for example, might maintain a simple chapel dedicated +Despite the small number of warriors stationed on even the to the Primarch Roboute Guilliman, while one drawn from the +largest Watch Fortress, it would be suicide for an enemy Mortifactors Chapter might keep vigil before the flensed skulls +to attempt an attack on one, even if its location could be of a hundred slain enemies. When not engaged upon a mission +determined. Each bristles with weaponry, much of it controlled or a training exercise, and not meditating at his own chapel, the +by hard-wired Servitors or fired remotely by the Watch Space Marine may rest in a cell which is seldom more than a +Commander’s staff. Some are even said to be protected by bare, stone-walled chamber. Space Marines require little sleep +great cannons and banks of missiles controlled by autonomous however, and most of the their time is spent either in battle, or +machine spirits. preparing for it. + + + 307 + In addition to the Watch Commander, Watch Captains, and more than a single Kill-team and the Battle-Brothers are rarely + the Kill-teams, a great many, though not all, Watch Fortresses stationed on one for any great length of time; the resources + are host to an Inquisitor of the Ordo Xenos. It is the role of of the Deathwatch too scarce for every such station to be + this individual to communicate the strategies of the Inquisition permanently staffed. Instead, Watch Stations may be used as + and to coordinate them with the missions of the Deathwatch. a staging point should a threat become apparent, and to this + The Inquisitor is more of an ambassador than an overseer, and end they are always stocked with vast reserves of ammunition, + has no direct control over the Watch Commander or his forces. arms and equipment. +XI: The Deathwatch + + + + + Rather, he provides a link between the two organisations, While they are not always manned by Battle-Brothers, many + ensuring that the ancient pact between the two bodies remains Watch Stations are home to a skeleton crew of sensor-techs + in place, for the defence of all of Mankind. and watch-serfs. These live out their entire lives performing + their duty, ever watchful for the threat of the alien and ready + to call upon their masters should such an event occur. Many of + waTch sTaTiOns these serfs have lived and died and never met a Battle-Brother, + While Watch Fortresses are relatively scarce, there are far more yet all are indoctrinated and conditioned into their duty, and + of the smaller facilities known as Watch Stations. These are their watch never tires. + often no larger than a small escort ship, and some are little A great many Watch Stations are not crewed by men at + more than a rockrete bunker situated upon a lonely mountain all, but are controlled by machine spirits. It is only by the + top. Watch Stations are located so as to provide watch against a blessings of the very highest acolytes of the Machine God that + specific threat, or to guard a particular location. They may have this is possible, for such devices that can be entrusted are rare + been placed centuries ago, perhaps on the word of a mystic’s indeed. Orbiting many a Dead world might be found, by one + prophecy or an especially auspicious reading of the Emperor’s who knows to look, a silent mechanical picket, its glass eyes + Tarot, or it may be that a great enemy was defeated at that scrutinising the surface far below, its transmitters trained upon + location and its possible return is being guarded against. distant relay stations. + As with the Watch Fortresses, Watch Stations can take The primary task of any Watch Station is to gather + many forms. A great many are silent sentinels in orbit around information and to pass this back to the Watch Fortress. + a world, while others are lonely towers standing guard over a The nature of the information may be detailed activity logs + long dead battlefield. Watch Stations provide facilities for little compiled by watch-serfs, or at the other extreme, it may be the + + + + + Quarantined Worlds + There are some worlds in the galaxy that are known to harbour life forms + so dangerous or vile that the Imperium has imposed a quarantine upon them, + that none may set foot upon the surface. Many of these are classified as + Death Worlds, planets that teem with life forms so predatory that even + the most seasoned and well-equipped explorer is likely to be slain within + minutes of disembarking his lander. Other quarantined worlds might + harbour the remains of long extinct alien civilisations, and be host to + thousands of sealed tombs within which lay relics too dangerous to be + allowed to fall into the wrong hands. Some worlds harbour microscopic + life so deadly that to simply breathe the air would cause one to die + horribly within minutes. + + Many of these worlds are guarded by lonely Watch Stations, but there + are simply too many of them across the galaxy for all of them to be + watched over in this way. Around these are placed beacons, warning + any approaching spacecraft that to trespass further is to invite the + retribution of the Inquisition. Those foolish enough to ignore these + warnings rarely survive whatever it is the beacons are warning against, + but their identities are logged nonetheless, so that the Inquisition might + hunt down any survivors and punish them for their crime. Many are the + bands of outcasts, rebels and pirates that have somehow survived the + perils of a Death World, only to be hunted down and slain by a Deathwatch + Kill-team. + + + + + 308 + constant chatter of raw machine language beamed in a never- Aside from the obvious skill the warrior has displayed, +ending transmission across the void. The most important perhaps more important is his purity of heart and his soundness +Watch Stations are attended by an Astropath, but others rely of mind. To face the xenos is to bear witness to the most vile, +instead on regular visits for their reports to be collected. In depraved horrors that creation can produce, as if the universe +many cases, it is not a sudden and disturbing report of alien had mutated and life itself turned against Mankind. Space +activity that draws the attention of the Deathwatch, but the Marines, above all others, are created to defend the Imperium +absence of any report at all. Standard doctrine dictates that from against the most severe of threats, and recognise the + + + + + XI: The Deathwatch +any unexpected silence must be investigated immediately, and dangers aliens pose to Humanity. There are some intelligent +a Kill-team dispatched to forestall possible alien attack. races that are so utterly different in form and nature that just + to consider them is challenging, and to look upon them is + mind shattering. In fact, some are so utterly alien that only an +t experienced xenos fighter would recognise them at all, for they +Those Chapters which undertook the great oath that created may appear as pools of slime, a cloud of darting motes or a +the Deathwatch provide their most experienced xenos-fighters noxious mist creeping along the ground. +to serve in the Kill-teams, as do many other Chapters whose Many aliens make war upon Humanity in ways quite +masters were not present to take the original oath, but who unimaginable to the common man. In fact, many are not making +have since undertaken it. There are some particular Chapters war at all, from their own perspective at least, but are instead +(the Crimson Fists and Mantis Warriors amongst them) who hunting prey, harvesting sustenance or subjugating recalcitrant +make it a point of pride to send many of their Space Marines slaves. A Space Marine inducted into the Deathwatch must be +to serve with the Deathwatch. Most Battle-Brothers are able to face all of these truths, and stand firm, his sanity intact. +veterans of a hundred alien wars before being inducted into the Another theatre of war that the Space Marines are uniquely +Deathwatch, but selection is not made upon length of service equipped to fight in is that of the microscopic. Every alien +alone. In theory, even a Scout that shows exceptional skill at race is the product of a unique biological inheritance, having +arms against the xenos may be selected to serve, although evolved, in most cases, in an eco-system of limitless variety. +such an event is extremely rare. In the main, it is those Battle- Even non-violent contact with an alien might result in +Brothers who have faced a broad range of alien threats and microbial contamination that would cause a normal man to +not only survived, but prevailed, learning and passing on new sicken and die within hours. Space Marines are sealed within +methods of defeating such foes. These warriors have faced nigh-impenetrable armour and blessed with the very toughest +hordes of Tyranid creatures so vast they spill over the horizon, of bio-engineered immune systems, and most importantly, well +and never once given an inch of ground. They have stood face- versed in the proper first contact doctrine (point one of which +to-face with such gargantuan beasts as Tyranid Carnifexes and is to shoot first). +walked away the victor. They are masters at hunting down such The process by which a Battle-Brother is selected for +dread beasts as the Ambull and the Clawed Fiend, and know service in the Deathwatch varies, but the most common is +every deceitful ploy the Eldar are likely to utilise. by recommendation of the Chapter’s Captains, Apothecaries + + + + + H E PURE + THE PUREST OF T + ies + an ce is en tir ely fre e of taint. While most impurit + inherit othecaries, + that a Chapter’s genetic amongst a Chapter’s Ap + It is a rare thing indeed tte r for gr ea t co nc ern + uence, others are a ma s are afflicted by + are of little or no conseq o of th e Im pe riu m’ s most celebrated Chapter irst, + their effects constantly gu + arded against. Tw + ac e W olv es. Th e for me r suffer from the Red Th + Sp + e Blood Angels and the ions of the death of his + Primarch that + such an inheritance – th su ch ov erp ow eri ng vis ffer + which condemns a Battl + e-Brother to suffer + nk s of th e D ea th Co mp any. The latter may su + e ra + dman, and must enter th d fangs. If there is any + possibility + he becomes a frothing ma gin g be as t of mu scl e an e + ulfen, and become a ra dispatched to serve in th + from the Curse of the W y succu mb to it, he wi ll no t be + nister + sceptible to such a fate ma ainst his curse, and admi + that a Battle-Brother su n Ch ap ter ca n gu ar d ag + e Apothecaries of his ow + Deathwatch, for only th it. + ould he fall prey to + to him the final rites sh + + + + 309 + and Chaplains. Each of these is uniquely placed in their field perhaps is planning a mission that requires additional warriors, + to pass judgement on the matter, and it is usual that all three or indeed intends to establish a new Watch Fortress. In such + must agree before taking the matter to their Chapter Master. cases, the Battle-Brother may be sent for straight away, and + The Battle-Brother’s Captain has witnessed him in battle, and called upon to serve in a Kill-team. + knows well his capabilities. The Apothecary is able to account Another method by which a warrior might come to serve is + for his bodily health and fitness, crucial to the warrior’s ability for the Deathwatch to make a general request of other Chapters + to fight the alien on every possible level. It is the Chaplain’s task in the region. The Watch Commander might visit each of these +XI: The Deathwatch + + + + + to monitor and foster his charge’s spiritual well being, which Chapters and make his plea to the Chapter Masters in question, + again is crucial to his ability to serve. Only after these three, or if circumstances do not permit such a nicety, he may transmit + and possibly others, have debated and considered the matter astropathic communiqués encrypted with the very highest of + deeply will they approach the Chapter Master and recommend cipher-seals, or dispatch trusted Brothers of the same Chapter + the Brother for service in the Deathwatch. The decision as to if at all possible, to make the request on his behalf. + whether to advance the Brother further falls entirely to the In some cases, the request for service might come not from + Master of the Chapter, and he may call the warrior before him the Deathwatch, but from the Inquisition. Such would be the + to speak for himself so that the Master might reach a proper case when an Inquisitor of the Ordo Xenos had cause to take to + opinion. The Chapter Master’s responsibility in this matter the field of battle alongside Battle-Brothers of a Space Marine + is grave indeed, for the oath of service to the Deathwatch Chapter, and was especially impressed with the fighting abilities + is solemn and terrible, and in it is vested the last, best hope of one or more individuals. Although the agents of the Inquisition + for Mankind against the dire prophesies of alien apocalypse. have the authority to order almost any of the Imperium’s fighting + To present a Battle-Brother not equal to the task would do forces to serve in their cause, they do not have such overt power + great dishonour to the Chapter in question, and could have over the Adeptus Astartes. Instead, an Inquisitor may request of + ramifications for entire worlds. Should a battle be lost because a Chapter that its warriors serve his cadre, and he may, if suitably + the warrior faltered at a crucial point, should a Watch Fortress impressed, recommend to a Watch Commander that the Battle- + be breached because a Battle-Brother was lax in his duties, or Brother serve in one of his Kill-teams. + should a planet be abandoned because a Space Marine doubted Service in the Deathwatch is understood by ancient + that it could be held, then the fate of Mankind itself might be convention to be limited to a single mission. In practice, + compromised. however, a mission could be defined as a campaign or a vigil + If and when a Battle-Brother is judged worthy to serve in the spanning an indefinite period of time. When chosen to serve in + Deathwatch, his name and his deeds are forwarded to the nearest the Deathwatch, the warrior often bids his Brothers farewell as + Watch Fortress, to be considered by the Watch Commander. In if he will never see them or fight by their sides again. Given the + many cases, this is the last the Chapter will hear of the matter, foes that he is likely to face, this may well be the truth. + for the call to service may never come. It may be, however, Some Chapters have developed highly formal rituals to mark + that the Deathwatch has need of reinforcements due to recent a Battle-Brother’s departure for service in the Deathwatch. + battle losses, or Some Chapters, such as the Storm Wardens, assemble the + Brother’s entire company, or even the whole Chapter, to + salute him as he leaves upon one of the Deathwatch’s black- + painted Thunderhawk gunships. Other Chapters convene a + solemn service led by the most senior Chaplain, the massed + ranks bowing their heads in prayer for their departing Brother. + The Space Wolves engage in a raucous, nightlong celebration + in which the Great Company’s cellar is drained, while in the + Kill-ships: The Doom of W Black Templars, the entire fighting company kneels in all- + orlds night, silent vigil before a chapel dedicated to Rogal Dorn. + Deathwatch Kill-ships are However the Battle-Brother’s departure is marked, he sets + guided by the most advanc automated drone-vessels, aside his service to his Chapter, if only for a short period, and + are used in the most extrem ed of war-spirits, which turns his back upon his former comrades as he boards the + Exterminatus upon a worlde of circumstances to enact waiting transport. + Imperium. They are equipp that has been lost to the Upon entering service with the Deathwatch, the Space + of cloaking devices, often uned with the most valuable Marine must undertake the most solemn of vows. The Oath + knowledge dating back to theique examples of long lost of Binding holds the warrior to secrecy, forbidding him from + The mission of a Kill-ship is Dark Age of Technology. disclosing anything of what he sees or experiences whilst + undetected, to slip silently pato enter a system entirely serving with the Chapter. He is foresworn even from confiding + invaders may have put in st whatever sentinels the in the Brothers of his own parent Chapter, unless they too have + approach the target world un place at its edges, and to served in the Deathwatch. By ancient convention, those who + running, the Kill-ship enter seen. Travelling on silent wear the silver shoulder plate of the Deathwatch are never + payload, and then slingshos orbit, delivers its lethal questioned as to what they have seen and done, and even the + planet’s own gravity. Even ts itself away using the most inexperienced Scout knows what grave insult would be + the apocalypse is descendin as the Kill-ship departs, offered by doing so. + the final act of vengeance g upon the doomed world, + wake. and denial enacted in its + + 310 + Training Aside from these details, the armour of a Deathwatch + warrior is often decorated with a combination of purity seals +Any Battle-Brother serving in the Deathwatch is by definition and holy icons and symbols unique to his parent Chapter. +amongst the most experienced of xenos-fighters in the entire Space Wolves, for example, commonly adorn their armour +galaxy, yet he cannot possibly be as well-schooled in the with all manner of runes and talismans derived from the culture +matter as a veteran Watch Captain or commander. The Brother of their home world of Fenris, and these can often be seen +might have experienced combat against a hundred different on the armour of Space Wolves serving in the Deathwatch. + + + + + XI: The Deathwatch +alien races, but there are many thousands more he may never Blood Angels Space Marines are known to bear many small +have encountered or even heard of. The Deathwatch takes it teardrop icons, while the Battle-Brothers of the Dark Angels +upon itself to pass on every shred of knowledge possible to Chapter often carry small winged sword pendants. +its warriors, through a myriad of different means. The longer he serves in the Deathwatch, the more adorned + The newly recruited Brother is initially subjected to a with purity seals and devotional scripts a warrior’s armour +gruelling regime of hypno-indoctrination, in which his becomes. Having faced the vilest horrors of the galaxy, the +subconscious mind is filled to overflowing with the details of Battle-Brother knows that ultimately, it is faith that defeats +every known intelligent race, and many classed as mindless, the xenos. While he carries the very finest arms and armour +yet highly dangerous animals. This process merely lays the available, purity is the most deadly weapon the Deathwatch +groundwork for further schooling and study, which unlocks can bring to bear against their foe. +the full potential of the Space Marine’s superior mental +capacity. A warrior faced with a foe he has never before +encountered may thus find that he recalls the exact weak spot wargear Of The +that must be targeted in order to it strike down. + Hypno-indoctrination is but the lesser part of a Deathwatch + DeaThwaTch +Space Marine’s preparation, however, and he undertakes The Inquisition and the Deathwatch have access to a huge +constant training in the methods required to combat specific range of weapons and artefacts that even the Space Marines +enemies. While much of this training is theoretical, some is do not have. Quite apart from the highly specialised or unique +very real indeed. The Brother may be required to enter a items, every single Deathwatch Space Marine is equipped with +sealed beast-chamber in which a captured alien combatant the best wargear possible. Every boltgun is an artificer-crafted +is entrapped. He is not allowed to exit until he has killed it, work of art, created and maintained by the finest weapon- +often armed with only his combat knife, with his bare hands smiths in the galaxy. Every suit of armour has been handed +and teeth or without his armour. Only when the Brother’s down through generations of warriors, and is imbued with +Watch Captain is satisfied that he is ready, and the Watch the spirit of each. Every Space Marine that takes up a weapon +Commander concurs, is he authorised to take his place in a gives unto it something of himself, and in return is blessed +Kill-team and undertake his first mission. with the protection of his forebears. + Many of the weapons and suits of power armour in the + armoury of the Deathwatch are revered as holy icons. Many +heralDry Of The have individual names, taken from a former bearer or a great +DeaThwaTch deed performed. There are boltguns with names such as ‘Brother + Kalk’s Reaper’ and ‘Bane of Piscea’. There are suits of power +Upon joining the ranks of the Deathwatch, the Battle-Brother armour called ‘Lord Odeck’s Deliverance’ and ‘Iron Spirit’. +enacts a ritual in which his armour is repainted black. Not all In addition to the masterful craftsmanship with which each +of the armour is repainted however, for the right shoulder item of wargear is maintained, much of the equipment of the +plate is left in its original colour so that the Brother’s parent Deathwatch utilises improvements and modifications known +Chapter may be known. To obscure one’s Chapter icon is only to the most senior of tech-adepts. It is a testament to the +regarded as an act that would anger the armour’s war-spirit Chapter’s status that it has access to the very highest echelons +greatly and invite its ire at a crucial moment in battle. Thus, of the Cult Mechanicus, and to technological marvels beyond +the origins of any Deathwatch warrior are clearly visible by even the reach of the Space Marines. Perhaps the most obvious +the heraldry displayed upon his right shoulder. expression of this access is to be seen in the many types of + On the warrior’s left shoulder he bears with great pride highly specialised ammunition the Chapter uses. Through +the ornate heraldry of the Deathwatch. The shoulder plate countless engagements, the Chapter has developed specialised +and the entire left arm is electroplated silver, and polished poisons keyed to the biology of specific aliens, and these can be +to a high shine. At the centre of the plate is the icon of delivered by way of specialised bolt rounds. The Deathwatch +the Deathwatch — the Inquisitorial ‘I’, mounted with a makes use of tracking devices that utilise otherwise lost +death’s head and crossed bones. Around the icon passages branches of technology, including electro-magnetic scanners, +from various devotional texts are engraved, including the motion detectors and co-efficient prognostication units. Each +Catechism of the Xenos and the Third Abjuration of Terra. Battle-Brother commonly bears equipment only carried by +Such passages remind the Brother of his duty at all times, and specialists in his own Chapter, ranging from melta-bombs to +it is not uncommon for him to recant the lines of such prayers the highly prized vortex grenade. +in battle, steeling his heart and those of his comrades against +the evil of the xenos. + + + 311 + Some of the equipment used by the Deathwatch is The XenOs ThreaT + so highly prized that it cannot be allowed to fall into the + hands (or claws, tentacles or pseudopods) of the enemy. A “Do not ask, ‘Why kill the alien?’ rather ask, ‘Why not?’” + vortex detonator is dangerous enough in the hands of a fully + trained Space Marine, but in the possession of a time-phasing –Battle-Brother Artemis + alien infiltrator it could be devastating. In the rare event + of such an item being lost on the field of battle, it is not The threat posed by the many alien species of the galaxy +XI: The Deathwatch + + + + + uncommon for the Deathwatch to mount further missions, manifests itself in many different forms. Some species are + to recover or, if that is not possible, to destroy the item. The overtly hostile, while others are more pernicious. Some regard + most precious and dangerous assets are occasionally fitted Mankind as nothing more than a food source, while others + with denial-charges, in order to render them useless in the seek to twist and manipulate it to their own advantage. There + event of their loss. Nevertheless, such items have occasionally are those alien empires that would dominate Humanity, and + fallen into the possession of the enemy, as was the case when others that would simply eradicate every last trace of it. + the third moon of Liberty became unstable in its orbit and Aside from the obvious threat of outright war and invasion, + crashed to the planet’s surface, ultimately wiping out all life and the loss of worlds, lives and resources that accompanies + on that world. This catastrophic event was caused by the it, the dangers posed by the xenos can be far more insidious + loss of the ‘Von Dee’s Multi-phase Catalyst’, a relic of the and subtle. Some races seek to infiltrate individual societies + Dark Age of Technology that fell into the hands of the alien and corrupt them from within, weakening them against the + Antipath. Whether or not the Antipaths intended to detonate eventual invasion, or precipitating outright revolution in + the catalyst when they did, or whether its was a terrible which the aliens themselves are installed as masters. There + accident, will never be known, but serves to demonstrate the are those foolish or dispossessed of some communities that + potency of some of the weapons of the Deathwatch, and the willingly turn to the xenos for salvation when their own + consequences of their loss. lot appears so desperate that even faith in the Emperor is + insufficient. Alien emissaries and demagogues move amongst + the outcasts and the desperate, establishing themselves + as saviours or visionaries, and slowly replacing the God- + Emperor of Mankind as the object of the peoples’ veneration. + Sometimes this is accompanied by simple guile, but all too + often domination is achieved by way of psychic or genetic + manipulation, enslaving entire planetary populations to the + will of the xenos. + + + + THE DEATHWATCH AND THE CODEX ASTARTES + Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little + resemblance to that laid down in the Codex Astartes. While a regular, ‘Codex’ Chapter is organised so as + to be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the + Deathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to + tailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready + to oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy + threats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly + adapt to an ever-changing strategic situation. + + The Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even + if a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from + attack bikes to strike cruisers, for use as and when required. + + In structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex + Astartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any + way the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in + the next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war + clad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several + Kill-teams are combined into a larger force, a sure sign that a highly dangerous foe is to be faced. + + It is perhaps inevitable that Space Marines new to a term of service in the Deathwatch might experience + a period in which they must adjust to this foreign mode of organisation. This is especially the case when it + comes to Chapters that adhere rigidly to the Codex Astartes, such as the Ultramarines and their Successors. + In practice, a Battle-Brother who could not adjust would not be sent to the Deathwatch, and those that + do are often the most highly effective of warriors. + 312 + It is also the case that not all of the aliens that the Deathwatch Despite the great victory won at Circe, it was soon +guard against are what might be termed ‘intelligent life discovered that defeating the Tyranids was not such a simple +forms’. The Tyranids for example are, individually at least, no matter. Although the vast bulk of the Tyranids’ vessels were +more than predatory beasts, despite the fact that they utilise destroyed, the smaller ones scattered, and soon small ‘splinter +highly developed battlefield strategies. Other races are more fleets’ were appearing across the Eastern Fringe. But a fraction +literally beasts, with no deliberate strategic agenda other than of the size of Behemoth, even the smallest of the splinter fleets +ingrained survival, such as the Ambulls or the Drugh, and the is capable of laying waste to an entire world, and the largest + + + + + XI: The Deathwatch +Deathwatch must be as adept at fighting such enemies as any that have been faced, in particular those currently active in +other. Some forms of alien life are not even animal in nature, the Jericho Reach region, consist of vast swarms capable of +let alone intelligent, such as the carnivorous flora of many overrunning entire star systems. +Death worlds, all of which the Deathwatch must face in the During the bitter fighting against Behemoth, the +ceaseless battle against the horrors of the galaxy. Deathwatch undertook a number of vital missions, including + Lastly, although the Deathwatch was formed in response nigh-suicidal boarding actions against the largest of vessels, +to the threat of the xenos, its members have, throughout the which were theorised to have some sort of control function +centuries of service, faced many other foes too. Rebels and over the hive fleet. During these missions, much vital +criminals have felt the wrath of the Deathwatch, as have the experience was earned, and this was soon expanded as Space +followers of the Ruinous Powers. In standing their eternal Marines of the Ultramarines Chapter, which had borne the +vigil, the Deathwatch often discern dire threats other than brunt of the fighting, took service in the Deathwatch. +those of an alien origin, and given their oath of service Many in the higher echelons of the Imperium’s command +to Mankind, respond to them with exactly the same zeal structure believe the dire threat represented by Behemoth +and vigour. to have been averted. While efforts to defeat the remaining + splinter fleets are ongoing, the leaders give thanks that the hive + fleet was destroyed, even if the cost was almost unbearably +The TyraniD hive fleeTs high. There are many in the Ordo Xenos who are not so + sure however, and counsel vigilance against the return of the +“We must scour them from the stars before they do the same to us.” Tyranids. Many are the Watch Stations of the Deathwatch + that have turned their unblinking eyes upon the darkness of + –Chaplain Cassius of the Ultramarines interstellar space, ever watchful for the stars being snuffed out + by the innumerable vessels of another Tyranid hive fleet. +The Tyranids are the most alien of the races to curse the galaxy +with their existence. An elemental force, they mass in void- +swimming shoals, remorselessly hungry and too numerous to +stop. The Tyranids are believed to have migrated from beyond +the known galaxy in search of new systems to consume; +ravening swarms descending upon planets and stripping them +of all life. Every living thing is consumed, brought back to +the hive ships and dissolved into a rich biological gruel from +which new Tyranid organisms are grown. When the Tyranids +move on in search of fresh prey, they leave planets as nothing +but balls of scoured rock in their wake. + Unlike many other alien threats facing Mankind, the +Tyranids are an entirely new enemy. The arrival of this galactic +threat first came to light when Inquisitor Kryptman of the +Ordo Xenos recovered a data-slate from the barren husk +that had once been the Imperial world of Tyran. The alien +fleets were composed of an innumerable tide of living craft, +from biological attack vessels to gargantuan, tentacled hive +ships — all cells in a single alien organism that threatened to +devour the Imperium. Codified as ‘Behemoth’, the Tyranid +invasion devoured entire sectors, and culminated in one of +the largest space battles in the Imperium’s history, around +the rings of Circe. Both the Ultramarines and Battlefleet +Tempestus suffered terrible casualties before the invasion was +finally broken. + + + + + 313 + Ork waaaghs! + “Everywhere Mankind has travelled, there too are the Orks. They + infest this galaxy, and no doubt others, like the crude parasites they + are. My only hope is that they kill one another before they kill us.” + + –Watch Captain Evangelos, Deathwatch +XI: The Deathwatch + + + + + Orks are green-skinned monsters that live only to fight, + joyously spreading carnage and mayhem wherever they go. + Though categorised as sentient creatures, many consider the + term ‘intelligent life form’ highly inappropriate, for these beasts + are crude, barbaric and have absolutely no concept of their + own mortality. So great is the Orks’ need for battle that they + fight amongst themselves if no enemies are near. This constant + state of war ensures that only the very strongest, toughest and + loudest of Orks survive to face their enemies. + If the attentions of the Orks were engaged entirely upon + their internecine wars, then the race would present little threat + to the galaxy at large. Unfortunately for the galaxy, the Orks are + more numerous than any other race, infesting planets from the + Core to the Halo worlds. As if this were not bad enough, what + makes the race truly dangerous is the fact that periodically, a + single individual will fight his way to the top of Ork society, + uniting by force and example the disparate factions and leading + them in an invasion akin to a holy war. This invasion the Orks + call a ‘Waaagh!’ in their guttural tongue, a word learned by the + Imperium’s warriors as ten thousand green maniacs bellow it + as they surge towards the defenders’ lines. Ork Waaaghs! can + engulf entire regions of space, their populations being enslaved + to make the Orks more weapons, or simply eaten. the idea that when an Ork is slain, the release of thousands of + Being the most numerous of the alien species that the microscopic spoors is triggered, which lodge in the ground. + Imperium’s defenders must face, the Space Marines are well This, they claim, is how the Orks reproduce and goes some + versed in fighting them. No Chapter has less than a thousand way to explaining their constant need for war. From these + honours earned in battle against the Orks, and equally, all spoors, it is claimed, the Orks themselves grow, though this + have suffered the loss of some renowned hero at their hands. theory is far from universally accepted and outright ridiculed + Some Historators have even said that the Space Marines’ iconic by many. Nevertheless, it is standard Deathwatch doctrine to + weapon, the boltgun, was created with the Ork in mind. The thoroughly cleanse the battlefield following an Ork defeat. + weapon’s high rate of fire allows for many shots to be fired The Deathwatch have become adept in the use of ‘fire-front’ + as the Orks come on in numberless waves. The bolt’s ballistic barrages launched from orbit which incinerate every inch of the + characteristics make a mockery of what little and crude armour ground and reduce to ashes every trace of biological matter. + the Orks wear. When the bolt explodes deep within the + body of its target, it is capable of decapitating even an Ork. + Unfortunately, many an Ork has been observed to shrug off + elDar warhOsTs + such a wound and carry on fighting as if oblivious. + It is entirely possible that it was the Ork race that the “Compared to them we are but children. Sadly, it is the way of things + founders of the Deathwatch had in mind when they prophesied that children never learn from the errors of previous generations, and + the end at the hands of Humanity’s alien foes. According to the are ever doomed to repeat them.” + most learned of Ordo Xenos Inquisitors, the Orks believe that + one day, a great leader will rise up and unleash the greatest –Inquisitor Czevak + of all battles, which will draw to it every Ork in the galaxy. + That leader, it appears, has yet to come, but the Deathwatch is As a race, the Eldar are largely gone from the galaxy, their power + ever vigilant for signs of an especially powerful Ork Warlord having waned long ago due to their own folly. Now, this once + uniting the fractious race. highly advanced race of graceful aesthetes clings to existence + One of the most pernicious effects of the Orks’ invasions aboard lonely world-vessels slowly plying the void. Yet millennia + is that even should they be defeated, more Orks always seem ago, these enigmatic and otherworldly aliens ruled the entire + to reappear, quite inexplicably, on those worlds from which galaxy; they seeded whole worlds, and wielded the power of the + they have been expelled. A thousand different theories abound very gods. Still, it is said that the Eldar refuse to fade into the + as to why this might be, with some Xeno-Savants advocating blackness of the void, and that the race is a powerful force yet. + + + 314 + Humanity and the Eldar have fought against one another Tau eXpansiOns +countless times over a ten thousand year period of calamity +and bloodshed. Though every single Eldar, whether warrior or “Their time shall come, fear not. Let them believe themselves +artisan, is well schooled in the arts of war, each death is keenly our betters, let them think they can turn our worlds to their sick +felt. The Eldar are a dying race, for even at the height of their philosophy. They think in decades; we think in centuries. When the +power these extremely long-lived aliens reproduced only at a time is come, we’ll crush this so-called ‘Empire’ completely, and grind +very slow rate. So total is the warfare that engulfs the galaxy that it to dust beneath our heels.” + + + + + XI: The Deathwatch +the Eldar cannot possibly replace the losses sustained in even the +smallest skirmish, and each year their mighty craftworlds grow –Lord-Consul Lastant at the Treaty of Gharak +ever more quiet. + Some would say that a race teetering so precariously upon the The Tau are a young race, only recently come into contact with +brink of racial extinction would be wise to withdraw entirely, to Humanity. They seek to bring the enlightenment and unity +flee into the encroaching night and live out its few remaining of the ‘Greater Good’ to those who will join them. While the +days in relative peace. For the Eldar, such a luxury is impossible, Imperium is beset on all sides, the Tau Empire grows stronger +for it was by the deeds of the race that the Chaos God Slaanesh and stronger. In the Eastern Fringe, far from the power of +came into being, and their fate is inexorably entwined with the Terra, world after world has fallen to their dynamic expansion. +Ruinous Powers. Despite their dwindling numbers, the Eldar Where a world refuses to join the Tau Empire, all resistance is +seek to combat Chaos at every turn, for they know that it is their swept aside, whether it is philosophical or military, for the Tau +ultimate fate to engage the Ruinous Powers in the final battle that believe that the Greater Good can overcome any obstacle. +will decide the fate of the entire galaxy, if not the universe. The relatively small size of the Tau Empire belies the + Perhaps the main cause of conflict between the Eldar and real danger it poses to the Imperium. While the race is not +Mankind is the issue of the possession of the Maiden Worlds — overtly hostile, and is perfectly willing to trade and treat +planets seeded millennia ago by the ancient Eldar, to be populated with the Imperium, the philosophy of the Greater Good is +once their slow transformation into the Paradise worlds many are considered pernicious and insidious. While the peoples of +today is completed. In the ten thousand years since the fall of the the Imperium are ruled according to the brutal realities of +Eldar’s galaxy-spanning civilisation, many of these worlds have survival in a hostile galaxy, the Tau preach that all should +come to be settled by Humanity and other races. The presence of be equal, and only then can the entire empire go forward, as +any other than the Eldar upon such a world is sufficient to cause one. They are guided by a caste of rulers and spiritual leaders +a genocidal war as the aliens seek to expel the intruders. Many of called Ethereals, who appear to be able to inspire in the Tau a +these worlds have been occupied for thousands of years, and the curious combination of duty and contentment. The Imperium +populations will fight to the last drop of blood in the defence of has no concern if its citizens are content, so long as they do +what they regard as their home world. It is common for the Eldar their duty; to the Tau the two concepts are one and the same. +to arrive entirely unannounced at a world they consider theirs and There are those amongst the Imperium’s highest echelons of +to issue an immediate demand stating that the ‘intruders’ have a command that worry that the Tau’s doctrine of collectivism +set time to vacate the world. In general, the time given is entirely might spread through the populations of human worlds they +inadequate, and is refused anyway. The Eldar then unleash their come into conflict with. Were that to happen, it is feared, +fury upon the settled population, displaying with their typical surely chaos and anarchy would follow. +arrogance no mercy upon the defenders or their people. Such While the Imperium has fought one major, and many +attacks frequently escalate into larger wars, for the forces of the smaller wars against the Tau Empire, there has been a fair +Imperium are stoic and intractable and, unlike the Eldar, have degree of contact, and at times, cooperation. The Tau, it +nigh-limitless resources of manpower on which to draw. appears, appreciate that they will not conquer the Imperium + Despite the many clashes between Humanity and the Eldar, by military force, and instead await the time when Humanity +there have been many occasions when the two races have fought will see the wisdom of the Greater Good and join the Tau. The +side by side. This is generally when a common enemy, usually confrontations that have occurred are, in the main, confined +Chaos, is faced. However, the Eldar have also lent their power to small regions, although the recent conflict in the Jericho +to the fight against the Tyranids. Such operations are tense, for Reach has caused many to suspect the Tau of escalating their +the common soldier is indoctrinated to hate and fear the xenos, attacks for greater gains. +and the Eldar, all too human in their appearance, are especially The Ordo Xenos seeks to study the Tau, for some amongst +reviled. Even the most disciplined of Space Marines finds it hard its number covet the selfless willingness with which they +to stay his hand against such enemies, and it is often the case that follow and obey the Ethereals. It is not currently known +the Deathwatch is the only force able to share a battlefield with whether the Ethereals exert some form of low level psychic +the Eldar without losing control and opening fire on their allies. mind control over their subjects, the effect is pheromone- + Furthermore, it is whispered that there exist perhaps a handful based, or such obedience is simply hard-wired into the Tau’s +of men within the Inquisition who have earned the trust of the very nature. Needless to say, there are those who would relish +Eldar, and gained access to their most terrible secrets. Such men the chance for further study. +walk a perilous course between damnation and salvation, and it +remains to be seen whether their actions will save Humanity and +the Eldar both, or earn both races extinction. + + + + 315 + enslaver plagues rise Of The ancienTs + “Call them what you will—Krell, Psyrens or Enslavers. Just one “There are shrivelled things laying in cold tombs far below the + witch, unsanctioned, caused the destruction of Hive Skorpios when surface of dead worlds that once bestrode the galaxy. And there are + one of those things used her brain as a gateway to this world. Within those who by their deeds would awaken such creatures. Not on my + three days the entire hive’s population was reduced to drooling mind- watch…” + slaves. Within three weeks an entire continent was at war. And all +XI: The Deathwatch + + + + + because the governor thought his family should be exempt from the –Brother Fenrik Red-Eye of the Deathwatch + psyker cull and refused to give his daughter to the Black Ships.” + The galaxy is truly ancient, and evidence of extinct stellar + –Inquisitor Mallen, Ordo Xenos empires abounds. Countless human cities have been built + over the crumbling remains of far older civilisations, with + The Enslavers represent a form of life entirely anathema to no concern of what might slumber in dusty tombs far below + any other in the galaxy. Though biological, these beings the ground. There exist entire hive cities hollowed into the + appear to exist primarily in the warp, yet no details of their innards of miles-high alien structures. Even on the most long + nature are known. What makes the race dangerous to the settled and heavily populated worlds, out in the wilderness + Imperium, and indeed to all life in the galaxy, is the fact zones might stand wind-wracked obelisks built by unknown + that the Enslavers make incursions into the material universe masons. In many cases, the world’s original colonists would + which, if not checked, soon escalate into planet-wide plagues. have fought a war of extermination against whatever intelligent + In such a case, Exterminatus is a merciful end to the planet’s life dwelled there first; on others, the aliens had died off or + enslaved population. departed millennia before Mankind even set foot there. + What is known of the Enslavers is that, from the warp, they There are those whose mission it is to ensure that the myriad + are able to detect the presence of powerful, yet unprotected lost empires of the galaxy stay that way. Inquisitors of the + psykers in the material realm, and use their minds to create Ordo Xenos and their Deathwatch allies hunt down any trace + a portal between the two dimensions. This process is a gross of these extinct galactic empires, and seek out signs of their + blasphemy in itself, for the unfortunate victim’s body is continued existence. This is because despite the fact that the + transformed into a distended, writhing archway, the pulsating lost empires are no longer a power, there are those who would + darkness of the abyss at its core. Through this gateway, the see them returned to their former status. These might be the + Enslavers pour in ever-greater numbers. Having established fallen alien descendents of the once-mighty ancients, lurking + themselves in the material universe, these vile creatures in the wilderness and working unseen to renew their ancestors’ + enslave any and all intelligent life forms within range, taking power. In some cases, deluded humans work to resurrect lost + complete control of their bodies, and using them as an army alien civilisations, perhaps having acquired a fragment of lost + of mind-slaved drones. and forbidden knowledge, or having fallen under the power + To be enslaved is said to be amongst the worst possible fates of some artefact recovered from a sacred site. + that can befall a man. While his mind remains fully aware of Some Inquisitors within the Ordo Xenos discern patterns + his plight, his body is no longer his to control. He is nothing of alien activity wherever they look. While those at the + but a puppet of the Enslavers, to be used as they wish. The frontlines may only perceive that which they face in the heat + aliens have no knowledge or concern for the physical well of battle, the oldest and wisest of Inquisitors and savants take + being of their drones, and use them until they fail, whether note of locations of tomb-worlds across entire sectors, regions, + through starvation, neglect or wounding. The drones stumble segmentae and indeed, the galaxy. While many take their dire + forward under the crude control of their masters, forced warnings as the ravings of blasted old men, others see truth + against their will to bear arms against their own. As the in their words, and fear what might become of Mankind were + Enslaver Plague, as these catastrophes are known, progresses, these patterns to align, were the ancients themselves to awaken + ever greater numbers of meat-puppets are enslaved, until vast, according to some aeons-old configuration. The Jericho Reach + uncountable hordes of drones overwhelm the planet. What is a region where such dark patterns have emerged, though + happens once the Enslavers’ victory is achieved is unknown, their meaning defies human intelligence and sanity. + and frankly too horrible to consider. Some amongst the Ordo Xenos believe that Mankind’s + Although not as prevalent a threat as other alien races, doom will not come at the hand of any of the races extant + the Enslavers are nonetheless guarded against with utmost today, but due to the deeds of the ancients themselves. They + vigilance. Punitive Deathwatch actions are launched at claim that the Emperor’s Tarot is revealing ever more dire + the slightest suspicion of imminent plague, for the span of portents, warning of an age when the soulless minions of + time between the appearance of the first gateway and total, long dead gods will rise from their tombs and harvest every + overwhelming infestation can be shockingly rapid. Predicting life form in the galaxy. They speak of alien savages lurking in + where such plagues might occur is nigh impossible, except the jungles of distant fringe worlds casting off the mantle of + perhaps with frequent and skilled recourse to the Emperor’s ignorance and reclaiming that which was once theirs. They + Tarot. Ultimately, the only way to be sure that no plagues speak of the very gods themselves returning to do battle + take place is by way of stringent psyker culls and the eternal against one another; a war in which Mankind may be the + mission of the Black Ships. first casualty. + + + + 316 + NS +“He who allows the alien to live, shares its crime of existence.” + + –Inquisitor Apollyon + +The ancient oaths under which the Deathwatch was formed bind + + + + + XI: The Deathwatch +it to the combating of the xenos menace, wherever it may be +found and whatever form it might take. The missions undertaken +by the Deathwatch are many and varied, and range from standing +sentinel against a general threat to accompanying an alien- +hunting Inquisitor in a desperate mission beyond the fringes of +known space. Despite the variety of mission profiles in which +the Deathwatch excels, there are a number that form the basis of +most operations. + One of the simplest, yet arguably the most taxing, duties of +the Deathwatch is to stand eternal vigil against the actions of the +xenos. This is the basis of the system of Watch Fortresses and +Watch Stations. Each is located in an area where there exists a +known threat, or in a strategically significant region through which +such a threat might approach Imperial worlds. An example of the +former would be a Watch Station placed on the outer reaches of +a system known to harbour the remains of an ancient xenos race, +with its mission being to guard against the enemy’s return. An +example of the latter would be a Watch Fortress positioned at the +confluence of known warp routes, along which alien invasions are +known or are likely to travel. + Investigation of potential threats is a vital task of the Deathwatch. +Individual Kill-teams are often called upon to perform sweeps of +areas in which dangerous aliens are suspected of operating. Newly +discovered worlds, visited by Explorators or Rogue Traders may carry with them as much ammunition as possible. Investigation +be judged as dangerous, and require a Deathwatch investigation, missions can take the Kill-team to a staggering variety of worlds +sometimes accompanied by an Inquisitor or other specialists. Such and environments, all of which its members must be prepared for. +missions can be perilous and the Kill-teams must be well prepared The Battle-Brothers might be expected to cross a burning desert +to face any threat. They are frequently undertaken far from any of jagged sulphur crystals, or acid swamps infested with alien +possibility of reinforcement or rescue should things go awry, so predators. In all likelihood, intelligence as to the nature of any +the Battle-Brothers must look to each other for support, and + + + + RADICALS AND PURITANS + the + institution mad e up of cou ntless indi viduals, each of whom is empowered by y + The Inquisition is an ennia, a great man + to enact his duty as he sees fit. Over the mill + very highest authorities in the Imperium its adherents’ beliefs as to how this power should be applied. The + doctrines have emerged, each according to opposite camps — the Puritans and the Radicals. + many factions are broadly divided into two to the Imp eriu m + ss of + must be destroyed without mercy, regardle ate + Puritans believe that any and all thre ats will extermin + such threats everywhere they look, and they + their source. The more extreme Puritans seeof a small number of heretics may be contained. Radicals, on the + entire planetary populations that the sins r disposal, including using the weapons of their enemies in the + other hand, often use any method at thei Inquisitor may enact Exterminatus against a world that has + furtherance of their plans. Thus, a Puritan , while a Radical Inquisitor may seek out those same cultists, + been infiltrated by a xenos-worshipping cultor even turning them to his own service. + with the intention of learning their secrets + with one another. + osed Inquisitors to clash, often violently, + It is not uncommon for diametrically oppve these factions, and never become involved in the battles that + The warriors of the Deathwatch are abo . Their mission is simple, and although it can be regarded as + sometimes rage between rival Inquisitors , is allied to neither viewpoint. Inquisitors do not involve the + occupying the Puritan end of the spectrum extremists tend to moderate their position when working with, + Deathwatch in their own conflicts, and theis the task of the Watch Commander to accede to, or even refuse, + or making requests of, the Deathwatch. It his own judgement and principles. + such requests, and he does so according to 317 + possible alien threat is limited or nonexistent, and so the team it for the bored and pampered of the ruling classes. There are + must be ready to face any foe, from savage barbarians riding flying some xenos artefacts however, that are far from harmless. These + reptiles, to beings with highly developed psychic powers. The are relics of great power, sometimes weapons, and often imbued + objective of such missions is more often to observe the nature of with the power to dominate the weak minded. This so-called + the threat, so that the Kill-team, bolstered if needed, may return ‘cold trade’ has grown up all over the Imperium, in which bold, + later and annihilate it. but often foolhardy adventurers recover such relics, to sell on + A ‘cleanse’ mission is one in which the Deathwatch face a at exorbitant prices to private collectors. The Deathwatch may +XI: The Deathwatch + + + + + known enemy, perhaps one observed earlier by an investigation be called upon to put a halt to such enterprise, or to recover all + team. The objective is to clear a given area, planet or entire system such artefacts before the criminals can discover and exploit them. + of the alien presence. It may be that the Imperium has decided to Once recovered, the items are passed on to the Inquisition, who + establish some sort of presence in the area, which must be made may study, utilise, lock away or destroy them, depending on the + safe of threats, or it may be that a full-scale colonisation is to be opinion of the Inquisitor in question and the nature of the object. + undertaken. In general, the Deathwatch only becomes involved in None can guess how many weapons of cataclysmic potency have + such missions when the nature of the enemy is such that Imperial been recovered and secreted away in such a fashion, some stored + Guard or conventional Space Marine forces lack the expertise within the Watch Fortress vaults against a time when Humanity + required, which in the case of the Adeptus Astartes indicates a has no choice other than to unleash their dreadful power. + dire threat indeed. The Deathwatch may have special skills against One of the more onerous duties sometimes performed by the + such a threat, or have extensive experience combating it, which Deathwatch is that of ‘sanitising’ human forces exposed to alien + might be lacking in other available units. Cleanse missions vary contamination. Some xenos are so perfidious in their influence + enormously in scale, from a simple attack on an alien-held location that merely breathing the same air as them is enough to forfeit + to a gruelling campaign against an entire alien species. In some one’s soul, while others such as the Enslavers are possessed of such + cases, the Imperium is content to tolerate the presence of an alien terrible psychic power that armies can be turned from the light + race on a world, so long as its facilities are not threatened, while of the Emperor to alien domination in an instant. Even should + some xenos races are so vile their presence cannot be born at all. the Imperium prevail and the xenos be cast down, many human + An especially dangerous type of mission is a targeted forces may have been compromised. The seed of alien domination + assassination. The objective of such a mission is to kill a specific may have been planted, and the Inquisition, via the Deathwatch, + alien being, with the intention of disrupting the activities of its must often turn upon their allies at the very moment of victory. + subordinates so much that other Imperial forces need simply pop To do otherwise is to leave that victory incomplete, and to invite + up. Such missions are considered amongst the most dangerous of defeat. In the main, it is planetary militias that must be cleansed + all the tasks the Deathwatch must perform, and a balance must in this way, though occasionally Imperial Guard units lacking the + be struck between the risk of losing the extremely experienced required protection, whether chemical, biological or psychic, must + and valuable Deathwatch warriors, and not undertaking the be dealt with. Due to their innate genetic superiority, it is very rare + mission at all. Despite the potential risks, there are many alien indeed for a Space Marine force to be compromised, though it + species against which such a mission can prove extremely is known to have occurred in the case of one company from the + effective. Tyranids for example, are known to exhibit the most Subjugators Chapter during the Technetium Belt campaign. The + extreme hierarchical structure ever observed, progressively higher manner in which the friendly forces are ‘sanitised’ varies greatly. + forms of life controlling each tier below. It appears that even the Some have lethal virus bombs unleashed upon them, dropped + highest forms do not issue orders, but rather direct the will of the from orbiting Deathwatch ships. Others might have to be engaged + collective, thus killing such a creature can have a highly disruptive directly. Sometimes the very act may trigger a previously dormant + effect upon those lower down. Several of this type of mission alien influence, causing the victims to turn upon their erstwhile + were successfully prosecuted during the war against hive fleet comrades with renewed fury, or sometimes to escape to whatever + Behemoth, in which small, elite Deathwatch Kill-teams boarded dark, xenos-ridden haven they can find. + Tyranid bio-ships, fought their way not through passageways, + but arteries, and killed the organisms controlling entire fleets. + A similar effect has been observed when fighting the Tau; by + JOinT OperaTiOns + killing one of the Ethereal caste, normally well-coordinated Tau While the vast majority of the missions the Deathwatch + forces can be thrown into total disarray, making them a ripe target performs are undertaken alone, far from witnesses, they + for attack. sometimes form part of a larger, strategic picture. It might be, + A less common, but potentially vital mission profile is the for example, that a massive push by the Imperial Guard is only + location and recovery of alien artefacts. So common are intelligent made possible because a Deathwatch Kill-team disabled the + races throughout the galaxy, both extant and extinct, that objects enemy’s high command structure, sending the entire xenos + created by non-human hands are to be found everywhere. The army into disarray. In all likelihood, the Kill-team’s actions go + vast majority are totally harmless and of very little value, and may unheralded, for as the Chamber Militant of the Ordo Xenos, + even have some functional or ornamental use on some worlds. the Deathwatch must remain in the shadows lest the myriad + Others are far more rare, manufactured to a very high standard alien foes of Mankind learn of its activities. + or made from precious materials, and these often find their way Nonetheless, there are times when an Imperial Guard trooper + into the private collections of wealthy nobles. On many worlds, finds himself fighting alongside a black-clad Space Marine, + any truck with the alien is illegal, and such activities are carried if only for a brief period before the tides of battle separate + out covertly; their illegality making the risk all the more worth them once more. To witness such a mighty warrior in action + + + 318 + is truly awe inspiring for the common soldier, serving as an Militant to simply ‘request’ the aid of the Deathwatch. +example and often bolstering a faltering assault. It is regarded Rather, the Deathwatch intervenes where it sees the need +as preferable that conventional forces such as planetary defence to do so, sometimes not even announcing its presence to +forces and the Imperial Guard learn as little as possible of the theatre commanders, other times working closely with them. +Deathwatch and its methods. The Deathwatch never seeks self- Due to its close connections to the Inquisition, an Inquisitor +aggrandisement, and victory is routinely ascribed to the deeds himself may request the deployment of the Deathwatch, and +of other units. occasionally a general might petition him to do so on his own + + + + + XI: The Deathwatch + It is only at the highest echelons of the Imperium’s behalf. Regardless of the manner in which it came about, the +military machine that there exists any awareness of the involvement of even a single Deathwatch Kill-team can turn +existence and mission of the Deathwatch, and even then, the tide in a centuries-long war of attrition, and spell victory +there is much hearsay and speculation. It is almost, though for the forces of the God-Emperor of Mankind. +not entirely, impossible for a common general, even a Lord + + + + + BLACK SHIELDS + Every so often, perhaps only once in + the service of a Watch Commander, + bearing no Chapter iconography, his a warrior + armour painted entirely black, presen + at the Watch Fortress. By ancient ts himself + tradition, these warriors are not que + pressed to explain their origins. The stio ned or + Watch Commander has the right to + away, but in practice this rarely occ tur n them + urs. + Who are these mysterious warriors, + who shroud their Chapter symbols + beneath dark hoods? Some say tha and often hide their faces + t they are the last of their Chapte + having been lost to war, disaster or the rs, their Battle-Brothers + irreversible destabilisation of their gen + that these lone strangers might hav e-seed. Others whisper + e remained true to their oaths while + against them. Some may even be tra all of their fellows turned + itors turned back to the light, but hau + blasphemy they can never confess. nted by a life of sin and + + What many of these warriors have in + common is that when they enter serv + it is invariably for life. They have no ice with the Deathwatch, + Chapter to return to, and no Battle + are possessed of a dour fatalism, as -Brothers to rejoin. Some + if they seek death in service. Others + foe they slay an unnamed sin of the serv e as if with every xenos + ir own is absolved. + Most rare of all is when one of these so-c + alled ‘Black Shields’ rises through the + This has happened only once in the reco ranks of the Deathwatch. + rded history of the Jericho Reach Wa + of a Watch Commander by the nam tch Fortress, in the case + e of Israfil. This dour warrior led his + foes for over three decades, before he was forc es against a myriad of + lost on a mission he attended in person + Mire. Despite the rapid intervention , against the pernicious + of a substantial battle group from the + Israfil’s body was never recovered, yet Dark Angels Chapter, + his name is honoured in the Watch For + tress to this day. + Preservation of life for its own sak + e is not to be commended when sac + chance of gain. Nonetheless, the pur rifice offers a reasonable + poseless waste of life is equally to be avo + personnel implies the loss of resourc ided. The loss of trained + es, equipment and knowledge. A tru + his value as a resource. The duty of e warrior does not belittle + the commander is to judge what mea + to achieve each objective. He must ns should be undertaken + be aware of what is to be gained and + commander who places his troops in what may be lost. A + a position where he may likely lose + gain risks more than the lives of his mo re than he may likely + men. He risks far more; he risks fail + failure is not. ure. Loss is acceptable, + 319 + CATECHISM OF THE XENOS +XI: The Deathwatch + + + + + To be Unclean + That is the Mark of the Xenos + To be Impure + That is the Mark of the Xenos + To be Abhorred + That is the Mark of the Xenos + To be Reviled + That is the Mark of the Xenos + To be Hunted + That is the Mark of the Xenos + To be Purged + That is the fate of the Xenos + To be Cleansed + For that is the fate of all Xenos + –Extract from the Third Book of Indoctrination + + + + + 320 + The Jericho- +Maw warp GaTe + • +The DoMains of +The DeaThwaTch + • + The achilus + crusaDe + • + t + + • + t + + • + t + Chapter XII: enemies of the Imperium have been denied and cast down + amongst the Reach’s forgotten stars, and many great threats + ended before they rose up to beset the greater Imperium of + + + The Jericho + Man, unspoken of and unknown even to the Deathwatch’s + distant masters. However, these battles have been but the + prelude to the battles to come, for according to many, the true + Time of Ending has come at last, and the final watch has begun. + + Reach +XII: The Jericho Reach + + + + + The Jericho Reach hangs in the balance—the intervention of + the Deathwatch may be the only way to influence the outcome + of the Achilus Crusade, for good or for ill. + “It is born of blood and darkness and to blood and darkness it shall + return.” + t + –Words spoken during a reading of the Emperor’s Tarot at Though the Jericho Reach is now an open wound of bloodshed, + the outset of the Achilus Crusade infected with the lies of false gods and the presence of aliens, it + was not always like this. The area of space now known as the + + + T + he Jericho Reach is a region of space long lost by Jericho Reach was brought within the Imperium of Mankind + Humanity. It has succumbed to darkness and barbarity, during the Great Crusade waged by the Emperor and his Space + become infested by xenos, and is tainted by the Marine Legions over ten millennia ago. Though few details of its + Ruinous Powers. Laying close to the Galactic Eastern Fringe, founding exist, it is known to have been an exceptionally bloody + the area known as the Jericho Reach was part of the Imperium campaign, and the subsequent events of the Horus Heresy and + in ancient days, and remained so for many millennia until the painful aftermath of civil war caused further devastation + it fell into an age of isolation, disintegration, and evil. One to its worlds. In the millennia that followed, untamed worlds + particularly significant discovery changed the region’s status: and xenos-domains were obliterated, and the Jericho Sector + it contains a Warp Gate that connects two far-flung edges of was built as a bastion of Imperial might and majesty carved + the galaxy. Now, the Imperium once again dreams of making from the cold wilderness of space and colonized by a powerful + the Jericho Reach its own, but its attempted re-conquest has and expansive Imperium. Worlds were raised from rubble and + quickly become mired in blood and its hopes have turned ashes to industrial power-houses, populations grew prosperous, + into nightmares. + he Achilus Crusade is a war of re-conquest fought on + three fronts. It is a savage war waged with every weapon that + the Imperium possesses, and its commanders have sworn that + it will not fail. In spite of such oaths, the Achilus Crusade may + come to ruin. The Tau Empire have cast their desiring eye + over the worlds and resources of the Reach and move with all + force to make it their own. On worlds long forsaken by the + Imperium, the slaves of the Dark Gods of Chaos reign and at + the Reach’s heart, unsuspected at the Crusade’s outset, they + have created a blasphemous domain ruled over by Daemon + Princes and Chaos Lords, where the quixotic laws of the warp + rather than those of fragile reality now hold sway. Perhaps + even worse, from the depths of the untamed void the Great + Devourer has risen; the Tyranids who would consume all + within the Jericho Reach and leave nothing but carcass worlds + spread amongst the ancient stars. + While the war between the forces of the Achilus Crusade + and its many enemies rages, others with agendas far older than + those of the Crusade move amongst the stars of the Jericho + Reach. They have watched over these worlds and stars since + before it fell into shadow. They are the Deathwatch: A unique + division of the Adeptus Astartes, the Space Marines, bound + together by ancient oaths and who stand the long watch + against the greater darkness that is still to come. While the rest + of the Imperium turned its face from the Jericho Sector after it + fell, the vigilance of the Deathwatch has never wavered. In the + long millennia of the Age of Shadow, they have stood sentinel + from their Watch Fortress and scattered Watch Stations dotted + across the fallen sector, sometimes the hunted but more often + the hunter, a shadow within shadows. By their hands, many + + + 322 + and with them, the importance and splendour of the Jericho Age of Shadow, and even then, they recorded little. Their gaze +Sector increased. Order predominated, and the wounds of the was cast elsewhere, upon places already dead and darkened, +past became scabbed over with piety and the surety of stability. and their concerns were of a greater import than the fate of a +From the highest obsidian spires of the world-hives of Verronus few lost worlds. +to the glittering glass shrines of sainted Eleusis, the dominion During the thirty-seventh millennium, the High Lords of +of the God-Emperor ran uninterrupted across a hundred Terra—as part of a great reassessment of the Domains of Man +worlds. Though wars and lesser disasters would come and go known as the Third Mesericordia Imperialis Mundi—decreed + + + + + XII: The Jericho Reach +like passing storms, the Jericho Sector remained a paragon of that the Jericho Sector, along with a dozen others along the +Imperial order and strength for many millennia, until quite Eastern Fringe, were no more until a Crusade could once again +abruptly, all was lost; utterly relinquished to the darkness and bring them back into the Imperium’s fold. The blighted region +bloodshed from which it had been raised. was re-designated as the Jericho Reach, and so returned in name + and nature to the darkness from which it had been raised. The + warpstorms and temporal distortion that so isolated the Jericho +The aGe of shaDow Reach at the beginning of the Age of Shadow have never truly +During its Age of Shadow, darkness and decent into anarchy abated. Although they have waxed and waned many times, the +enveloped the Jericho Sector, shattering the ties of Imperial rule Imperium’s claimed borders have shrunken away from it further +and regressing its worlds back into a state of untamed barbarity. yet. As a result, voyaging into the region remained a dangerous +This Age saw the splendour and might of the Jericho Sector and arduous affair. Indeed, it is a task that few outside of +entirely undone, reverting it into an area known on the Navis the Deathwatch and Inquisition have braved in the past four +Nobilite’s charts as the Jericho Reach; a place wallowing in millennia. This was to change, however, with the discovery and +evil and untouched by the light of the Imperium. The Age of opening of the Warp Gate linking the Jericho Reach to the +Shadow came swiftly, but did not fall on the Jericho Sector Calixis Sector; an event that has allowed the Jericho Reach to +overnight. Rather, it slid inexorably across the worlds of the once again become accessible to the forces of the Imperium, +Jericho Reach like the shadow of a setting sun. with the inevitable consequence of Crusade. + he decline began during the time of misrule, unbelief, +and tyranny known as the Age of Apostasy. During this era of +insularity and civil war, the Imperium came closer to destruction +at its own hand than it had at any time since the Horus Heresy. +For reasons which remain unclear, communication between the +Jericho Sector and the core of the Imperium became more and +more difficult; Astropathic messages became unreliable, and ships +travelling in and out of the region were lost to warpstorms that +gathered as if to increase the sector’s isolation. In particular, the +great trade routes between the sector and the powerful worlds +of the Imperial region of Ultramar to the galactic south were + usinG The Jericho reach +utterly severed by a massive Ork Waaagh! of a scale unseen in This chapter presents a view of the Jericho Reach, +millennia. With the Imperium as a whole in turmoil and the tide important locations within it, and some details of the +of war rising, the Jericho Sector was marginalised and forgotten, momentous events that are unfolding within it. This +ultimately slipping beyond the reach of the Imperium without a information is intended to provide Game Masters +single scribe on Holy Terra noting its passing. with a ready-made setting for their Deathwatch games + Scattered records recovered many centuries later indicate and campaigns and to act as the context for future +that a corrosive dread pervaded the sector, cut-off from the supplements and adventures. The Jericho Reach is +greater Imperium. One by one, the planets formerly under intended to show the many faces of the Imperium at +the central dominion of the sector capital of Verronus fell into war: its dynamism, hubris, heroism, and blindness. +darkness. Some, such as Verronus itself, succumbed to rebellion It also provides an example of the enemies that the +from within. Shorn of outside aid, others fell to warring on Imperium faces and how they can interact to produce +their neighbours whether through paranoia or unbridled a deadly situation in which victory for one side or the +ambition; their leaders clutching to the promises of Dark Gods other is not assured. It also shows one example of how +or laid low by the flaws in their own hearts. Within a single the Deathwatch can operate and how their traditions +generation, much of the Jericho Sector had slipped into anarchy and duty set them apart from the other forces of the +and feral barbarism. When the last Segmentum naval patrol was Imperium that also fight in the Jericho Reach. +recalled to Kar Duniash to more pressing duties, they reported It is important to note that a Game Master should +that the last tatters of Imperial order in the Jericho Sector were feel encouraged to use and modify the Jericho Reach as +small and ragged circles of light beset by predatory darkness. it is presented here: make it the setting you want, take +Soon, unsung and disregarded, they too fell, and the sector’s what you like, discard what you do not, and modify it +Age of Shadow lasted for over five millennia. Its notable events, as you need. This is your game, and the universe it is set +and the tragedies and disasters that befell the worlds caught in is for you to realise as you see fit. Keep your bolt gun +in its grip, remain largely unknown and unrecorded. Only the loaded, your eyes vigilant for dark patterns, and enjoy. +Deathwatch possess some knowledge of what passed in the + + + 323 + Phaegis + + + gh t + Ni Freya + f + The Well o + + + Hethgard +XII: The Jericho Reach + + + + + llar + ORPHEUS SALIEnt + The Warp Gate + Castolel + Eleusis + + + Co + Vanir + Alphos + Ac Aurum + HE Pyrathas + n + o + Th e Ir Calisi + RO + Se + o s Warz o n + Karlak + lleb + + + + + e + Carmyn e + Spite nt C The Blood + Trinity + lds + d Wor Ormasim The hade + e Vanity + Khazant Magog + anomaly + u a r a nti n + + + + + Kaggeran Credence + Rheelas + Ca + + + + + Hlesan Bolgra + Argoth + Vespasia Secundus Midael + ni + Q + + + + + Hestus + sS + + + + + Bellom + Malehi + Samech + Resgulus + AL + I En + + + + + Wrath + Tabius Rasa Klaha + t + + + + + Scansion + Beta Pelegius Ravacene + + Themiskon Iobel Erioch + Ries + Point + + Meniscus Melancholia + Meskaile + Bekrin Oertha Vormos + Gre + + + + + Dakinor Baraban + yh + + + + + Pellor + ell + + + + + Veren + ro Ravacene + F + + + + + nt + Zurcon + Andronicus + + Iphigenia + Ma + l’ca + + + + + The Black Reef + or + Sh + i Ta + + + + + Skapula + uF + + + + + Krrk’tikit + lee + t + + + + + Tsua’Malor + + + + + 324 + go n + Da + + + + + ive Fleet + H + + + + + XII: The Jericho Reach + Herisor + Jove’s Decent + + + Jerober XI +Atonement Zanatov’s Harbor + + + Phonos + + Arkhas + Beseritor + Credos + + Slinnar Drift + Star CluSter +eX Castiel + y Sedu + Pilgrim’s Loss + + + Lovat IV + Mackensee + + Nunc + Octavian + + + + Polyphemos + Falon’s Lament + + Hector’s + Endeavour Belissar + Sovereign + + Kabiri + + Agriworld Dead World + Mahir Feudal World Gas Giant + Hestus Feral World DeathWorld + Pleasure World War World + Vathor + Penal World Unclassified + Sagacity + Mining World Watch Station + Cressid + Hive World Fortress World + + Ynnen + Frontier World Tau Ruled World + Shrine World Tyranid Attack + Cosel + Forbidden World Devoured World + + + + + 325 + The Jericho- Any solid matter passing within the sweep of the + crescent’s great arms—which span a distance over a hundred + kilometres—disappears into darkness and is hurled irresistibly + + Maw Warp Gate to the other side of the gate and spat out, arriving on the + other side of the galaxy, via what, for want of a more accurate + term, might be described as a ‘trapdoor’ in the Warp. As far + “There are places that are cursed to blood and darkness and swallow as can be discerned, the time taken by the transit is all but +XII: The Jericho Reach + + + + + all that fall into their grasp, but the paths to them may often seem fair negligible; mere seconds of icy black dislocation spanning + or fortunate, thus are the unwary often led to their doom.” a distance that might take a ship under usual Warp travel a + few years to accomplish, if such a direct journey were even + –Teresa Sinos, Rogue Trader possible. The passage is not without its perils, however, as + although no warp drive or Gellar field is required to use the + + + T + he Jericho-Maw Warp Gate joins the lost Imperial Warp Gate, the passage through it is a turbulent one. It was + sector of Jericho Reach in the Segmentum Ultima quickly discovered that any less than sturdy vessels attempting + to the turbulent warp-storm wracked Segmentum the crossing were often badly damaged or even shaken apart + Obscurus that divides the Calixis Sector and the Koronus by the stresses of the transit, limiting the Warp Gate’s practical + Expanse. Its origins remain utterly unexplained, and its true use to warships and other strongly-constructed craft. + nature is but one of many mysteries affecting these regions. he existence of the Jericho-Maw Warp Gate is not simply + Discovered in 755.M41 by the Imperium, the gate was active an enigma and an opportunity, but also a potential source + at that time, although how long this state of affairs was the of danger for the Imperium, which the Imperium’s masters + case remains a matter of some debate. Within the Ordo Xenos, are very mindful of. The gate exists and it is open; thus, it + many believe that the gate had been dormant for perhaps tens must be dealt with. The matter is complicated by the fact that + of millennia, until some unknown cause triggered it no earlier the Imperium has divined no way of controlling the Warp + than 397.M41, perhaps linking it to the so-called “Year of Gate’s function short of destroying the physical structure of + Dreaming Depths,” a period of sustained and often deadly one of its apertures; an uncertain action that would require + Warp disturbances affecting the Koronus Expanse. Certainly, something in the order of the firepower of an entire battlefleet + the gate was unknown to the Jericho Sector, whose once well- to accomplish. It was this factor more than any other that + established Warp routes passed through its present aperture made the Achilus Crusade almost inevitable, and may well + location in the past. precipitate drastic action should it fail. + Warp Gates are stable two-way ‘conduits’ between far- + distant interstellar locations through the Empyrean. While + extraordinarily rare, they are not unknown to the Imperium, + nor are they uniform in nature, appearance, or range. Perhaps + the most widespread ‘network’ of such gates is the legendary + Eldar Webway, a series of portals interconnecting an arterial + network that once spanned the ancient domains of the Eldar + race, although it is now much reduced and imperilled since + their fall from power. Other Warp Gates seem to be older again + in measure, far predating even the Eldar’s rise to prominence, + and belonging to beings and races so immeasurably old + as to be myths of a godlike age. The Jericho-Maw Warp + Gate is of this latter category, according to the Imperium’s + xeno-savants. + he physical structures at the two realspace termini of the + Jericho-Maw Gate are utterly identical: vast, irregular crescent + shapes hanging silently and alone in the void of interstellar + space, immobile and implacably resistant to any outside force + upon them. In appearance, they seem crafted from dark stone + shot through with geometric features in tarnished golden and + shadowed pearlescent metal. They shimmer slightly to the + human gaze almost as if a mirage with no more substance + than a dream. This optical illusion is further borne out by + continuous and paradoxical gravitic and electromagnetic + effects encountered within the gate’s vicinity, and the fact + that the entire structure is wrapped in a powerful dimensional + shearing effect not dissimilar in nature (although many times + more powerful by orders of magnitude) to an Imperial star + vessel’s void shields. + + + + 326 + ight +“The greatest gift Mankind is blessed with is an inability to conceive + The Domains +of its true place in the universe—that of a pitiable shred of matter +lost in an endless sea of crushing darkness—a gift without which the +entire species would have slit its collective throat at birth.” + of The + Deathwatch + + + + + XII: The Jericho Reach + –The Arch-Heretic Elak Sarda + + he Well of Night is the name the first Imperial probe ships “Vigilance shall be our fortress and the future its protectorate.” +that passed through the Maw-side aperture of the Warp Gate +gave to the stellar dead zone that awaited them on the other –attributed to Roboute Guilliman +side. An immense swathe of chill nothingness devoid of stars or + + + T +worlds, its empty wastes are broken only by drifting invisible he Deathwatch have stood sentinel in the Jericho +dust clouds of particulates that can shred hull armour as surely Reach long before Achilus launched his Crusade. For +as a missile salvo and deadly null-energy reefs that can leave millennia, they have watched, waited, and fought +a ship floundering and powerless before the merciless cold amongst the lost stars and abandoned worlds of the Reach. +void. At the heart of this killing darkness, seemingly static Their domains have stood since a time now long forgotten and +and unmoving, stands the Jericho Gate aperture. lost to the oblivion of dead history. They have seen worlds + Since the Warp Gate’s discovery, repeated attempts have conquered for the Imperium fall once again to darkness. Their +been made to fashion a permanent base in proximity to the watch has been a thing of millennia. Ancient secrets, long +Jericho aperture. This has met with repeated failure, both due since locked and sealed, are now open, and there can be no +to the transitory perils of the Well of Night itself and the doubt: the hour is come round at last, and the future, so long- +infrequent but deadly gravitic distortions and energy waves awaited and dreaded, is here. +put off by the gate. As a compromise, the Adeptus Mechanicus he domains of the Deathwatch in the Jericho Reach exist +maintains a warship, usually of no less than cruiser class, on to aide them in the long watch. These places are held by them +rotating station near the gate aperture to monitor it and serve and them alone, secret and well-guarded. These domains +as a relay point for ships transiting through. Although the range from the vast and mysterious Watch Fortress of Erioch, +nominal tenure for these ships is ten months, it is rumoured which circles a dying star, to the many lesser Watch Stations +in Imperial Navy circles that no single vessel during the last standing silent vigil on forlorn worlds, airless moons, and +decade has lasted more than seven months before having to in the dead marches of space throughout the Jericho Reach. +send for relief and quit its post thanks to hull degradation and These domains best serve the Deathwatch by providing places +mounting damage. In fact, an orbital dock above the Forge where they can gaze into the darkness beyond, re-arm, gather +world of Lathe-Het in the Calixis Sector is now set aside information, or (in the last resort) hold the line against the +permanently to attend to this ongoing need for repair. many enemies of Mankind that infest the Jericho Reach. The + Suffice to say, once passing through the Warp Gate, ships Deathwatch move between these secret domains using rapid +seldom tarry long in the Well of Night before travelling on strike vessels and reconnaissance craft, often unseen by both +under normal warp drive to their selected destination. enemies and allies. + + + + + The Jericho reach, calixis secTor, anD Koronus expanse + The Jericho Reach is bound by the ancient alien Warp Gate to two regions of space that lie on the other side of the Galaxy. + he Calixis Sector is a province of the Imperium that borders the Halo Stars in Segmentum Obscurus. Conquered by a + Crusade in the last few millennia, it is a young sector that is untouched by conflict on the scale that wracks the Jericho Reach. + The peace of Calixis Sector, however, is a false skin, beneath which boils conspiracies and heresies of the most terrible potential. + Haunted by an unnatural phenomena known as the Tyrant Star, and bound to a fate written in bloody prophecies, the Calixis + Sector moves blindly into the future. + Separated from the Calixis Sector by a boundary formed by the great warpstorm region known as the Maw lies the Koronus + Expanse. An unexplored region of the Halo Stars, the Koronus Expanse is the haunt of lost planets, alien secrets, and the Rogue + Traders who would tame them for the God-Emperor of Mankind. Hidden in the passage between the Calixis Sector and the + Koronus Expanse is the terminus of the Warp Gate that connects both to the Jericho Reach. These three regions of the galaxy + are bound together so tightly that the fate of one is the fate of all. + More information on the Calixis Sector may be found in the Dark Heresy Rulebook and supplements, while the rogue + TraDer Rulebook and supplements contain further details of the Koronus Expanse. + + + + 327 + The lonG waTch admitted into the Chamber of Vigilance. This information + is passed down one to another over the centuries, and that + The presence of the Deathwatch in the Jericho Reach is the knowledge guides the missions assigned to the Deathwatch of + consequence of an ancient resolution and sacrosanct order. Watch Fortress Erioch. In recent times, portions of the Omega + Made under conditions of utmost secrecy, this resolution’s Vault’s intricate mechanisms have unlocked themselves, as if + cause and purpose remain obscure even to those Adeptus in response to changing events in the Jericho Reach and the + Astartes that carry out its terms. The order’s effect, however, mission logs entered by the Deathwatch into its antediluvian +XII: The Jericho Reach + + + + + was to place the Jericho Reach directly under the eyes of the engines. In some cases, an ancient weapon, device, or task has + Deathwatch in perpetuity, through safety and peril, in a cause been revealed to the Deathwatch as a result. In other cases, the + that over-rode all other concerns in the area. To fulfil this Omega Vault has yielded data that has drawn Kill-teams to + compact, the Deathwatch built their hidden Watch Fortress in distant parts of the Jericho Reach, sent into certain death, never + the dead system of Erioch on the ruins of an artefact ancient to return. Watch Fortress Erioch stirs now as never before, and + before man first walked the soil of Holy Terra. At the fortress’s only a few locks remain before the Omega Vault opens fully—a + heart, they constructed the Omega Vault and sealed within it dire portent, indeed. + the terrible truths of a future yet to be born. + For millennia, the Deathwatch have ensured that some of + their number have remained in this dark place, there to stand rioch + watch. Their determination has never wavered. Come what may, + whether disaster, invasion, or civil war, they have held their “A warrior’s heart should be as iron: Unforgiving, unyielding, and + watch. The Battle-Brothers of the Deathwatch have fought uncaring of all except duty. With such a heart, a warrior can stand + and died, have known both victory and defeat, and continue against the terrors of the universe unbowed and unbroken.” + to fight against the myriad enemies that swarm in the Jericho + Reach like vermin in a midden. They do so to honour their –Attributed to Ferrus Manus + long watch and to guard against the greater darkness to come. + he true nature of this secret threat remains hidden from Watch Fortress Erioch is a vast space bastion that lies in the + the Deathwatch that bide in the Jericho Reach, hidden until outer reaches of the Erioch system in the untamed void between + its fated hour approaches. Something of the truth is known by the Canis and Acheros salients. It is situated in a stellar dead + the Watch Commander and the Inquisitors of the Ordo Xenos zone populated by only a handful of failing, ancient stars—of + which Erioch itself is one. A brutal mass of armoured basilica, + domes, and spires, the Fortress bristles with enough armament + to rival a sizable battlegroup of warships, largely concealing the + fact that underneath the Imperial ceramite and firepower, it is + built on a ruined artefact that was old when Terra’s star was + first forming. Within it is a vast maze of echoing, dust-carpeted + corridors that wander past silent chapels and armoured vaults + sealed with adamantine doors. Beneath war-tattered banners of + glories past, the Battle-Brothers of the Deathwatch in residence + move between cells, practice ranges, armouries and briefing + theatres like spectres in a dead city, their numbers swallowed by + the vast and labyrinthine nature of the fortress. + Within the Watch Fortress, the Deathwatch gathers to rearm, + train, and report. From here, Kill-teams are dispatched on + missions to every corner of the Jericho Reach, and sometimes + beyond. The Fortress contains vast command cathedrals where + Watch Captains come to discuss strategy, developments within + their assigned vigils, and consult with the Inquisitor of the + Chamber and Master of Vigilance. Alongside the towering + Adeptus Astartes scurry the far more numerous servitors and + hooded, mind-wiped serfs that keep the Fortress alive and + functioning. These lobotomised or oath-bonded servants crew + the Watch Fortress’s weaponry, and serve under the eyes of the + Forge Master in the maintenance of its machine spirits, their + pasts shorn from them by mental conditioning. They remember + nothing of their history, and know no life beyond the fortress + and the demands of their duty. + he Watch Fortress could hold an entire Chapter of Adeptus + Astartes with ease, but its records show that there are rarely + more than a few score Deathwatch garrisoning it at any time. + Even during the grim events of the Council of the Ascension + + + 328 + in 756.M41, no more than two hundred Battle-Brothers were places of TraininG anD DevoTion +gathered within the Fortress. As a matter of course, most of +the Deathwatch Space Marines within the Jericho Reach only Within Watch Fortress Erioch are many places in which the +spend brief periods in the Watch Fortress before leaving again Battle-Brothers of the Deathwatch may hone their skills and +to fulfil their missions or to garrison other Watch Stations temper their spirits. There are huge ranges housed in vast +within the Reach. Indeed, some never see the Fortress during chambers where live-fire exercises and marksmanship drills +their service in the region. Instead, they spend their time on one can be performed in environments ranging from tangled ruins + + + + + XII: The Jericho Reach +bloody battlefield after another, or as the lone warden in Watch to liquid-filled tunnels or the chill of hard vacuum. Alongside +Stations far from their Battle-Brothers. The only exception are these are hundreds of smaller melee and exercise chambers +the guardians of the Chamber of Vigilance; a ten-strong squad where new skills with blade, fist, and body can be passed +of Deathwatch Space Marines. Joining them is a position of from Battle-Brother to Battle-Brother. Numerous clusters of +great honour, and only Battle-Brothers who have performed a armoured fighting cages (said to have been introduced by +feat of exemplary courage and dedication during their time of a Watch Captain originating from the Imperial Fists) exist +service are considered for service among these guardians. where Battle-Brothers can test their skill of arms against each + Aside from the Deathwatch and their servants—including other. There are also libraries filled with tactical treatises, past +cloisters of Navigators and Astropaths permanently sworn mission logs and spiritual texts for the edification of a Battle- +to their service—Watch Fortress Erioch occasionally hosts Brother’s mental faculties. For those Space Marines who are +members of the Inquisition and their attendant cadre of throne psychically-gifted Librarians, there are specialised warded and +agents, acolytes, and other minions. Most of these Inquisitors shielded chantries for a Psyker to sharpen his own unique +come to consult with the Chamber of Vigilance, to examine gifts in the Emperor’s service. +some article recovered by the Deathwatch, or to make a request In addition to these places that hone a warrior’s body +for aide in person. In the long millennia, many Inquisitors have and mind, there are sanctuaries in which Space Marines can +passed through the Watch Fortress. Some stay for extended armour their soul. These scattered sanctums are often centred +periods, others barely a few hours. Some leave artefacts within on the tombs of fallen Battle-Brothers and are reached by a +one of the Fortress’s vaults, sealed to all but them, or those to long and tangled journey into the Fortresses’ deeps. Amid the +which they entrust the cipher, key or secret of its opening. Some silent waft of incense, the Deathwatch meditate on their duty +vaults have remained sealed in this way for millennia; the horrors and do observance to the traditions of their home Chapter. +or secrets within shut away even from the Deathwatch itself. Many of these small devotional shrines hold banners and + Despite the power of the Inquisition and the ancient and relics given as a mark of honour by Chapters whose brethren +honoured role of the Inquisitor of the Chamber, the sole have died as part of the Deathwatch. It is said that the marks +and final authority of the Watch Fortress, and thereby all of over a hundred Chapters can be found in the sanctuaries +the Deathwatch Marines in the Jericho Reach is the Master of Watch Fortress Erioch, including the liveries and icons +of Vigilance, a position held by the most senior Deathwatch of Chapters forgotten in the long millennia. Each shrine +Captain in the Jericho Reach. Others that have thought to act is venerated by any member of that Chapter that comes to +otherwise, including certain members of the Inquisition, have the Fortress. +paid for this mistake with their lives. + + + + + The Erioch System + star is a crumpled, + ch star syst em is, and alw ays has been , a place of mystery and dread. The Erioch are seven planets, + The Erio measured in slow eons. Around this ancient + star + angry white dwarf whose death is being spacing distance between them mathematically exact as if drawn + the orbit of each perfectly circular, and the rock of identical diameter, a little larger than the size of Holy + by a cosmic artisan. Each planet is a bare life and + r surface, with + any sign of life having ever existed on thei aces. Stranger + Terra itse lf. All are com plet ely dev oid of thei r surf + disturb the plains of grey dust that cover + no atmosphere, no water, and no winds to r stellar debris mark these planets, and the footprints of the few + yet, no impact craters of meteorites or othe their surface remain impressed in the dust as the only signs that + Imperial survey teams to have ventured tos. + anything alive ever touched their grim face + lain why the Watch + the sixt h plan et is the Wa tch For tres s of the Deathwatch. No known records exp Navigator has been + Circling To this day, no ship can reach Erioch unle + ss its + Fortress was placed in the Erioch system. to locate it in the warp. Even then, visitors must enter Realspace + granted the most secret information of how + at the system’s edge, or not at all. + hes it to remain + em itse lf seem s to resi st bein g foun d by chance, as if something about its nature wis + The syst + unobserved. + 329 + livinG QuarTers simplest laspack to the massive grav-stabilised macro-shells + fired by the fortress’s main batteries. + The Adeptus Astartes aboard Watch Fortress Erioch are In the deepest reaches of the armouries, curled in waiting + housed in sparse single cells. By the traditions of the Watch sleep, are the ancients of the Deathwatch. Those who have + Fortress, each is bare and unadorned. The walls in each cell are been grievously injured in serving with the Deathwatch may, + formed of unrendered stone or unpolished metal, containing with the blessing of his Chapter, be granted the honour + no more than a stone plinth to lie on, and housings for the of being installed in the cyborganic web of an armoured +XII: The Jericho Reach + + + + + storage of a Battle-Brother’s personal weaponry, devotional sarcophagus so that in times of great need, they may once + items, and other equipment. These simple quarters are the again serve alongside their Battle-Brothers as a Dreadnought. + same regardless of whether the Space Marine is a standard There are believed to be three such rare and mighty ancient + Battle-Brother or an honoured Watch Captain (however, some Dreadnoughts currently dormant within the armouries of + particularly individual Space Marines flout this tradition by Watch Fortress Erioch, though they have not been awakened + displaying trophies, keepsakes, or other reminders of their to war in over a century. Only the Forge Master knows the + home Chapter). By the same traditions, Battle-Brothers truth of their number and state. + arriving at the Watch Fortress are grouped together in cells Many of the most exotic and potent weapons of the + next to Battle-Brothers already in residence with no division fortress, however, are held within sealed vaults deep within + by rank or fighting formation. Likewise, the taking of food and the Watch Fortress, accessible only to those who bear the + drink is traditionally done together in one of the refectories, secret of their opening. Some vaults only open to members + with the Battle-Brothers sitting on stone benches beside iron of a particular Chapter or those who bear the gene-seed of a + topped tables beneath the light of devotional candles. particular Primarch, being gifted or left in trust by one of that + hough the Watch Fortress is the domain of the Adeptus Chapter’s number. Others only open to particular members + Astartes of the Deathwatch, other men and women live and of the Inquisition or Adeptus Mechanicus. Most secret of + serve within it. Serfs and other important functionaries, such all are the terrible devices kept in the outer catacombs of + as the fortress’s Astropathic choir, are housed in enclaves the Omega Vault, the great sealed chamber at the heart of + well-removed from the Battle-Brothers of the Deathwatch Watch Fortress Erioch. Such weapons include vortex torrent + and sealed away from ready access to the deep places of the imploder charges, dread canisters of the life-eater virus, and + fortress and its many vaults. The Inquisitor of the Chamber of the imprisoned nightmare childe. These weapons are only + Vigilance traditionally keeps residence in the Tower of Brass, yielded one at a time and by the will of the systems that lie + which juts into the vacuum from the upper hull of the fortress at the centre of the Vault’s many chambers, watching and + like a blade tip projecting from the back of a skewered foe. waiting for the future. + This tower, while part of the fortress, is left alone by the + Deathwatch out of courtesy, unless duty or suspicion call + them there. Within this vast edifice, the Inquisitor of the + Defences anD voiD DocKs + Chamber houses his personal staff and entourage. It is, in The exterior of Watch Fortress Erioch bristles with weaponry. + effect, his personal domain to maintain as he wishes. Other Its sides are studded with the maws of macro canons, missile + Inquisitors who come to the Watch Fortress are often made clusters, Thunderhawk launch bays, and plasma mortars, while + personal guests by the Inquisitor of the Chamber and housed the spires that rise from its surface are serrated with hundreds + within the Tower of Brass. Some, however, are either not of defence laser cupolas. The Watch Fortress has firepower + given the honour of such an invitation, or prefer to keep their enough to vaporise a battleship in a single volley or to shatter + own company, and are housed in one of the fortresses many a small moon should the need arise from any quarter. + sets of state rooms which lay empty until needed. Beyond these fearsome weapons, separate defence + platforms spin in thruster-corrected orbits, each armed with + deadly lance batteries and torpedo launchers. Additionally, + reliQuaries of The Tools of war patrols of defence monitors roam in the cold void, cutting + The armouries of the Fortress are located deep beneath its secret paths through deadly minefields; heavily armed and + armoured hull, secured behind the thickest blast doors and armoured space craft that together are capable of matching + internal layers of void shielding of the kind more commonly the firepower of a capital ship. + used to protect Battle Titans. This is the realm of metal and Watch Fortress Erioch also has extensive void docks in + actinic light, of the beat of hammers and the fire of forges which a dozen capital ships or battle barges could be docked + that arm and armour the Emperor’s angels of death. Made and resupplied at the same time. However, most vessels that + up of workshops, magazines and armouries, these are the come to the Watch Fortress are smaller ships such as the + domains of the Techmarines that serve in the Deathwatch, Deathwatch’s rapid strike vessels or the occasional vessel + and all fall under the ultimate authority of the Forge Master bearing a visiting dignitary. + of the Watch Fortress. Chainswords, power axes, bolters, drop Both defences and docks are crewed by legions of servitors + pods, tanks, thunderfire cannons, and all of the tools of the and ratings that are supervised by human serfs that are oath- + Adeptus Astartes are held here; their war-like machine spirits bonded to serve the Deathwatch all their lives. In a crisis, + soothed by the machine buzz of servitors and the touch overall command of the Watch Fortress and its defences is + of sacred oils until they are needed. There also are billions taken by the Master of the Vigil as its presiding castellan. + of rounds, charges, and cylinders of ammunition from the + + + 330 + Relations between the Deathwatch and the Crusade + + + + + XII: The Jericho Reach +The Achilus Crusade and the Deathwatch have different concerns in the Jericho Reach, concerns which often +are in close concord, but not always so. + +The Achilus Crusade is commanded by the standing decree of the High Lords of Terra to re-conquer the +Jericho Reach, to bring its worlds within Imperial rule, to deny them to the Enemies of Mankind, and to +destroy those enemies wherever it encounters them. Its undisputed master is the Lord Militant Tetrarchus. +Beneath him are his favoured generals, admirals, and arch-confessors. Also in alliance with the Crusade are +the commanders of the various Space Marine detachments, Titan Legions, and Mechanicus Archmagos, over +which the Lord Militant’s authority, while notionally absolute, is never quite as certain. + +The Deathwatch, on the other hand, have a far older and sacrosanct duty, mandated by high and ancient +authority, to maintain a watch over the Jericho Reach and protect against the darkness that gathers within +it and the doom that shall one day come to pass. The Deathwatch perform their duties in many ways, but +chiefly by fighting the enemies of Mankind and in carrying out their unrelenting vigil without cease or +respite. They are not, in fact, part of the Crusade, nor are they bound to obey its master or his agents before +their own oath-sworn duty. + +At present, the Deathwatch, by their own will and to their own design, mount missions to destroy Tyranid +aggressors, recover xenos artefacts from Chaos-held worlds, and interfere and destroy Tau attempts to expand +their interests in the region. They conduct their own missions to gather intelligence and look to gauge and +stop the threats they encounter. The Deathwatch does these things according to their own agenda, and +because it is their nature, not because they are ordered to do so by the Crusade’s masters. On occasion, the +Deathwatch’s agenda may coincide with that of the Achilus Crusade, or they may respond favourably to a +request for assistance from its high command, or even to the distress calls of members of the Crusade forces. +In those cases and for that time, the two may work in concert toward a common goal. Once that goal is +achieved, however, the Deathwatch will pursue their own plans and look to their own counsel. + +This autonomy has, on occasion, led to friction between the Deathwatch and those involved in the Achilus +Crusade, particularly those who command the Crusade (and therefore know something of the Deathwatch’s +presence in the Jericho Reach). + +The existence of the Deathwatch is not a widely understood fact amongst the forces of the Achilus Crusade. +Members of Chapters of the Adeptus Astartes, Inquisitors, and other senior servants of the God-Emperor +know of the Deathwatch, but very few apart from senior commanders and powerful peers of the Imperium +are aware that the Deathwatch are active in the Jericho Reach. Fewer still of those worthies are aware of the +extent of Deathwatch operations or holdings in the area, let alone the existence of Watch Fortress Erioch. +However, thanks to its vigil, the Deathwatch has precise and in-depth knowledge of both the Crusade and +its dispossessions and progress. This knowledge outstrips that possessed by the masters of the Crusade, and +it is information the Deathwatch is not often inclined to share. + +The duty of the Deathwatch is, after all, a secret one. + + + + + 331 + The chaMBer of viGilance or war makes such a shift in leadership unwise for its duration. + The Master of the Vigil remains within Watch Fortress Erioch + The Chamber of Vigilance is the war council of the Deathwatch for the duration of his duty, with certain exceptions made + in Jericho Reach. Established by a tradition whose origin is under critical circumstances. + now long forgotten, the primary purpose of the Chamber he Master of the Vigil’s only mark of rank is the bearing + of Vigilance is to discuss the import of developments in the of a singular heraldic pauldron on his armour, the design being + Jericho Reach and to decide on how the Deathwatch should of a gauntleted hand grasping a snarling serpent by its throat. +XII: The Jericho Reach + + + + + respond. The reasons for a gathering of the Chamber of + Vigilance are many and diverse. Usually, such gatherings are The Inquisitor of the Chamber + connected to new intelligence on a threat to the Reach, or in + response to battlefield reports from Deathwatch in the field. he Inquisitor of the Chamber is a member of the Inquisition + In recent decades, however, the periodic opening of a new who, by ancient tradition, represents the interests of the Holy + portion of the Omega Vault has also caused the Chamber of Ordos within the Chamber of Vigilance. This Inquisitor almost + Vigilance to be gathered with increasing frequency. always heralds from the ranks of the Ordo Xenos, although + he Chamber of Vigilance takes its name from the central there have been exceptions made in the past. The Inquisitor of + chamber of Watch Fortress Erioch’s primary command level. the Chamber is a position of honour and a symbol of the ties + The Chamber is circular and over two hundred paces wide. between the Deathwatch and Inquisition in the Jericho Reach. + Its ceiling is a great dome, in the centre of which is set a he position and title of Inquisitor of the Chamber is + circle of armoured crystal that allows in the reflected light bestowed on an Inquisitor by a conclave of his peers, and remains + of Erioch’s dying sun. When a gathering is called, braziers his until he dies, chooses to relinquish the position, or another + burn incense wood in seven niches around the chamber’s is sent to take his place. Part emissary, intermediary, facilitator, + edge, and servo-skulls, yellow with age, circle to record every and watcher of the watchers, Inquisitors of the Chamber are + detail of what transpires before them. The floor is black stone often chosen for their diplomatic and political skill. Many are + inlaid with symbols and words of the Codex Astartes worked also great warriors or savants of huge erudition. Most have + in adamantine. The symbol of the Deathwatch rests at the found, however, that being able to speak warrior-to-warrior is + chamber’s centre beneath the pale light of the void cast down often an advantage when dealing with the Deathwatch. + from Erioch’s light. There are no chairs in the Chamber of + Vigilance; all who gather here stand as a sign that the duty + of their watch is unending and without respite. Embedded in + t + the floor and ceiling are null field generators and vox baffles, The Omega Vault is a sealed series of ancient engines, + as well as hololith projectors and sound generators for when catacombs, and chambers that sits at the heart of Watch Fortress + information must be displayed to a gathering. Erioch. The Omega Vault has been part of the Watch Fortress + he membership of the chamber is not fixed. The Chamber since it was established in the Jericho Reach, though what it + consists of all senior members of the Deathwatch present at contains at its centre remains unknown to any now living. The + the time of the gathering, plus any members of the Inquisition vault itself is a broadly cylindrical portion of the Watch Fortress + present at the fortress who may be invited (their presence that spans many levels running through its core. There is only + being at the Master’s discretion), or any other servants of one entrance into the Omega Vault; a single door forty paces + the Imperium whose voice and knowledge is important to high. The door is sealed and armoured by layered void shields + the Chamber’s deliberations. Although the membership of and adamantine plating as thick as a warship’s prow. Engraved + the Chamber of Vigilance shifts and changes, there are two upon it are the symbols of the Deathwatch and the elder Terran + positions that are permanent by tradition: the Master of the rune ‘Omega,’ surrounding an image of the Emperor strangling + Vigil and the Inquisitor of the Chamber. Both must be present a coiling serpent. Above these great doors are words in High + in order for a gathering to be called. Gothic that read, “And The Last Fortress Is Truth.” Each Battle- + Brother freshly stationed at the Watch Fortress is brought before + The Master of the Vigil these words to take his oath of vigil. + No living being can open the doors of the vault; they open + he Master of the Vigil is a senior member of the Deathwatch themselves at the command of mysterious ancient devices at the + Stationed at Watch Fortress Erioch, meaning that he is usually, heart of the vault itself. Those who have been inside pass along + though not always, the Watch Commander or the ranking corridors and down spiralling stairs lined with catacomb sub- + Watch Captain. The bearer of this honour is oath-bound to vaults, each barred with its own blast door and surrounded with + act as the final arbitrator of decisions made by the Chamber dust-dry parchment fragments and archaic marks etched in silver. + of Vigilance, and also to rule and maintain the Watch Fortress, Through each door awaits a secret of the Omega Vault held in + Watch Stations, and the other domains of the Deathwatch an armoured chamber, each protected by powerful automated + within the Jericho Reach. defences and locks of unfathomable complexity. + he title of Master of the Vigil is conferred on a Battle- he Omega Vault is known to yield up a portion of its cryptic + Brother only by a gathering of the Chamber of Vigilance and artefacts and information in direct response to events unfolding + confirmed by the missive of the High Lords of Terra. This within the Jericho Reach. There is also evidence that the central + honour is traditionally borne by an individual for a score of data-reservoir of Watch Fortress Erioch is bound to something + years before it passes to another, unless a time of great crisis deep within the Omega Vault. The vault has, on occasion, + + + 332 + responded to new information sent in from Watch Stations or At the centre of the Omega Vault lies another, inner vault: +operational reports from Deathwatch missions by revealing a a secret of secrets, bound with scores of locking mechanisms +portion of what was placed within it many millennia ago. which have slowly opened themselves, one-by-one, down the + However, this process remains fraught with mystery, centuries. The Chamber of Vigilance believes that sealed within +particularly as to whether the vault’s actions are based entirely this chamber is the final truth and, perhaps, the last weapon the +on a pre-ordained sequence or are at least partly reactive in Deathwatch will have need for in the Jericho Reach. +nature. Perhaps most tellingly, there are numerous events of great What plan or pattern ordained in the ancient past may have + + + + + XII: The Jericho Reach +import that have transpired in the Jericho Reach and failed to necessitated the construction of the Omega Vault—and what +trigger any response from the vault. Most recently, for example, hands constructed it—remains a mystery many have pondered. +there was the incursion of the Tyranid threat into the Orpheus Further riddles are posed by the seemingly precognitive abilities +Salient. So far, this event has drawn no response from the vault, and resources required to create such a vault. What is without +although specific dangers since, caused by the Tyranids, have doubt, is that the creators of the Omega Vault were human, a +triggered activity within the Omega Vault. It is an enigma that truth evident not only from the elements of its design, but a +continues to trouble the thoughts of Deathwatch Space Marine further significant detail. Contained within the vault’s air is an +and Inquisitor alike. appallingly powerful synthetic pathogen that is entirely inert + Only one chamber has ever been discovered and unlocked outside the Omega Vault’s walls. This pathogen is an ancient +each time the Omega Vault has opened itself. Once whatever and un-replicable weapon, utterly lethal to all kinds of life save +waits in the open chamber has been removed, the Vault seals one: Mankind. +itself again, sounding a sonorous bell to warn of its closure What is certain is that the Chamber of Vigilance has a +and of the fatal consequences that follow should anyone duty to protect the Omega Vault and to use and follow what +tarry overlong. information it yields in the Imperium’s defence as they judge fit. + In the past, the vault has provided tomes of archaic lore, It is a duty they have had to discharge with greater frequency in +strange fragments of alien devices, ancient weapons forged in the decades since the Warp Gate’s opening and the beginning +times long gone, world-slaying virus canisters, enigmatic star of the Achilus Crusade. Now, only a handful of locks remain +charts, and bizarre xenological specimens. On one occasion, closed on the innermost vault. +its gift was an ancient Astropath held in a stasis field. When +awoken, the Astropath sent one brief astropathic message and +spoke two words before expiring from extreme old age, his final tations +duty discharged. + “A warrior’s eye should seem to see everything: The movement of the + enemy’s blade, the intent in their eyes, the doubt in their heart. But to + achieve this, you must know where to place your gaze, and most of + all, when to do so.” + + –Attributed to Rogal Dorn + + he Watch Stations are fortified outposts used by the + Deathwatch in the Jericho Reach. There are many Watch + Stations scattered across the worlds, moons, and cold void + of the Reach, and no two Watch Stations are quite the same. + Some take the form of single-blocked armoured bastions from + which eagle-headed gargoyles glare out at the silent expanses + of Dead worlds. Others are complexes of forbidding towers + strung through the peaks of lunar mountain ranges, while yet + others are small, jagged stations that watch from the blackness + of space, bristling with auspex arrays and seer-webs. + No matter their location, all Watch Stations exist to serve + the Deathwatch as bases of operation, and as an ever-vigilant + gaze on the Jericho Reach. Each station is fitted with highly + advanced sensors that constantly gather information about + the area around them. These sensors gaze far into space, scour + the air for communications of all types, and even skim the + warp with powerful witch-sight augurs. All the information + gathered by a Watch Station is stored in data reservoirs in the + heart of the station. + + + + + 333 + The following are three notable examples of the numerous + Watch Station present in the Jericho Reach: + + + waTch sTaTion arKhas + Watch Station Arkhas is an armoured space station resembling + a spiked iron pinwheel floating on the outer reaches of the +XII: The Jericho Reach + + + + + Arkhas system. The Watch Station is small, with space to + accommodate no more than a dozen Battle-Brothers. Most of + the station is given over to the systems of its massive sensor + arrays designed to both monitor the Arkhas system and gaze + beyond it. Unusually, Watch Station Arkhas is home as a matter + of course to an assigned Astropath dedicated to its service. + The current Astropath is a deeply experienced practitioner + of his craft called Varrus. However, it has been many months + since he has been able to personally send or receive messages + through the Warp with any reliability or clarity, thanks to the + growing shadowy presence that moves in Warp blocking out + both Astropathic signals and filling the Watch Station’s augurs + with static that buzzes like a swarm of locusts. + he Arkhas system itself has a number of planetary bodies, + including two that are capable of supporting life. However, + both are desert worlds, possessed of little or no water from + which jagged spines of black rock emerge like the bones of + great fossilised beasts. There are a few sand-eroded remains + which indicate that these worlds played host to intelligent + life in the distant past; possibly even human colonies, though + nothing of them now remains. + he system has long merited the Deathwatch’s vigil. It + has been both battleground of man and alien and the site of + several strange energy phenomena which remain unexplained. + When any Deathwatch Space Marine leaves a Watch Station, The airless third moon of Arkhas II still bears the charred + it is his duty to take a copy of the information gathered by that remains of an Ork Terror Ship brought down by a Deathwatch + station and return it to Watch Fortress Erioch for entry into boarding action centuries ago. + its records. Small, high-speed, warp-capable vessels known as In the last few months, the system and its inhabited worlds + Dark Hunters are designed to slip unseen through the stars have formed the centre of an attempt by the Crusade forces, + while they make their rounds, harvesting the Watch Station’s under the command of General Casterlix, to regroup and dig- + valuable data. Thus, the Deathwatch see much that passes in in following massive casualties inflicted by the tide of Tyranids + the Jericho Reach that eludes most others. rising from the rimward depths. Casterlix and his forces are, so + All Watch Stations house weapons and material caches to far, entirely ignorant of the Watch Station’s presence. + some extent, arms that can be accessed by any Deathwatch + Kill-team that needs them. Many also have extensive medical, + analysis, and armoury facilities that any Deathwatch Kill-team + waTch sTaTion MiDael + that needs them can avail themselves of, although to gain the Watch Station Midael sits on a Dead world shrouded in + full extent of their use, the specialised skills of an Apothecary metallic grey dust that lies close to the spinward extent of the + or Techmarine are required. Chaos-held Charon Worlds. The Watch Station takes the form + Most Watch Stations are not physically manned by Battle- of a single armoured tower that rises from a spur of rock above + Brothers except for when they function as a base of operations one of the world’s dust plateaus. Watch Fortress Erioch has not + in the field. Many Watch Stations can go for decades without received word from this station in over three decades. + a Battle-Brother crossing their threshold. During the normal In truth, it is a dead and lifeless place, inhabited by a lone + course of events, Watch Stations are maintained, operated, Deathwatch Battle-Brother, cut off from the outside by the + and if needs be, defended by the finest automated systems the spreading baleful influence of the Charon Stars. For more than + Machine Cult can provide. If a Watch Station is attacked, its thirty years, he has waited for others of the Deathwatch to + protection can sustain it from all but the most determined and come and relieve him, standing guard over the thing that is + powerful assault. If breached, it will self-destruct, annihilating held in the deepest chamber of the tower. + itself utterly, leaving nothing of its secrets for the enemy. A Slowly, the Watch Station’s servitors have failed and died, + Watch Station’s greatest defences, however, are the secrecy, and the tower’s systems have become corrupted and atrophied. + remoteness, and concealment of its existence. Every few years, enemy forces come again to claim it. So + far, however, they have failed to defeat the lone brother of + + + 334 + the Deathwatch who waits within. Outside the tower, the d +screaming wind howls and the bloody light of the Hadex +Anomaly flares ever larger in the cold skies. The Thunder’s Word is a modified Gladius-class Frigate that + has served the Deathwatch in the Jericho Reach for over two + millennia. It is whispered that it was built in the holy orbital +waTch sTaTion oerTha docks above Mars itself under the direct supervision of the Arch- +Watch Station Oertha is a bastion under siege, situated on a Fabricator Castilus. Compact, heavily armed, and swift beyond + + + + + XII: The Jericho Reach +semi-arid world within one of the primary warzones of the anything that might be expected of its class, this warship can +Canis Salient. The forces of the Tau Expansion believe the only deploy a relative handful of Battle-Brothers into action +planet of Oertha possesses vast resources of fuel and primary owing to the internal space given over to its massed batteries +material. It has been set in the Tau agenda for some time and powerful engines. +as a prime candidate for exploitation and colonization. The Commanded by the venerable Battle-Brother Pellas, the +world’s largely uninhabited status has led the Tau to lay claim Thunder’s Word has been used in some of the most dangerous +to the planet; a claim that is disputed by the Watch Station operations undertaken by the Deathwatch in the Jericho Reach. +and the forces within it. Watch Station Oertha is a sprawling Its list of battle honours has become legendary: over three +and heavily fortified compound that stands concealed in the score of raider and xenos ship-kills to its name. Its most lauded +maze-like ravines of the equatorial Berrick Mountains. In a mission remains the daring raid in which it slipped past the +rare instance of overt and ongoing cooperation between the Chaos fleets above Samech to recover the records from the lost +Crusade forces and the Deathwatch, Watch Station Oertha has Watch Station known as the Slaughterhouse. It was also the +now become the keystone of the efforts to deny the planet Thunder’s Word that first glimpsed the bio-ships off the moons of +to the Tau. Twenty Deathwatch Battle-Brothers, under Watch Freya and warned of the Great Devourer’s advance through the +Codicier Kurita, and fifty allied Space Marines of the Storm rimward systems. The Thunder’s Word remains one of the Master +Wardens Chapter have garrisoned the Watch Station, using of Vigil’s favoured instruments should a Deathwatch Kill-team +it as a base from which to launch a campaign of devastating need to be deployed deep inside enemy-held territory. +raids against the Tau. So far, these raids have made it all but +impossible for Tau expansion on the planet. As matters stand +now, both sides are awaiting reinforcements, and only time atch +will ultimately determine the fate of Oertha. + “Look to your brothers. Know their hearts as you know your own. + For if you do not, then all will be broken and lost to darkness.” +arships + –Attributed to Lion El’Johnson +“Do not value strength and power too much, for they alone are no +guarantee of victory. Value speed and accuracy first: If you do this, he established Deathwatch presence in the Jericho Reach +then power and strength will do naught but snap at your heels.” means that, at any given time, there are a number of senior + members of the Deathwatch within its borders. These senior + –Attributed to Jaghatai Khan Battle-Brothers consist of the Watch Captains, Epistolary + Librarians, Forge Masters, and others of distinguished service + he Deathwatch in the Jericho Reach maintains a number or mark. +of warships, light craft, and other diverse vessels for their In addition to the Deathwatch themselves, members of +own uses. Most of these ships operate alone, transporting the Inquisition have a close concern with the Deathwatch’s +Deathwatch Battle-Brothers to where they are needed, undertaking in the Reach, and their members, throne agents, +combating space-borne threats, and providing orbital support and acolytes are those most likely to have close contact with +to Deathwatch operations. The majority of these craft take the the Deathwatch. +form of destroyers, frigates, and other classes of rapid strike +vessel, along with modified Hunter-class destroyers known +as Dark Hunters. Larger warships and also several captured + waTch coMManDer MorDiGael: +raider vessels and merchantmen are held in reserve should a MasTer of The viGil +particular mission warrant their use. + he lighter classes of vessels suit the needs of the Watch Commander Mordigael is a quick and decisive +Deathwatch admirably, as their missions most commonly commander of men with a natural charisma bound to a +need to deploy and extract very small numbers of Deathwatch terrifying skill in battle. A Blood Angel by origin, Mordigael +Battle-Brothers with great speed, precision, and when called is a paragon of the qualities and traditions of his Chapter. +for, subterfuge. Like other Space Marine vessels, the warships His features are sharp and handsome, as if cut from a pale +of the Deathwatch are primarily crewed by servitors and stone statue of an Imperial saint, while his eyes burn with +oath-bonded serfs, with a handful of Battle-Brothers serving almost feverish intensity. He delights in the perfection of all +as command crew. These ships are often highly sophisticated his undertakings, from practice in the martial disciplines to +in design, outfitting, and armament, even over those used by the contemplation on the future implications of all things of +other Chapters of the Adeptus Astartes. note that bears on his sacred duty. + + + 335 + episTolary axineTon + Epistolary Axineton is a Librarian of the White Consuls + Chapter who has only recently come to serve in the Jericho + Reach. Lean-featured, dark-haired, and possessing a grimly + superior demeanour, Axineton is caustic and blunt to his + peers. Never does he allow a flaw that he perceives rest +XII: The Jericho Reach + + + + + unmentioned, nor a failing unpunished, and his manner has + created a reputation for sneering arrogance and pedantry + among some. Despite this, he is a warrior of unquestionable + ability and a psyker of great power; a power that he can wield + with the subtlety of a torturer’s razor or the brute force of + an executioner’s axe. As a past veteran of war against the + Tyranid menace, he has already provided valuable insight for + his peers. + Axineton has been fascinated by the secret nature of the + Deathwatch’s mission in the Jericho Reach since learning + of it, and his hungry mind has devoured all he can of the + lore and history of the Omega Vault. He is a constant, but + often silent, presence during gatherings of the Chamber of + Vigilance, sometimes speaking only to condemn. + + + inQuisiTor carMillus: + inQuisiTor of The chaMBer + Inquisitor Hezika Carmillus of the Ordo Xenos has served + the Holy Ordos for over three centuries. In that time, she + has led pogroms that have scoured xenos infestations from a + dozen worlds, condemned and executed Lord Commanders + and Admirals, broken influential and traitorous Rogue + For over five centuries, Mordigael has served his Emperor Traders, and denounced radicalism amongst her own kind. + and his Chapter; on three occasions, he has taken up the duty Tall and blade-thin, she wears exoskeletal enhanced armour + of serving in the Deathwatch. One of these past terms of service at all times and keeps a court of diverse and deadly warriors, + was in the Jericho Reach itself. Mordigael’s current watch has collected from dozens of worlds, at her beck and call. Her + lasted over five decades, and has seen him achieve the honour of voice is silken honey at one moment and unyielding steel the + being named Master of the Vigil a little more than a decade ago. next as she desires. She will not, under any circumstances, + During this time, Mordigael has seen things change within the allow herself to be perceived as anything other than what + Jericho Reach; the implications of the opening of the Warp Gate she is: a warrior savant in the service of the God-Emperor of + have affected everything. The launching of the Achilus Crusade Mankind. She is undaunted by the super-human killers whose + concerns him greatly, as he sees the possibility of a greater company her duty now bids her keep, and she will brook no + disaster being created from a war prosecuted through ignorance challenges to her authority, in particular by other Inquisitors, + and arrogance. He sees the encroaching threat of the Tyranids although she is ever-conscious of its limitations. + in much the same light, quite apart from the terrible danger they Inquisitor Carmillus has been the Inquisitor of the + hold by themselves. On more than one occasion, the Master of Chamber and mistress of the Tower of Brass for sixteen years + the Vigil has had to remind Lord Militant Tetrarchus that the and has executed her sworn tasks with precise dedication and + Deathwatch is not beholden to the needs of the Crusade. utter ruthlessness. While possessing a warlike temperament, + she is also highly intelligent and subtle. These traits make her + an ideal emissary to the domain of the Deathwatch and well + equipped to deal with its Adeptus Astartes masters. She + has voiced the opinion in the Chamber that, although + she is in favour of the Achilus Crusade, a contingency + plan should be drawn up to destroy the Warp Gate + should the Crusade suffer catastrophic failure. She + believes that the Warp Gate possesses a vast threat if + it is no longer under the Imperium’s direct control. + Much of her other motivations, however, remain a + tightly-held secret. + + + + 336 + The Achilus The GaTe opens + The catalyst for the launching of the Achilus Crusade was the + + Crusade unexpected discovery of an active Warp Gate in the turbulent + Halo Margins close to the Calixis Sector, in Segmentum + Obscurus. This ancient and vastly cyclopean alien device +“I will see the God-Emperor’s domain extended to the furthest of unknown age proved to be both active and stable, with + + + + + XII: The Jericho Reach +reaches. To the places where the light of stars and moons shines on a corresponding gate-aperture into Realspace far on the +ruin and casts only shadows, and the unclean walk unpunished. I other side of the Galactic Core at the edge of the Jericho +will see those that have turned away at the tip of the sword, and the Reach. Though the Jericho Reach had at one time been +defilers beneath the hammer. I will see my own blood run out before I under Imperial control, the existence of this gate within its +turn from this path.” boundaries had never been discovered; a further mystery that + has never been solved. The Warp Gate and the possibilities it + –From the oath of Tiber Achilus, taken at the offered only came to light in 755.M41, when the Navigator + commencement of the Crusade into the Jericho Reach of the Imperial Flag-Frigate Spear of Tarsus sensed something + causing a localised area of calm in the great warp storm border + + +T + he Achilus Crusade is a war being waged to bring the through which she was steering passage. Dropping out of the + Jericho Reach back into the dominion of the God- Warp close to the source of this tranquil sea, the frigate found + Emperor of Mankind. It has been waged for over four itself in the presence of a vast Warp Gate of xenos design, +decades, and in that time, it has consumed millions of lives, placed in the cold blackness of interstellar space far from the +seen the destruction of dozens of worlds, and its end is lost orbit of any star; a gate that, though undoubtedly ancient, +in a blood-soaked future that none now living may see. The had been activated (or re-activated at any rate) in the recent +Achilus Crusade exists because of a stable Warp Gate linking past. With this discovery, a chain of events were set in motion +the Jericho Reach and the Halo Margins close to the long that would cause the Achilus Crusade to be launched across +distant Calixis Sector. The first stage of the Crusade was the stars. +launched through the Warp Gate within years of its discovery. Once the Spear of Tarsus had returned to Imperial space +This was a bold attempt to retake the Jericho Reach quickly bearing news of its discovery, it was not long until a secret +and use it as a staging point from which a greater re-conquest expedition was launched to discover the nature of the gate +of lost areas of the Eastern Fringe could begin. From there, the and where it led. Ships serving the Adeptus Mechanicus +Imperium could start a second front against the encroaching Explorators and the Ordo Xenos sent scouting ships through, +designs of the expanding Tau Empire. crewed with their most able agents and experienced Navigators. + At first, the forces of Lord Militant Achilus enjoyed rapid Their swift return not only told of another gate, also hanging +success, taking several worlds and establishing a core of systems in the empty void far from any star, but also of the certain +to act as the basis for further conquests. Since these early truth that this other gate lay in the Segmentum Obscurus, +victories, however, the Crusade has seen the death of its leader, near the Jericho Reach on the other side of the galaxy. With +the division of its armies to fight wars on many fronts, and that realisation, a plan was born within the minds of the great +the bleeding dry of its forces by attrition and the onslaught of lords of the Imperium: The possibility of using the gate to +deadly enemies with unexpected numbers and strength. In the launch a Crusade into the Jericho Reach and reclaim it for the +heart of the Jericho Reach, the forces of Chaos (entrenched in Imperium as a stepping stone to other conquests. The idea +the millennia-long dark ages since the Jericho Reach fell) have found favour with the High Lords, who gave it their blessing, +battled the Crusade to a corpse-choked standstill. Here, amid and so the idea of a most singular Crusade grew in possibility +these worlds of horror, death, and iron, the slaves of the Dark in the minds of the great until Lord Militant Achilus was given +Gods have drowned entire armies in their own blood. This has mandate to make it a reality. The High Lords were mindful, +not been the extent of the Crusade’s woes. The expansionist however, that the existence of the gate and what it portended +forces of the Tau have also made inroads into parts of the offered dire peril as well as possibility, and decreed that the +region and clashed head-on with the Crusade’s outer edges Crusade was to be launched from a staging point far from the +in a war for control over inhabitable planets and the resources territory it intended to conquer under a shroud of the deepest +to feed their war efforts. Pirates, raiders, and hostile aliens secrecy. But, like so many other great campaigns launched in +have proven far more numerous and troublesome than many the millennia that the Imperium has stood, it was intended to +in the Crusade’s high command had believed possible. So the bring swift victory and to use the light of the God-Emperor +situation has stood for decades, but the worst was to come. to drive back the darkness. + A new threat, perhaps greater than any other, now casts its On the eve of the Feast of the Emperor’s Ascension in +long shadow from the lifeless voids towards the Galactic Rim, 777.M41, countless millions of Imperial Guard, thousands +and this war teeters on the edge of disaster. In that rising tide, of Adepta Sororitas, and as many as a dozen Space Marine +whole worlds have died, naval battlegroups have been lost to Chapters advanced to conquer the worlds of the Jericho Reach +the howling dark, and a smothering cloud has spread across in the shadow of Battle Titans and to the thunder of the guns +the warp. It is a war begun in secret, waged in darkness, and of the Imperial Navy. It was a bold and fiery beginning. +without mercy or quarter. Yet the truth is that the carnage seen +so far is only the beginning. + + + 337 + The DeaTh anD ascension While travelling to review the progress of the primary + forward battlegroups aboard the grand cruiser Proclamation of + Lord Militant Achilus was a war-forged veteran of many Wrath in 786.M41, the ship suffered a catastrophic Gellar Field + campaigns before the Aquila, primarily against the Orks failure and was lost with all hands. The Lord Militant and his + and other alien threats such as the Khrave and the Ylarian command staff were among those drowned in the raw energies + Collective in the Formorian Sector wars where he had earned of the Warp. + his fame. He was also stubborn, blunt, and somewhat cautious Until his death, Achilus had pursued a strategy that focused on +XII: The Jericho Reach + + + + + in nature, favouring a tried and tested strategy of ‘attack, pacify, securing a stable, fortified base of operations near the Warp Gate; + and fortify’ over great sweeping advances. Acting on the best a careful campaign to bring the Reach under his heel, followed by + intelligence he possessed, he had also badly underestimated just a drive by the Crusade directly against those parts of the Jericho + how entrenched or dangerous ‘native’ resistance to the Crusade Reach threatened by Tau expansion and perhaps beyond. His + would be within the Jericho Reach. hope was to swiftly secure the coreward swathe of the Reach and + His core belief was that the Crusade had been launched continue to press mercilessly on, but aside from an initial string + primarily to open a new front against the alien Tau, and laid of successes, the Crusade forces (often parcelled out piecemeal) + his plans to this long term goal, perhaps to the detriment of met with repeated delays and, in some theatres, outright defeat + the Crusade as a whole. Whether or not he was correct in at the hands of the vile and heretic inhabitants of the Reach’s + his assumptions, he would not live long enough to know, as core worlds. Meanwhile, the Tau appeared to press the matter by + Achilus did not survive to see the end of the first decade of their incursions into the region. The Crusade had begun to stall + his Crusade. dangerously, its forces slowly declining from hundreds of minor + engagements, while Achilus’s intransigence caused discontent + with his Space Marine and Mechanicus allies who pressed for + more decisive action. + + Ignorant Armies + To protect the secrecy of the Warp Gate con + the Crusade’s forces do not know that nection between the Jericho Reach and the + they are fighting a war on the other side of the gala Calixis Sector, most of + embarked on their vessels. Senior comman xy from where they + staff are, of course, aware of the truth, as ders, naval officers and other vital members of the senior Crusade + addition, the truth is known to those from are the members of the Adeptus Astartes and Adepta Sororitas. In + guide the Crusade fleets and the Astropaths whom it would be impossible to hide, such as the Navigators who + that transmit its messages. + The overwhelming majority of thos + that they are under the light of suneswho fight and die in the Jericho Reach, however + , do so in complete ignoranc + As far as they are aware, they embarked onant that they would not be visible from the places they called home.e + so dist + the warzone that they must fight in. If anya ship which made passage through the Warp and brought them to + scheme of things, they most likely think that consider the position of the soil for which they fight in the great + of the Calixis Sector. However, few even they are fighting within the Halo Stars or on the untamed margins + an Imperial virtue. wonder about the nature of their place in + the galaxy, for ignorance is + The primary reason for this secrecy is, in part + the Jericho Reach and Halo Margin , to protect the vital supply line enabled by + s. It is the Warp Gate between + perhaps, no more than a few months, una a supply line without which the Achilus Crusade would die in, + to fight. The Warp Gate itself, if in enemble to arm or feed itself, let alone secure further soldiers with which + Imperial inroads into the Koronus Expans y hands, would pose a terrible threat to the Calixis Sector and the + e. Thus, secrecy itself is a shield against this + happening. + There is another reason for the deception + tithes to an extent that it could not easily of no lesser importance: it allows the Crusade to feed on the military + keep on demanding, forces and assets as isotherwise do. While the Crusade’s masters might simply demand, and + at best compared to threats so much clos their right, sector politics would otherwise make such aid grudging + ignorant of the facts other than that theyer to home. It is better that the worlds involved in the tithe remain + see the stars of home again—a situation serve the God-Emperor’s will, and that the soldiers will likely never + far from unique in the Imperium’s history. + As a result, most of the regiments raised from + believed to be for other wars and battlefr worlds within the Calixis, Scarus and Ixaniad + Sectors are currentl + Crusade—by all but a few, very senior memcloser to home—most commonly the endless, slow-burning Marginy + onts + Corvinus’ Crusade into the Halo stars was bers of the Adepta. This is, in fact, a lie, for the High Confessor + lost and presumed destroyed utterly over + two decades ago. + As the Achilus Crusade has continued to + has been kept in existence on paper as a consume men and material at a ravenous rate, the Margin Crusade + that leads to the Jericho Reach. This is a means to justify the heavy tithing by those sectors close to the gate + entirely ignorant of, lest they disrupt the fact that, of course, the planetary and sub-sector governors are kept + Meanwhile, the Ministorum preaches fortflow of flesh and iron into the killing machine of the Achilus Crusade. + Departmento Munitorum divert the disp h new recruits from the pulpit, and the scribes and procurators of the + resources with the338 osition of tens of thousands of fighting sold + cold flick of a quill. iers, support vessels and + Forces of the God-Emperor of Mankind + Disposition at the Outset of the Achilus Crusade circa 7252.777.M41 +Compiler’s Note: Cross-Ref: Secret Order Lamas-V + + + + + XII: The Jericho Reach +Notable Imperial Guard Units Recorded Contingents Officio +Segmentum Reserve Assassinorum +Cadian Shock Troops: 2 Regiments Assassins [RESTRICTED] +Tekarn Armoured: 1 Regiment +Iaxian Tithe Guard: 2 Regiments ecorded Contingents of the Adeptus +Terrax Guard: 3 Regiments Mechanicus +Harakoni Warhawks: 1 Regiment Adeptus Titanicus—Legio Venator: 3 Battle +Mordian Iron Guard: 1 Regiment Maniples, 2 Scout Maniples +29th Descaal Lancers: 1 Regiment Centurio Ordinatus: 1 Ordinatus + Skitarii Tech Guard: 4 Regiments +Calixis Sector Levy Ordo Reductor: 2 Siege Formations +Scintillan Heavy Infantry: 2 Regiments Korvath Knight Household: 2 Formations +Scintillan Guard: 3 Regiments Legio Cybernetica: 1 Division +Maccabian 5th “Drusus’s Own” Guard +Maccabian 16th Janissaries ecorded Contingents of the Imperial +Mortressan 14th Highlanders: 1 Regiment + Fleet +Gunmetalican 13th Armoured + +Vessels of Note +Volg 3rd “Mercy Bringers” + Belial – Emperor Class Battleship +Landrian 202nd Light Infantry + Execution – Eternal Oberon Class Battleship +Monrass 25th Scythewind Recon + Proclamation of Wrath – Vengeance Class Grand +Merov Penitentiary Indenture: 4 Penal Legions + Cruiser [lost with all hands 786.M41] +Gathalamor Heavy Grenadiers: 8 battalions + Eternal Requiem – Exorcist Class Grand Cruiser + Caelestis Dictatio – Mars Class Battlecruiser +Known Adeptus Astartes Contingents +Angels Vermillion: 1 Company + ecorded Contingents Departmento +Space Wolves: 1 Battle Company +White Consuls: 2 Companies Munitorum +Dark Sons: 3 Companies Reclamation & Provender Army Inc.: +Grey Knights [RESTRICTED] 3 Pioneer Regiments +Blood Swords: 2 Companies 2 Field Enforcement Regiments +Relictors: 1 Special Detachment 4 Labour Battalions +Storm Wardens: 7 Companies 1 Administratum Assay Corps. +Also elements of the Death Spectres, +Subjugators, Disciples of Caliban, and Iron ecorded Contingents Holy Ordos of the +Snakes represented in a sanctioned Crusader Inquisition +Company as guardians of the Holy Crusade Classified +Banner. + ecorded Contingents/Miscellaneous + ecorded Contingents of the Adepta Forces +Sororitas The Vassals of Rogue Trader Kazandus Lan [5 +Order of the Valorous Heart: 1 Commandery ships of the line, equiv/3 Regiments Militant] +Order of the Bloody Rose: 4 Commanderies +Order of the Argent Shroud: 1 Preceptory +Order of the Fiery Tear: 1 Mission +Order of the Crimson Oath: 2 Missions + + + + + 339 + His successor to the mantle of Lord Militant was a very + different man. Solomon Tetrarchus was also an Imperial Guard + veteran, but one with a reputation for bold strategy, charismatic + The Orpheus + leadership and a practise of delegating many strategic decisions + to the commanders beneath him. Within a year of his ascension + to the Lord Militancy, Tetrarchus had replaced or sidelined + Salient + most of the ‘old guard’ generals who had served Achilus. In “In ancient times it is said that men prayed to keep the monsters +XII: The Jericho Reach + + + + + their stead, he brought up new officers who possessed the of the seas from rising from the black depths. Now I look out at + independent dynamism he valued. He then commanded that the darkness between these stars and I feel the same prayers coming + the Crusade forces be split into three army groups, committed unbidden to my lips.” + most of the reserves his predecessor had hoarded to the front, + and pressed the attack, predicting the fall of the Reach within –Captain Ahabron to his first officer on the Deep Range + a decade. Cruiser Admiral Ishmael, missing in Action 814.M41 + he largest of these newly created Crusade forces would + drive towards the core of the Jericho Reach and crush the he Orpheus Salient is the rimward-most advance of the Achilus + native resistance, while the other two would move swiftly Crusade’s penetration into the Jericho Reach. Intended by Lord + through the sparsely inhabited rimward worlds, encircling the Militant Tetrarchus to advance swiftly through what were largely + former sector’s core. The existing slow drive towards the worlds uncontested and barren systems, the Orpheus Salient was once + disputed by the Tau expansion would become but one barb the most successful of the Achilus Crusade, gaining ground + of the trident that would drive through the corrupted flesh of rapidly ahead of the others and bringing more than sixty systems + the Jericho Reach and make it once more the dominion of the under the Crusade’s control. These successes are no more, and its + God-Emperor of Mankind. forces are now shattered and scattered, while the majority of its + he three salients were designated Canis, Acheros, and commanders are lost and likely dead. + Orpheus respectively, and regardless of the relative wisdom he doom that came upon the Orpheus Salient very recently + of his strategy, the war still continues three decades later. has come out of the distant void like a surging tide sweeping + The Jericho Reach and the fate of the Crusade now hang in away all past gains in a welter of confusion and death. In four + the balance. years, the all-devouring xenos-horror known as the Tyranids has + come to besiege and consume all before it. Unprepared for its + fury, the Salient’s Crusade forces have crumbled into a bloody + shambles. Only a few worlds are known to be holding out for + certain against the onslaught of the Great Devourer, and dozens + are believed to have perished. Others yet may be desperately + fighting the enemy, their plight unknown, or huddling ignorant + and fearful in the silent dark, not knowing that the jaws of a + monstrous enemy are fastening around them. + he possibility of complete disaster now looms, as + only one thing is certain: what has happened so far is only + the beginning. + + + isaster + The Orpheus Salient was launched a year after Solomon + Tetrarchus ascended to the position of Lord Militant + commanding the Crusade into the Jericho Reach. At that + time, intelligence possessed by the Crusade’s High Command + strongly suggested that the systems running to the rimward + of the Reach were made up of sparsely populated frontier + worlds and a few formally Imperial worlds. These planets, + while much regressed, had kept faith with the Imperial Creed + and carried on in much the same way as they had before the + loss of the Jericho Reach to its millennia old Age of Shadow. + Some had even maintained very haphazard contact with the + Imperium and provided the Crusade’s scouting forces with + aid and intelligence. It was felt that if these and other nearby + worlds could be quickly brought back into Imperial control, + they could both provide valuable resources to the Crusade + and act as the staging point to open a second front against the + forces of the Archenemy that were already exacting a heavy + toll on the forces of Acheros Salient. + + + 340 + Command of the Orpheus Salient was given to General +Curas, the youngest and most dynamic of Tetrarchus’ senior +command, seen by many as his favoured protégée. Some +privately doubted that the young Curas had the experience +to drive the swift advance demanded by his commander. +Their doubts proved to be in error, however, as the Orpheus +Salient swiftly went forward, destroying the petty empires of + + + + + XII: The Jericho Reach +secessionists and bringing loyal worlds back into the light of +the Emperor. As Curas’ forces progressed, they maintained a +steady stream of intelligence and assistance to the allied Space +Marine and Deathwatch forces, identifying suitable targets for +attack. In a decade and a half, the lead elements of the Orpheus +Salient had penetrated further into the Jericho Reach than any of +the Crusade’s other forces. The progress of the Orpheus salient +was so successful that Lord Militant Tetrarchus began to peel +elements away from it, increasing the stream of reinforcements +to the cauldron of death around the Cellebos Warzone. + hen on 999812.M41, Astropathic communications +between the various worlds and battlegroups of the Orpheus +Salient began to blink out, and what limited messages did +get through were sporadic, sinister, and barely intelligible. +Astropaths and other sanctioned psykers across the length of +the salient awoke screaming from dreams filled with an endless +darkness and a thousand rustling whispers. Some took their +own lives and many others were reduced to babbling phrases +about ‘the rising tide,’ the ‘hungering depths,’ or similarly +doom laden ravings. Thanks to the communications blackout, +no-one in high command knew the disposition or activity of +forces along the salient, nor could they exert any cohesive +control over them, while the Adeptus Astartes grew withdrawn, +keeping their own grim council on the matter. which terrible events had begun to unfold. The doom of the + Snatches of information that emerged over the coming Orpheus Salient—and perhaps the entire Achilus Crusade— +months seemed to indicate that some elements had been lost, was given a name only from a rare open communication from +and that previously secure worlds had come under siege. It the mysterious Deathwatch. The Tyranids had come to the +was as if a creeping shadow had enveloped the Salient, within Jericho Reach. + + + + Hive Fleet Dagon + The Tyranid attack into the Jericho Reach has left the forces of the Imperium confused and disordered. + In part, this is because the Tyranids spread a shadow in front of their advance which disrupts the + Astropathic communication on which the Imperium relies. Additionally, the Achilus Crusade has no + means of knowing how many Tyranids swarm in the void towards the rim. This confusion has meant + that no accurate verified estimation of the strength of the Tyranid forces has been made by the High + Command, and both the Space Marines (and more importantly, the Deathwatch) have not shared their + findings openly with the Crusade forces. + + In an atmosphere of rising panic and little information, some have claimed that the Tyranids must have + vast numbers, while others judge that there is no evidence that supports anything other than an attack + by a small splinter fleet, numbering perhaps a score of bioships. Most examining the unfolding situation, + however, agree that they are facing a splinter of Hive Fleet Behemoth which became detached before or + during the breaking of the great hive fleet in 745.M41. + + Although some amongst the Magos Biologos, Ordos Xenos and Administratum disputed the correctness + of attaching a new designation to the Tyranid forces facing the Jericho Reach, such a designation was + given on 989814.M41 by Lord Militant Tetrarchus. Once, it may have begun as a splinter of a greater + fleet, but it was now a threat in and of itself—a threat of the present, not the victorious past. As such, + it was given a name from ancient times that spoke of dooms and monsters dreamed of in an archaic age. + + That name is Hive Fleet Dagon. + 341 + Since this time, the Crusade forces along the Orpheus Salient screamed by the planet’s remaining Astropaths. On the eve + have been brutally hammered and now are estimated to muster of 817.M41, dark spores began to fall on Castobel, despite + at less than fifty percent of their prior effective combat strength. the many more gunned into oblivion by the world’s ancient + Their leadership is fractured and their morale severely, perhaps defence networks. Deserted and doomed, many of the planet’s + fatally, compromised, while the vital fortress world of Hethgard ruling elite became lost to despair and flung themselves from + has now come under siege from a massed Tyranid assault. The the highest spires of Hive Cressos, while others determined to + Deathwatch estimates that at least nine formerly inhabited sell the world dearly to the inhuman enemy. Castobel is now +XII: The Jericho Reach + + + + + worlds have already been completely overrun by the Tyranids. a world at war against the most terrible enemy imaginable, + Six more are under immediate threat or are already engaged its hive cities besieged and its hardy population fighting for + in fighting, while the fate of at least twenty other systems, lost their very survival. Its fate, however, is yet to be sealed, as the + under the shadow in the Warp, remains unknown. Tyranid forces that have descended upon it were but a part of + the greater whole, and were not so numerous as to overwhelm + Castobel quickly or completely. The world’s barren surface + casToBel of lifeless wind-scoured deserts and volcanic plains have also + proved an advantage in resistance, as they take their toll on the + “And the stars will be blotted out, and men shall despair saying that invader and offer little biomass to fuel the enemy’s onslaught. + they are without light. And in that moment of heresy they doom While two of Castobel’s six major hive complexes have fallen, + themselves most surely” one turned itself into an atomic funeral pyre while dying, + which robbed the enemy of its flesh. The others are holding + –From the sermons of Sebastian Thor out, however precariously, for the moment. The Deathwatch + has also become aware of Castobel’s plight, and is now + Castobel is a battered Hive world, ruled by a noble-born elite, considering its own plans for possible intervention. + that remained loyal to the Imperium’s ways through the Jericho he fate of Castobel remains in the balance, although + Reach’s long Age of Shadow. It is also a world that is now all one thing is certain—its future is even now being written + but alone, facing any enemy that wants nothing more than to in blood. + consume it utterly. While other worlds fell to anarchy and the + lure of false gods, Castobel remained true to the Imperial Creed + and faithful to the belief that, in time, the Imperium would + return to restore it to its glory. Through the application of + brutal authority, a council of nobles called the Aquilan Pluracy + kept the population in order, the cathedrals un-profaned, and + the forges and manufactorums fed by resources harvested from + the lesser planets in its system. The Pluracy helped Castobel’s + hard-pressed defences weather the storms of intermittent + raiders and xenos predators from beyond. When the Crusade + forces reached Castobel, they were welcomed. The Crusade + found a world willing and able to give support and eager + to rejoin the Imperium. Since then, Castobel has revelled in + its importance to the prosecution of the Crusade; its rulers + apply greater and greater brutality to its somewhat threadbare + population in order to yield up weaponry, provisions, and + regiments of troops to aid the Crusade. eleusis + Hive Fleet Dagon arrived without warning, and Castobel + was once again severed from all contact with the Imperium. “Blasphemy is an older pursuit of Humanity than piety. It is rooted + Thanks to their brutal iron-fisted control, the Pluracy averted deeper in the soul, and from there, it is likely to hatch when the mind + mass panic turning into riot, but soon, stories began to circulate proves too weak for the horrors of this universe.” + of unholy things stalking the lightless depths of the hives and + rumours spread of the dark fates that befell the Crusade in the –Witchfinder Paulos, in the First Principles of Persecution + cold void beyond. Work and production levels have fallen, + and the reports of seditious whispers from the Pluracy’s vast Eleusis is a world of shrines and piety whose light flickers in the + network of informers have risen almost exponentially across enveloping maw of Hive Fleet Dagon and where fear threatens + the entire system. Desperate attempts have been made to re- to overturn holiness in favour of the promises of false gods. In + establish contact with the Imperium. However, a few lost the time before the Age of Shadow fell across the Jericho Sector, + and beleaguered Crusade ships managed to make it to port Eleusis was a Shrine world. Most of the surface of Eleusis was + to re-arm and re-fit. The crews of these ships spread tales of covered with great seas, and on its few land masses, ten thousand + monsters stalking the stars and terrible battles lost. Afterwards, temples and glass-blazoned shrines to the God-Emperor were + a great dark mass appeared in the night sky above Castobel, built, forming the great Shrine cities. These wonders basked + blotting out the light of the stars. Troops were mustered and in serene holiness for five thousand years, becoming a place + desperate and largely unheard pleas to the Crusade forces were of pilgrimage for aspirants from as far afield as Macragge and + + + 342 + Salem. With the coming of the Age of Shadow, the devotions +of the shrine priests, priestesses, and attendants were twisted +to the worship of the Dark Gods of the Warp as death stalked +the temples and the profane overcame the pious. When the +Crusade forces retook the planet, every inhabitant was ordered +to be burned and the shrines cleansed by fire. Since then, the +Ecclesiarchy has spent decades rebuilding the Shrine Cities and + + + + + XII: The Jericho Reach +making Eleusis their new seat of power for the re-conquest +of the Jericho Reach. Perhaps, however, the stones of Eleusis +remember the dark past and whisper to the priests who look +up at the night sky. They see the dark shapes moving among +the stars, and already there are rumours of murderous fiends +stalking the crypts of the Shrine Cities. + News of the oncoming Tyranids has brought panic in some, +but reaffirmed the zealous devotion of others, while some who +hear the whispers in their dreams are tempted to forsake their +beliefs and turn once more to the aid of old False Gods for +their protection. + d + + “May the gates hold against the beast without. +freya May the stones of the wall be firm beneath my feet. + May my blade drink deep of the foe and never be satisfied. +“Just as the dead were once as we are now, so the dead places of this May I not feel the touch of fear at the death that is my service. +galaxy may once have equalled our most mighty or glittering worlds. May I stand a warrior, and if I fall, may I fall with my blade in my +As the cold wastes are now, then so too may our worlds be in times hand.” +yet unborn.” + –Spoken by Ivar Ravensclaw, Wolf Guard of the Space + –Admonishment from the Seven Books of Vigilance Wolves Chapter, on the morning of the first spores falling + on Hethgard +Before the Jericho Reach fell into its Age of Shadow, Freya +was a mining world across which millions of indentured Hethgard is an Imperial Fortress world and the location +workers toiled in vast open-cast mines to feed the now lost that has most recently come under attack from the Tyranid +Forge worlds of the Reach. During the long millennia of the threat. Hethgard was a once mining world whose mountains +Age of Shadow, the world fell into disorder and anarchy; its and chains of dormant volcanoes were long ago stripped of +mine-scarred surface the battleground for countless gangs the great wealth of rare metallic ores they contained. What +of techno-barbarians, dark-souled cultists, and flesh-eating remained afterwards were plains of shattered stone that +mutants. The last fragment of Imperial dominion remained in glimmered with a metallic sheen, broken mountains riddled +space; a sensor array circling one of Freya’s many moons. This with echoing passages, and numberless unmapped shafts. +special Astropathic relay was one of many scattered throughout Although sucked dry of resources, the fortress engineers of +the reach that served the Deathwatch in their secret vigil. In a the Achilus Crusade found Hethgard was perfectly suited for +warning of what was soon to befall the entire Orpheus salient, Lord Militant Achilus’s strategic needs. Many of Hethgard’s +the Freya relay (which had endured through thousands of years mountainsides were sheathed in armoured skins, and generators, +of darkness and cold) fell suddenly silent. On 001814.M41, the storehouses and barracks were sunk deep into the abandoned +Deathwatch warship Thunder’s Word entered the Freya system to mine-workings. The defences were ringed with thousands +investigate the troubling silence. It found no trace of the relay of miles of walls, razorwire, and mines, while chambers +and no trace of any life in the Freya system. Preparing to leave deep within the mountain fortresses were converted to vast +the system, Thunder’s Word encountered two Tyranid drone magazines to feed the thousands of weapon emplacements that +ships that had been lurking in the orbits of Freya’s moons—a crowned the armoured mountain summits. Thus, Hethgard was +rear guard left in the wake of larger predators—and did battle. converted into a mighty fortress to protect the Crusade’s flank +Its hull scored and pitted with acid and its magazines nearly and an armoury for its forces second only to Karlack itself. In +exhausted, Thunder’s Word arrived at Watch Fortress Erioch the three decades it has stood, no enemy has taken Hethgard. +like a messenger riding before a storm: the Tyranids had come However, its defences have been seriously tested twice: once +to Jericho Reach. Subsequently, no attempt has been made to by the marauding Ork freebooters of the Brass Eye, and once +return to Freya. by an unknown, powerful, non-humanoid xenos-form who + attacked in black orb-like war machines. These raiders were + driven off thanks, in part, to the timely intervention of the + Deathwatch. + + + + + 343 + Indomitable though it is, Hethgard has yet to face its greatest forces that have taken possession of the Vanir system. The + test. Attacking in overwhelming numbers, Hive Fleet Dagon Imperials know that time is short and that the only chance + has fallen on the Fortress world in great strength. Millions of of surviving the oncoming tide of Tyranids is to renew the + creatures were slain by the guns of Hethgard in the opening system’s defences before the Tyranids come to destroy Vanir + hours of the conflict when the enemy first made planetfall. and lay waste to loyalist and rebel alike. + However, the Tyranid spores and screaming winged-creatures During the Age of Shadow, Vanir was the seat of the false + came in ever greater numbers until they covered the glistening ‘Kingdom of Vanir,’ a petty empire held together by the +XII: The Jericho Reach + + + + + grey plains between the mountains, their carapaces gleaming military power of the Monarchs. A small fleet of warp-capable + like a living sea. Since the first spores fell, the assault has not let ships kept the closely-situated worlds of the Kingdom together + up, and no matter how many Tyranids the Imperial defenders through fear of orbital bombardment and the deployment of + slay, more seem to come. Aid and reinforcements have not yet the Monarchs’ dreaded gene-enhanced Crown Guard. When + come to Hethgard. Though tens of thousands defend its walls, the Crusade forces reached the worlds of the Kingdom, a year- + with contingents of the Space Wolves and Storm Wardens long battle ensued that was ended with a highly dangerous + providing battle-leadership, the numbers and extensive supplies attack on Vanir itself by Space Marines of the Storm Wardens + of its defenders are not without limit. Hethgard will fail in time Chapter and the bloody defeat of the Crown Guard. Many of + if the balance of the war cannot be swung in their favour. the Monarchs fled before the wrath of the Imperium as Vanir + Should Hethgard perish, one of the greatest Fortress worlds was forced brutally into compliance; some were hunted down + in the Jericho Reach will fall, and open a breach to the heart and executed by being crowned with molten gold, but a few + of the Crusade. escaped into hiding. Later, communications were broken by + the shadow in the warp cast before Hive Fleet Dagon. This + threw the Imperials into disarray and the surviving monarchs, + vanir long plotting the violent overthrow of Imperial rule again, + seized the opportunity to spark off a revolt. This rebellion + “If Humanity will not unite, it will be destroyed. If the price of lifted the yoke of Imperial rule once more, bringing down the + unity is a billion lives, or ten billion, or a number as like to the overlord government in a bloodbath of civil war, and gaining + grains of sand on the shore, then we must pay it. If we do not, control of Vanir. + if we are not united, then we stand weak and divided against the Ragged elements of Battlegroup Icarus attempted to regroup + remorseless enemies of an apocalyptic age.” at Vanir after fighting the invading Tyranids along the Salient. + However, they were attacked as they entered the system and + –Cardinal Salazar Scrone, Sermon on Mount Amalath found themselves fighting a war against the resurgent forces + of the Monarchs. In desperate need of the resources of the + Vanir is a system of inhabited worlds that is the site of a Vanir system, the Battlegroup had no choice but to fight at a + frantic battle between the forces of the Achilus Crusade and crippling disadvantage—their fleet-based firepower muzzled + rebels loyal to the self-proclaimed Monarchs of the Kingdom by the fact that they could not risk destroying the infrastructure + of Vanir. The desperate forces of Battlegroup Icarus, having or defences that they would need when the Tyranids arrived. + withdrawn after taking massive casualties from the advancing With the sands of time running short, Vanir remains a + Tyranids, are now locked in a race to overcome the rebel world divided and facing annihilation. + + + The faTe of BaTTleGroup arGo + Battlegroup Argo was the Crusade Command Battlegroup of the Orpheus Salient from which General Curas directed the + rapid advance of the Crusade forces under his command. The General always wished to oversee the leading edge of his + advance in person, and so Battlegroup Argo was almost invariably at the forefront of the Crusade advance, carrying with + it the personal regiments of his chosen command. In its most famous action, the Battlegroup had the honour of cleansing + Eleusis of the Charnel Oracles and seeing the long-desecrated shrines torn down and rebuilt in the worship of the God- + Emperor, while a strike force chosen from Battlegroup Argo broke the defiance of the monarchs of the false Kingdom of + Vanir. As was typical of Curas, when the then unknown threat of Hive Fleet Dagon darkened communications within + the salient, he ordered Battlegroup Argo to plunge into the heart of the shadow. Details of what occurred next have been + found only in the nightmarish memories of a handful of broken men who escaped from Argo’s death throes. Its last known + position was on the edge of the Phonos system when a massive attack of monstrous creatures descended on it from the cold + void. What few survivors escaped did so on trailing escort vessels that fled as writhing darkness fell on the fleet. All were + later executed by the Imperial Navy for cowardice. + No word has ever been heard from Battlegroup Argo since that day. Many believe the Battlegroup is irrevocably lost, + and General Curas with it. Others, however, suspect that the fate of Battlegroup Argo may have been far worse than mere + destruction at the hands of a ravenous enemy. Wrecked and scarred hulls of former Imperial Warships filled with harbinger + organisms have been observed arriving in advance of the main Hive Fleet, scattered like deadly seeds upon the wind. These + ships are of familiar line and measure and some are still broadcasting Crusade-encrypted distress calls like the automated + screams of the unquiet dead. + + + + 344 + The Acheros afterward at over 160,000 troops and ancillary personnel in + less than six weeks Terran standard. The majority of these + casualties were killed either inside their transport ships or cut + + Salient off on the world of Khazant, itself a former Crusade conquest + when it was overrun by the forces of enemy in an orgy of + slaughter. In addition, more than a dozen ships of the line +“In war, nothing is certain save that the price for victory is always where either lost outright, or captured by the enemy. The + + + + + XII: The Jericho Reach +paid in blood, both yours and your enemies.” most grievous loss was that of the Storm Wardens Space + Marine Battle Barge Warchilde, whose lifeless hulk was left + –The Tactica Imperialis drifting in orbit amid the radiation-swept storm zone of the + Magog binary pulsar. + + +T + he Acheros Salient is the central advancing arm of the + Achilus Crusade. Ever since the launch of the three + Crusade salients by the Lord Militant Tetrarchus, it has arlack +been bogged down in blood and infamy. It has shown the +least progress in terms of worlds captured and, even given the “I’ve always liked a good fortress: given one to sit in, most enemies are +recent massive losses on the Orpheus Salient, has consumed happy to stay where you might find them easily, and sleep soundly in +the greatest amount of Imperial lives and war materiel on the their beds as you slip in to eat out their hearts.” +pyre of battle. The Acheros Salient, initially given the larger +part of the Crusade’s heavy line regiments, was given the task –Lady Miram Saynay, Epicure & Corsair Captain +of driving directly into the heart of the inhabited core of the +Jericho Reach. This area was known to be plagued by warp- Karlack is a Fortress world, the principle seat of the Achilus +worshiping human renegades and xenos slavers. It was home Crusade, and the single most powerful concentration of the +to several petty empires, and dominated geographically by Imperium’s military might in the Jericho Reach. In the lost days +the Hadex Anomaly, a warp-realspace distortion known to of the old Jericho Sector, Karlack was little more than an outlying, +have swallowed the former sector capitol within its vortex largely unremarkable, colony world. Its population never rose +some thousand years previously. high enough to make it a power in sector politics, nor did it + From the beginning, the Crusade’s assault into the area possess resources of sufficient calibre to make it of particular +occupied by the former Cellebos sub-sector of the Jericho interest to the Adeptus Terra. When the Age of Shadow came, +Reach ran into trouble. Tetrarchus’s plan disregarded Karlack’s relatively marginalised status protected it somewhat +intelligence dossiers (in part based on data provided by the and cushioned its slide into isolation, sparing it much of the war +Deathwatch) compiled by former adjutants of Lord Militant and disaster that stalked worlds closer to the sector’s core. Over +Achilus as ‘exaggerated and over-cautious.’ The Lord Militant the centuries, it descended slowly into pre-industrial feudalism. +called for a disbursed assault on several fronts. He believed After the discovery of the Jericho-Maw Warp Gate, Karlack’s +this plan would allow the Crusade to make steady rolling fate was decided by a simple expediency of stellar geography: +progress and ‘flush out’ serious resistance. In the latter, the it was the closest life-sustaining system of any strategic worth +new Lord Militant was rapidly proved correct, but the scale in the Jericho Reach in proximity to the Warp Gate. Thus, it +of that resistance was far greater than anything the most was the first system on which Lord Militant Achilus set his eye. +pessimistic projections had warned of. The mass forces of the Crusade were welcomed with open arms + he Crusade was confronted by a massive, well-organised, by Karlack’s natives whose local culture had long kept alive +enemy counter-attack. Although the Crusade was expecting the hand-me-down traditions of the Imperial Creed and the +smaller warp-capable raider vessels, this new foe also Mastery of the Emperor. The Crusade’s Ministorum contingent +possessed deadly space hulks and several cruiser-class capital quickly set about bolstering that faith and rooting out heresy and +ships, some of which were known to be in the hands of the corruption in the population. Swiftly, mountains were levelled to +dread Chaos Space Marines of the Traitor Legions. provide raw materials, rolling steppe land planed into mustering + The Acheros Salient’s fleet assets were in dispersed grounds for tens of thousands of troops, and vast fortifications +formation across more than twenty sub-battlegroups. Faced raised both on the ground and in orbit. Not to be outdone, +with such opposition, the result was a bloody disaster. Dozens the Adeptus Mechanicus hollowed out orbiting asteroids into +of Naval ships were isolated and destroyed, while troop gun-stations and crafted orbital docks to serve as the Crusade’s +convoys with woefully inadequate escorts were hunted down primary anchorage. +and systematically ravaged. Thus, thousands of guardsmen, Since this time, Karlack has remained the primary seat of the +who would not live long enough to fire a shot in the Crusade’s Crusade’s power and the principal rallying point and supply hub +service, were slain in the cold vacuum of space. Only the for the Imperial forces in the Jericho Reach. Its orbital stations +bravery and skill of the fleet’s naval commanders and the house key command and control elements for the Crusade fleets, +resolute skill of the Space Marine contingent assigned to a Naval repair and provender base, and the Crusade’s primary +the Crusade forces prevented the sudden, savage losses from Astropathic Choir. Karlack is also the keystone in a wide arc of +turning the Salient into a disorganised rout. These determined listening posts and defence stations known as the Iron Collar, +survivors organised a fighting withdrawal back to the security spread out across the portion of the Jericho reach bordering the +of Karlack and the Iron Collar. Losses were heavy, rated Well of Night, from which the Crusade salients are supported. + + + 345 + In the nearly forty years since Achilus’s forces set foot have revealed these problems to be steadily increasing over + upon Karlack, all has not gone well for the world or its native recent months. They have also turned up previously unknown + inhabitants. Karlack’s climate has grown unstable due to the examples of non-human artefacts of ancient age amongst the + alteration of the planetary surface coupled with the rapid construction on the islands. These artefacts feature strange + industrialisation and forced agriculture methods employed to mathematical and geometrical patterning that have caused great + feed the Crusade’s forces. concern amongst the Ordo Xenos. Until recently, Inquisitor + Karlack’s seas and air are slowly being poisoned, its Zaer Vincent presided over the investigation. However, the +XII: The Jericho Reach + + + + + people increasingly suborned to the war effort, indentured Inquisitor went missing at the beginning of 817.M41, and he + and outcast on their own world. This has led, in turn, to is presumed to have been slain. The Deathwatch have taken a + an increasing ‘resistance’ movement in some outlaying keen interest in how matters develop here. + areas, which has slowly gathered strength despite heavy- + handed attempts to crush it by the Departmento Munitorum + enforcement cadres. Some Imperial observers have noted + rising evidence of cult activity, and there are reports of off- The Cellebos + world agitators among the indigenous humans. These factors + might turn sporadic civil unrest and incidents of sabotage— + at the moment, a minor thorn of irritation for the Crusade Warzone + forces—into something far worse. + “These stars and planets have been the sights of battles such as I had + never dreamed of in my darkest nightmares. Yet I fear for all the + The cenoTaph of achilus nightmares that have passed, there is worse to come.” + Rebuilt in monolithic, glittering grey-black marble over the + ruins of a former Imperial cathedral destroyed during Karlack’s –from the private Journals of Colonel Havius Blan, + Age of Shadows, the Cenotaph of Achilus towers over the Landrian 202nd Light Infantry, Officer Commanding, + city of Kar’thir. This monument was constructed in the centre Cellebos Warzone, 443817.M41 + of Karlack’s largest indigenous settlement as a grand tomb, + + + S + intended to stand forever empty of its planned occupant, the ince the Acheros Salient’s appalling reversal of fortune, + Lord Militant. However, the Lord Militant’s untimely death Lord Militant Tetrarchus has resumed his assault on + made this cenotaph a shrine to the Crusade’s first master. the region, pouring all the reinforcements he can + It also serves as a place of devotion for its soldiers and a muster into what has become a war of bloody grinding + memorial to the fallen. The names of the lost are engraved attrition spanning over fifty star-systems and twenty-five + into its soaring vaults and chambers, and many believe the years of struggle. The war has focused around the control of + Cenotaph to be the spiritual heart of the Imperial war effort. key systems in what is what is now referred to as the Cellebos + For those who have come to see the Imperial presence on warzone, most notably Khazant, Vanity, and the Blood Trinity. + Karlack as a curse rather than a blessing, however, it is the Solid Imperial gains have been few and hard-fought, with the + greatest symbol of their oppression and woe. heretic forces giving ground in some areas, but control of + others remaining elusive or outright impossible. Meanwhile, + the baleful influence of whatever unnatural powers reside in + The ciTy in The sea the Charon Stars of the Hadex Anomaly have become ever + Considered little more than a local myth by most, the wide more apparent as time progresses. + ocean that covers much of Karlack’s southern hemisphere is Despite these difficulties, the Acheros Salient was at last + said to contain a mysterious sunken city. There, the tormented beginning to show slow signs of progress, with fresh Imperial + spirits of the dishonoured dead are said to be dragged by reinforcements, channelled in from the Calixis Sector and + dark-robed spectres amid its drowned towers and darkened stripped from the other Crusade salients, adding to its power. + ziggurats, to be devoured for all eternity. All ill-fortune and However, all this ended thanks to the recent disasters on + disaster experienced by the Karlack people are assigned to the Orpheus Salient and the coming of the Tyranid menace. + this watery underworld, and those natives that live on the This has lead to a re-entrenchment in the face of a possible + scattered islands of the south are viewed with deep suspicion onslaught on a second front and could cause the collapse of + by their fellows. the entire Orpheus arm, threatening the very existence of the + Myth or not, the construction of strategically necessary Achilus Crusade. In these last years of tribulation, the character + defence structures and orbital batteries on the southern island of Lord Militant Tetrarchus himself has changed, and while + chains have proven deeply problematic for the Crusade forces he still remains a charismatic leader, he has become subject to + on Karlack. The problems stem from both local resistance and macabre turns of mind. Tetrarchus has evidenced a growing + the high frequency of unexplained accidents, disappearances, paranoia about ‘traitors’ in the ranks, a paranoia perhaps well + power-outages and equipment failures experienced in the justified, given the nature of the enemies he faces, but a very + southern ocean zone. dangerous behaviour for a man with a Lord Militant’s unbridled + Inquisitorial investigation in the area—communicated to authority. + the Deathwatch for verification—has failed to discern a direct + cause for the incidents. However, the Inquisition’s reports + + + 346 + in the Cellebos region began to increase dramatically, and + the Acheros Salient, under Tetrarchus’s direct command, + found its main assault meeting massive, organised resistance + head-on. During this period, Khazant was temporarily cut off + and overwhelmed, its garrisoning forces suffering near total + casualties before an Imperial counter-attack could once again + contest the system. + + + + + XII: The Jericho Reach + Since then, control of Khazant has swung back and forth + numerous times, and its now wrecked surface has become the + principal battleground of the war in the salient. Its star system + is now littered with the wrecks of craft destroyed in action, + and it has become the hunting ground of raiders from both + sides. These raids are punctuated by attempts from heretic and + Imperial alike to run the gauntlet of enemy blockades to land + reinforcements on the surface. On Khazant itself, Crusade + regiments are still doing battle daily against the forces of the + Stigmatus and their unholy allies on a dozen fronts across a no- + man’s-land, which is now little more than a tangled morass of + bunkers, trench works and reeking mud. It is a war of endless + artillery barrages, poison gas, grinding armour, and brutal + hand-to-hand fighting that shows no sign of relenting. + + + vaniTy + “It would be better for a man to die screaming in the jaws of the + Tyranid and know release into the Emperor’s grace, than to die easy + in his bed on this cold world: for here, the souls of the dead hunger + for company.” + + –Malin Grey, Psyker Primaris, Special Inquisitorial Taskforce +t + A barren, radioactive, and haunted wasteland of shattered +“Why weep comrade? Is it the blood we wade in? The thunder of hive cities and fallen grandeur, ‘Vanity’—as it has long been +the guns perhaps? Or this sodden corpse-hole of a trench? Friend, known—was once the Hive world of Corulsiem. A prominent +be of good cheer, our saviour the Emperor has brought us to this fine world, Corulsiem was once capitol of the Cellebos sub-sector +world with its open skies and wide vistas, and as plentiful scavenging and second only to Varrus itself in its economic and military +as I’ve ever seen, and all he asks is that we kill a few of those might. During the Age of Shadows, the prideful and fractious +godless bastards yonder. Why, it is a fine thing, to be an Imperial rulers of Corulsiem were among the first to fall to internal +Guardsman.” division and strife. Its hive cities erupted into a savage civil + war, which quickly escalated to the use of forbidden atomic + –Trooper Morlok Drax, 3rd Volg Regiment weapons, rendering the planet into a lifeless cinder-shrouded + carcass of a world. +Khazant is a War world: a planet-wide battlefield over which For many centuries afterwards, Corulsiem was little more +blood has been shed almost continuously since the coming of than a target for the most desperate or foolhardy of scavengers +the Achilus Crusade to the Jericho Reach. Renowned for many willing to brave its deadly fallout-strewn wastes in search +years as a corsair stronghold, this former Imperial planet and its of spoils. It became known more commonly by the name +oppressed population have long been enslaved to one warlord ‘Vanity’ by those in the Reach, in reference to the hubris and +or another, with Khazant’s naval dockyards and plentiful folly of its former masters. With the coming of the Hadex +resources its principal prize. From the Achilus Crusade’s outset, Anomaly, Vanity’s reputation grew even darker: engulfed +Khazant was always considered a primary target, and its initial for a time within the burgeoning warp storm, legend has it +conquest, and the driving of heretic forces from the Khazant that the tortured souls of Corulsiem’s billions of dead rose +system in a year long campaign, was the last great victory of the up screaming. Since then, Vanity has become legendary as a +Crusade under Lord Militant Achilus’s leadership. The former deadly, haunted place. These legends were proved to be lethal +overlords of Khazant were allowed to escape; a development truth as this world became a second line in the war between +that, in hindsight, would later have the darkest consequences the advancing Imperial Crusade and the Chaos forces of the +for the Crusade effort. Shortly afterwards, the newly-acclaimed Stigmartus; both have suffered at the hands of this world’s +Lord Militant Tetrarchus divided the Crusade to form the three spectral phenomena. +salients. Raids by heretic forces into Imperial-held territories + + + 347 + The fighting on Vanity has been both sporadic and brutal, abandoned human populations embraced barbarity and the + with both sides trying and failing to gain the upper hand false promises of the Dark Gods to save them from the brutal + and use the system as a base for their own operations, or at predations of off-world slavers and the obscene hungers of the + least deny it to their enemies. Owing to the extremely adverse alien. In 920.M37, Mataras IV was subject to the final sanction of + conditions here, both sides have taken to deploying troops Exterminatus. This sanction was carried out by the Deathwatch + more likely to survive rather than more numerous fodder in order to prevent a parasite-colony of the horrific Hadrus + unlikely to live long enough to be tactically effective. For Skin-Weaver xenoform from spreading to neighbouring worlds. +XII: The Jericho Reach + + + + + the Crusade forces, this means the deployment of elite Space As the populations of the Mataras Sisters slowly succumbed to + Marine strike teams, while the Stigmartus has formed its the worship of Chaos, they strove to excel over each other in + favoured forces from twisted mutants well-suited to operate savagery and slaughter. The three surviving worlds of Mataras + on the poisoned world, backed by witches and with deadly became known as the Blood Trinity, thriving on violence and + contingents of the Traitor Legions to lead them. fighting unceasingly amongst themselves for the favour for their + gods, united only against anything foolish enough to attempt + their conquest from without. The Deathwatch has long suspected + The BlooD TriniTy that the warlike natives of the Blood Trinity were chosen as a + harvesting ground for fresh recruits for certain warbands of the + “I shall crush my enemies, drive them before me, and hear the Traitor Legions, with the most vicious among their warriors + lamination of their slaves. All this I do in thy name, oh Great Gods selected for their ranks. + of Blood and Night” When the Crusade forces first probed into the Cellebos war + zone and stirred the servants of Chaos into response, the god- + –Maratan Oath clans and witch-covens of the Blood Trinity served as a ready + base of manpower for the rising powers of damnation. Some + Once known as the Mataras Sisters during the day of the of the most vicious shock-troops of the Stigmatus have been + lost Jericho Sector, this system was regarded as a jewel of the drawn from the worlds of the Blood Trinity. + Imperium. The system supported four verdant and paradise- he heretic forces are well aware of the importance of the + like Agri-worlds that served as a breadbasket for the planets of Blood Trinity to their cause. The system is now heavily patrolled + the sector core. The Age of Shadows heralded a slow descent by renegade warships which have, so far, defeated any attempt + into blasphemy for this system as, over time, the severed and by Crusade forces to forge a beachhead into the system or + + + The Face of the Enemy + The heretic and Chaos forces contesting the Crusade in the Acheros Salient are highly diverse, but well- + organised groups. Enemy forces range from near-mindless mutant abominations harvested from worlds on + the edge of the Charon Stars, to Warp-spawned daemons conjured forth by hellish rituals; from savage feral + warriors recruited from the warring tribes of the Blood Trinity, to void-born pirate clans who have spent + millennia beyond the reach of Imperial law. + + The two most powerful groups the Crusade must contend with, however, are the binding forces which + maintain the Chaos war effort: a heretic army known as the Stigmartus, and several elite warbands of the + Traitor Legions that have come to the Reach to make war on the Imperium. + + The Stigmartus are named for the ritual branding of their flesh with the sigil of their masters. Although they + are brutal and frenzied in the extreme, they maintain harsh discipline and military order from their cult- + overseers. The Stigmartus are organised very closely along lines which parody the structure of the Imperial + Guard itself. The commanding echelons of the Stigmartus are believed to be the remainder of the previous + rulers of Kharzant, who fled when displaced by Lord Militant Achilus’ campaign. Now, they are bound to + the charismatic leadership of a cult-general called Elak Sarda, said to be sworn by dark pact to some nameless + daemonic entity within the Charon Stars. + + One of the most terrifying and powerful contingents within the Chaos forces are the warbands and armies + of the Chaos Space Marines. These super-human killers and arch-servants of the Dark Gods have already + accounted for massive casualties on the Crusade forces. Factions of the infamous Alpha Legion, Word + Bearers, Berserkers of Skatherax, and The Pyre have all been confirmed present in the Cellebos warzone. + There have been unconfirmed reports of daemon hordes, traitor Titan Legions, and even an entire Chaos space + fleet located on a Daemon world near the heart of the anomaly. + + + + + 348 + conduct an effective raid. Furthermore, the infamous Carnage- red light that their corrupt priests and commanders make their +Class Cruiser Black Grail and its attendant fleet—believed to sacrificial offerings. Many rumours claim that these minions of +currently be in possession of a splinter faction of the Word the Ruinous Powers seek to appease the Anomaly itself, as if it +Bearers Traitor Legion—has been repeatedly recorded at orbital were some ancient and powerful beast that had carried them here +anchorage over Matarus III, which provides some measure of the upon strange tides of the warp. +dangers faced by any forces attempting to conquer this system. + saMech + + + + + XII: The Jericho Reach +THE HADEX ANOMALY +AND THE CHARON STARS “What profiteth a man if he gains the world, but in doing so loses + his soul?” + +“Come signs, come figures, all hell dance before me in bloody light, –Ancient Terran Proverb +Come woe, come pleasure, drown me in infernal night.” + Also known as ‘the iron pit’ by the debased human renegades + –From the proscribed play ‘The Banquet of Malfi’ that travel there to trade and barter, Samech was once an + Imperial Forge world, an outpost of the Adeptus Mechanicus +In the Cellebos warzone, there exists twin aspects of one malefic within the Jericho Sector, famed for the skill of its tech-adepts +phenomena: the Hadex Anomaly. Although unclassified, it is and the quality of the cogitator systems produced there. During +similar to a Class III Warp disturbance, an overlapping vortex of the slow fall of the Jericho Sector into barbarity and isolation, +turbulence in the Æther that spills over into Realspace, distorting Samech maintained its power and independence far longer +and twisting its fabric and making navigation and observation than any of the other worlds of the sector core. Watch Fortress +almost impossible within its baleful influence. While considerably Erioch maintained communications with Samech for more than +smaller than the great and legendary reality-lesions such as the two hundred years after Varrus fell. As the centuries wore on, +dreaded Eye of Terror or the Maelstrom, it is no less dangerous. The however, the Magos of Samech grew increasingly insular and +Charon Stars, in turn, is the name of those stellar bodies trapped paranoid. Ever beset by xenos raiders, warring former allies, +within the warp-breach’s grasp, stars that now cast a murderous and human renegades, Samech began firing on any vessel that +and unclean radiance wherever their light falls. Resembling a “red entered their system. Samech’s true infamy came to light in 325. +hole” in space, the Hadex Anomaly rarely stays in the same place M40, when a Mechanicus Explorator flotilla managed to battle +for long, having been reported in different regions of space on its way through the warp storms shrouding the Jericho Reach to +numerous occasions. The Anomaly’s mobility suggests that it may re-contact Samech and was lured into close orbit and blasted to +have some malign sentience. One theory amongst the Adeptus atoms. This act of treachery would lead the Cult Mechanicus to +Mechanicus forces in the Achilus Crusade is that the Anomaly declare the Forge world Apostate under a penalty of death—a +spews time from other dimensions into our own, distorting all penalty that has yet to be carried out. +attempts to monitor it more closely. The outer rim of the Anomaly Matters no doubt worsened when the Hadex Anomaly first +contains a debris-strewn ring of ghost ships, starfaring vessels that erupted and swallowed Samech. Scattered intelligence gathered +have become trapped in some kind of stasis from which there is by the Deathwatch painted the Magi of Samech as increasingly +no release. corrupt, embracing forbidden technological blasphemies and + he Hadex Anomaly came into being during an-ill portended trading weapons, and even warp drives, to debased renegades +planetary alignment in 656.M40. The Deathwatch’s records state and consorting with the vilest forms of xenos without favour or +that the vortex was the result of some great and bloody design of distinction. Some reports claimed that the Magi were raising up +the mortal worshipers of Chaos come to fruition on one of the altars to the Dark Gods to consecrate their nightmarish works. +lost worlds it now has swallowed: a ritual unleashing the abyss of Over the centuries since then, the emissaries and works of +the Warp into reality. Thanks to the sector’s fall into anarchy, no Samech have been a repeated and bitter foe for the Deathwatch. +Agents of the Throne were there to stop it. They are not only allies to hostile alien forces, they are also + In the fury of its birth, the Anomaly briefly swelled to more sometimes rival claimants for xenos artefacts and lore the +than twice its current diameter before swiftly receding again. The Imperium can ill-afford to have fall into the hands of the enemy. +Anomaly has since grown steadily by fractions, year-by-year, until Samech’s rust-coloured spider-like vessels have been reported as +it reached its present size. Drowned in its hellish radiance were a far afield as the ruins on Jove’s Fall and hunting at the edges of +dozen inhabited worlds that once made up the core of the Jericho Tau colonies for ‘specimens.’ +Sector of old. This includes its once-vaunted capitol, the hive As matters stand, Samech is an abiding factor in the failure of +world of Varrus, long since fallen into bloody civil war and the the Acheros Salient, as it is the principal supplier of baleful war +worship of the Ruinous Powers. Some say that Varrus has since engines and arms to the Chaos forces of the Cellebos warzone +been transformed into a daemon world, where the servants of the and the raider ships that harry the fringes of the Crusade. The +Chaos Gods plan the destruction of the Reach. twisted masters of Samech deal freely with any creature, human + Whatever dark powers are in control of the heretics that or otherwise, that can meet their price in slaves and secret lore. +contest the Cellebos warzone, it is those same powers that called Samech possesses the firepower and terrifying servants of its own +on the might of the Traitor Legions to their battle standards. The to destroy any that would think to take what it offers by force. +Charon Stars are their domain, and it is under these stars’ blood + + + 349 + Noteworthy olyphemnos + An infamous Death world, forbidden to human contact even + + Worlds of the during the rule of the Jericho Sector, Polyphemnos is a huge, + heavy-gravity primordial planet. Its surface is forested with + noisome fungus plants tens of metres across and stalked by + + Outer Reach a multitude of predatory species, many without analogue +XII: The Jericho Reach + + + + + elsewhere in known space. Of the plethora of monsters that + walk its fetid forest floors, the so-called ‘Eaters’ are among + “…Here be Dragons.” the worst. It is believed that the Eaters were once abhuman + Ogryns left behind long ago by beast-slavers. These twisted, + –The Encarta Universalis starveling, and gangrel-like things have been mutated by + hundreds of generations of exposure to the vile poisonous + + + B + eyond the troubled warzones of the Crusade salients, spores that infest the air. Eaters are infamous for their + a great many worlds lie untouched since the fall of unending hunger and congenital madness, coupled with the + the old Imperial sector millennia ago. These worlds strength to rip a power-armoured Space Marine in half with + are located on the spinward side of the Jericho Reach and their bony claws. + lurk amongst dark stars whose abandonment far predates + + + The Canis + even that long lost time. The nature and paths of these largely + unexplored stars are all but unknown save to the Deathwatch, + certain Rogue Traders, and travellers of a far darker hue. A + few noteworthy examples of these worlds are listed here. + + + rift Salient + ‘Don’t tell me we don’t have the manpower! Don’t tell me it can’t be + done! Tell me how many heads are spiked on our battlements! Tell + A Desert world, now the domain of a few debased mutants me how deep the mass graves must now be dug!’ + and scattered clans of warring Orks, Shedu once marked the + outer boundary of the old Jericho Sector’s civilised worlds and –Lord Commander Sebiascor Ebongrave + the start of its spinward frontier. Despite being a largely arid + + + T + wasteland, it remains a crossroads and way-station for outlaw he Canis Salient is the largest and oldest warzone in the + traffic and xenos slavers. Shedu’s importance reflects its status Jericho Reach. Lying to the coreward side of the Reach, + as the only life sustaining world found on the edge of a long its first battles were fought in a Crusade to liberate + and drawn out star cluster known as the Slinnar Drift. The dozens of human-inhabited worlds from Tau expansion. All + Drift is a stellar formation whose planetary systems, although did not go well, however, for the Imperial Crusade became + hostile, are rich with mineral resources and exotic chemical the target of a very different, but equally malevolent, xenos + elements produced by its active proto-stars. The Slinnar Drift species: the Tyranids. A splinter of the Tyranid hive fleet + is also remarkable for the curious stability of local Warp-space slammed into the Imperial thrust and only terrible sacrifices + conditions in the region. stopped the aliens from invading and stripping life from every + world in the Salient and beyond. + Under Lord Commander Ebongrave, Imperial forces in the + escent Canis Salient fight a war on two fronts. Regiments of the + Jove’s Descent is a strange and impenetrably mysterious world, Imperial Guard fight endless conventional battles against the + whose promise and legend has drawn both human renegades Tau and their auxiliaries, hoping for the foothold that will let + and Rogue Traders to its vine-tangled deeps and curious them push on to the Sept capital. The second front is a bloody + creeper-shrouded obelisks. The planet’s surface features defensive action to stem the Tyranid tide. Imperial forces are + numerous dense jungles and strange, inhuman ruins overrun stretched thin, fighting both wars at once, and few truly + and overgrown by ages. It is thought it may have once been believe that the Tyranids can be held at bay forever. With the + the centre of a xenos empire believed destroyed during the Tau fomenting rebellion and desertion through their Water + Great Crusade, referred to in some records as the Ghanathaar. Caste ambassadors, it is surely only a matter of time before + Of the dead Ghanathaar themselves, even the Deathwatch the Imperial lines break and an alien tide pours over Fortress + can say little for certain, save that they were ancient, non- Spite and into Imperial space. Without some master plan to + humanoid, and highly advanced. Evidence suggests that break the stalemate, the millions of Imperial lives sacrificed in + those Ghanathaar that were destroyed by the Great Crusade the Canis Salient will be for nought. + were but a shadow of a race long since laid low by some great + enemy in the unknowable past. + + + + + 350 + pite The BlacK zone +Spite is the Fortress world from which Lord Commander ‘First, you say, “Where are your papers?” If it goes further than that, +Ebongrave marshals the Imperial Crusade against the Tau. It is it’s too late to be saying anything at all.’ +a world recovering from a terrible attack by human malcontents, +widely assumed to have been supported by the Tau, which killed –Sergeant Okkus, 14th Mortressan Highlanders. +millions and left Spite a ruined and shaken planet. Captured + + + + + XII: The Jericho Reach +relatively intact from Tau infiltrators early in the Crusade, Spite he Black Zone is the military headquarters of Lord +is a heavily settled and industrialised world, which turned its Commander Ebongrave, standing apart from the cities of +whole production over to the war effort. Less than three years Spite. The Zone is out of bounds to civilians, and anyone +ago, it was subject to an unexpected and devastating attack without proper identification approaching the walls is shot. +known as the Blasphemy. In its centre is the Achilian Bastion, ringed by massive + Fanatics calling themselves the Vengeance Sept hijacked a fortifications which were severely damaged in the earthquakes +factory ship loaded with fuel and crashed it into a major fault following the Blasphemy. The Bastion itself is a squat tower +line on Spite’s largest continent. The resulting earthquakes and of black rockcrete, its plain walls decorated with thousands of +volcanoes devastated several cities and rendered vast swathes of gibbets. In each gibbet swings the body of a citizen or soldier +the continent uninhabitable. Fortress Spite has barely been able who fell afoul of Ebongrave’s purges. The fortifications of the +to function as a military headquarters since the Blasphemy, and Black Zone enclose countless execution grounds, with every +refugees choke the remaining cities in the millions. other wall riddled with firing squad bullets and every flagpole + A great many cities still stand on Spite—the largest is home and beam pressed into service as a gallows. All the usual bustle +to tens of millions. These cities are patrolled by Moral Hygiene of military life can be found in the Black Zone, under a pall +Militias, raised under Ebongrave’s orders to watch for sedition of fatalism and fear that finds its expression in the execution +and xenos sympathisers, and suffer frequent visits by the Field sites and the morbid humour of the Guardsmen. +Purgation Platoons of Imperial Guard sent to hunt down the +worst offenders. Each city is now so paranoid it is effectively its +own isolated state, with citizens refused entrance or exit without + The sorrow +authorisation from Ebongrave’s command. The millions of The Sorrow is the massive tectonic scar left by the Vengeance +refugees created by the Blasphemy cower outside the city gates, Sept’s attack. It is a ruination of crevasses, lava flows and +begging to be let in before Spite’s merciless winter descends. newborn volcanoes, scarring the planet’s surface for over + three thousand miles. The Sorrow runs through a dozen major + cities, the populations of which are now dead or displaced. + The lowest of the low on Spite scavenge among the ruins. + Always in danger of a sudden lava burst or earthquake, + they hunt for the riches supposedly left behind by wealthy + refugees, or buried under the ash beside the dead. The Silent + Pilgrim, the container ship used by the Vengeance Sept, also + lies as a pile of melted slag somewhere in the Sorrow. It has + yet to be located by Ebongrave’s agents, and he is certain + it must contain crucial intelligence on the network of xenos + spies and saboteurs he sees around every corner. + + + sepulchre siGMa + ‘I’m telling you, I don’t know anyth… [illegible] damn you, where + are your souls? How can you… no, no… [illegible]… all right. + All right, filth take your hide. It was me! I was the man in the augur + relay, guiding them in! Is that what you want to hear?’ + + –Prisoner HX331-43-omicron + + he codename given to Ebongrave’s interrogation facility is + Sepulchre Sigma. It is a place from which very few people— + including the soldiers who guard it—ever return. Anyone + too valuable to be executed on the spot is brought here for + interrogation by officers whose uniforms display no rank + or regiment. They report what they know to Ebongrave + in person. Ebongrave does not care how they get their + information, only that it keeps coming. Sepulchre Sigma + + + 351 + was once a memorial to Achilus’ victories, a series of tombs make use of human troops, but they never arm or direct them + nestling in a valley lined with titanic statues of the Crusade’s in person. Instead, the wishes of the Tau are passed on to + early heroes and leaders. Now each tomb is divided into cells the leaders of human worlds who then equip and command + with restraints on the walls and drains in the floors, its stone their own planetary forces. The Imperial Guard fighting on + coffins now housing medicae units and lifesign monitors. the fringes of the Sept in the Greyhell Front find themselves + fighting these human forces as much as xenos foes. + he Tau face constant challenges in their fight to keep the + orlds +XII: The Jericho Reach + + + + + Velk’Han Sept viable. The Tyranids and the Imperial Crusade + Ebongrave is aggressive, some say fanatical, in rooting out Tau force them to commit huge numbers of auxiliaries. Even + influence on the Imperial worlds of the Canis Salient. Three before the Crusade hit the Canis Salient, however, the Sept + such worlds—Argoth, Kaggeran and Rheelas—were deemed had its problems. Chief among these was the baleful influence + by Ebongrave so riddled with Tau emissaries and sympathisers of the ruins found in the Black Reef and on many human- + that they were beyond hope. He ordered them quarantined, settled worlds. These ruins, the remnants of a xenos species + meaning that no craft were allowed in or out. Fragmented long dead, are without exception inimical to life, and seem + transmissions from these planets, which are clustered close to to defend themselves by infecting human and Tau alike with + Spite, paint a picture of mass starvation, riots and apocalyptic madness. Imperial aggression forced the Tau to abandon their + cult activity. Ebongrave has not permitted any cargo to reach efforts to understand these ruins, and their secrets remain + the planets, fearing that moral threats will escape on returning hidden under the soil of Sept’s worlds. + transports, and has said on many occasions that he would call + down the fleet to bomb their cities into oblivion if he could. + To many, the horrible fates of the quarantined worlds are the alor + starkest evidence of Ebongrave’s madness. + ‘What need you understand but the Greater Good? What more than + the Greater Good can hold any concern for you? Ask not where your + ept husband went. Rather, rejoice that his absence benefits us all!’ + The Velk’Han Sept is the empire ruled by the Tau and the + primary objective of the Imperial Crusade in the Canis Salient. –Maskin Quiore, Gue’la Water Caste Liaison + It consists of several dozen populated worlds. While several + worlds are properly colonized Tau worlds, many others are sua’Malor is the capital world of the Velk’Han Sept and + mostly human-populated and are ruled by proxy through the headquarters of the Mal’caor Shi. Once a populous + sympathetic human leaders. The Sept capital world, Tsua’Malor, and advanced human world, it was transformed by Earth + acts as the central seat of Tau governance and rule. Caste architects into a shining example of civilisation and + he Sept’s humans (referred to by the Tau as ‘Gue’la’) enlightenment. Few sights in the Jericho Reach are as + adhere not to the Imperial Creed, but to the Tau ideal of magnificent as the skyline of Tsua’Malor’s vast Equatorial + the Greater Good. The Tau teach that the perfect society, City. Stretching around the Desert world’s circumference, + one modelled after the Tau themselves, has a place for every it houses millions of Tau settlers and the great edifices of + creature; with every creature in that place, fulfilling their learning and government. The Mal’caor Shi’s ruling council, + assigned roles without question, for the good of the Sept as a small number of Ethereals and ambassadors, gather in the + a whole. Imperial religion is prohibited and the Tau Water kilometre-high edifice known in the gue’la tongue as the + Caste run education (and re-education) programs that instil Transcendence. Each caste has its own district in Equatorial + an understanding and love of the Greater Good into the City, from the floating tethered platforms of the Air Caste + sometimes reluctant gue’la minds. Populations are regularly to the bronze-walled fortresses of the Earth Caste. Several + sterilised to prevent population growth outstretching Tau billion humans also live on this world, in the planet’s other + methods of control. Human transgressors against the Greater cities cut from the rocky desert by Imperial pilgrim-settlers + Good are not publicly executed, as is the Imperial way, for the thousands of years before. Every city has a Tau quarter of + Tau see no need to publicise the fates of those who oppose glittering spires and grand pavilions, where the human leaders + them. Instead, such gue’la simply disappear, and it is the gather to listen to the wisdom of Tau ambassadors. One such + way of the Greater Good to convince oneself that they never city, Beldar, is home to the Gue’Retha, a research institute and + existed at all. university to which the Tau transport all the brightest and + he Mal’caor Shi, the Tau taskforce that rules and defends most talented humans to educate them in Tau philosophy and + the Sept, has at its disposal several contingents of Tau military technology. Attached to the Gue’Retha is a place which the + units and spacecraft. The Tau force contains many veteran Tau decline to name, but which human malcontents call the + forces of Fire Warriors and Air Caste pilots, and its leaders are Lacuna. This underground research facility, it is rumoured, is + highly motivated to add the Reach to the expansion of the Tau where the Tau conduct psychological experiments on gue’la + Empire. It also commands many auxiliary forces drawn from prisoners. The results supposedly help the Tau refine their + species that have joined the Tau in the pursuit of the Greater methods of social manipulation, but no one can be sure since + Good. The most numerous xenos auxiliaries are the Kroot, any heard to utter such thoughts vanish, quite possibly into + with substantial numbers of insectoid Vespid and smaller the Lacuna itself. + units of other, more specialised xenos warriors. The Tau also + + + 352 + IphIgenIa Each station is a huge re-education facility. Many of the + gue’la sent here are trained in Tau technology and sent to +The world of Iphigenia is, in many ways, typical of the work elsewhere in the Sept under Earth Caste work teams +Velk’Han Sept. It is a human world with a population of or Air Caste starship crews. Others are sent back down +around seven billion, living mostly in the polar cities spared to Iphigenia, radiant with their new purpose and eager to +the fierce heat of the planet’s nearby red sun. Its people are spread their understanding of the Greater Good among their +all born into one of several dozen tribes, each tribe having its tribemates. + + + + + XII: The Jericho Reach +own king in turn united under the High King. All laws are Iphigenia’s people are far from universally convinced about +decided according to the tribe; transgressions in one tribe are the Greater Good. The ‘enlightened ones’ who return from +often accepted in another, even though the populations of the orbit, however, are quick to address such concerns with anyone +various tribes live side by side in every city. Since Iphigenia who wishes to accompany them to the strange structures the +was absorbed into the Sept, however, another power structure Grey Kings are building in the southern wastes. +has come to exist alongside the tribal kings: the Grey Kings, +the name given to the Tau emissaries who have entered into +an agreement with the High King. In return for allowing the +tribes to rule themselves, the Grey Kings require Iphigenia’s +armed forces to fight for the Tau. In addition, the tribal kings +are to hand over the most technically skilled of their people +to the orbital stations on which the Grey Kings live. + + + + + Lord Commander Ebongrave + Sebiascor Ebongrave was a capable, even heroic officer who + distinguished himself among the cavalry of the Dhkasin Hussars + and became a trusted advisor to Warmaster Tetrarchus before + being given command of the Canis Salient. Ebongrave has not + borne his role well. This once-dashing cavalryman is a bitter, + greying man who rarely leaves his fortified situation rooms in the + Achilian Bastion. He has become increasingly paranoid and has + ordered purges of regimental commanders, naval officer classes + and Imperial governors, sometimes at the vaguest suggestion of + Tau sympathies or ideological weakness. No matter how impossible + the fight against the Tyranids becomes, he refuses to countenance + diverting troops and ships from fighting the Tau. Some believe he + is losing his grip on reality, while others think he sees reality all + too well and is the only man who appreciates just how devious his + xenos foes really are. + + The 14th Mortressan Highlanders + When Ebongrave needs people he can trust to execute their fellow + Imperial citizens or soldiers, he calls upon the 14th Mortressan. + Recruited from the Calixian Death world of Mortressa, these + veterans believe that life is meaningless and that only the manner + of a man’s death matters. They have no compunction or guilt + about what they do, a psychological foible that Ebongrave values + greatly. Mortressans serve in the Field Purgation Platoons who + root out ideological failings among Guard regiments, and in the + execution details in the Black Zone. The guardsman standing + watch over an interrogation cell in Sepulchre Sigma is likely to + hail from Mortressa. + + + + + 353 + tikit dancing through contorted orbits as the fluctuating gravities + pull them apart. Some of these planets were once inhabited, + This world is, on the surface, a featureless rock, but is riddled long before the age of Imperium, and the tormented ruins + right down to its core by crystalline caves. Never settled of ancient cities can just be glimpsed on slabs of planetary + by humans, Krrk’tikit was given by the Tau to their Vespid crust as they float through the Reef ’s currents. The Reef ’s + auxiliaries, and the insectoid xenos now inhabit city-hives reflection in the warp is an impassable mass of positive and + built into the largest chambers. Hatcheries, nutrient lakes and negative energies constantly colliding and annihilating one +XII: The Jericho Reach + + + + + warrior mustering chambers have been constructed, while the another, in a dance of destruction that no Navigator would + Vespid strain leaders blood their warriors in huge warrens of conscience sailing towards. + jagged crystal designated as battlegrounds. he presence of the Black Reef makes it much easier for + Deep in the core chambers, where the crystals are bathed in the Tau fleets to watch over the approaches to Tsua’Malor. + deadly radiation, Krrk’tikit’s indigenous creatures have been This does not satisfy the Mal’caor Shi, however, and several + contacted after millions of years of isolation. Strange floating cadres of auxiliary species well suited to space exploration + beings with bodies of crystal, manipulating energy fields as have been despatched to explore the Black Reef and chart any + weapons, these creatures are targeted for absorption into the possible routes through it. These xenos suffer a high attrition + Sept and education in the Greater Good. Early attempts to rate, even though they can survive conditions that would kill + contact them however, have not gone well, with Water Caste a Tau or a human. The information they are bringing back + ambassadors killed or missing. More aggressive Fire Caste is worth their sacrifice, however, for along with charts of the + commanders advocate abandoning or even attacking Krrk’tikit, Reef they are bringing back glimpses of a catastrophe that + fearing that the indigenous creatures may be connected with created the Reef and the beings that once inhabited it before + the long-dead race still plaguing the Velk’Han Sept. the cataclysm. + + + kapula + The Greyhell + Front + ‘By your will, Fio’Ui. The relief seems to depict iconography relating + to the gue’la religion. I shall remove the panel for further study. + Work-brother, pass me the fusion cutter… there, that should… + [sound of rapid laser fire, then static.]’ + + + O + ne of the two main battlezones where Imperial + –Intercepted Earth Caste communication forces are concentrated, the Greyhell Front is a belt + of worlds where the Imperial Guard and Navy are + Watch Station Skapula is a Deathwatch space station, struggling to establish footholds closer to Tau space. They + abandoned long ago, that orbits a barren world in Tau space. are opposed in this by some Tau auxiliaries, but most of + While deactivated, the station is protected by automated all by Fire Warrior cadres. Chief among the auxiliaries are + defences that are still operational in spite of the time the armies of Kroot, who are well suited to the lush jungle worlds + Watch Station has spent empty. especially common along the front. The Kroot’s capacity to + he Tau are interested in the Watch Station, believing rapidly evolve according to the genetic material they absorb + it to have a religious purpose that could be significant to has led many new strains of Kroot along the Greyhell front. + understanding the gue’la mindset. Human pioneers led by Human armies are also fighting here under orders from the + Earth Caste archaeologists have tried to examine and enter Tau, leading to a paranoid atmosphere where any soldier’s + the Watch Station, but the defences have held them off in squadmate could be an infiltrator sent by the other side. + spite of spirited attempts to understand and deactivate them. Ebongrave’s purges are most frequent on the Greyhell Front + Watch Station Skapula could prove a hugely valuable asset and a Guardsman is almost as likely to be executed by his + for the Imperium. It is highly advanced and is even capable of own side as he is to be killed by the xenos. Life is no better + short warp jumps, making it extremely useful as a jumping- for the gue’la auxiliaries, who are wont to be abandoned + off point for Deathwatch operations against the Velk’Han by their Tau overlords or betrayed by Imperial intelligence + Sept. A mission to capture Watch Station Skapula from the officers who have worked their way into their ranks. + Tau and reactivate it is surely on the Deathwatch’s agenda for he Greyhell Front is regarded as a meat grinder by the + operations in the Jericho Reach. troops serving there, but Lord Commander Ebongrave is + adamant that only by forcing through the front and reaching + Tau space can the Crusade push on into a direct assault on + eef the Velk’Han Sept. In spite of the thinly stretched nature of + Much of Tsua’Malor’s suitability as the Sept capital comes from Imperial forces in the Canis Salient, Ebongrave refuses any + the Black Reef, a stellar phenomenon that protects it from suggestion that Imperial forces should withdraw from the + most angles of approach. The Reef is a series of gravitational Greyhell Front. + anomalies that few but the bravest human pilots and the + fastest ships could hope to navigate. Hundreds of planets and + millions of asteroids are caught in the Black Reef, endlessly + + + 354 + Priority Targets +The members of the Mal’caor Shi high command (collectively ‘the Transcendence’) are named herein, by the order of +the 31st Intelligence Cohort (Black Zone Liaison Section). Quality of said intelligence, while representing the sum +total of relevant knowledge at Imperial disposal, is provisional at best. In addition to the following, intelligence +projections suggest two to four lower-ranked Ethereal Caste members, thus far unobserved. +Aun’El Basel’kyth +Suspected head researcher/philosopher, Ethereal Caste. Elimination projected to affect enemy morale only. Priority + + + + + XII: The Jericho Reach +target. Projected location: Beldar Academy, Tsua’Malor. +Aun’O Tsualal +Confirmed presence Velen battlezone, Greyhell front. Significant Tau strategist, Ethereal Caste. Translated comm- +grabs suggest overall command of forces on Tsua’Malor. Priority Omega target. Personal armoured grav-unit, Fire +Caste bodyguard, shield/gun drone swarm present at all contacts. +Shas’O M’yen +Senior tactical advisor, fire caste. Referred to by sympathisers as ‘Commander Scornfoe’. Projected Location: +Unknown. Priority Omega target. Crisis battlesuit/support weapon suit, multiple gun drones, fire caste command +section. +Aun’Ui Kol’denh +Social engineering advisor, Ethereal Caste. Multiple contacts, Warzone Epsilon. Armoured anti-grav unit, life +support system (possible deteriorating health). Projected location: Orbital installation, Iphigenia. Defensive/ +offensive capabilities unknown. +Kor’O Volescur +Senior ambassador, Water Caste. Projected location: Orbital dockyards, Tsua’Malor. Personal craft known among +sympathisers as the Liberation. Significant evasive/offensive capabilities, Fire Caste marine/boarding detail. + + + + +araban ekrin +Baraban’s endless temperate forests are home not only to +huge Vespid and Kroot armies, but to spectral presences that A + ‘ uto vox-beacon 1145EG-BK.Quarantined world, turn back. A + ‘ uto +prey on the sanity of the Guardsmen fighting there. The vox-beacon 1145JH-BK. Quarantined world, turn back. Auto vox- +war on Baraban is a conventional one, with battle lines of beacon …’ +trenches and fortifications, attacks and counter-attacks, as +each side tries to push the other back. Time and again the –Wide-channel voxcast, Bekrin +Imperial Guard launch armoured spearheads that shatter the +xenos lines and it seems that surely a crushing victory will Bekrin is a Cardinal world, religious capital of the diocese +at last be won. Then the ghosts of Baraban make themselves covering much of what is now the Canis Salient. Its clergy +known, and the Guard forces fall apart in terror and madness. evacuated the world to escape the approaching Tyranids, +A whole army can suddenly be assailed by bizarre visions and though the Tyranids were turned aside before they +and sensations, and must fight to save themselves from crazed could reach Bekrin, the world has never been resettled. +comrades as well as the xenos. The Adeptus Ministorum often petitions Lord Commander + he source of Baraban’s ghosts is unknown, but everyone Ebongrave to reclaim Bekrin and install a new Cardinal to +who has been there and survived has his own explanation. serve as the spiritual leader of the Canis Salient. Ebongrave, +They appear to each Guardsman differently: some as voices for reasons unknown, has bluntly refused at every turn, and +in the mind, others as visions of loved ones long dead or on has even proclaimed Bekrin a Quarantined world. No one +distant worlds. Even the Deathwatch who have participated knows why, though there is no shortage of speculation about +in the Battle for Baraban report witnessing their Primarch what horrible sights might be found among Bekrin’s fabled +wading into battle, or feeling the agony of the Emperor as natural beauty and gilded temple-cities. To some, Bekrin is +Horus dealt him his mortal wound. Many Guard commanders an example of Ebongrave’s paranoia, but others insist that +believe the Tau have a hand in Baraban’s ghosts, but others there must be something terribly wrong with the planet. In +believe the Kroot and the Vespid have their own difficulties on any case, no official word on Bekrin has been forthcoming in +the planet. The Kroot, in particular, develop into strange and more than forty years. +apparently useless strains very easily, with dead-end strains +like mindless cattle or uncontrollable predators resulting from +the planet’s cruel influence. + + + 355 + veRen + For reasons the Imperial forces cannot ascertain, the Tau are + very interested in keeping the Imperium from conquering + Veren. The planet, a world of glassy black mountains and + shallow oceans teeming with corals and algal blooms, is of + little obvious strategic value. Stable warp routes from the +XII: The Jericho Reach + + + + + vicinity of Veren end at the Black Reef, so it would be no + use for staging an attack on Tsua’Malor. Nevertheless, the + expeditionary force sent to scout the world was immediately + opposed by Tau Hunter cadres attacking in force. + Ebongrave is convinced that something lies on Veren the + Tau want to defend, and that sending so many Tau to defend + it indicates its importance. Ebongrave has ordered for Veren + to be captured and held, but the Tau seem to know the planet + very well and use the air-filled coral tunnels beneath the + Ravacene shallow seas to move around Veren with impunity. The battles + through Veren’s tunnels and in its mountain passes are vicious + ‘You wanna know who’s in charge, sir? You see that? Yeah, the little and at close-quarters, and the Tau suffer greater losses here + guy with all the legs crawling over your shoe. He’s in charge. He’s the than anywhere else in the Canis Salient. Some in Ebongrave’s + only one knows what the hell he’s doing, anyway.’ command believe that Veren is a huge feint, intended to draw + Imperial Guard regiments away from worlds that are truly + –Specialist Vynes, 11th Ornsworld Regiment important, and that the Tau will either leave and force the + Imperial Guard to tie up men garrisoning the world, or draw + Few assignments are less welcomed than a posting to Ravacene. in more and more Guard until they can wipe them out in + The ash-choked forests are said to have given the Greyhell some huge Tau-engineered cataclysm. Such views are near- + Front its name, and the Imperial Guard battling to wipe out heretical to Ebongrave’s ears, and the war on Veren continues. + the Kroot on this world fight a bleak, horrific battle against the + planet and their alien foes alike. Ravacene’s ecology is based + on the volcanoes covering its single planet-wide continent. The + toxic ash spewed by these volcanoes feeds the dense black-grey + jungles covering its plains and valleys. The jungles are resistant + to the most enthusiastic attempts to burn or defoliate them, and + provide the perfect environment for the Kroot to fight a fluid + war based on ambush and misdirection. + Prophecies and Patterns + that the + Ravacene chews through Imperial Guard regiments at an + Some amongst the Ordo Xenos believe telling + appalling rate. Only Death world veteran regiments can expect + Jericho Reach is the centre of a bizarre foreprophet + to last more than a few weeks before being withdrawn. Worst + laid down in 744.M33 by the blind + of all is the psychological effect of fighting through its dense + Satarrion. + jungles, expecting Kroot ambushers behind every tree or + damned + fending off the illnesses that result from the ash-choked toxic + “To the east of the Emperor’s realm lie ains of + atmosphere. Even with respirators and chem-suits, every soldier + worlds, a reach of cold stars and dom ighted + eventually suffers from the corrosive and poisonous air. + death. The fires of war shall light these ben + devoured + Imperial Guard objectives on Ravacene are simple. Ravacene + planets, some ignited with faith, others without, + is ideally placed to act as a staging post for a push into Tau + by darkness. Foes strike from within and to arise + space, and its several moonlets would make ideal orbital + all ignorant of the Dark Patterns waitingoblivion. + dockyards. Before the planet can be used in this way, the Kroot + and destroy until nothing remains but of night + must be exterminated. The dense jungles mean this task must + Only those who stand watch in the depths + be carried out on the ground, one Kroot at a time, no matter + may tip the balance.” + how many Guardsmen it takes. For their part, the Kroot have + evolved to match the ash jungles of Ravacene. + + + + + 356 + Tiers of enemies + • + Hordes + • + CHaos + • + THe Tau + • + Tyranids + • + non-Player + CHaraCTers + Chapter XIII: 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 + + + Adversaries + powerful Master tier enemies are both terrifying foes and + cunning commanders. + + + “The Imperium is a fortress built against the enemies of mankind. I + CreaTing an enemy forCe +XIII: Adversaries + + + + + have seen those enemies; I have stood on the walls of the fortress, and The antagonists in Deathwatch are intended to be used both on + I have looked into their soulless eyes. I have watched them swarm their own and in mixed groups. Such a mixed group represents + and multiply in the darkness, and I know that we are all that stands a substantial enemy force that the Deathwatch Battle-Brothers + between them and the end of days.” must face and defeat. When creating such an enemy force there + are some useful guidelines to bear in mind. + –Ignatius Sable, Captain of the Exorcists 4th Company, Mix a small number of Elites and Masters with Hordes + address at the outset of the Angevin Crusade of troops: A Horde is a substantial threat because it takes time + to wear down, whereas Elites and Masters have to be focused + + + T + he destiny of the Deathwatch is to guard against the on in concerted manner to bring them down. Combining them + most terrible enemies that threaten mankind. They together means the Battle-Brothers have to make tactical choices + must face towering alien monstrosities and warp about how they are going to survive and emerge victorious. + tainted tyrants of battle. This chapter provides Games Masters A combat capable Master can be faced alone: Some + with rules for the enemies that Battle-Brothers must face in a Master tier enemies are so powerful that it can be best to use + game of Deathwatch. Included are a selection of the servants one as an enemy on his own. If this is part of a larger battle, he + of the Dark Gods of Chaos, the forces of the Tyranid Hive might appear from the middle of a fleeing Horde to face the + Mind, and the dynamic and advanced warriors of the Tau Battle-Brothers alone. + Empire. In addition to these, a small selection of other Non + Player Characters are presented that will be useful for GMs to + create Deathwatch adventures and campaigns. + + + The Tiers of enemies + The enemies presented in + Deathwatch are broken into tiers. + Each tier represents a level of + challenge to the Battle-Brothers + of the Deathwatch and also + provides Games Masters with an + indication of how that enemy fits + into either a small skirmish or a + large battle. The enemies presented in + this chapter are broken into three tiers: + Troops: Enemies in the Troop tier + make up the bulk of enemy forces in + large scale engagements. From Tau Fire + Warriors to Tyranid Hormaguants, some + antagonists in this tier may be highly + trained, whilst others are little more than + cannon fodder. In general, an individual + or small number of Troop tier enemies are + no match for an individual Battle-Brother, + let alone an entire Kill-team. + Elites: Individually or in small groups, + Elite enemies are worthy foes for a single Battle- + Brother no matter how mighty he may be. In + 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 + + + 358 + Hordes aTTacking a horde + A character can damage a Horde by shooting it with ranged +“Their numbers darkened the land, and blotted out the sun. As many weapons or attacking it in melee. These attacks are treated +as there are stars in the sky, or grains of sand on the seashore they as if they are against a single creature even though they may +came to slay us and take what we would deny them.” represent mowing down ranks of enemies or scything through + many foes. + –Varrus, Captain of the Storm Wardens’ 3rd Company, Characters must still roll to hit a Horde, but the appropriate + + + + + XIII: Adversaries + spoken of the second defence of Karlack size bonus should apply to these tests based on the Horde’s + Magnitude. + + +T + he enemies of Mankind can attack in vast numbers; howling Weapons that can fire on full, or semi-auto will cause additional + heretics, skittering Hordes, and ranked warriors. Alone, hits. These hits must be allocated against the Horde and not any + such enemies would stand no chance against the might of individual Lieutenants or Masters that may also be present. +the Adeptus Astartes. Together in large groups, however, they can +pose an overwhelming threat. Hordes have the potential to defeat +the Emperor’s finest by sheer weight of fire and numbers. The + damaging a Horde +rules presented here are intended to help Games Masters reflect • Each hit that causes any amount of damage reduces a +these massed forces that the Deathwatch may face in battle. Horde’s Magnitude by one. Therefore, an attack that, + It is important to note that not every enemy is suitable to form after accounting for armour and Toughness Bonus, causes +a Horde. The GM should use his discretion to decide whether or 15 points of damage reduces the Horde’s Magnitude by +not an enemy can form a Horde. For example, it is unlikely that 1. The deliberate consequence of this is that sustained +50 jungle snakes would be a threat to a Space Marine, even as a fire and blast weapons are much more effective against +Horde! However, 50 Tyranid Hormagaunts will certainly threaten Hordes than weapons which fire only one shot; a +a Kill-team of Deathwatch Space Marines. lascannon is a weapon for destroying tanks not mowing + When a creature has a special Quality for its attacks (e.g., down large numbers of infantry. +Tearing or Toxic), the default method is to apply that Quality to • Weapons that inflict Explosive Damage (X) gain a +all of the attacks for a Horde made up of that creature. However, bonus against Hordes, and count as having inflicted one +the GM should use his discretion for when the Quality should additional Hit. +not apply (for instance, if over half of the creatures in the Horde • Locations are not used when fighting a Horde. +do not possess that Quality). Also, the GM should be aware that • A Horde has a single armour value at is applied to all +special Qualities for the Horde’s attacks can make an encounter damage rather than different armour values for different +with a Horde particularly dangerous for the Space Marines, and locations. +adjust accordingly. • Hordes may be Pinned as normal (with the entire Horde + making a single Willpower Test). However, Hordes gain + a bonus to their Willpower Tests to resist pinning equal +Using a horde to its Magnitude. +A Horde should be treated by the Games Master as a single vast +creature. The Horde has the same profile as the base creature which melee +makes up its numbers. A Chaos Heretic Horde, for example, has +the same profile as an individual Chaos Heretic on page 364, When fighting against a Horde in Melee, a Space Marine +for example. The only exception to this is that a Horde replaces inflicts one hit for every two Degrees of Success on his +the individual creature’s Wounds value with its Magnitude and Weapon Skill Test. Melee weapons with the Power Field +location based armour with a single armour value. Quality inflict one additional hit. + + +magniTude Blast Weapons +A Horde is a vast number of one type of enemy or creature A Blast weapon that hits a Horde hits a number of times equal +attacking in large numbers. The abstract number of enemies to its Blast value. So a grenade with Blast (4) will automatically +making up such a Horde are reflected in the Horde’s hit four times if successfully lobbed into the Horde. +Magnitude. This represents the Horde’s determination and +numbers as an abstract value: one point of Magnitude does +not equal one individual enemy or creature. + Table 13–1: Example Horde Magnitudes + D e s c r i p t i v e Size and To Hit + Magnitude Equivalent Modifier +Horde TraiTs 30 A mob Massive (+30) +A creature entry may have a Trait listed that has (Horde) 60 A thronged phalanx Immense (+40) +written next to it. These Traits represent the way particular 90 A massed assault Monumental (+50) +creatures fight in large numbers, and only apply when that 120+ A serried tide of foes Titanic (+60) +creature is used as the basis of a Horde. + + + 359 + flame Weapons Modifiers or range and sustained fire apply as normal, but + A flame weapon used on a Horde will hit it a number of times a Horde can never aim. + equal to one quarter of the weapon’s range (rounding up), Ammo expenditure and Jamming are never applied to + plus 1d5. So a flame weapon with a range of 10 will hit a Hordes—they always have enough bullets to keep firing. + Horde 1d5+3 times. + + Psychic Powers + damage Caused By Hordes + Any attack from a Horde that hits has the damage it causes +XIII: Adversaries + + + + + Psychic Powers used against a Horde will hit it a number of increased by a number of d10s equal to the Horde’s Magnitude + times equal to the Psy Rating used in the power, no matter divided by ten, with a maximum bonus of +2d10. This is + what the power may be. If the psychic power affects an area, in addition to the normal damage dealt by the weapon that + it adds an additional 1d10 hits. At the GM’s discretion, if the Horde is armed with. It will also include the Strength + a particular psychic power does not inflict damage (such Bonus added to damage caused by melee weapons. The + as Compel), it still inflicts “hits,” meaning that portions of damage is reduced by the target’s Toughness bonus and + the Horde have been convinced not to attack, and so forth. armour as normal. Thus, a Magnitude 25 Horde of heretics + Furthermore, the GM should take care to adjudicate the armed with axes will add 2d10 to the normal damage that a + effects of certain psychic powers (such as Vortex of Doom) heretic would do with its axe (1d10+5), and therefore causes + in specific situations against Hordes (such as a Horde tightly 3d10+5 damage if they hit in combat. Likewise, the same + packed into a small space). 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 + Breaking a Horde like rain on a single target. + • When a Horde’s Magnitude is reduced by 25% in a turn, + it must make a Willpower Test when it is its turn to act + again. If it passes, it may continue to act. If it fails, it creaTing a horde + breaks and flees at its highest move value. To create a Horde is simply a matter of taking a minion + • If the Horde’s Magnitude is less than 50% of its starting entry from this chapter and replacing its wounds with the + value, it suffers a –10 to the Willpower Test. If the Magnitude value of your choosing. + Horde’s Magnitude is less than 25% of its starting value, + it will automatically break. + • Hordes composed of enemies with the Fearless talent do + examPle Horde + not have to test to see if they break as their Magnitude is S + eroded: they have to be wiped out to the last. + + + hordes aTTacking + A Horde can make both melee attacks against enemies in close + proximity and ranged attacks at enemies that are at a distance + in a single turn as an attack action. + Melee: A Horde will attack all adjacent enemies, or + enemies that are in close proximity (the GM is the final arbiter + of whether a target is in close proximity or not) if not using + S T ag int Per WP fel + a map; if there are five Battle-Brothers in close proximity of a + Horde all will be attacked. A Horde that has multiple attacks 35 25 30 30 30 20 30 40 20 + from being armed with two weapons or the Swift Attack or + Lightning Attack Talents may use its full number of attacks Movement: 3/6/9/18; Magnitude: 34 + against every eligible target. Although a Horde represents a Skills: Awareness (Per), Climb (S), Speak Language (Low + large number of attackers, a Horde does not gain the benefits Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). + of Ganging Up (see page 248). Instead, the Horde’s sheer Talents: Berserk Charge, Furious Assault, Melee Weapon + weight of numbers is represented by the fact that its target Training (Primitive), Pistol Training (SP). + may not Dodge or Parry. Melee Attacks made by Hordes Traits: Blood Soaked Tide (Horde), Size (Massive). + cannot be Parried or Dodged unless otherwise noted. Armour: Flak Robes and Brazen Carapace Armour + Ranged: A Horde may make ranged attacks equal to the (Horde 5) + first digit of its Magnitude. Thus, a Magnitude 25 Horde can Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol + make two ranged attacks. Any additional hits from sustained (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: + fire can be applied to any eligible target. Therefore, if the Respirator, 3 reloads for autopistol. + 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. + + + 360 + Chaos All these beings, from the lowliest warp-predator to the + four great so-called Gods of Chaos—Khorne, lord of battle + and bloodshed; Tzeentch, Arch-conspirator and mutator of +“Every moment of anger, hate, deceit, pain, suffering, pleasure, and flesh; Slaanesh, perversion incarnate and Master of excess; +desire is mirrored in the power of Chaos. When its legions march, and Nurgle, the decayed one, source of uncleanness—to the +they march to return upon us a ruin that is of our own making.” numberless legions of daemons between, dearly desires to + destroy and rupture physical reality to feed their hunger and + –Arenal, Farseer plunge the cosmos into eternal, living hell. + + + + + XIII: Adversaries + The daemons and powers of Chaos, however, are confined + + +C + haos is Mankind’s waiting damnation, a dark fate that to the Warp, unless freed either by the intervention of their + screams and hungers for the souls of Humanity in the worshipers or the vagaries of cosmic disaster. In order to secure + Warp beyond. The ever-present threat of Chaos is that the release of the children of the Warp, the Ruinous Powers +of the taint of the Warp. Twisting bodies, and searing minds, it plot and scheme. They prey upon the vice and corruption +gnaws at the fabric of reality and lures the souls of the weak and of Humanity and other races, and shower their dubious gifts +unwary to their doom. on those who swear themselves to the daemon’s service and + The Warp is the shadow-realm that mirrors Realspace (that call it Master. Among these servants of Chaos, the lost and +which makes up the tangible reality of the universe), a realm the damned, a great many are mortal humans either laid low +vital to mankind. Without the Warp, travel between the distant by their own sins or unfortunate enough to have been born +stars would be all but impossible, and the Imperium itself would on worlds beyond the Emperor’s Light where the lies and +crumble. The Warp is little understood and holds the most whispered promises of the Dark Gods hold sway. Others are +terrifying dangers imaginable. Warp-space is a parallel realm former faithful servants and soldiers of the Imperium turned +of dark emotion, madness, and eternal change. Where the veil Traitor to their own kind, in return either for the promise +between realms is thin, the Warp sometimes breaks through to of power or simple survival. Among the greatest servants of +the physical world with catastrophic results. Within the Warp Chaos are the greatest Traitors to the Imperium—the Chaos +are entities vast and inexplicable things that feed off negative Space Marines. +emotion and sup upon mortal souls. Mankind, with its capacity Also known as the Traitor Legions, the Chaos Space +for fanaticism, violence, vice, despair, and change, is meat Marines harken back to the dark days of the Horus Heresy— +without equal to these entities. This myriad sea of unholy beings an apocalyptic civil war fought many millennia ago at the end +and their baleful influence is known collectively as Chaos. of the Great Crusade which saw half of the Imperium’s own + strength turn against it, led astray by the whispers of Chaos + and under the leadership of the Warmaster Horus, formerly + the right hand of the Emperor himself. The war was brutal + and bitter. It ravaged the fledgling Imperium from end to end, + and in its bloody aftermath, the Traitors were defeated and + scattered to find refuge within the dark places of the galaxy + where the vengeful warriors of the Imperium could not easily + follow. Such refuges include the vast warp storm known as the + Eye of Terror and the unknown fringes of the Halo Zone on + the edge of explored space. Down the long millennia since, + the Traitor Legions have become true things of Chaos, their + superhuman bodies a better canvass for the Warp’s touch than + any merely human frame. The Chaos Space Marines grew ever + more embittered, fractious, corrupt, and insane. Some gave + themselves over fully to one great power of Chaos or another, + becoming its exemplars and champions, while others merely + brooded in the bottomless pits of their own malice, refusing + to bend the knee fully to any Master, even the Dark Gods. + Instead, these renegades sought to use Chaos as a means to + an end, that end being power and bloody vengeance on the + Imperium that scorned and cast them out. + Owing to the effects that the twisting hand of the Warp has + upon the flow of time and also perhaps due to their own undying + hatred, some of the Chaos Space Marines encountered now at + the end of the 41st Millennium are the very same Traitors who + turned on the Emperor nearly ten thousand years ago, while + others are newer scions, chosen from hellish worlds steeped + in blood and sorcery to replenish ranks depleted by endless + warfare. Yet more are renegades of a more recent vintage, gone + over to the service of Chaos either as a Chapter turned from + + + 361 + the light (although this occurrence is extraordinarily rare) or as S + individuals who have forsworn their past allegiances or fallen + into corruption. For their treachery and betrayal, for the very + fact of their existence, the Chaos Space Marines are hated and + hunted by the loyalist Space Marines of the Adeptus Astartes. + For those Space Marines of the Deathwatch, this antipathy + remains undimmed, although on occasion their own unique + role will mean another target or the needs of the Deathwatch +XIII: Adversaries + + + + + must take priority over ancient oaths of vengeance, at least for a + time. However, such oaths are never forgotten, and for a Space + Marine, facing such a dark mirror of themselves can be the + greatest danger they ever encounter, both in body and spirit. + + + daemon Prince + (masTer) + “The power of Humanity is nothing compared to the gifts of the + Warp: any who deny this are blind to the torment and death that + S T ag int Per WP fel + (18) (12) + awaits them as a price of their blindness.” + 75 60 66 45 48 48 48 75 30 + –from the Proclamation of Khazant delivered by Dark + Apostle Bellephrades  Wounds: 80 + Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, + Daemon Princes are incredibly powerful entities of the warp, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) + vast and nightmarish beings whose essence is the immortal hell- (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) + stuff of the Warp embodied, concentrated, and given form. No +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. + + + 362 + chaos sPace marine + marks of CHaos + A Champion of Chaos who has shown exceptional + (eliTe) + devotion to one of the four great Chaos Gods may be + marked by that God. At the GM’s discretion, a Mark of + S + Chaos can be given to a Daemon Prince or another servant + of Chaos to create new variations on existing enemies. + mark of kHorne + + + + + XIII: Adversaries + 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. + tch + + 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 S T ag int Per WP fel + Nurgle are swollen by corruption, their bodies dead to (14) (8) + pain as they rot and gestate the scared plagues of the 50 50 65 45 40 35 40 43 17 + Lord of Decay. + Effects: Bearers of the Mark of Nurgle increase  Wounds: 29 + their wounds by 25% and Gain the Stuff of Nightmares Skills: Awareness (Per), Climb (S), Command (Fel) +10, + and Unnatural Toughness (x2) Traits. If the creature Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), + already possesses Unnatural Toughness, increase the Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak + multiplier by 1 instead. Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), + h Swim (S). + Talents: Astartes Weapon Training, Bolter Drill, Die Hard, + Slaanesh is the Prince of Pleasure, a God of unholy Fearless, Hatred (Loyalist Space Marines), Heightened Senses + beauty whose domain is every secret pleasure and (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, + delight. Those marked by Slaanesh take perverse Rapid Reload, Swift Attack, True Grit. + pleasure in all experience, have a deeply seductive aura, Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), + and move with an unnatural fluidity and grace. Unnatural Toughness (x2). + Effects: Bearers of the Mark of Slaanesh gain the Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, + Heightened Senses (All) Talent, and the Unnatural Legs 8). + Agility (x2) and Unnatural Fellowship (x2) Traits. Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; + Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; +Slaves to Darkness: Those lesser beings who serve a Daemon S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes +Prince in war are enslaved by fear and bound by terrible oaths Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword +to do the Prince’s bidding. They would slay themselves at his (1d10+14 R; Pen 4; Balanced, Tearing). +command and fear him more than the weapons of the enemy. Gear: 2 bolt pistol magazines, 4 bolter magazines. +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. + + + 363 + renegade miliTia  Wounds: 10 + Skills: Awareness (Per), Climb (S), Speak Language (Low + (TrooPs) Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int) + Talents: Basic Weapon Training (Las, SP), Melee Weapon + “The rewards of tolerance are treachery and betrayal.” Training (Primitive), Pistol Training (SP). + Traits: Disciplined (Horde), Horde. + Armour: Flak Armour (All 4, Horde 4). + Weapons: Combat Knife (1d5+6 R; Primitive), Autogun +XIII: Adversaries + + + + + (90m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload Full) or + Lasgun, (100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload + Full; Reliable). + Gear: Respirator, 3 reloads for either autogun or lasgun, + unpleasant trinkets, ritual fetishes. + Horde: Renegade Militia can be used as a Horde (see Hordes + on page 359 of this chapter). + + + chaos hereTic (TrooPs) + S + + + + + S + S T ag int Per WP fel + + 35 35 35 35 30 20 30 35 20 + + + + + S T ag int Per WP fel + + 28 25 30 30 30 20 30 40 20 + +  Wounds: 10 + 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), Horde, Resistance (Fear) + Armour: Flak Robes and Brazen Carapace Armour (Arms 5, + Body 6, Legs 4, 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. + Horde: Chaos Militia can be used as a Horde (see Hordes on + page 359 of this chapter). + + + + + 364 + The Tau 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 +“This is a message to the peoples of the Imperium, and to the greater part in Tau politics. +honourable Emperor of that realm. We offer you peace should you Tau technology is the product of the Earth Caste, and it +join us, and war should you prefer it. We await your response, for we is thanks to their innovations that the Tau have expanded +recognise in your race beings of honour and courage.” their empire so rapidly. Tau military technology is extremely + advanced, predominantly a mixture of high energy plasma + + + + + XIII: Adversaries + –Last known transmission of Por’el Tau’n Ukos, weaponry and rail guns. The rail gun is particularly potent and + Water Caste Negotiator. its technology is eagerly sought by certain factions within the + Adeptus Mechanicus. Anti-grav technology similar to that of + + +T + he Tau hail from a small, yet densely packed stellar cluster the Eldar is widely employed by the Tau in their Hammerhead + on the Eastern Fringe. The Tau Empire is declaratively tanks and Devilfish armoured transports. These technology + young, but the dynamic nature of the species is driving bases are carried over into non-military applications. +a rapid expansion into surrounding space. It is this unchecked Certain items of Tau technology are in the possession of +conquest of systems neighbouring the Tau Empire that has the Imperium, mainly confiscated agricultural and construction +brought the species into conflict with Humanity and other equipment seized on frontier worlds from settlers who +races. While Mankind and the Tau sometimes enter into a truce have traded with Tau merchants. Such technology has been +when facing greater threats, the two frequently come to blows transported back to Mars for further study, where the Adepts +as the Tau seek to absorb more and more worlds and cultures of the Machine God hope to penetrate its secrets. +into their empire. + Compared to many of the galaxy’s species, the Tau are +not overtly aggressive or especially strong in body. However, TaU commander +in its short history, the empire has very quickly developed a +range of massively sophisticated technology, much of which + (masTer) +completely offsets any inherent weakness the Tau might have. S +While a single Tau is no match for a Space Marine, for example, +when equipped with an armoured battle suit with its array of +weapons, sensors, and other exotic equipment, he is a fearsome +enemy indeed. The Tau utilise technology at every level of +warfare—even the lowest ranked Fire Warrior is supplied with +advanced systems that in some cases approach the level of those +carried by Space Marines and far outclass anything issued to +an Imperial Guardsman. Even the Fire Caste’s standard issue +weapon, the pulse rifle, is a marvel of technology, surpassing +even the Adeptus Astartes 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 + S T ag int Per WP fel + (10) (10) +honour in battle. They +see ranged combat 35 55 50 57 45 40 55 55 30 +as more desirable +to the carnage Movement: 12/24/36/72 Wounds: 90 +of hand-to- Skills: Acrobatic (Ag), Awareness (Per), Command (+20), +hand combat, Common Lore (Tau Empire) (Int), Dodge (Ag), Speak +preferring to Language (Tau, Kroot, Low Gothic) (Int). +use their advanced weaponry Talents: Air of Authority, Ambidextrous, Dual Shot, +rather than brute force to Independent Targeting, Meditation, Rapid +win battles. Tau Fire Reaction, Sprint. +Warriors serve for + + + 365 + Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Tau BaTTlesuiT WeaPon sysTems + Unnatural Strength (x2), Unnatural Toughness (x2). + Armour: XV8 Crisis Suit (All 9). The Tau manufacture a staggering range of weaponry, from + Weapons: Plasma rifle, missile pod. the compact and efficient pulse pistol, to the devastatingly + Gear: Crisis Battlesuit, incorporating Failsafe Detonator powerful rail cannon. Many utilise technologies entirely + or Ejection System (choose one), micro-bead, xenos-crafted unknown by the Tech-Priests of the Adeptus Mechanicus, + auspex. and to the order’s horror, the Tau are continuously refining + Failsafe Detonator: So dedicated to the Greater Good are some their advancements in an effort to make them lighter, smaller, +XIII: Adversaries + + + + + of the Tau Empire’s heroes that they will equip themselves to make and more deadly. Tau military doctrine emphasises an ‘all- + the ultimate sacrifice should defeat be inevitable, and in so doing arms’ approach, in which the various types of unit support + they might allow their compatriots to escape and fight another one another, compensating for any capabilities lacking in one + day. Should the Commander’s Wounds reach 0, do not roll on unit. Fire Warrior teams, for example, do not carry their own + the Critical Hits tables. Instead, one of two things happens. The heavy weapons. Instead, they work very closely with other + Commander may, in the instant before he looses consciousness, units, such as Crisis Battlesuit teams and vehicles, and call in + override the Failsafe Detonator, shutting the battlesuit down, and fire support with flawless efficiency. + thus he will play no further part in the encounter. Or, if he judges The larger weapons are mounted on Battlesuits and vehicles, + it will further the Greater Good, he may allow the explosive which are able to supply sufficient power and ammunition to + charge embedded in the Battlesuit to detonate, in the hope last an entire engagement without the need for replenishment, + of slaying his enemies and saving his friends, even as he dies. making such units supremely effective on the battlefield. + The Failsafe Detonator explodes the instant the Commander’s Integrated Systems: Tau Battlesuit weapons systems + Wounds reach 0 (unless overridden), inflicting 4d10 Explosive are fully integrated and supplied by continuous, high yield + Damage over a blast radius of 10 metres. power relays and ammunition hoppers. These weapons have + Ejection System: Some Tau Commanders are considered no Clip or weight characteristic, as the Battlesuit is assumed to + too valuable to the Empire to be allowed to die, yet they will have sufficient ammunition and power to last at least a single + not serve anywhere other than the front lines. As a compromise, encounter. The GM need only keep track of such issues if + some allow their Battlesuit to be fitted with an ejector system, the Battlesuit is unable to return to a base station in between + which throws their body clear of the Battlesuit should it encounters. + sustain overwhelming damage. The instant the Commander + is reduced to 0 Wounds, the Ejector System comes online and + throws him 2d6 metres in a random direction. + Pulse WeaPons + A Commander that has ejected has a Strength of 32, These weapons are commonly referred to as Pulse Weapons, + Toughness 37, and 10 Wounds. His Movement becomes as they fire micro-pulses of accelerated plasma at high + 3/6/9/18 and he loses all the Traits listed on his profile (those power and great distance. The specialized Pulse Carbine + are provided by the Battlesuit). The Commander is equipped variant sacrifices range for portability and contains a built-in + with a micro-bead and a pulse pistol, the better to aid him in underslung photon grenade launcher (treat this as an auxiliary + his subsequent bid for escape. grenade launcher with a clip of 1). + The Patient Hunter: Tau Commanders are Masters of + the ancient doctrines of the Fire Caste, which are founded + in martial philosophy and wisdom. They weigh the strengths TaU sTealTh sUiT (eliTe) + and weaknesses of their own troops, and of their enemies, Stealth suits are a highly specialised form of Tau Battlesuit, + striking at the most opportune moment with overwhelming designed for reconnaissance, infiltration and ambushing + force. Should the Kill-team be reduced to 0 Cohesion, the Tau missions. They are significantly smaller than the ‘Crisis’ + Commander may spend a full action in order to invoke the battlesuits, and carry less weaponry. What the Stealth Suits + Patient Hunter. All units under his command equipped with a lack in firepower, however, they make up for in the ability to + micro-bead may re-roll any missed ranged attacks against the move almost unseen by the enemy until the very last instant. + Kill-team while it remains at 0 Cohesion. Stealth Suits operate in two modes. The default, passive mode + utilises a range of technologies to dampen the suit’s electro- + magnetic signature, so that enemy scanners are far less likely + + + Table 13–2: Tau Weapons + Name Class Range ROF Dam Pen Clip Rld Special + Plasma Rifle Basic 90m S/2/– 2d10+9 E 8 — — Tearing, Mounted + Missile Pod Basic 90m S/2/– 2d10+6 X 5 — — Mounted + Burst Cannon Basic 60m –/–/10 2d10+2 E 4 — — Mounted + Pulse Rifle Basic 150m S/2/4 2d10+2 E 4 36 Half Gyro-stabilised + Pulse Carbine Basic 60m S/–/3 2d10+2 E 4 24 Full Gyro-stabilised + Pulse Pistol Pistol 30m S/2/– 2d10+2 E 4 16 Half — + + + + 366 + S Stealth Field Generator: The Stealth Suit’s Stealth Field + Generator is always in one of two modes—Active or Passive. + The mode may be changed as Free Action from one turn to + the next. + In Passive Mode, all Tests of any sort to detect the Stealth + Suit and any Ballistic Skill Tests to hit the Stealth Suit suffer + a –10 penalty (senses other than sight are unaffected). In + Active Mode, any sort of Test to detect the Stealth Suit and all + + + + + XIII: Adversaries + Weapon Skill or Ballistic Skill Tests suffer a –30 penalty (this + penalty applies to all senses, including those augmented by + auto-senses, scopes, and similar devices). Anyone attempting + to locate a Stealth Suit may attempt an Awareness Test (keeping + in mind the above penalties). Passing this test by one or more + degrees of success will alert the character that his sensors are + being interfered with by the Stealth Suit’s systems. + S T ag int Per WP fel If the test is passed by one or more Degrees of Success, the + (8) + searcher will be aware of the Stealth Suit’s interference with + 30 42 42 47 38 30 40 40 40 his sensors, but otherwise he will not detect its effects. + +Movement: 4/8/12/28 Wounds: 30 +Skills: Acrobatic +10 (Ag), Awareness +20 (Per), Common gUn drones (TrooPs) +Lore (Tau Empire) (Int), Concealment +20 (Ag), Dodge (Ag) S ++10, Speak Language (Tau, Kroot) (Int), Tracking +10 (Int), +Shadowing +20 (Ag). +Talents: Hard Target, Rapid Reaction, Sprint. +Traits: Auto-stabilised, Dark-sight, Flier 12, Unnatural +Strength (x2). +Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms +7, Legs 7). +Weapons: Burst cannon. +Gear: Stealth Suit, incorporating stealth field generator, burst +cannon, micro-bead, scanner. + + + + + S T ag int Per WP fel + + 20 25 20 40 40 15 25 20 10 + + Movement: — Wounds: 15 + Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag). + Talents: Fearless, Weapon Training (Pulse Carbine) (may + only use integrated weapon system). + Traits: Fire Drill, Flier 12, Machine (5). + Weapons: Two linked Pulse Carbines (counts as one Tau + Pulse Carbine with the twin-linked Quality). + Gear: Built-in micro-bead (for receiving instructions only). + Networked Machine Intelligence: For every Gun Drone + in the squadron, the BS, Int and Per statistics are increased + by +2. This is recalculated immediately should any be + destroyed. + + + 367 + TaU fire Warriors + (TrooPs) + S +XIII: Adversaries + + + + + S T ag int Per WP fel + + 25 35 30 30 25 30 20 30 30 + + Movement: 3/6/9/18 Wounds: 12 + Skills: Awareness (Per), Common Lore (Tau Empire) (Int), + Speak Language (Tau) (Int). “To follow any path other than the Tau’va is to + Talents: Exotic Weapon Training (Tau Pulse Weapons). doom us all. Only together and with courage + Traits: Fighting Withdrawal, Fire Drill. and discipline will we stand victorious. Fight + Armour: Tau Fire Warrior Armour (Head 6, Arms 6, Body with fire and courage, and nothing can stand + 6, Legs 6). against us.” + Weapons: Pulse Rifle or Pulse Carbine. + Gear: Micro-bead, photo-visor. –Commander Shadowsun + + + + + THe TWo faCes of War + The Tau practice a wild array of martial philosophies, but in essence, all are variations on two main doctrines. The first, + called the Mon’ka, or ‘Killing Blow’, dictates that the Fire Warriors wait patiently in ambush, often for days, before + unleashing an overwhelming attacks upon their foes. In this style of warfare, timing and placement are all, with much + preparation and reconnaissance being undertaken to ensure that the Tau dictate every aspect of the attack. The second + philosophy is the Kauyon, or ‘Patient Hunter’, in which a lure, often a Tau unit but sometimes a position the enemy + wish to secure, is used to draw the foe onwards. At the most opportune moment, the Tau unleash a devastating counter- + attack against which few can stand. A Tau Commander must be a Master of both faces of war, and of the countless + variants of each. Many go on to establish training academies having retired from active service, where new generations + of commanders study under the august tutelage of a true Master in the arts of war. + + + + 368 + Tyranids 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 +“There is a cancer eating at the Imperium. With each decade, it some day perish in its jaws. +advances deeper, leaving drained, dead worlds in its wake. This +horror, this abomination, has thought and purpose which functions on +an unimaginable, galactic scale, and all we can do is try to stop the hive TyranT (masTer) +swarms of bio-engineered monsters it unleashes upon us by instinct. We + + + + + XIII: Adversaries +have given the horror a name to salve our fears; we call it the Tyranid “And I looked upon the great hive beast, and knew that hope was lost.” +race, but if it is aware of us at all it must know us only as Prey.” + –attributed to Hector Prime, commander of the Tower of + –Inquisitor Czevak at the Conclave of Har Adamant, Hethgard, executed for cowardice + + + +T + he Tyranid threat is a menace unlike any other faced by The Master of the battle-swarm, the Hive Tyrant is a massively + the Imperium, massive in scale and wholly alien in its built and powerful creature which serves in some part as a + nature and need to devour, not just mankind, but all life ‘leader’ of the Tyranid attack on the ground. Akin in power to +in the galaxy. The Tyranids are a vast swarm of predatory beasts a living tank, able to rip through armour plate like wet paper +driven and controlled by a single Hive Mind: one flesh, one will, and wreak indiscriminate slaughter, they are also incredibly +and one biology, all designed to consume and absorb biomass fast and lithe. Some may even possess wings and extreme +on a monumental scale and focused solely on satiating a hunger biomorphic mutations, often taking the place of unwholesome +without end. From the cold depths of intergalactic space they have weapons which may burn or strangle their victims at range. +come—the tendrils of the Great Devourer—an all destroying Each is also a powerful psychic node for the greater Tyranid +swarm composed of billions of organisms, each one the agent Hive Mind, not merely providing the swarm with a strategic +of a great and immortal intelligence. They have left nothing but focus and overriding purpose, but also harnessing the Hive +dead husks of former life-bearing worlds in their wake, and if the Mind’s raw power offensively to drive fragile human minds +Imperium cannot stop them, all hope is lost. insane with fear and burn out the brains of enemy psykers + Named for the doomed Explorator outpost on Tyran which who would match their paltry powers against it. +fell before the onslaught of what would come to be named +Hive Fleet Behemoth in 745.M41, the Tyranid threat has since +ravaged hundreds if not thousands of star systems, principally +in the Segmentum Ultima, like a vast and monstrous set of jaws +biting down on the galactic plain, although no corner of the wide +Imperium has so far proved beyond the reach of the fragmented +tendrils of the onrushing nightmare 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. + + + 369 + The Horror (Psychic Power): As a Half Action, the Hive + S Tyrant may unleash a wave of horror that gnaws at the resolve of + its enemies. This power may be used to target a Kill-team within + S T ag int Per WP fel 75 metres. Each member of the Kill-team within the range of this + (18) (15) (14) power must take a Willpower test with a –30 modifier. The Kill- + 78 33 60 53 45 45 49 70 –– team takes one point of cohesion damage per member that fails + this test. All other non-Tyranid (and non-Space Marine) NPC’s + Movement: 7/14/21/42 Wounds: 120 within range of the Hive Tyrant must pass a fear-based Willpower +XIII: Adversaries + + + + + Skills: Awareness (Per), Climb (S), Swim (S). Test with a –30 modifier or flee in panic. + Talents: Ambidextrous, Combat Master, Crushing Blow, Death Shock: When a Hive Tyrant is slain, its death sends a + Fearless, Heightened Senses (All), Psy Rating (8), Two shockwave through the Hive Mind. When a Hive Tyrant is slain, + Weapon Wielder (Melee), Swift Attack, Lightning Attack. all Tyranid Creatures within synapse range (Willpower Bonus + Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural x 10 metres) that do not have the Fearless Talent or Synapse + Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Creature Trait will automatically break and flee as quickly as they + Strength (×3), Unnatural Toughness (×3), Improved Natural can (this effect overrides the effects of Instinctive Behaviour in + Weapons (Scything Talons), Shadow in the Warp, Size this instance). Any Tyranid Creature with the Fearless or Synapse + (Massive), Synapse Creature, Tyranid. Creature Trait must pass a Challenging (+0) Willpower Test or + Armour: Bonded Exoskeleton (All 10). be stunned for one round. + Weapons: Scything Talons (1d10+22 R; Pen 3). + Gear: None. + Tyranid Warrior (eliTe) + Special Rules + “Every one of the myriad of Tyranid warrior-creatures is a killing + Biomorph: At the GM’s discretion, a Hive Tyrant may be machine, perfectly adapted to slaughter its victims. They are the + given the Toxic (1d10) Trait. This Trait will also apply to ultimate predators, and we are their prey.” + the Hive Tyrant’s Natural Weapon and Ranged attacks. They + may be given Bone Swords and Lash Whips in addition to –from the reflections of an unknown Adept + their scything talons from the Tyranid Weapons onpage 372 + in this chapter. They may also remove the Lightning Attack The Tyranid Warrior is death incarnate; a biological engine + talent and take a ranged weapon from the Tyranid Weapons designed for murder, in every aspect of strength, size, and + listed in the Tyranid Weapons on page 372 in this chapter. resilience it is literally superhuman. They are also incredible + Monstrous Tyranid Psyker: The Hive Tyrant is a psyker fighters, each more than equal to a Space Marine in combat + but their powers drawn upon the power of the Hive Mind power, be it with their great scythe-like talons of augmented + rather than direct manipulation of the Warp. Because of this bone (sharp enough to bisect an armoured Man in a single + and the monstrous power of the Hive Mind they do not need stroke) or the nightmarish living weapons they carry that + to test to use their psychic powers and never suffer Psychic spit flesh-boring parasites for ammunition and consign their + Phenomena or Perils of the Warp. A Hive Tyrant may only victims to a death too vile to contemplate. Tyranid Warriors + use a single psychic power during its turn. also act as vital psychic resonators for the Tyranid swarm, + Catalyst (Psychic Power): As a Half Action, the Hive Tyrant receiving, amplifying, and transmitting the Hive Mind’s + may send out a signal from the Hive Mind that infuses lesser controlling will and purpose to the lesser creatures around + Tyranid creatures with an unnatural vitality. This power may them. + be used on a single Tyranid Horde within 75 metres: until + the beginning of the Hive Tyrant’s next turn, the Horde gains + 10+1d10 Magnitude. + Psychic Scream (Psychic Power): As a Half Action, the + Hive Tyrant may let forth a terrible silent scream that echoes + in the mind as a crippling shriek. All those sentient, living + creatures (not soulless machines or daemons) within 20 + metres suffer a hit that deals 1d10+8 Impact Damage to their + head with the Shocking quality (see page Weapon Special + Qualities on page 142 in Chapter V: Armoury). The victims + suffers a –30 penalty to his Toughness Test to resist Stunning. + If the Toughness Test is failed, the victim is stunned for 1d5 + rounds. + + + + + 370 + S + S T ag int Per WP fel + (12) (10) + 55 30 60 50 44 20 35 50 –– + Wounds: 48 + + + + + XIII: Adversaries +Skills: Awareness (Per), Climb (S), Swim (S) +10. +Talents: Fearless, Swift Attack. +Traits: Dark Sight, Fear 3 (Horrifying), Natural Armour +(Hardened Carapace), Multiple Arms, Unnatural Strength (×2), +Unnatural Toughness (×2), Improved Natural Weapons (Scything S +Talons or Rending Claws), Shadow in the Warp, Size (Enormous), +Synapse Creature, Tyranid. + S T ag int Per WP fel +Armour: Reinforced Chitin (All 8). +Weapons: Scything Talons (1d10+14 R; Pen 3), or Rending 45 20 35 30 55 10 40 30 –– +Claws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/— +/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition,  Wounds: 9 +Storm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen Skills: Acrobatics (Ag) +20, Awareness (Per), Dodge (Ag) +4; Clip —; Reload —; Living Ammunition, Tearing). +10, Silent Move (Ag), Swim (S) +10. +Gear: None. Talents: Leap Up, Swift Attack. + Traits: Dark Sight, Natural Armour (Chitinous Carapace), +Special Rules Improved Natural Weapons (Scything Talons), Instinctive + Behaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural +Biomorph: At the GM’s discretion, A Tyranid Warrior may Speed. +possess the Toxic (1d10) Trait. This Trait will also apply to Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs +the Tyranid Warrior’s Natural Weapon and Ranged attacks. 3, Horde 3). +They may also remove their ranged weapon and gain the Weapons: Scything Talons (1d10+5 R; Pen 3). +Lightning Attack talent. Gear: None. +Shrikes: At the GM’s discretion, A Tyranid Warrior may +possess the Flyer (10) Trait. Tyranid Warriors possessing Special Rules +wings are known as Shrikes. + Horde: Hormagaunts can be used as a Horde (see Hordes on + page 359 of this chapter). +hormagaUnT (TrooPs) Biomorph: At the GM’s discretion, Hormagaunts may + also be given the Toxic (1d10) Trait. This Trait will also apply +“We cannot live through this. Mankind cannot live through this. In a to the Hormagaunt’s Natural Weapon attacks. +single day they have covered this planet with a flood of living blades +and needle-fanged mouths. Kill one, and ten take its place. If they +are truly without number, then our race is doomed to a violent death TermaganT (TrooPs) +before every shred of our civilisation is scoured away by a force more +voracious than the fires of hell themselves. Death! By the Machine “As I looked into its dead black eyes, I saw the terrible sentience it +God, Death is here!” had in place of a soul. And looking back from the deepest recesses of + the alien’s mind, I perceived what I can describe only as an immortal + –Magos Varnak, last words hunger.” + +A seemingly stable bio-mutation of the Gaunt genus of –Ultramarines Chief Librarian Tigurius +Tyranid war-beast, the Hormagaunt is a biological machine, +a living weapon designed and bred with but a single purpose The Termagant is one of the basic warrior units of the +in mind: to close with a living enemy as rapidly as possible Tyranid Swarm, and one of the most commonly encountered +and eviscerate it with its long-bladed talons and do so again, creatures on the battlefield. They are bred and unleashed in +and again, and again without remorse or relent until nothing their thousands by the hive fleets in great waves to blunt the +living opposes it. Unleashed in huge, restless swarms made fire of their enemies and overwhelm them in an unstoppable +up of close packed ranks of rippling claws and hard-edged tide of flesh and fang. Man-sized, but low and hunched +chitinous plates, Hormagaunts move across the ground like in appearance, they are agile, fast, and extremely deadly. +lighting quick shoals of deadly fish. Drawn to the scent of Termagants are usually armed with a variety of symbiotic +blood, they close in for the kill, leaping, screaming, and weapon-creatures of various forms, as well as needle-teeth +scuttling. They leave nothing alive in their wake. and ripping claws with which to rend and devour their prey. + + + 371 + (Weapon Quality) Living Ammunition: The ranged + weapons of the Tyranids use ammunition that is grown, gestated, + or excreted by the creature or weapon. As such, ranged Tyranid + weapons do not have a clip value (it is considered to be infinite), + and do not need to be reloaded. The weapon also never Jams. + + + ranged WeaPons +XIII: Adversaries + + + + + Barbed strangler and stranglethorn cannon + The Barbed Strangler shoots a seed pod the size of a man’s + fist using muscle contraction along the fleshy barrel of the + S weapon. Upon impact, the strangler seed-pod grows to + maturity in seconds, sending out hooked tendrils to bind and + S T ag int Per WP fel tear at its prey. The Stranglethorn Cannon is a more potent + species of Barbed Strangler that shoots seed pods that spawn + 30 33 32 30 40 10 40 30 –– deadlier and more aggressive tendrils. + +  Wounds: 9 deathspitter + Skills: Awareness (Per), Climb (S), Dodge (Ag), Silent Move + (Ag), Swim (S) +10. A Deathspitter is a complex weapon symbiote that shoots + Talents: Leap Up. maggot-like organisms at targets with a spasm of agonised + Traits: Dark Sight, Natural Armour (Chitinous Carapace), muscle. Upon striking the target, the squirming projectile + Improved Natural Weapons (Teeth and Claws), Instinctive disintegrates in a spray of corrosive slime. + Behaviour (Lurk), Tyranid. + Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs devourer + 3, Horde 3). + Weapons: Fleshborer (20m; S/–/– , 1d10+5 R; Pen 3, Clip A Devourer is a conical lump of flesh that showers its target + N/A, Reload —; Living Ammunition, Tearing) Teeth and with a mass of worm-like parasites that burrow through flesh + Claws (1d10+3 R; Pen 3). and armour, thus eating the target alive. + Gear: None. Brain Leech Worms: A Devourer may be host to these + more voracious and deadly variety of creatures. A Devourer + Special Rules with Brain Leech Worms does 2d10+6 R damage, and if it + inflicts any damage on a squad of Battle-Brothers, the squad + Horde: Termagants can be used as a Horde (see Hordes on suffers one additional point of Cohesion damage. + page 359 of this chapter). + Biomorph: At the GM’s discretion, Termagants may fleshborer + also be given the Toxic (1d10) Trait. This Trait will also + apply to the Termagant’s Natural Weapon attacks and their A Fleshborer is a nest for razor-fanged borer beetles which it + Fleshborer attacks. ejects towards enemies. + + venom cannon and heavy venom cannon + Tyranid WeaPons + Tyranid weapons are living things. In many cases the weapons The Venom Cannon uses an electrostatic charge to shoot + wielded by the various species of Tyranid are symbiotic creatures highly corrosive crystals coated with a metallic, venomous + that grow and live together with the host creature that wields them. residue. On impact, the crystals shatter, creating a deadly + Presented here are a selection of Tyranid weapons; there are many cloud of fragments. Some larger species of Tyranid also use an + more which may appear in future Deathwatch supplements. even larger and more potent species of the Venom Cannon, + Weapon Training: Only creatures with the Tyranid Trait referred to by Imperial Forces as a Heavy Venom Cannon. + may use Tyranid weapons. No weapon training Talent is required + for a Tyranid to use a Tyranid weapon. + (Weapon Quality) Deadly Snare: The weapon envelops the + target in snares which not only constrict but seek to strangle and + flay their victim. This weapon quality functions in the same way + as the Snare weapon quality (see Weapon Special Qualities on + page 142 in Chapter V: Armoury), except that any character + entangled by the weapon suffers the weapons damage again in + their turn every round if they do not break free. + + + + 372 + Table 13-3: Tyranid Weapons + Ranged Weapons + Name Class Range ROF Dam Pen Clip Rld Special + Blast (10), Deadly Snare, Tearing, + Barbed Strangler Heavy 80m S/–/– 1d10+5 I 3 — — + Living Ammunition + Stranglethorn Blast (10), Deadly Snare, Tearing, + Heavy 80m S/–/– 1d10+5 I 3 — — + Cannon Living Ammunition + Deathspitter Basic 40m S/3/– 1d10+6 E 4 — — Living Ammunition, Tearing + + + + + XIII: Adversaries + Devourer Basic 30m –/–/6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing + Fleshborer Basic 20m S/–/– 1d10+5 R Pen 3 — — Living Ammunition, Tearing + Blast (6), Living Ammunition, Toxic + Venom Cannon Heavy 100m S/–/– 3d10+5 I 6 — — + (1d10) + Heavy Venom Blast (6), Living Ammunition, Toxic + Heavy 100m S/–/– 4d10+10 I 6 — — + Cannon (1d10) + Melee Weapons + Name Dam Pen Special + Bonesword Melee 1d10 R 6 Drain Life + Lash Whip Melee 1d10+3 R 3 Flexible, Snare + Scything Talons Melee 1d10+2 R 3 — + Rending Claws Melee 1d10 R 5 Razor Sharp + + +melee WeaPons lash Whip + A Lash Whip is a living scourge of muscle and sinew. Its +Bonesword tendrils snake around an opponent’s defences to strangle and + ensnare those that are not sliced apart by the bony hooks at +Boneswords are living blades of chitin that possess a the tip of each tentacle. +rudimentary sentience slaved to the will of the wielder that +infuses the blade with crackling psychic energy and drains scything Talons +the life-force of its victims. + Drain Life: When a victim takes any damage from Scything Talons are razor-edged claws of fused chitin and +a Bonesword, the wielder and victim make an Opposed serrated bone used to stab and slash. +Willpower Test. For every degree of success, the Bonesword’s +wielder deals an additional 1d10 points of Damage, ignoring rending claws +the victim’s Armour and Toughness Bonus. + Rending Claws are diamond hard growths of bone capable of + crushing reinforced ceramite and ripping through the thickest + of armour with frightening ease. + + + + + modifying enemies + The enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies + they require for their game. Some options and variations are presented as part of the enemy profiles but the possible + variety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If, + for example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing + their autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent. + + enemy Profile PresenTaTion + In all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented + with all modifications included. For example, a Chaos Space Marine’s Strength includes the +20 increase from his + Astartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon + damages include the effects of the enemy’s Strength Bonus and Talents that always apply to damage such as the Crushing + Blow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances, + such as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note + that NPCs are not necessarily bound to follow the same strictures for their profiles as player characters. + + + + 373 + Non-player S + Characters S T ag int Per WP fel + + “Nothing crushes the spirit of man! The Imperium overcomes—and 20 20 30 30 30 25 20 20 25 + WE ARE THE IMPERIUM!” +XIII: Adversaries + + + + +  Wounds: 8 + –Sergeant Hektor Voss of the Hyrkan 4th Infantry at the Skills: Common Lore (Imperium or Outworld) (Int), Speak + Battle of Blood Ridge Language (Low Gothic or local tongue) (Int). + Talents: Literacy if from an advanced world, Survival if from a + + + T + he entries presented in this section are intended to primitive world, one other skill relevant to daily occupation. + provide a Game Master with profiles for non-player Traits: None. + characters that may be encountered by Battle-Brothers Armour: None. + in the course of a game of Deathwatch. Weapons: Improvised weaponry (1d10+1 I, Primitive, + Unbalanced). + Gear: Appropriate possessions and trappings. + CHaPTer serf + S + t + S + + + + + S T ag int Per WP fel + + 30 30 30 35 30 30 30 30 35 + +  Wounds: 10 + Skills: Awareness (Per), Common Lore (Imperium) (Int), + Literacy (Int), Speak Language (High Gothic, Low Gothic) + S T ag int Per WP fel + (Int), Scrutiny (Per), Logic (Int) and one other skill pertinent + to their role at +10. 38 38 30 35 30 40 35 40 35 + Talents: Basic Weapon Training (Las, SP), Melee Weapon + Training (Primitive), Pistol Training (Las, SP).  Wounds: 12 + Armour: None. Skills: Awareness (Per), Barter (Fel) +10, Charm (Fel) +10, + Weapons: None. Command (Fel), Common Lore (Imperium, one or more + Gear: Robes of office, seal of serfdom. others as relevant) (Int), Evaluate (Int) +10, Literacy (Int), + Security (Ag), Speak Language (High Gothic, Low Gothic) + (Int) +10, Scrutiny (Per) +10, and Logic (Int). + Civilian Talents: Basic Weapon Training (Las, SP), Melee Weapon + Humanity is spread across the stars in countless billions. Training (Primitive), Pistol Training (Las, SP). + The majority go about their lives as they can and their Armour: Hardened body glove under heavy robes (Arms 3, + circumstances dictate, from hive workers to hardscrabble Body 3, Legs 3). + colonists to individuals born on far-flung worlds that have Weapons: Compact Laspistol (15, S/—/—; 1d10+1 E; + never known the Imperial Creed. Shots 15; Reload Full; Reliable), Mono Sword (1d10+3 R; + Pen 2, Balanced). + Gear: Robes of office, respirator, personal encrypted comm- + link, articles of authority, data-slate. + + + + + 374 + imPerial guard senior offiCer (Int) +10, Scrutiny (Per) +10, Speak Language (Low Gothic, + High Gothic) (Int) +10, Scholastic Lore (Tactica Imperialis) +S (Int), Swim (S), Survival (Int). + Talents: Air of Authority, Basic Weapon Training (Bolt, Las, + SP), Melee Weapon Training (Chain, Power, Primitive), Pistol + Training (Bolt, Las, SP). + Traits: Touched by the Fates (2). + Armour: Flak Armour with Carapace Breast Plate (Head 4, + + + + + XIII: Adversaries + Arms 4, Body 6, Legs 4) . + Weapons: Boltgun (90m; S/2/—; 1d10+5 X; Pen 4; Clip 24; + Reload Full, Tearing), Bolt Pistol (30m; S/2/—; 1d10+5 X; + Pen 4; Clip 8; Reload Full, Tearing), Power Sword (1d10+8 + E, Pen 6, Balanced, Power Field) or Chainsword (1d10+5 R; + Pen 2; Balanced, Tearing). + S T ag int Per WP fel Gear: Personal comm-link, respirator. + 35 35 30 35 35 45 45 40 40 + imPerial guardsman + Wounds: 18 The Imperium is protected and expanded chiefly by the lives +Skills: Awareness (Per), Climb (S), Command (Fel) +20, and disciplined action of the Imperial Guard, a trained mass +Common Lore (Imperium, War) (Int) +20, Deceive (Fel), of soldiery whose vast numbers are themselves their chief +Evaluate (Int), Intimidate (S) +10, Scrutiny (Per) +10, Speak weapon against the enemies of mankind. Uniform in function +Language (Low Gothic, High Gothic) (Int) +10, Scholastic if not appearance and organisation, most Imperial Guardsmen +Lore (Tactica Imperialis) (Int) +20, Swim (S). are simply equipped and motivated by faith in the Imperium +Talents: Basic Weapon Training (Las, SP), Melee Weapon itself and the rigours of an unflinching regime of order and +Training (Power, Primitive), Pistol Training (Las, SP). obedience. Behind their serried ranks are ranged armour and +Traits: Touched by the Fates (3). artillery enough in most regiments to grind a world into +Armour: Mesh Woven Dress Uniform (Arms 3, Body 3, submission. +Legs 3) . +Weapons: Power sword (1d10+8 E; Pen 6; Balanced, Power +Field), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots +15; Reload Full; Reliable). +Gear: Medals and marks of rank, data-slate, personal +encrypted comm-link. + + +imPerial guard field offiCer +S + + + + + S T ag int Per WP fel + + 40 45 35 40 40 35 38 45 45 + + Wounds: 15 +Skills: Awareness (Per), Climb (S), Dodge (Ag) +10, +Command (Fel) +20, Common Lore (Imperium, War) (Int) ++20, Deceive (Fel), Intimidate (S) +10, Navigation (Surface) + + + 375 + monoTask serviTor (erioCH-PaTTern) + S + S + S T ag int Per WP fel + + 30 30 30 35 30 20 30 35 20 +  Wounds: 10 +XIII: Adversaries + + + + + Skills: Awareness (Per), Climb (S), Common Lore (War), + Speak Language (Low Gothic) (Int), Swim (S), Survival (Int) + Talents: Basic Weapon Training (Las, SP), Melee Weapon + Training (Primitive), Pistol Training (Las, SP). + Traits: Disciplined (Horde). + Armour: Flak Armour (All 4, Horde 4). + Weapons: Combat Knife (1d5+6 R; Primitive), Lasgun, + (100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full; + S T ag int Per WP fel + (8) + Reliable). + Gear: Respirator, 3 lasgun reloads, lho sticks, The Infantryman’s 25 25 40 40 20 20 20 30 –– + Uplifting Primer. + Movement: 4/8/12/24 Wounds: 15 + Skills: Awareness (Per), Trade (any one) +10, Trade + BaTTle serviTor (erioCH-PaTTern) (Technomat) +10. + S Traits: Machine (4), Natural Weapon (servo-fist(s)), Sturdy, + Unnatural Strength (x2). + Armour (Machine): All 4. + Weapons: Servo-fist (1d10+8, Pen 6). + Gear: Internal vox. + + + servo-skull + S + + + + + S T ag int Per WP fel + (10) (8) + 35 35 50 48 30 20 30 35 –– + S T ag int Per WP fel + Movement: 4/8/12/24 Wounds: 20 + Skills: Awareness (Per), Trade (any one) +10, Trade 15 15 10 20 30 15 35 20 –– + (Technomat) +10. + Talents: Ambidextrous, Two-Weapon Wielder, plus any  Wounds: 4 + Weapon Training appropriate to its armament. Skills: Awareness (Per)+10, Concealment (Ag) +10, Dodge + Traits: Armour-Plated, Auto-stabilised, Darksight, Machine (Ag), Silent Move (Ag) +10, One other skill to suit its function + (4), Natural Weapon (servo-fist(s)), Sturdy, Unnatural Strength (Int, etc.) +20. + (x2), Unnatural Toughness (x2). Talents: Fearless. + Armour (Machine): All 6 Traits: Dark Sight, Flier 6, Machine (2), Size (Puny). + Weapons: Servo-fist (1d10+10, Pen 6), plus any weapons Armour (Machine): All 2. + installed by the servitor’s Master. Gear: Integrated vox and cogitator, plus one of the following: + Gear: Internal vox. Auspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E; + Pen 0; Clip 3-; Reload Full (by owner); Reliable) with red-dot + laser sight, or quill, ink, and expanded memory storage. + + + + + 376 + g + • + Mission to + tantalus + • +seek, locate, + Destroy + • +exit strateGy + Chapter XIV: + Extraction + “What is courage then? Is it the response of fight over flight when + danger looms sudden and unexpected? No, such mere animal instinct! +XIV: Extraction + + + + + Courage rather is the willful scorn of death, and the deliberate + acceptance of suffering, for honour, for duty, or for the Emperor. + Beyond this, the true glory—this is the will to face horror, to turn + death upon itself, to strangle nightmare with bare hands, and to do it + unsung and unknown for the salvation of Mankind.” + + –Inquisitor Silas Marr, Reflections in a Glass Darkly + + + + T + he Jericho Reach is a damned stretch of stars drowned in a + bloody tide of war. This once-Imperial domain is beset on + all sides by the terrors of the xenos and the evil of dark- + hearted men. Cast amid its war-torn and threatened worlds is the + industrial moon of Tantalus in the embattled Castobel system in + that part of the Reach known as the Orpheus Salient. For more + than five Solar months now, the Castobel system has come under + the assault of the all-devouring Tyranid menace, and Tantalus is + no exception. While the fate of the hive world of Castobel that + gives this star system its name hangs in the balance still, Tantalus + has not been so fortunate, and the outlying colony is now in its + final death throes. + With the battle for Tantalus lost, and the jaws of the Tyranids + closing inexorably around this moon, the few survivors that + remain are desperately caught between a doomed struggle to + survive and desperate hopes for escape. However, the lives of all transmissions from the Magos indicate both his personal survival + that remain can now be measured in no more than hours. The and that of the vital datacore he is carrying. The Deathwatch + fall of Tantalus and the horrific deaths of its inhabitants may not frigate Thunder’s Word that had been due to rendezvous with the + have been entirely in vain—a small Adeptus Mechanicus Biologis escape shuttle is now scrambling a last minute extraction mission; + contingent was present studying local life on Tantalus at the time a Kill-team is to be deployed immediately to Pyroclast Gamma-9. + of the first attack. Stranded on Tantalus, they took the opportunity The last transmission was three hours ago before contact was lost + to turn their unflinching gaze upon the monstrous life forms that in the static storm. This communication indicated that vanguard + came to devour the world. Their priceless data on the bio-forms Tyranid predators had been sighted and the great devouring + and attack-patterns of Hive Fleet Dagon, bought at the sacrifice of swarm could not be far behind. The sands of time are running + most of the Magos’ own lives, may yet prove invaluable to the war out, and it remains to be seen whether the Deathwatch player + in the Orpheus Salient and must be claimed by the Deathwatch, characters can locate Magos Vyakai and escape with the datacore, + whatever the cost. or whether the horror of the Tyranids will lay claim to all. + For Tantalus, the end has come very abruptly. The battle was + tipped in the Tyranids’ favour by the appearance of one of their + bio-ships bringing heavy reinforcements in orbit around the + industrial moon. As fighting against the vanguard organisms was GM’s Briefing + already desperate below, the bio-ship was able to encroach almost + + + E + unopposed, and unleashed wave after wave of spore pods heavy xtraction is a short Deathwatch adventure based + with monstrous predator-forms and lethal parasites which have around an elementary objective-based combat mission. + already slaughtered the last serious Imperial resistance and begun It is intended to provide an example of the typical + to poison and consume Tantalus’s biosphere. Unable to break type of ‘meat and drink’ mission that the Deathwatch Space + through the Tyranid assault and escape off-world, the shuttle Marines are built for, as well as to give you (the GM) a useful + carrying the last member of the Mechanicus team, Magos Vyakai, framework to expand upon what is presented here as much or + fled for Tantalus’s southern polar regions that had not been overran as little as you like. + thus far. Unfortunately, it was brought down by the Tyranids a The adventure itself has a clear and easily defined goal —the + few dozen kilometres short of the relative safety of the polar ice recovery and extraction of Magos Vyakai and the datacore + fields, crashing near a promethium extraction complex designated that he is carrying. The adventure also has a well-defined + Pyroclast-Gamma-9. Since the shuttle’s crash landing, fragmented area of remit—the geographic area of Pyroclast-Gamma-9. + + + 378 + This ‘sandbox’ provides the scope and setting for places and Length of Time +encounters within the adventure and can be further elaborated The adventure has been written with the assumption that the +on or adapted as you wish. The adventure also has a very simple player characters have about five hours after their drop pod +mechanism for controlling pace and building up tension: a lands on Tantalus until the swarm reaches Pyroclast-Gamma-9 +countdown. After several hours of in-game time, the advancing and all life in the area is extinguished. You might wish to +tide of the Tyranid swarm will engulf and overwhelm the area, extend this deadline for novice players or even foreshorten +and if the members of the Deathwatch are still there when it it for a more tense adventure. The player characters should +happens, their own brutal demise is certain. Thus they must know in advance that this is to be the case, but also that it +escape before this occurs, successful or not. is only a rough ‘best guess’ estimate, not a guarantee, as the + + + + + XIV: Extraction + swarm is a living thing and subject to forces and motivations + that cannot be so accurately predicted. +usinG a countDown +In this adventure you can use a countdown, which represents Marking Time +the ‘sands of time’ running out until the adventure ends, +either in triumph or tragedy. In this particular instance, the You should secretly prepare a tally chart for the time the player +encroaching Tyranid swarm provides the catastrophe that characters spend on the surface of Tantalus. You can do this +ends things. simply by allotting ten units of abstract time to each hour the + It is recommended that you use the countdown for this player characters have, and marking them off as they proceed. +adventure, but you do not have to if you prefer. Indeed, if this You should make your own judgements about how long the +is your first time ever GMing a roleplaying game of any sort, player characters’ activities take in the game, and this is not +feel free to leave it out, as you’ll have enough to do already! meant to be an exact science. Here are a few suggestions: + The countdown is useful for the game’s structure in a • Covering Ground: Using the grid map of the area, +number of ways: covering five squares might take approximately 1D5+2 + • Providing a narrative framework: Giving the player time units if the Kill-team is moving cautiously, 1d5 units + characters a set time period in which to accomplish if moving at a good speed, and 1D5–2 (minimum of 1) + their mission both establishes the nature of the story units if moving flat out. + the GM is telling, and also gives it a structure. This is • Searching buildings: A cursory search of a building + particularly important given the otherwise open scope might take a single time unit, while a detailed search + of the adventure as far as the player characters’ actions takes 1d5 units. It will take more time units to search a + are concerned. The players can choose where they wish large structure. + to go and what they want to do, get involved in as many • Combat: A short fight might take a single time unit, + fights as they like, and so on, but they know from the whereas a longer protracted battle takes considerably + outset that the clock is ticking. more, as the in-game events dictate. + • Building tension: The further along the countdown + goes, the less time the player characters have in which Communicating the Countdown + to achieve their goals, which should serve to focus their + efforts and draw their plans accordingly. Also, as the The player characters are free at any point to ask you how + adventure draws closer to its conclusion, the number they are doing for time. Although you should not show them + of Tyranids in the area should increase, and the more the tally chart itself, you should give them information such + dangerous things will become for the Kill-team. as “you are well into your first hour” or “about half the time + • Five minutes to Doomsday—call in the Deathwatch: is gone”, and so on. It is also importantly to volunteer this + One other good thing about using a countdown in this information at important intervals in order to ratchet up + kind of an adventure is that it is very much in keeping the tension. + with what the Deathwatch are about, and perfectly + represents the kind of missions they undertake. They are nakes and Ladders + not mere soldiers fighting in grinding wars or conducting + patrols, or even ‘standard’ Space Marine Battle-Brothers You also have the option of interfering with the countdown + engaging in surgical assaults and lightning raids. Instead, one way or another, either to give the players more time or + they must often fight alone and unaided, and operate to rob them of it as they see fit (in a way that will make the + against insurmountable odds with the slimmest margins adventure more enjoyable all round). This can be done simply + of error in terms of time and action. by having the Deathwatch Kill-team receive a data burst + There are a number of ways you can use a countdown in a update that makes it through the interference informing them +game. You can do this literally using an actual ticking clock, on the movement of the swarm, which may either be further +or in a more abstract fashion, marking the passage of time away than first estimated or much, much closer… +based on what the player characters do in the game rather +than how long the players take in the ‘real world’ around +the gaming table. The latter choice is recommended for this +adventure using the following broad guidelines: + + + + 379 + PyroCLaST-GaMMa-9 local conDitions + The adventure’s location is the area in and around Pyroclast- The area around Pyroclast-Gamma-9 is sub-arctic tundra, + Gamma-9, an industrial facility and promethium refinery and the terrain is riven with spars of granite, broken ground, + in Tantalus’s extreme north, set amid sharp-edged rocks, steep crags, scree hills, and muddy sinkholes worsened by + tumbledown crags and coarse tundra. One of a string of similar industrial traffic and chemical pollution. The air is cold and + facilities scattered across these latitudes, it is a sprawling thick, heavy with the stench of burning chemicals and drifts + complex, with numerous buildings, stations, and supply of black smoke. The light levels are low—noon on Tantalus + dumps spanning several square kilometres in size, although corresponds to a bright twilight on most other habitable +XIV: Extraction + + + + + much of its uninhabited infrastructure (such as the chemical worlds, and while the skies to the polar north are a harsh icy + storage tanks) is actually buried deep underground beneath grey, the southern horizon has already been swallowed by a + the steel domes, pipe-farms and dull ferrocrete blockhouses rolling purple-black maelstrom, shot through with unnatural + that make up the facility. During full operations, the area is veins of cankerous yellow—the atmosphere of the moon itself + staffed by a crew of Departmento Munitorum functionaries is being changed and devoured by the Tyranid spores. + and technomats, their attendant servitors and a sizable Dotted around this bleak natural landscape are the obvious + workforce of convict labour kept in check through the use signs of the Imperium’s hand in exploiting the moon’s + of pain-inducing punishment collars and the overseer’s lash. resources in the shape of metal grillwork pathways, strings + Unfortunately, the crisis has seen tragedy and death come to of battered lumen globes, machine workings, and the brutal + the area. In recent days, vanguard organisms of the Tyranid scars of past excavations. The tracks of heavy vehicles have + swarm have attacked, and many of the technomats have already churned up the ground. The architecture in evidence is + fled or been killed, leaving the prisoners out of control and brutally functional and prefabricated in origin, constructed + the station’s servitors on emergency protection programming, of harsh square-sided ferrocrete bunkers stamped with code- + but without any form of central control. Hormagaunts and signs and Departmento Munitorum admissions to workers + Termagants already lurk in the shadows of the nearby ravines to obey and remain productive. Looming iron-black engines + and have forced their way within several of the buildings, and rusted pipe-work crisscross the landscape. Here and + butchering everyone within, while the dark-winged shapes of there are signs of recent violence and destruction, machinery + Shrikes arc across the cold skies in increasing numbers. The overturned, areas blackened by fire (some still smoking) and + swarm is on its way, and Pyroclast-Gamma-9’s existence can the grey bodies of dead convict-workers. Many have been + now be measured in hours. stripped of their flesh by the claws and fangs of Tyranid + vanguard organisms, but others bear evidence of gunshot or + stab wounds caused by other humans. + usinG the Map Tantalus has almost succumbed to the Tyranids’ shadow. + This adventure uses the maps of Pyroclast-Gamma-9 provided Vox communication and auspex tracing on its surface have + (see pages 386 and 388) as a framework for the action and become almost impossible. Teleport access is also impossible, + events that take place. Each named location on the GM’s map and any craft that approach the moon’s near orbit and upper + is a distinct area in which it is possible that Magos Vyakai atmosphere are subject to swift attack and destruction by the + has gone to ground. Each one of these numbered locations Tyranids. A single drop pod fired in from high orbit has the + is described briefly in the adventure’s second part, but no best chance of evading detection, and that’s where the player + attempt has been made to detail them exhaustively (as this characters’ Kill-team comes in. + would not only take up a lot of space, but would largely be + extraneous). As GM, you can build these locations up further + as you wish, possibly making your own sketch maps ahead + the pliGht of MaGos Vyakai + of time, and peopling the map with additions and encounters Having crashed in his shuttle in one of the few open areas + of your own.. Alternatively, you can simply exploit your of ground within the facility’s precincts, Magos Vyakai, + freedom to reduce what’s not important to a few lines of guarding his precious datacore, managed to get one final + verbal description for the players in order to set the scene and communication out establishing his survival and intention + move on to more important and exciting events. to seek shelter before static interference cut him off. After + It’s important that the players have the freedom to go this, Vyakai and his small band of comrades that survived + where they will on the map; it’s their mission and they are the crash were ambushed by Hormagaunts, and all save the + in charge of how they carry out their task. It is up to you, Magos were killed. However, Vyakai sustained serious head + as GM, to determine what they encounter as they carry out injuries during the battle, wounds that would have felled + their decisions. anyone but an individual so blessed by the Omnissiah as he. + The Magos’s machine-augmented body is still carrying out its + last given instructions; self-defence and the search for shelter, + while the Magos himself fades in and out of consciousness + as his auto-repair systems attempt to stave off the death of + his organic components. To Vyakai, life has become a hazy, + illogical nightmare, where his grasp on reality is shifting and + tenuous, a fever dream from which he cannot awake. + + + 380 + Placing Magos Vyakai on the Map gait and posture. The Magos is also largely uncommunicative. +The location of Magos Vyakai on the map of Pyroclast- His damaged machine systems may misinterpret the player +Gamma-9 is left up to you to determine. You should do this characters as a threat and react accordingly. Use the following +before the adventure begins. Suffice to say, however, that he as guidelines how to handle this encounter as it unfolds: +should not be placed at the crash site (although he may be • Simply shouting at Vyakai or attempting to order him +tracked from there—see the crash site’s description on page about has no effect other than to elicit a garbled chatter +385). How far away the Magos has travelled is a good way for of machine cant and makes him move away. +you to pace the adventure. If he’s somewhere obviously logical • Making threatening gestures with weapons or attempting +and nearby, the adventure is likely to be shorter than one to encircle him results in him swiftly readying his + + + + + XIV: Extraction +in which he’s been forced to escape a considerable distance weapons and mechadendrites for immediate use. +from the crash site before going to ground. Simply modify • Attempts to manhandle Vyakai or subdue him by force +the details of one of the location encounters to include the are met with a violent response proportional to that used +Magos’s presence there. against him. This might result in the Magos unleashing + Of course, you have the option of changing your mind his infernus pistol on the player characters. +mid-game about where the missing Magos is. This of course • Overcoming Vyakai without killing him first is possible, +should only really be done for the ‘right reasons’, i.e., because but both problematic and dangerous. Any fight or +it makes for a better game, either to prevent a premature gun battle puts the datacore he’s carrying in danger. +ending, or to reward the players for good roleplaying and The amount of damage the datacore sustains in such +decision-making, and to end things in a timely fashion. an instance is left up to your judgement, but if the + Deathwatch simply gun down Vyakai in a hail of bolter +Interacting with Vyakai fire or use heavy weapons on him, it should be at the very + least damaged and quite possibly destroyed completely, +When the Deathwatch Kill-team finally catches up with damaging or failing their mission. +Vyakai, there are a number of ways they may wish to • It is possible to communicate directly with Vyakai and +proceed given his somewhat unexpected state. Firstly, there’s get him to come to his senses by logical and clear verbal +something clearly wrong with him—one entire side of his means, or better yet using the proper machine cant. +cowled head and shoulders are thick with wet, crimson-black This can be either role-played successfully by the player +blood, and one of his back-mounted mechadendrites is broken characters (in which case no test is needed) or by the use of +in half and sparking occasional pulses of electrical discharge. either a Hard (–20) Fellowship Test or a Challenging +His movements are a curious mixture of drunken swaying (+0) Forbidden Lore (Adeptus Mechanicus) or +counteracted with sudden stops and precise corrections to his Speak Language (Techna-Lingua) Test. + + + a few extra notes for the GM + The Tantalus Extraction is an adventure based on an ongoing situation into which the player characters are thrust. It is important + to remember that the characters that the Kill-team may find awaiting them at Pyroclast-Gamma-9 have their own motivations + and fears, and have no idea that the Deathwatch has become involved in the situation (the exception is Magos they have come to + rescue). This means that the NPCs may react in any number of ways, from sudden hope, to awe and outright terror. Remember + that Space Marines, while Mankind’s saviours on countless occasions, are often feared by normal men and women throughout + the Imperium. They are known as ‘The Angels of Death’ for a reason. Once inside Pyroclast-Gamma-9’s environs, the player + characters have a free hand about how to proceed and what leads and plans to follow. It is up to you, as the GM, to respond to + their actions, as you feel appropriate. When GMing an adventure like this one, where there is no set ‘right’ path for the player + characters to follow, you should always feel free to embellish the details, come up with new encounters, and have events and + individuals react to the player characters’ actions. This will always make for a tighter story, give a sense of empowerment to your + players and, accordingly, ensure a better game all round. Adventures like this one, even though they can be very combat oriented + and have a relatively simple goal, demand a little more from the GM than a simple ‘dungeon bash’ style combat mission, simply + because they are so freeform. As the GM, you will be required to think on your feet, keep an idea of what’s going on in your + head and respond to whatever plans and ideas your player’s might come up. + The key things are to be firm but fair; don’t be afraid to have NPCs act or react adversely and violently if the player characters’ + actions make this the logical outcome. Of course, reward quick thinking and good ideas on the players’ part with additional + information, aid, and assistance as warranted. + It is important to be familiar with the details of the adventure itself, not simply so you know who is where and doing what, + but also so you can gauge how the significant NPCs will react to the unexpected. Thus you can add to things as you go along + without risk of messing up the plot. Although it may sound obvious, a handy notebook to record names and the like as you go + along, not to mention details such as the countdown tally, is essential. This is all a bit of work, as you may have guessed, but + can also be hugely rewarding in its own right. If you’ve volunteered to be the GM, you’re probably something of a storyteller + at heart, and will enjoy because the experience—you are master of your own epic story, packed with as much action and dark + adventure as you wish. + + + + 381 + If any of these methods are successful, read aloud or + paraphrase the following: “You descend on wings of fire to the tormented earth of a dying + world. + Within the thunderous, claustrophobic hold of your drop pod, + Beneath the bloodied cowl a vox unit crackles into life and an the assault on your senses and the agonies the crushing G-force + imperious voice barks out: exert on your body would kill an ordinary man, while outside + “Deathwatch Kill-team is recognised. I am Magos Biologis the armoured ceramite burns like a falling star. But you are no + Zardos Vyakai… [code interrupt, failure]…I am injured and ordinary men who endure this fiery trial—you are Space Marines, +XIV: Extraction + + + + + operating on emergency protocols [warning, warning] the full the Emperor’s chosen Angels of Death. + maintenance of consciousness is [dev, dev, deviation] no longer Within your mind, you recall the mission briefing, replaying + possible, lead me immediately to extraction, [Omnissiah vult] it with perfect clarity. The world below is Tantalus, a resource + Acknowledge compliance. The swarm approaches, this moon moon on the edge of the Castobel system, a system around which + dies. Acknowledge compliance. Message repeats…” the jaws of the Great Devourer are tightening shut. Your minds + focus on the goal of the mission, and you recall the last broadcast + from the world’s surface—an icy, harsh voice barking from the + The message will repeat until one of the player characters vox-net through howling static: + acknowledges the message. The Magos will then follow the “Attention Deathwatch vessel Thunder’s Word. This is Magos + largest concentration of Deathwatch Space Marines wherever Biologis Zardos Vyakai. My conveyance has been fatally damaged + they go, but will neither allow his person to be closely and forced to crash-land en-route to rendezvous zone. I survive, + examined, nor engage in conversation. Most importantly, he the datacore survives. I require immediate extraction from this + will not allow the datacore to be taken or his injuries touched location. The swarm approaches, Crash site unsafe, I will seek + without resorting to violence to prevent this. shelter nearby until your arrival. The datacore must survive and + Magos Vyakai’s profile can be found on page 391 in the be retrieved. Location Encarta follows. I will set this message to + NPCs and Antagonists section of this adventure. repeat as long as the anima endures. Message ends.” + The voice cut off and was followed by a rapid chatter of + + + Mission to + sacred binary code, before beginning again: + “The swarm, five hours and counting, five hours until the + whole area is swept clear of life under an unholy tide of fang, + + + Tantalus + venom, and claw. Five hours. Five hours and counting.” + The retro-thrusters hammer into you like a blow from an + enraged god. The drop pod doors blast open and you spring forth + from your crash harnesses, power armour systems already engaged, + + + A + s befits a high-action adventure with time running auto senses tracking, weapons in hand. The daylight wanes, and + out, this adventure starts in the heart of the deadly through your suit’s filters you detect two pervading scents on the + events on Tantalus as they unfold, with the player bitterly cold air: burning chemicals and human blood.” + characters hurtling towards the moon’s surface to begin + their mission. Once everyone has their character ready and is + settled down, commence… g + After the opening narration, you can either fly straight into the + ll thick of things, allowing the player characters to ask questions to + Read aloud or paraphrase the following: find out more details of what they are up to and why, or choose + to pull back out of the game’s events and give the players a full + briefing at a more leisurely pace. If you wish, present them with + the area map (seepage 386) showing the crash site. Either pick a + likely landing point for them, or ask them where they would have + assigned their landing coordinates, (being a Deathwatch Kill-team + means that they have their own tactical decisions to make). + Regardless of which approach you choose, you should convey + the following key points of information to the players: + • The player characters are on an emergency extraction + mission to the area of the Pyroclast-Gamma-9 refinery + in the northern sub-arctic zone of the industrial moon of + Tantalus, an Imperial world in its death throes and already + considered lost. + • They must retrieve the datacore belonging to the Magos + Biologis Vyakai, and, if possible, extract the Magos himself. + The datacore contains vital data on the Tyranid organisms of + Hive Splinter-Fleet Dagon. + + + 382 + • In approximately five hours, the main Tyranid swarm will + reach the area. The chances of survival of anyone caught on + the ground at that time are negligible. + Seek, Locate, + • Once the objective is achieved, or time runs out, the Kill-team + must gain high ground and activate an extraction beacon. A + specially modified Thunderhawk will brave the tempest in + Destroy + H + the atmosphere and retrieve them. ow the player characters conduct their search of the + • Tyranid harbinger and vanguard organisms are expected to crash site and the refinery workings is left to them to + be in the area already—they are hazardous in the extreme. decide. They can be as impulsive and urgent, or as + + + + + XIV: Extraction + • Imperial survivors may be in the area, either as remnants of calm and methodical as they wish, and it’s up to you as the GM + the refinery’s personal, or others fleeing ahead of the swarm. to accommodate their chosen tactics and respond accordingly. + They should be considered expendable, the Emperor have Remember to keep in mind where you have chosen to locate + mercy on their souls. Magos Vyakai, and also keep track of the countdown of events. + • The player characters should be equipped as per a standard The location notes presented in the following section should + Kill-team mission, and in addition each will be carrying a be viewed as guidelines, and you should feel free to expand + double load for their main weapon. They will also possess a their detail, modify, add to or omit as many as you wish to run + map-image of the area viewed from orbit just after the crash, a game you and your players will enjoy. + pinpointing the crash site, and a one-use emergency-beacon + transmitter to enable their retrieval. + • The Deathwatch frigate Thunder’s Word is holding a perilous s + orbit above the area, evading detection by Tyranid destructor- The main body of the Tyranid swarm has yet to arrive at + organisms, and will remain so until extraction is needed, Pyroclast-gamma-9, and swallow the area in a tide of claw and + when it will break cover to effect a rescue. venom. However, their vanguard creatures are moving ahead + of the swarm and erupting from dark and hidden corners of + the terrain. They have already made their presence known, +choices & tactics: and sown havoc and death across the facility. The first and +One other thing you must do is assign the priorities for this among the most dangerous to show themselves have been +mission, take Oaths, set requisition, and so on (see Missions isolated broods of Termagants and Hormagaunts, regurgitated +on page 226). However, as this is an introductory adventure, from stray spore pods that have crashed away from the main +fraught with considerable danger to the player characters, it assault. These foul creatures crept in from the darkness of the +is recommended that you do not use the option for Mission tundra in small groups, drawn by the lights and life of the +Complications. Here are some logical mission priorities based facility. They have already succeeded in gaining entrance to +on the task at hand: several of the bunkers and blockhouses, and worked bloody + Primary Objective—Retrieve the Magos’s Datacore: ruin inside, contributing to the collapse of the facility’s +This is without doubt the focus of the mission. command and control. As a consequence, the authorities have + Secondary Objective—Rescue Magos Vyakai: The freed the convicts in order to fight the menace, an action that +person of the Magos is valuable to the Imperium and the war has only resulted in further disorder and bloodshed—several +effort in the sector—allowing his death would diminish the parts of the facility are already aflame from rioting. In recent +completion of the mission. hours, flocks of Shrikes have appeared in the sky in steadily + Tertiary Objectives (and personal goals): The mission increasing numbers. Precursors of the great swarm as it +has a number of encounters and elements that could inspire approaches, these winged terrors hunt down isolated victims +tertiary objectives and various personal mission goals, some and scout ahead for the swarm. +of which will become apparent as the adventure unfolds. As the Deathwatch arrive, Pyroclast-gamma-9 is already +These might include: out of control, and many of its inhabitants have died either to + • Pride of Arms: Slay a Tyranid creature in hand-to-hand panic, fire, vengeful convict workers or in the jaws of the alien + combat predators stalking amongst them. Matters are only going to + • Trophy Kill: Recover a significant and glorious trophy get rapidly worse. + (such as a Hormagaunt skull) from a personal kill When presenting combat with the Tyranids, it is important + • Honour the Adeptus Mechanicus: Rescue the Magos to convey their savagery and utterly alien horror. They are + in person (particularly appropriate if one of the Kill-team no mere beasts; they are willful, implacable things without + is a Techmarine) fear or concern for their own safety when they fight, and + • Honour the Emperor’s Loyal Servants: Intervene on often display not only suicidal bloodlust but also a malevolent + the side of Commissar Sander and perhaps even rescue cunning that belies their nightmarish appearance. This is + him when extraction occurs particularly the case with Shrikes, massive, terrifying killers + • Purge the Xenos: Kill as many of the Tyranids that are powerful, vicious, and lightning fast, yet stealthy and + as possible patient when they need to be. Each is more than a match for + • Deny the Enemy What is the Emperor’s Just Due: even a Space Marine on its own terms. + Destroy the refinery facility on departure + + + + 383 + planetary Datafax: tantalus + System reference: Principle satellite moon of Castobel (aka Halsadt), + designated ‘Tantalus’, Atlas Stellarum Jericho, M.35 reference. + Population: Approximately 79 million. + Tithe Grade: Exactus—[Crusade Specis]: (The moon is host to + considerable natural resources in sub-strata promethium [grade + Vulcan-989] and other geologically attendant chemicals, exploitation +XIV: Extraction + + + + + of which is fully established and tithed to the consumption of the + Achilus Crusade via Departmento Munitorum Edict.) + Geography/Demography: Tantalus is a world approximately two + thirds the mass of Holy Terra in stable orbit around a type III gas + giant, whose length of day, gravity, and climatic conditions point to + deliberate alteration during the High Dark Age (see extant examples + throughout the Segmentum, i.e. Typha-IV, Magna Borallia, Jaegers + Folly et al), and was an agri-world serving the primary Castobel hive + world (see Castobel I) during the period of established Imperial rule of the Jericho Sector. Over the last millennia while + out of Imperial control, Tantalus has undergone a transition towards a climatic cooling associated with the slow onset of + a rotational ice age and prevalent conditions on the moon are now predominately stormy, and topography succumbing + to sub-arctic/tundra with polar ice caps advancing to cover 32% of the moon’s surface. + Human life had dwindled considerably during the local ‘Age of Shadow’ to fewer than ten million living as pre-industrial + hunter-gatherers. However, with the coming of the Achilus crusade and the resurgence of the hive world of Castobel, + extensive promethium refinery infrastructure, the starport/city of Tantalus Landing and other settlements have been + constructed and the population has trebled through forced immigration of tithed workers and crusade forces. + Governmental Type: Crusade Dictatorship/Departmento Munitorum Satrapy. + Lunar Governor: Quastor-Intendant Charlotta Grimes. + Adept Presence: Extensive Departmento Munitorum officio presence, sub-directorate level, minor presence Adeptus + Mechanicus/Chthonic, Adeptus Mechanicus/Biologis. Other adept presence not considered noteworthy. + Military: Crusade military forces garrison station: Tantalus used as ‘second line’ rotation post for the Orpheus Salient + war zone crusade forces. Median garrison levels approximately ten to fifteen thousand troops on rotation (High/High.) + Additional forces of the Adeptus Munitorum provost command overseer/disciplinary corps are charged with maintaining + order and ensuring production, and comprise roughly two hundred thousand operatives (Average/Low.) + +++Deathwatch Addendum: Code Omega-Black+++ + Tantalus overran by Tyranid xeno-forms. Imperial resistance has been crushed. The primary starports and habitation + zones have been lost, mainline Imperial Guard garrison effectively destroyed, lunar governance destroyed, estimated + population causalities 89% and rising. Catalytic organisms now entering environmental prevalence in the Tantalus + Equatorial zone—estimate twenty to seventy hours until biospheric conversion begins. Fragmented resistance holding + out in the Polar Regions for the moment. However, armament and size of remaining forces totally inadequate to prevent + the Tyranid swarm systematically advancing to scour the world of all life. + +++Tantalus is lost: May the God-Emperor cherish the souls of its defenders+++ + + + While certain encounters with Tyranids in this adventure are • For each hour that has elapsed on the countdown: +10 + keyed to certain locations on the map (see page 386), the Kill- (cumulative) + team should also encounter the talons of the Tyranid menace • The Kill-team is proceeding at speed, is travelling by + while they search the Pyroclast complex. Just how frequent these vehicle or otherwise calling attention to itself: +10 to + encounters are remains up to you, but once an hour or so of in- +20 (GM decides) + game time should be sufficient for a novice team. As a rule of • The Kill-team has recently engaged in a firefight or other + thumb, the more circumspect and cautious the player characters battle: +10 + are, (i.e., they avoid discharging their weapons unnecessarily, • The Kill-team is in an area abundant in corpses or other + and try to proceed fairly stealthily, etc,) the less frequent these carrion: +10 + encounters will be. However, the more the Kill-team draws • The Kill-team is with a group of living humans, ten or + attention to itself, the more likely it is to be attacked. Matters will more strong: +20 or more (GM decides) + worsen as the countdown approaches the final hour, with ever + more numerous and more deadly Tyranids reaching the area. As + a guideline to these roving attacks and ambushes, refer to Table + 14–1 Tyranid Encounters, to determine what may occur. To use + the table, roll a d100 in secret and apply the following criteria to + the result, totalling any applicable bonuses: + + + 384 + Map Locations Tracking down Magos Vyakai + Any player character with the relevant Skills and Talents can + attempt to physically track the progress of Vyakai and the + other survivors from the crash site, although this is particularly +1: crasheD shuttle difficult and by no means a guaranteed endeavour. Tracking + is made difficult by the ground conditions underfoot, which +Read aloud or paraphrase the following to the player vary between chemical-thick mud, broken rocks, and steel +characters when they approach this location: gridwork panels sunk into the surface to provide footing in + the pathways between the various buildings. There is also a + + + + + XIV: Extraction + lack of visibility due to the poor light. + “The jagged scar the crash has left in the scorched-black • Tracking Vyakai’s party from the crash site and learning + earth is visible long before you come to the broken body of the the general direction of their travel requires a Difficult + shuttlecraft itself. Once a mighty machine, the spearhead-shaped (–10) Tracking Test. Succeeding on this test by two + Kestral-class interplanetary lighter lies shattered against a rutted degrees or more (or by blind luck if the GM wishes), the + bank of earth ramped up by its crash-landing, its back broken Kill-team will find the site where the Magos was ambushed + and its hull plating torn apart like paper. Despite the ruin of the among the rocks after some twenty minutes walk. There + wreckage, it is apparent that this ship’s reactor and fuel lines did they discover the still-sparking and juddering body of a + not rupture on impact, for otherwise there would be nothing left bisected combat servitor, two dead naval crewmen, and + here but a glowing crater. The doors in the rear armoured prow a shattered servo skull. There are also the bodies of two + compartment hang open where their emergency explosive bolts dead Hormagaunts, one turned partly to fused ash by a + have been loosed for the occupants to escape, but there is no sign melta-blast. There is no sign of the Magos. A few drip- + of them or any other life.” splatters of blackish blood lead away from the fight, but + soon stop. + • Further Skill tests can be made to draw some conclusion + The wreck of the shuttlecraft leaves little evidence save from this scene. A Difficult (–10) Medicae Test +for the violence of its crash landing. Searching within reveals determines that the blackish blood is indicative of someone +that four crewman, including the pilot, died on impact, their using elite Mechanicus methods of blood augmentation +bodies left where they died. Several servitors were also either and self-healing, and the blood loss, while indicating a +pulverised or shredded in the central hold as the shuttle serious wound, does not look in itself fatal. Conversely, +started to come apart. In the control compartment, various if the semi-active combat servitor is examined closely, +post-crash modifications have been made to the shuttle’s either a Hard (–20) Tech-Use Test or a Challenging +broadcast vox systems. A Routine (+10) Tech-Use Test or (0) Forbidden Lore (Adeptus Mechanicus) Test +a Hard (–20) Intelligence Test made after studying the rig can recover and download the last few images from +will determine that it has been expertly repurposed to boost the servitor’s visual cortex into a data-slate or auspex +its signal strength, and properly anointed with the rites of display. This shows a grainy green-tinted picture of a +extreme unction of the Cult Mechanicus. It is doubtlessly Hormagaunt’s flashing claws, and a brief, desperate fight +the source of Magos Vyakai’s last transmission, an act that viewed from ground level, showing the savage deaths +appears to have irretrievably burned it out in the process. of the two naval armsmen despite a valiant attempt at +Power on board the wreck was properly shut down before it defence. Quickly coming into view, a looming figure +was abandoned. in a quartered black and white cowled robe fights back + in deadly combat with the lightning-quick monsters, + flailing and striking with whirling mechanical limbs and + unleashing searing blasts of energy at them. The figure + + + Table 14–1 Tyranid Encounters + Total Score Encounter + 01–30 No encounter + 31–50 2d5 Termagants set up an ambush ahead of the Kill-team + 1d5–2 Shrikes (minimum 1) attack from the sky (exterior) or 1d5+2 Hormagaunts attack from the shadows + 51-70 + (interior) + 71–110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior) + 111–130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides + A major Tyranid splinter swarm descends upon the Kill-team’s current location. The Kill-team may make Routine + (+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack + 131+ containing Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the + last hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is + led by a Hive Tyrant instead (see page 370). + + + + 385 + XIV: Extraction + + + + + is victorious, but a dark stain clearly and rapidly spreads since hiding in the storage basement of the station’s office, + across its cowl as its staggers out of the fallen servitor’s although now his meagre supplies of salvaged food and water + field of vision, which shortly thereafter breaks up in are exhausted. + static before failing into darkness. Halis is terrified of the Kill-team, but will also seek to + • Tracking Vyakai after this point quickly becomes cling to them as his last desperate hope of a lifeline once he + impossible thanks to the ground conditions, although a recognises what they are. He has heard of Space Marines in + Hard (–20) Tracking Test will provide a reasonable parables and stories since his childhood, but has never seen + idea of the general direction in which he went. one himself before now. Low ranking, and none too bright, + Halis has locked himself in a 4’ by 4’ room for the three + days, and consequently knows very little of worth about the + g immediate environs or events. Talking to him, however, can + Read aloud or paraphrase the following to the player glean the Kill-team the following information: + characters when they approach this location: • Pyroclast-Gamma-9 lost all contact with the southern + cities nearly five days ago, and with its neighbours further + south in the chain of refineries two days ago. + “Coming across an area of rough but open ground, the • The Intendent of Works and the ranking adepts and + terrain levels off considerably. Two parallel hundred metre-long guards left via the last mag-train car two days ago, + ferrocrete loading platforms surmount rough sidings of piled sparking general disorder and panic among those that + earth and compacted rock either side of a raised industrial mag- remained, and Pyroclast-Gamma-9’s hundred plus + rail, running east to west. Emergency lighting flickers in a squat convict labourers were left to fend for themselves. + station-post at the far end of the opposite platform.” • Halis has heard the sounds of fighting and screams in the + distance since those in charge left, but hasn’t been brave + enough to go out, not since he heard something ‘big and + Part of the mag-train network, these platforms are now rasping’ come into the station last night and sniff around + deserted save for a lone and frightened notary adept named while he cowered behind a stack of promethium cans in + Halis. He has been left behind in the panic of the general the storage room. Eventually, he heard it flapping off. + evacuation from the area some days ago, and has been • He’s seen no sign of any Magos. + + + 386 + If the members of the Kill-team treat Halis civilly, he the few still viable terminals, and make a successful Routine +attempts to accompany them from now on for his safety, (+10) Tech-Use Test, they can get a security report for the +believing that they have been sent by the Emperor to keep Pyroclast-Gamma-9 facility. Picture and vox relays, however, +him from harm, in answer to his prayers. If not actively are completely dead. The report reveals the following +convinced otherwise (an Easy (+20) Intimidate or Charm usable information: +Test will be sufficient for this), Halis will attempt to follow • Main Refinery—Security Comprised: Defensive +the Kill-team as best he can, quite likely attracting the worst systems inoperative, multiple bulkhead breaches, no +possible kind of attention to them. further information available. + Halis’s profile can be found on page 391 in the NPCs and • Workers’ Blockhouse: Full System Failure: Last file + + + + + XIV: Extraction +Antagonists section of this adventure. Note that he possesses an recording available (the recording briefly shows a static- +encoder device (a small metal amulet bearing the symbol of the filled screen with the sound of hideous screaming in the +Munitorum fitted with a single button), which enables him to background, before abruptly cutting off ). +signal the facility’s servitors that he is not a hostile. • Comms Uplink: Security Nominal: Two servitor units + reporting area secure. + Additionally, if the test to access the system is passed with +3: MaG-train, Main line three or more degrees of success, the Kill-team also learns that +Read aloud or paraphrase the following to the player the same security information has been recently accessed from +characters when they approach this location: another remote location. This should point to the direction of + Magos Vyakai. + For every few minutes or so that the Kill-team spends inside + “As you round a gap in the crags you see an open area carved the bunker, there is a chance that the thing that slaughtered + from the rough terrain, dominated by an elevated mag-train rail, the enforcers will return. Roll 1d10. On any odd number, + running east-to-west. The rail is high and silent, the characteristic a Tyranid Warrior (see page 370) erupts from the collapsed + hum of its operation stilled and absent.” tunnel in the earth below them. + + + Used to ferry men and material along the chain of Pyroclast’s + 5: coMMs uplink +extraction stations in the area, the mag-train is completely Read aloud or paraphrase the following to the player +deactivated and without power. The evened-out and ferrocrete- characters when they approach this location: +paved depression over which it runs can provide the Kill-team +with relatively easy access east-west along its route, and may hide +them from anything that might spot them visually. Ground can be “At the very top of a rough, craggy mount that looms above +covered along the mag-train about twice as fast as normal. the area, a weather-beaten, steel-sided, conical tower reaches into + the frigid sky, topped by a skeletal uplink dish.” +4: security Bunker +Read aloud or paraphrase the following to the player The tower itself is a hollow structure that merely serves to +characters when they approach this location: keep the foul sub-arctic weather off the automated machinery of + the comms uplink. Inside are two industrial servitors (see page + 392) obeying their emergency programming to defend the area. + “Surrounded by a razor-wire fence, on which are hung Stacked neatly off to one side are the bodies of three convict + several notices warning that trespassers face death, stands a labourers and a Tyranid Shrike that came too close to the tower. + small, armoured bunker. Littered about the ground before it are The comms uplink is the best place in the area for the Kill- + the shredded remains of nightmarish bat-like creatures that you team to effect an aerial extraction, as it is high ground, away + recognise as Tyranid Shrikes. The automated heavy bolters which from the main facility. Should the narrow path to the summit be + crown the bunker’s roof, and which probably caused their demise, used defensively to mount a stand, it grants fighters a +10 bonus + now hang silent and deactivated. The bunker and its armoured in combat (both to hand-to-hand attacks and shooting) against + door appear intact.” anyone or anything struggling up the slopes below them. + + + The bunker’s door is deadlocked from within and requires + 6: oVerturneD lanD hauler +considerable force to open (the door has an AP of 15, and 30 Read aloud or paraphrase the following to the player +points of damage are required to cause a breach.) Within is a characters when they approach this location: +scene of carnage—the large, single room is strewn with the +dismembered remains of provost enforcers. A giant hole yawns +in the centre of the floor leading to a collapsed dirt tunnel. + There is little within the gore-splattered bunker of use to +the Kill-team (a few shotguns, enforcer gear, ration packs etc). +However, if the Kill-team uses Deathwatch override codes on + + + 387 + XIV: Extraction + + + + + has determined that he and his remaining men will sell their lives + “As you approach a broad ravine dipping into the earth, as dearly as they can. A vanguard of the oncoming swarm is about + you hear the distinctive sharp crack of lasfire and the dull roar to give them that opportunity. + of hastily bellowed orders. Advancing stealthily up a nearby The Kill-team remains unobserved by both the Guardsmen + escarpment to get a clearer view of the tactical situation, you and the Tyranids. There are a number of ways the player characters + look downwards into the ravine to see the overturned wreck of an can react to the scene. They can simply turn away and let the + eight-wheeled cargo hauler below. Taking up a defensive position Guardsmen die, hopefully distracting or destroying a number of + with the crashed vehicle on one flank are a ragged squad of Tyranids in the process. Alternatively, if their warlike pride will + sixteen Imperial Guardsmen hunkered down in firing positions not allow them to turn away, they can intervene—an act that will + in the rocks. The bodies of more Guardsmen are scattered around put them in harm’s way and may consume valuable time, but will + the area, and among them are the mangled and burned remains no doubt turn the tide in the Imperial Guardsmen’s favour. + of a dozen Tyranid Shrikes, huge, bat-winged nightmares with The Guardsmen’s firing line is about to be attacked by a Horde + blood-drenched, scythe-like claws. of twenty-three Hormagaunts and two Tyranid Warriors—a mere + Stood stark and straight amidst the soldiers is the unmistakable probing claw of the swarm to come. If this combat occurs, you + figure of a young Imperial Commissar, his long black coat should focus on the player characters’ roles, and determine the + tattered and bloodstained. Displaying no fear or concern for his rest of the action based on the players’ success and actions. For + own safety, he is shouting admonishments to his men to stand firm example, if the players intervene quickly and do well, then Sander + and die for the Emperor’s glory. Beyond them, on the far side of and the majority of his troops will also survive, but if the Kill-team + the ravine, movement ripples through the rocks as the Tyranids fairs less successfully, only Sander and a handful of Guardsmen + muster for another attack.” will make it out alive. If the Kill-team does not intervene, then the + young Commissar and his men all die valiantly. + Profiles for the Hormagaunts and Tyranid Warriors can be + In the ravine below unfolds what is quite possibly the last stand found on pages 371 and 370 respectively, while profiles for + of Imperial Guard Commissar Sander and his remaining command. Sander and his troops can be found on page 392. + Sander, leading his men in a fighting retreat to rendezvous at the If rescued, Sander will first look to the Kill-team for news + polar base, has nowhere else to go. The cargo hauler that was the of a regroup and counter-attack, but if told the truth about + last of his convoy lies overturned and wrecked in the ravine, its Tantalus’s fate, he will accept this stoically. He will then offer the + primary driveshaft shattered. Sander knows the end is nigh and services of himself and his surviving men—“In whatever work + + + 388 + the God-Emperor sees fit to grant us a part in.” This might include +joining up with the Kill-team, holding the ravine (or some other “The wide hanger doors of the refinery complex’s gatehouse hangs +location) as long as they can, conducting a search of an area, or open like a broken maw, leading to the darkness of the transportation +even securing the extraction zone for the Kill-team while they sheds within. The place seems deserted and abandoned, with debris +continue their search. Allow the players to decide. Sander will not and old adept-scribed printouts thrashing around it in the chill wind, +ask for rescue, but will gladly accept eventual extraction with the the papers no doubt scattered in the panic of a fearful flight. Of the +Kill-team if it is offered. cargo haulers and other vehicles that were housed here, there is no sign + save for the track-rutted earth.” + + + + + XIV: Extraction +7: priMary refinery unit +Read aloud or paraphrase the following to the player The gatehouse and transport station is indeed deserted except +characters when they approach this location: for a pair of Hormagaunts lurking high in the rafters ready to + pounce. In order to determine if they succeed in their ambush, + make an Opposed Skill Test (see page 203) versus the player + “The main refinery complex sits on a jagged plateau of rock characters’ Awareness Skills and the Hormagaunts’ Concealment. + jutting up from the tundra below. Only a portion of its true extent At the rear of the transport sheds is an open access passageway + is visible as an irregular crown of pipe networks, antenna masts, and to the interior of the main refinery. + squat, metal-buttressed buildings standing out against the rock. All is + silent save for the swaying of overhead cable-lines in the bitter wind.” + 9: central control + Read aloud or paraphrase the following to the player + The refinery, shut down and sealed when the adepts fled, characters when they breach the door to this location: +has since been breached, first by scattered bands of convicts, +and then by darker predators following their scent. Inside is a +lightless tangled maze of corridors cut into the bare rock, lined “With the sealed door breached, a dim chamber can be seen, +with a mess of cabling, and patched through with prefabricated heavily cluttered with machinery, consoles, and hanging cables. +bulkheads, storage chambers, adepts’ cells, and wide chemical Dim green emergency lighting flickers on and off around the +processing vaults. No map or specific encounters for this area room, when suddenly with a clatter of falling metal, the heavy +have been provided, and it is left to you to decide on the level bulk of an industrial servitor unfolds itself against the far wall.” +of detail you wish to employ here, although bands of raving +convicts, Tyranid ambushes, and damaged industrial servitors are +all likely encounters within. Although the player characters may The servitor will attack anyone who enters the room without +always choose to retrace their steps out of this labyrinth once presenting the right access code, but will not leave the control +they have entered it (thanks to their genetically engineered gifts), chamber itself. The machinery and monitors in the chamber, +finding their way swiftly and accurately through the often illogical which primarily serve to control and regulate the flow of the +tangle of darkened passageways inside requires a Routine (+10) refinery’s processes, are in full shutdown mode and it will take +Awareness Test from whomever is taking the lead. more time to restart than the Kill-team has, even if they wished + Gaining entry from the surface first requires the Kill-team to do so. Within the control chamber, the Kill-team can find +to scale the cliff walls, which requires a Routine (+10) Climb two medkits, three demo-charges with timed fuses, and security +Test. Then they must either find an open entrance via a broken encoders that allow free access to any part of the facility. +access hatch, or must force entry through one. This may be done Unless you have chosen to place Magos Vyakai in this chamber, +with force (AP 10, 10 damage needed, internal bulkheads are the the Kill-team may make a successful Challenging (+0) Tech- +same) or using skill, requiring a Routine (+10) Security Test. Use Test (and expend 1d5–1 time units if the countdown is being +Alternately the facility can be entered via the transport pool sheds used) to partially activate the facility’s energy scanning auspex +(see below), which have a passageway through the rock to the system from this control chamber. This can be used to roughly +refinery workings. pinpoint the Magos’s location anywhere in the area thanks to his + At the rough centre of the refinery workings, three levels unique energy signature. +below the surface is the still sealed central control chamber for +the facility. Breaching this door may be done with violence (AP +13, 20 damage needed) or by bypassing the door’s deadlock seal + 10: Main coMpression tanks +with a Challenging (+0) Security Test. Read aloud or paraphrase the following to the player + characters when they approach this location: +8: Gatehouse/transport station +Read aloud or paraphrase the following to the player +characters when they approach this location: + + + + + 389 + s + “Set off away on their own, a row of huge iron-black domes + jut from the rocky plateau, emblazoned with ancient warding After what seems to be an agonisingly long wait at the + symbols of danger and death. You know that these are probably extraction point, (in fact about twenty minutes) while the + only the mere tips of the facility’s vast storage and mixing tanks, dark boiling clouds on the horizon sweep in with appalling + filled with volatile promethium and gases under pressure.” speed, a sudden data-burst proclaims the imminent arrival of + the Kill-team’s rescue. + Read aloud or paraphrase the following, modified to fit + These domes cannot be directly accessed, although there are the circumstances of the adventure’s final moments: +XIV: Extraction + + + + + a number of inspection hatches and gantries criss-crossing their + surfaces. Should the player characters want to work mischief with + them, they are understandably very heavily armoured, and will “You detect a sudden sound, unexpected and dreadful, like a + require anti-tank weaponry to breach. Breaching them will result dull continuous thunder growing quickly closer. With shock you + in a massive flash fire and a column of flame thirty metres long realise that the sound you can hear is the coming of the Tyranid + exploding from the breach (treat anything caught in this blast swarm, made up of a thousand, thousand running clawed feet + as being hit with a heavy flamer every round). However, getting and the clashing of numberless fanged maws in expectation of + the domes to properly detonate requires a player character to the feast. Death has come. + make a Routine (+10) Demolitions or a Challenging (+0) It is then, like deliverance sent from the Emperor himself, that + Intelligence Test, and either a single well-placed melta-bomb or the Thunderhawk breaks the boiling purple-black clouds above + a series of commonplace krak grenades or demo charges placed you, its dark hull pitted and scored with acid pockmarks, but + at strategic locations around the domes. A timed fuse is also its engines roaring white-hot in defiance of the storm. The pilot + necessary of course. If this is done, the entire main refinery and dares not land, but with consummate skill drops the main hatch + everything in it will be destroyed, and everything else past this at the hover, and you and your companions leap aboard to safety. + point up to the edge of the mount on which the comms uplink You glance back as the hatch draws shut to see a limitless tide of + sits will suffer 4d10 E damage, as the area is drowned in a sea of horror begin to roll across the tortured earth below, and at last + fire for a few seconds as the tanks’ fuel expends itself and debris doomed Tantalus dies beneath you. + rains down on the area. However, you have escaped the jaws of death, and will + continue your watch another day.” + + + Exit Strategy rewardS + + O + nce the player characters have hold of Magos Vyakai, In terms of XP reward, this should be based on how well the + or decide that they have run out of time, they must Kill-team fulfilled its mission parameters, as set out in Part I. + make good their exit from this doomed world. This The following are suggested rewards for starting level (1–3) + entails them striking their signal beacons and getting to a characters: + chosen piece of high ground with their charge in tow (either • Primary Objective Completed: 500 XP each + the comms uplink or the crags above the main refinery are • Secondary Objective Completed: 200 XP each + suitable for this purpose). You can choose to make this final • Tertiary/Personal Objectives Completed: 50 XP each + flight as hard or easy for the players as you wish, but bear In addition, you should award extra bonuses in XP at your + in mind that the player characters may well be battered, iscretion for particularly good roleplaying, effective plans, + injured, and low on resources by this point, so manage and for players who have engaged both their characters and + your threat accordingly. Offering them a last desperate fight the adventure well. + to escape will add to the drama of the adventure’s ending + and the player’s sense of accomplishment, but throwing in + an encounter whose threat they can no longer handle and s + wiping the Kill-team out at this stage will rather defeat the You can spin whatever further developments you wish from the + purpose of the game! Tantalus extraction, or let it fall simply as an isolated mission, and + If, however, the Kill-team has had a rather easy time of move on to further battles and missions of your own devising. + it for one reason or another so far, have the first dark shape Possible plot hooks you may wish to develop include: + that appears through the clouds not to be the expected • Escape from orbit: Getting free of Tantalus might not be + Thunderhawk, but rather the horror of a winged Hive Tyrant over yet, and the Thunder’s Word might be attacked and + (see page 370). This beast will attack the Kill-team and boarded by Tyranid parasite creatures as it breaks free. It is + engage them in combat for 1d5 Rounds before retreating up to the Kill-team to repel these monsters, battling in the + with a screech to lead the swarm into the area. corridors and vaults of their own vessel to survive. + • The Uninvited Guest: Perhaps Vyakai or one of the others + rescued from Tantalus (if any indeed were) was secretly + carrying a Tyranid parasite. It might grow to consume him + and threaten others, or worse, its psychic spore could act as a + + + 390 + homing beacon for the Hive Mind or cause the ship’s Gellar  Wounds: 11* + field to flicker and let the Warp break in. Skills: Awareness (Per), Chem-Use (Int), Ciphers (Biologis) + • The Secrets of the Datacore: What mysteries the datacore (Int) +10, Common Lore (Imperium, Machine Cult, Tech) + holds is left up to you—perhaps its data must be taken to (Int) +10, Drive (Ground Vehicle, Walker) (Ag), Forbidden + other infested worlds, or delivered into the hands of the Lore (Adeptus Mechanicus, Xenos) (Int), Inquiry (Fel), Logic + Inquisition or the Mechanicus at some perilous location. It (Int) +10, Pilot (Civilian, Spacecraft) (Ag), Scholastic Lore + may be the Kill-team’s task to get it there and defend it from (Archaic, Chymistry, Numerology, Genecraft) (Int) +20, + unexpected enemies. Speak Language (Low Gothic) (Int), Security (Ag) +10, Secret + • The Fate of Castobel: Tantalus is but one world in the Tongue (Machine Cant) (Int) +10, Tech-Use (Int) +20. + + + + + XIV: Extraction + Castobel system, and the fates of the others have yet to Talents: Autosanguine, Binary Chatter, Concealed Cavity, + be decided. The Deathwatch could intervene to tip the Electrical Succour, Electro Graft Use, Energy Cache, Ferric + balance. Lure, Iron Jaw, Luminen Charge, Luminen Shock, Jaded, + • Bringing Down Hell: With Tantalus doomed and its Maglev Grace, Mechadendrite Use (Gun, Manipulator, + biomass about to be harvested by the Hive Fleet, the powers- Utility), Meditation, Melee Weapon Training (Primitive, + that-be among the Deathwatch might very well decide Power, Chain), Orthoproxy, Pistol Training (Bolt, Las, SP, + that the time is right to deny the Tyranids their victory Plasma, Primitive, Melta), Rite of Pure Thought. + in the most abrupt and deadly way possible. A judgement Traits: Touched by the Fates (2). + of Exterminatus carried out on Tantalus might very well Implants: Bionic Arms (Good Quality), Bionic Locomotion + require the Kill-team to carry it out, and as the Tyranids (Good Quality), Bionic Respiratory System (Superior Quality), + are notoriously resistant to viral weapons, and sufficient Auger Arrays (Good Quality), Manipulator Mechadendrite, + fleet-based firepower to turn the moon into a cinder cannot Utility Mechadendrite, Cybernetic Senses (all Superior + be brought to bear in time, other means might be needed Quality, incorporating Dark Sight, Photo-Visor, Recording + to enact the Emperor’s will. These might include planting Capacity, Microscopic Vision, Sonar Sense and a full vox + seismic charges at geologically weak spots on the moon’s system), MIU interface (Good Quality). + sub-surface, detonating a huge star freighter filled with Armour: Augmetic implanted armour (All 5). + radioactive waste in the moon’s upper-atmosphere, or even Weapons: Infernus Pistol (10m, S/—/—; 2d10+4 E; Pen: + bringing down an asteroid or orbital base on the doomed 12, Clip 12 [belt flask]; Reload Full), Las-Scalpel (1D10 E, + world like a falling comet. Pen 5), Mechanised hands (1d5+6† I Primitive). + †Includes Strength and Augmetic Bonus. + Gear: Encrypted data-core box chained to belt, spare flask +ists for inferno pistol, cipher keys, portable bio-auspex. + * Vyakai’s machine-parts are keeping his body alive and mobile at the + moment, and he is only partly conscious, the rest being run based on +MaGos Vyakai programmed commands and automatic mechanisms. Were he restored +A Magos Biologis of great standing and repute among his to health all the characteristics marked with a * would be at double +fellows in the Adeptus Mechanicus, Vyakai was caught on the current scores. +Tantalus at the time of the Tyranid attack and has used the +opportunity to record vital data about the nature of Hive +Splinter Dagon and its myriad horrors. His shuttle was brought + aDept-Minoris roGe halis +down over Pyroclast-Gamma-9 while attempting to escape, and Halis is a gaunt, stricken man, prematurely middle-aged, with +he has sought shelter and awaits retrieval by the Deathwatch. watery blue eyes and skin almost as grey as his threadbare +Unfortunately things have not gone according to plan and he adept’s robes. He is on the edge of malnutrition and nervous +has been badly injured and suffered extensive cranial damage in collapse when encountered by the Kill-team, cowering in the +battle with a Hormagaunt not long after his last communication basement storage room of a deserted mag-train platform, left +with the Deathwatch. Now his half-machine body’s self-repair behind when the senior staff evacuated Pyroclast-Gamma-9. +systems are struggling to keep his wounded brain alive, and its The player characters might quickly come to regard Halis as a +Machine Spirit is methodically fulfilling its last ordered task, to ‘dead man walking’—and they would be right. +seek refuge and defend itself. + See page 381 for details concerning how to communicate +with the Magos. adept-Minoris roge halis Profile + wS BS S T ag Int Per wP fel +Magos Vyakai Profile + 16 20 25 30 30 27 29 21 28 + wS BS S T ag Int Per wP fel +  Wounds: 8 + 30 20* 40 45 29 23* 23* 24* 09* Skills: Awareness (Per), Climb (S), Common Lore (Imperium) + (Int), Speak Language (Low Gothic, High Gothic) (Int), + Literacy (Int), Trade (Technomat) (Int) + + + 391 + Talents: None sanDer’s iMperial GuarDsMen + Traits: None + Armour: None See page 376 for the game statistics for Imperial Guardsmen + Weapons: None and their officers. Those found in the area of Pyroclast- + Equipment: Insulated bodyglove of poor quality, adept’s Gamma-9 should be considered and portrayed as particularly + grey robe, pocket tabulator and data-slate, lesser encoder key exhausted and desperate. Many are low on ammunition and + for Pyroclast-Gamma-9. supplies, and numbed by the horrors they have witnessed. They + are all doomed, and know this beyond doubt, but a mixture of + hard discipline, ingrained training, faith, and in no small part, +XIV: Extraction + + + + + coMMissar falco sanDer Sander’s presence and leadership is keeping them going. + Sander is a young Imperial Guard Commissar on his first + active duty deployment who has found himself the last + surviving ranking officer in his detachment, and possibly + inDustrial/MininG serVitor + even on Tantalus. Sander’s unit was trying to make it to the There are a number of heavy industrial and mining servitors still + polar regions when his convoy was ambushed and laid waste in operation around the Pyroclast-Gamma-9 facility. These are + by vanguards of the Tyranid swarm. He managed to lead a huge, hulking brutes, with a vaguely simian form, far more heavily + group to the hoped-for refuge of Pyroclast-Gamma-9 when augmented than most servitor drones, with armoured hydraulic + their luck finally ran out and their land hauler crashed at the exoskeletons fused into their once-human flesh and a plethora of + outskirts of the facility under Shrike attack. Taking refuge in implanted machine-tools. Most are still operating on emergency + the wreckage and nearby rocks, Sander has marshalled what orders to defend their assigned posts, asking for the security signal + remains of his men, most wounded and low on ammo, in a in a strained guttural voice to any human that approaches and + hopeless last stand to die for his Emperor. attacking remorselessly until the intruder is dead or driven away if + the watchword is not spoken within ten seconds. While slow and + not designed for combat, they are nerveless extremely strong and + Commissar falco Sander Profile well-protected, and more than able to obliterate a human being + into a bloody smear with a single blow. + wS BS S T ag Int Per wP fel + + 46 46 35 38 40 35 38 50 35 Industrial/Mining Servitor Profile + + Movement: 4/8/12/24; Wounds: 9 (when encountered) + wS BS S T ag Int Per wP fel + Skills: Awareness (Per), Climb (S), Dodge (Ag), Command + (Fel) +20, Common Lore (Imperium, War) (Int) +20, 25 10 50 50 15 10 20 30 05 + Deceive (Fel), Intimidate (S) +10, Navigation (Surface) (Int) + +10, Scrutiny (Per) +10, Speak Language (Low Gothic,  Wounds: 20 + High Gothic) (Int) +10, Scholastic Lore (Tactica Imperialis, Skills: Awareness (Per) +10, Climb (S). + Imperial Creed) (Int), Swim (S), Survival (Int) Talents: Heightened Senses (Vision), Melee Weapon Training + Talents: Air of Authority, Basic Weapon Training (Bolt, Las, (Primitive), Thrown Weapon Training (Primitive) + SP), Melee Weapon Training (Chain, Power, Primitive), Nerves Traits: Armour Plating, Dark Sight, Machine (5), Improved + of Steel, Pistol Training (Bolt, Las, SP, Plasma), Unshakable Natural Weapon (Implanted Tools), Size (hulking), Sturdy, + Faith Unnatural Strength (x2) + Traits: Touched by the Fates (1). Armour: Reinforced structure and armour plate (All 7) + Armour: Flak armour with carapace breast plate (Head 4, Weapons: Implanted machine tools, i.e. saws, drills, grinders + Arms 4, Body 6, Legs 4) and servo claws (1D10+12 R or I, Pen 4), + Weapons: Chainsword (1d10+5 R; Pen 2; Balanced, Tearing), Equipment: Internal micro-bead (to relay data and receive + plasma pistol (30m, S/—/—; 1d10+7 E; Pen: 6, Clip 10; instructions only), in-built respirator. + Reload Full; Recharge, Overheats), compact laspistol (15m, + S/—/—; 1d10+1 E; Shots 15; Reload Full; Reliable), + Equipment: Personal commlink, respirator, copy of the + tyraniD shrikes + Dictates Imperialis, data-slate (contains personal notes, Shrikes are a common variation of the Tyranid Warrior + commendations for the fallen, details of summery judgements genus—winged predators that often precede the main + and casualty reports). force of a Tyranid swarm scouting out points of resistance + and concentrations of prey, often attacking the vulnerable + and exposed, shredding and devouring, ever restless, ever + hungry. + Shrikes use the Tyranid Warrior profile as found on page + 371, but in addition have the Flyer (10) trait. They are + somewhat clumsy when forced onto the ground, and so halve + their ground movement speeds. + + + 392 +   114 +  115 + 113  206 + 234, 236  216 + 94  211 + 25  234 + 237  115 + 113  115 + 237  115 + 113  100 + 158  115 + 230  260 + 160  282 + 165  115 + + + + + Index + 113  246 + 113  115 + 204  94 +  140 +  115 + 113  250 + 244  262 + 221  115 + 113  + + 25 250 + 92  247 + 113  115 + 114  262 + 114  115 + 114  64 + 114  68 + 114  72 + 114  76 + 130  36 + 114  80 + 146  168 + 238  84 + 227  88 + 114  36 + 205  + + 238 + 238  223 + 114  115 +  203 + 208  238 + 114  32 + 153  116 + 364  247 + 363  116 + 66  239 + 217  116 + 57  189 + 57  192 + 251  + 25 + 238 116 + + + + 393 +  172  246 +  116  210 +  116  150 +  116  241 +  119 +   119 + 116  +  116 +  59 236 +  116  119 +  117  119 +  247  119 +  117  271 +Index + + + + +  118  119 +  152  261 +  117  262 +  269  119 +  236  120 +  203  248 +  247  +  117 + 248 +   120 + 27, 204  359 +  251  120 +  248  205 +  118  +  277 +  118 120 +  118  33 +  239  120 +  25  120 +  118  234, 235 +  118  234 +  148  250 +  118  278 +  118  120 +  210  25 +  239  275 +  185  94, 275 +  248  120 +  100  94 +  206  120 +  166  121 +  155 +  118  +  236 121 +  119  +  236 +  239 207 +  119  241 +  + 10 +  248 +  60 +  119 +  240 + + + 394 +   + 121 205 + 273  234 + 241  123 + +  + 121 228 + 149  272 + 152  94 + 121  203 + 208  123 + 209 Other Warhammer 40,000 Roleplay Characters and + 262  34 + + + + + Index + 121  241 + 121 + 121  + 121 242 + 121  25 + 248  186, 188 + 121  248 + 122  147 + 122  249 +  273 +  160 + 122  28, 161 + 122  185 + 122  154 + 359  227 + 241  249 + 122  187 + 363  180, 184, 185, 189 + 122  184 + 123  208 + 123 + 123  + 123 124 + 153  125 + 123  236 + 148  242 + 123  167 + 123  242 + 123  139, 232 + 248  270 + 231  + 230 + 226  125 + 270  232 + 241  245 + 27, 205  35 + 206  234 + 94  243 + 241  206 +  207 +  207 + +  + 248 + + + 395 +  101  +  228 +  242 243 +  125  112 +  247  108 +  249  108 +  206  189 +  249  190 +  58  203 +  94  202 +  94  277 +  92  151 +  202  209 +  126  173 +Index + + + + +  149  25 +  213  156 +  215  130 +  126  32 +  36  128 +  36  234 +  159  246 +  26 +  +  245 +  219 245 +  211  249 +  213  261 +  219  243 +  126  261 +  242 +  207  +  207 + 261 +  243 +  28  +  243 +  25 171 +  234  249 +  243  25 +  249  142 +  213  156 +  243  249 +  234, 235  10 +  186  129 +  220  25 +  207  27, 250 + + + + + s + “The Bolter & Chainsword Playtest Group” Matthew Hunt with Andrew Binsack, Ruben DeJong, Richard Galvez, Austin W. + Hoffman, Anders Lang, Scott Mallinson and Ryan Powell “Bring the Noise” James Savage with Davie Gallacher, Thomas S. Ryan, + and Stewart Strong, “Curious Pastimes” Paul Tucker with Colin Brook, Ben Cawkwell, Sarah Cawkwell, Edd Duggan, Liam Eyers, + Alexander Lampson and James Littlewood “No Guts, No Glory” Sean Connor with Mathieu Booth, Nick Hodge, Stephen Pitson, + Mark Smith, and Michael Thompson “Sons of a Rogue Trader” Robin Everett-McGuirl with Chris Brandmeier, Adam Hargraves, Peter + Larotta, Bob Leuzarder, Matthew Robenhymer, and Nate Taylor “Veterans of a Psychic War” Benn Williams with Robert Adducci, + Derick Adkins, Chris Doyscher, Chris Lancaster, John Ross, Aric Wieder, Rebecca Williams, and Eric Young, David Schumpert with + David Hudock, Martin Linde, Adam Schumpert, and Pierre Wagenseil, Craig Williams with Chenoa Crabb, Stefan Elliot, Leonard + Goulds, David Thatcher and Danica Zuks, “FFG Special Ops,” Kevin Childress, Tim Flanders, Tod Gelle, J. R. Godwin, James Hata, + Mack Martin, Thaadd Powell, and Sam Stewart, plus extra thanks to Bo Hasle Buur and Gav Thorpe + + + + 396 + CharaCter Name _____________________________________ Player Name _________________________________ + ChaPter _____________________________________________ Past eveNt ____________________________________ + ChaPter DemeaNour ______________________________________ PersoNal DemeaNour ______________________________ +sPeCiality __________________________ raNk ____ Power armour history _____________________________________________ +n ____________________________________________________________________________________________________________ + + + CHARACTERISTICS +weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p + (ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel) + + + + + Index + SKILLS + Trained + + + + + Trained + + + + + Trained + +10% + + +20% + + + + + +10% + + +20% + + + + + +10% + + +20% + Basic + + + + + Basic + + + + + Basic + Acrobatics (Ag) o o o o Evaluate n o o o Scrutiny (Per) n o o o + Awareness (Per) n n o o Forbidden Lore (Int)† o o o o Search (Per) n o o o + Barter (Fel) n o o o Xenos o n o o Secret Tongue (Int)† o o o o + Blather (Fel) o o o o _______________________ o o o o _______________________ o o o o + Carouse (T) n o o o _______________________ o o o o _______________________ o o o o + Charm (Fel) n o o o Gamble (Int) n o o o Security (Ag) o o o o + Chem-Use (Int) o o o o Inquiry (Fel) n o o o Shadowing (Ag) o o o o + Ciphers (Int)† o o o o Interrogation (WP) o o o o Silent Move (Ag) n n o o + Chapter Runes o n o o Intimidate (S) n o o o Sleight of Hand (Ag) o o o o + _______________________ o o o o Invocation (WP) o o o o Speak Language (Int)† o o o o + Climb (S) n n o o Lip Reading (Per) o o o o High Gothic o n o o + Command (Fel) n o o o Literacy (Int) o n o o Low Gothic o n o o + Common Lore (Int)† o o o o Logic (Int) n o o o _______________________ o o o o + Adeptus Astartes o n o o Medicae (Int) o o o o Survival (Int) o o o o + Deathwatch o n o o Navigation (Int)† o o o o Swim (S) n o o o + Imperium o n o o Surface o n o o Tactics (Int)† o o o o + War o n o o _______________________ o o o o _______________________ o n o o + _______________________ o o o o Performer (Fel)† o o o o Tech-Use (Int) o o o o + Concealment (Ag) n n o o _______________________ o o o o Tracking (Int) o n o o + Contortionist (Ag) n o o o Pilot (Ag)† o o o o Trade (Int)† o o o o + Deceive (Fel) n o o o _______________________ o o o o _______________________ o o o o + Demolition (Int) o o o o _______________________ o o o o Wrangling (Int) o o o o + Disguise (Fel) n o o o Psyniscience (Per) o o o o _________________________ o o o o + †denotes Skill Group + Dodge (Ag) n o o o Scholasic Lore (Int)† o o o o + total 〔 〕 + Drive (Ag)† o o o o Codex Astartes o n o o + WOUNDS: CurreNt 〔 〕 + Ground Vehicles o n o o _______________________ o o o o Fatigue 〔 〕 + _______________________ o o o o _______________________ o o o o CritiCal Damage ________________________ + ______________________________________ + + 〔 SPACE MARINE ABILITIES 〕 INSANITY: CurreNt PoiNts 〔 〕 +Secondary Heart/Ossmodula/Biscopea/ Sus-an Membrane: You may enter suspended animation. Battle Fatigue _________________________ +Haemastamen: You gain the Unnatural Strength and Oolotic Kidney: You may re-roll any failed Toughness ______________________________________ +Toughness Traits. Test ro resist poisons and toxins, including attacks with the + PrimarCh’s Curse _______________________ +Larraman’s Organ: You do not suffer from Blood Loss. Toxic Quality. +Catalepsean Node: You suffer no penalties to Perception- Neuroglottis: You may detect any poison or toxin by ______________________________________ +based Tests when awake for long periods of time. taste with a successful Awareness Test. You gain a +10 to + MOVEMENT: Full 〔 〕 Charge 〔 〕 + f +Preomnor: You gain +20 to Toughness Tests against Tracking Tests against a target you have tasted. +ingested poisons. Mucranoid: You may re-roll any failed Toughness Tests 〔 〕 n 〔 〕 + mophagea: You may gain a Skill or Skill Group by caused by temperature extremes. +devouring a portion of an enemy. Betcher’s Gland: You may spit acid as a ranged weapon total 〔 〕 +Multi-Lung: You may re-roll any failed Toughness Test with the following profile: FATE POINTS: CurreNt 〔 〕 +for drowning or asphyxiation. In addition, you gain a +30 Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 +to Toughness Tests made to resist gases, and may re-roll or more degrees of success, you have blinded him for 1d5 Rounds. +failed results. Progenoids: These may be retrieved with a successful CORRUPTION: CurreNt 〔 〕 + cculube and Lyman’s Ear: You gain the Heightened Medicae Test. +Senses (Sight and Hearing) Talents, +10 to relevant Black Carapace: While wearing Power Armour, enemies +Awareness Tests. do not gain a bonus to hit you due to your size. TM + + + + + 397 + Permission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com + CHARACTERISTICS + weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p + (ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel) + + + + + WEAPON WEAPON + NAME NAME + + CLASS PEN CLASS PEN +Index + + + + + CLIP RLD CLIP RLD + + SPECIAL RULES SPECIAL RULES + + + WEAPON ARMOUR HEAD ARMOUR ADDITIONS + (1-10) + NAME + Type: ✔✓? + CLASS PEN 〔 〕 + RIGHT ARM LEFT ARM + CLIP RLD (11-20) BODY (21-30) + + SPECIAL RULES + (31-70) + Type: Type: + ✔✓? + Type: + WEAPON 〔 〕 + + NAME + + CLASS PEN RIGHT LEG LEFT LEG + (71-85) (86-00) ✔✓? + CLIP RLD 〔 〕 + Type: Type: + SPECIAL RULES + + + 〔 POWER ARMOUR ABILITIES 〕 + SPACE MARINE TALENTS & TRAITS Servo-Augmented Musculature: +20 Strength + Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; + Ambidextrous ____________________________ Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests + Astartes Weapon Training ____________________________ (total of +20 bonus with Heightened Senses) + Bulging Biceps ____________________________ Built-in Vox Link + Heightened Senses (Hearing, Sight) ____________________________ Built-in Magboots + Killing Strike ____________________________ Nutrient Recycling: Can operate for two weeks without re-supply + Nerves of Steel ____________________________ Recoil Suppression: May fire Basic weapons 1-handed without penalty + Quick Draw ____________________________ Size: Hulking (Black Carapace means no bonus for enemies to attack) + Resistance (Psychic Powers) ____________________________ Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using + True Grit ____________________________ equipment designed for Space Marines + Unarmed Master ____________________________ Osmotic Gill Life Sustainer: With the helmet on, the armour is + Unnatural Strength (x2) ____________________________ environmentally sealed + Unnatural Toughness (x2) ____________________________ + ____________________________ ____________________________ RENOWN: CurreNt 〔 _________________________ 〕 + + PSYCHIC POWERS EXPERIENCE: + nd 〔 _________________________ 〕 + total XP sPeNt 〔 _________________________ 〕 + Psy Rating: 〔 _____ 〕 ___________________________ + _____________________________ ___________________________ + _____________________________ ___________________________ GEAR + _____________________________ ___________________________ _____________________________ ___________________________ + _____________________________ ___________________________ _____________________________ ___________________________ + _____________________________ ___________________________ _____________________________ ___________________________ + _____________________________ ___________________________ _____________________________ ___________________________ + _____________________________ ___________________________ _____________________________ ___________________________ + _____________________________ ___________________________ _____________________________ ___________________________ + _____________________________ ___________________________ + _____________________________ ___________________________ TM + + + + + 398 + Permission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com + 399 + Permission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com + SQUAD MODE + Character Name: Player Name: Chapter: + Squad Mode Abilities (pg 219) + Attack Patterns Action Cost Sustained Effect + Fire Support Half / Free 1 Yes The Kill-team concentrates suppressing fire. + Tactical Advance Half / Free 1 Yes The Kill-team crosses dangerous ground in concert. + Tank Buster Free 1 No A Space Marine distracts a target to create an opportunity. + Fire for Effect Half 1 Yes The Kill-team fires at targets as they appear. + Bolter Assault Free 3 No The Kill-team rushes forward firing their bolters. + 16 + 15 Furious Charge Free 3 No The Kill-team charges an enemy in unison. + 14 + Defensive Stances Action Cost Sustained + Tactical Spacing Full 1 Yes The Kill-team spaces itself to react to danger. + 13 + Go to Ground Reaction 1 No A Space Marine calls for movement into cover. + Regroup Full 2 No A Space Marine calls to move the Kill-team together. + 12 + 11 Soak Fire Reaction 2 No A Space Marine takes automatic fire with his Kill-team. + Dig In Full 3 Yes The Kill-team makes expert use of cover. + 10 Strongpoint Full 3 Yes A Space Marine coordinates fire to defend a position. + 9 + SQUAD DESIGNATION: + + + + + 8 + 7 OATH: + 6 + 5 + Effects: Effects: + 4 Required Rank: Required Rank: + 3 Solo Ability Name: Solo Ability Name: + 2 + 1 + Effects: Effects: + Required Rank: Required Rank: + Solo Ability Name: Solo Ability Name: + + + + +Index + COHESION: + Effects: Effects: + Required Rank: Required Rank: + Solo Ability Name: Chapter Ability Name: + Chapter: + Player Name: Rank: Character Name: + SOLO MODE + 400 +Index + ™ + + + + + ROLEPLAYING IN THE GRIM DARKNESS + OF THE 41ST MILLENNIUM + 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. + Fast character creation to get you into the game + quickly, followed by a lifetime of possibilities + with an expanded Speciality system. + + Dynamic rules for all eventualities that let + you handle everything from social interaction + + + + + ™ + to deadly fast-paced combat, psychic + powers, and structured adventures known as + Missions, perfect for Deathwatch games. + + Comprehensive background on Space + Marines and the Deathwatch, written by + Warhammer 40,000 Novelist Andy Hoare. + + Place your players directly into the front + lines of the crusade with a complete + adventure to get you started. + + The Deathwatch core rulebook contains + everything you need to start your adventure + in the Warhammer 40,000 universe. 781JUN10 + Deathwatch DW01 + ISBN:978-1-58994-778-8 + ™ + + + www.FantasyFlightGames.com 9 781589 947788 55995 +™ + \ No newline at end of file diff --git a/database/rules/GMK.txt b/database/rules/GMK.txt new file mode 100644 index 0000000..20b33a7 --- /dev/null +++ b/database/rules/GMK.txt @@ -0,0 +1,2232 @@ +® + Credits + Lead Developer Art Direction + Ross Watson Zoë Robinson + + Written and Developed by Production Manager + Andrea Gausman Gabe Laulunen + + Based on Dark Heresy, Designed by FFG Lead Game Designer + Owen Barnes, Kate Flack, and Mike Mason Corey Konieczka + + Editing FFG Lead Game Producer + Ben Lurie Michael Hurley +Credits + + + + + Graphic Design Publisher + Kevin Childress Christian T. Petersen + + Additional Graphic Design + Mark Raynor + Games Workshop + Cover Art Licensing Manager + Owen Rees + Michael Phillippi + + Interior Art Head of Licensing + Paul Lyons + Victor Corbella, Simon Eckert, Mark Gibbons, Zach Graves, + Anton Kokarev, Hector Ortíz, Erich Schriener, + Head of Intellectual Property + and Mark Smith + Alan Merrett + RPG Producer + Mack Martin + Special Thanks + “No Guts, No Glory” Sean Connor with Mathieu Booth, Nick + Hodge, Stephen Pitson, Mark Smith, and Michael Thompson, + David Schumpert with David Hudock, Martin Linde, Adam + Schumpert, and Pierre Wagenseil + + + + + Fantasy Flight Games + FANTASY 1975 West County Road B2 + FLIGHT Roseville, MN 55113 + GAMES USA + + Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the + Game Master’s Kit, the foregoing marks’ respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/ + devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer + 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered + in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights + reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any + form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers. + ISBN: 978-1-58994-779-5 Product Code: DW02 Print ID: 821AUG10 + Printed in China + For more information about the Deathwatch line, free downloads, answers + to rule queries, or just to pass on greetings, visit us online at + www.FantasyFlightGames.com + + + 2 + Shadow of Madness + Erioch + • + BaraBan + • +ThE TowEring + gladEs + • +BEhind EnEmy + linEs + • +t + + • + t + + + + +3 + Shadow of Perhaps intending to preserve the planet’s ecosystem + for their own use, the enemy planted Delirium Trellises to + infect the population with visions of death and insanity. The + + Madness tormented inhabitants tore one another apart, becoming just + one more casualty of the Age of Shadow. While the Trellises’ + potency diminished over the millennia, they still taint Baraban + with echoes of madness that manifest in the planet’s infamous +Shadow of Madness + + + + “It is merciful to let me be mad. Pity the man who can remain + heartlessly sane.” visions. + + –Writings of an ancient Terran prophet + overview + T + he Jericho Reach seethes with xenos secrets and mysteries + from before the Age of Shadow. One enigma amongst The Delirium Trellises on Baraban were concealed via a strange + many is Baraban, a forested planet where “ghosts” haunt phasing technology that kept them from interacting with the + Imperial Guardsmen and their Tau enemies alike. the ShaDow material world until they were ready to be detonated. A few + ss explores what unfathomed forces may have cursed failed to activate in the assault that doomed the planet. They have + the planet, and raises questions about their connection to the lingered undetected in the corners of reality ever since. Certain + unknown purpose of the waiting Omega Vault. wavelengths of light disrupt the arcane phasing mechanism that + cloaks the devices. By chance or fate, the accidental interaction + of a Tau ion cannon with a las burst changed the quantum state + The TruTh oF BaraBan of the las beam to the precise wavelength necessary to affect + The true nature of Baraban’s apparitions is not rooted in the Trellises. The momentary revelation of one has sparked a + spirits, but in the mind. Long before its region of space was chain of events requiring the Deathwatch’s intervention. + dubbed the Canis Salient, in the height of the Jericho Sector’s The Chamber of Vigilance has long suspected that the + glory, the planet was a prosperous centre of agriculture and Omega Vault somehow monitors the Watch Fortress’s central + learning. Its fate was not dissimilar to many of the sector’s data reservoir for events of significance to its mysterious + other worlds: an malevolent unknown enemy destroyed the purpose. (Information on the Omega Vault is available in the + population with dark, forbidden technology. Deathwatch Rulebook on pages 332-333. Its existence is not + a secret from most Battle-Brothers, and you should confirm + your players know the term before launching this adventure.) + + + + + 4 + The Vault reacted to news of the Trellis on Baraban by revealing +a trio of archeotech luminators. The Kill-Team deploys to the +tainted planet. There, they must negotiate its aura of madness + ThE dElirium TrEllis +and the effect it has on the stationed Imperial Guard, as well as The Ordo Xenos has unearthed a handful of madness- +enemy Kroot forces and an elite Tau strike team apparently in inducing xenotech webs in the Jericho Reach, and dubbed +competition for their objective. Should the Kill-Team succeed them Delirium Trellises for their effect on humans. The +in obtaining and understanding the xenos technology, they devices cause subtle distortions in the warp, which seem + + + + + Shadow of Madness +gain insight to the mystery of Baraban’s curse, but are left with to cause different malignant reactions in different life +far larger questions about who or what was responsible, and its forms. This variance has led to theories that the creators +greater significance. of the Delirium Trellis were either immune to its effects + or capable of constructing protective measures. + A Trellis takes the form of a looming yet delicate array + + Erioch of shifting images until activated. Once this happens, it + quickly rots away, leaving no physical sign of its existence, + but intangibly blighting the surroundings for dozens of + kilometres. The number of Trellises necessary to blanket +“The hand that built this place did so with a purpose. Let us pray + an entire planet with dementia is easily hundreds of +that purpose is never enacted.” + times the total count of devices ever discovered, nor do + –rumoured to be Epistolary Axineton’s first words upon any known accounts exist of the phasing used to conceal + embarking Watch Fortress Erioch the Delirium Trellises on Baraban. Perhaps this indicates + + + +T + that their application on Baraban is unique, for the + he massive labyrinth of Watch Fortress Erioch can be + alternative—that other legions of these weapons still lie + a place of calm repose or frigid isolation, depending + dormant in dark corners of planets across the Reach—is + on the occupant’s nature. The Game Master should + terrifying indeed. +encourage the players to detail what their characters do +while waiting for their next (or first) Mission, providing the +opportunity to consider dimensions of the Battle-Brother Captain is also present. The GM should feel free to substitute +beyond his martial prowess. whatever Mission Authority is most interesting in the context + The Fortress’s secrets guard themselves, and little is of his campaign. +restricted to a Battle-Brother. He has access to training Erioch’s cavernous surveillance +grounds, chapels for prayer and meditation, libraries theatre engulfs hundreds of serf- +replete with tomes that lesser men have been put to manned monitoring stations. The +death for opening. Should he choose to stray lowliest of these are pit panelled +into the echoing, ancient expanses that delve in grainy screens that rotate +towards the station’s heart, no hand will stop through still and moving picts +him. A Battle-Brother also has frequent of the Reach’s many battlegrounds. +opportunities to interact with the other On the tiers above that rest +Space Marines serving on Erioch. His more elaborate stations +ascetic cell is as likely to neighbour where aquila frames +that of a Watch Captain as one of his surround the displays, +Kill-team fellows, and the entirety and ornate thrones +of the Fortress’s Deathwatch seat those authorised to +membership assembles for meals in view the Reach’s most classified +one corner of a cavernous hall that footage. The room is in disarray, +could hold ten times their number. littered with notes, print-outs, +For ideas on various NPC’s of the data-slates, and other detritus, +Watch Fortress, see the Appendix evidencing the intensive archive search +on page 24. that just ended. Servitors have begun + the slow task of restoring order; many + of the pits are empty; a few still contain +ChasinG the twitching forms of serfs whose brains +shadows could not handle the inundation of + images they processed over the last few +Whatever a Battle-Brother’s typical day on Watch days. The room’s largest screen contains a +Fortress Erioch may be, this Mission interrupts grid of hundreds of images, some still and +it with a call to duty. A serf in a hooded robe some looping motion. +approaches each Battle-Brother, and deferentially Inquisitor Quist (see the NPC Profiles on +informs him that his presence is sought in the surveillance pages 24-28) sits at the central command dais. As the Kill- +theatre. This section assumes Inquisitor Quist of the Ordo team arrives, read or paraphrase the following: +Xenos gives the briefing, although the Kill-team’s Watch + + + 5 + She pauses for input from the Kill-team before continuing. + Inquisitor Quist lifts her haggard gaze from a sprawl of hand- If they do not inquire about what the Omega Vault revealed, + inked maps as you approach. Her weary posture suggests that she elaborates. + force of will alone allows her to stand as she nods a respectful + greeting to you all. “Forgive us for taking over your surveillance + theatre. A few days ago we received a strange report from the “You should see precisely what the Vault revealed.” The Inquisitor +Shadow of Madness + + + + Canis Salient.” She pauses to survey the room’s kaleidoscope of gestures upwards, and the observant machine spirits that control + screens, which do indeed flicker through a preponderance of the the room’s command platform respond. The top slides off a nearby + Tau forces and their sympathisers which dominate the Canis pedestal, and with a hiss of objection from the ancient actuators, + Salient. “The account describes ‘a hail of dark daggers’ that fell three identical archeotech luminators rise into view from within. + in the middle of a battle. The local Imperial Guard tried to send The engravings are of clear Imperial craftsmanship, and a soft + us a sample of one, but the box arrived empty .Of even more blue light shines perpetually through the intricate stained glass + significance, however, is that the Omega Vault revealed another chimneys. The Inquisitor turns her gaze back to you. “By the + sub-chamber immediately after this report was uploaded to the sacred agreement between my order and yours, I request your aid + Fortress’s central cogitator.” in bringing light to the darkness once more.” + + + Depending on your players’ familiarity with the Jericho Inquisitor Quist answers any questions the Kill-team has to + Reach, you may need to explain the Canis Salient and the the best of her ability, and conveys further points of relevance + Omega Vault. As the most elite heroes of the Imperium, this to the mission: + information is certainly entrusted to their characters. Once + • The report originated from Imperial Guard Epsilon + you are comfortable that the players understand the events + Outpost 420, under the command of Colonel + transpiring around them, continue: + Afton Hathe. + • She does not have any leads on what happened to the + missing sample. (The truth is that the Trellis fragment + “Since then, we’ve been trying to see what other data we can disintegrated as it was designed to do.) + correlate with this incident. We found one pict of…interest.” • The Hunter-class frigate Spear of Fury is waiting to convey + She turns an ornate cog on the command console, and a still the team to Epsilon Outpost 420 on Baraban, and can be + pict on the central screen eclipses the others. In it, a fierce battle contacted to extract them when ready. + rages between Vespid and Imperial Guard, all darkened by a • The enemy forces on the Battlefront are typically bulk + jagged, ominous shadow. She adjusts another dial, and the view troops and skirmishers, but there is no telling what + of the frozen scene pans back. Despite the complete view of the strength and numbers may accompany the Tau officials + landscape, no object exists that could possibly cast the large and spotted recently. Quist predicts the Battle-Brothers will + inexplicable shadow. The Inquisitor circles the dark shape with have an easier time moving through the warzone if they + her finger. “We believe this is the same location described by the don’t draw attention to themselves. + report in question. As you can see, there is clearly something • You may issue the information in the Baraban sidebar + abnormal about it. I might have sent my own agents to investigate, as a briefing document or simply use it as reference in + but the Omega Vault’s response interests the entire Chamber of this discussion. + Vigilance. We also believe that the Tau have deployed command Once the Kill-team is briefed and any questions answered + units in response. If there is something dangerous—or connected with the limited information on hand, their Watch Captain + to the Vault—we can’t afford to let it fall to the enemy.” sees to their arming. + + + + + e + Most Kill-Teams operate under a single Watch Captain, but that does not mean he should always initiate their Mission. A + briefing presents the opportunity to introduce NPC’s outside the normal circles of the Deathwatch. Good information is + often in short supply in the Imperium, but Battle-Brothers are among the elite few trusted with more or less full access to + whatever is known. Brother Space Marines, military officers, adepts, and many other personages may come to together + to arm the Kill-team with the most accurate intelligence possible. + Additionally, the briefing is usually the players’ first glimpse of the Mission, setting the tone of what is to come. + The firsthand account of a planet’s devastation from a haggard survivor sets very different expectations from a military + overview of troop deployments in the same battle zone. The authority who actually requested the Mission also presents + possibilities for intrigue. Does the authority seem to be holding something back? Is their Watch Captain pleased about + this Mission? Why is this Mission important enough to warrant Deathwatch attention in the first place? A savvy GM can + use even the traditional kick off of a Mission to convey more than just the Objectives, should he so choose. + + + + 6 + g + “Brother-Sergeant Valus crossed through the Warp Gate with +Calculating Mission Requisition in an investigative Mission the first Crusade forces. He had much wisdom to share about +where the situation is unknown requires anticipating what his battles in the Reach, but above them all, the tale he told of +Objectives the Kill-team will set, something the GM can Baraban has stayed with me. It was as blasphemous in its own +never be sure of. Your best guess at what the players are likely way as anything festering in the Charon Stars. He said something + + + + + Shadow of Madness +to attempt translates into the Mission Authority’s intuition wearing Guilliman’s guise came to him one night while he stood +about the difficulty of the Mission. You may not always guess sentry. This was before we knew the planet’s treachery, and for +correctly, but a deliberate error in judgment by this Mission a moment he mistook the vision for a blessing. But then the false +Authority should be a calculated event. This Mission has a spirit beckoned him into the forest, and he began to doubt. Why +suggested Requisition rating of 50 (rounded up from 49), would his Primarch ever ask us to abandon our watch and our +based on the following assumptions: duty? He challenged the insolent mimic. That instant, it revealed + Primary Objective: Stop all of the Delirium Trellises from itself for the distorted imposter it was. Our Brother banished it in +falling into enemy hands (Skilled Objective, 17 Requisition) a rain of holy bolter fire. I have often wondered: what manner of + Secondary Objective: Bring back useful information on daemon would dare—could dare—to impersonate a Primarch, +the Trellises (Novice Objective, 11 Requisition) much less hold the reprehensible deception for even a moment?” + Tertiary Objective: Keep the Outpost from being overrun +by Kroot (Novice Objective, 6 Requisition) + The war-torn Jericho Reach needs the Spear of Fury far too + Tertiary Objective: Rescue the General (Veteran + greatly for it to idle waiting in orbit. Jaresh gives the Kill- +Objective, not included in calculation) + team a vox beacon to signal when they are ready for retrieval. + Tertiary Objective: Deal with the crazed Guardsmen + Brother Dane pilots the Battle-Brothers to Epsilon Outpost +without taking their lives (Veteran Objective, not included + 420 in a Thunderhawk. He has explicit orders to drop them +in calculation) + and return so his ship can depart. Once they are set down and + Tertiary Objective: Defeat the feral Kroot (Skilled + any immediate trouble in their landing zone cleared, it would +Objective, 7 Requisition) + take extremely strong persuasion to convince him to anything + Tertiary Objective: Defeat the Tau command unit + except return to the Spear. +(Veteran Objective, 8 Requisition) + You should add or modify these starting Objectives, and +the Requisition, based on your own evaluations of what +Objectives your players may set or ignore. + In addition to Requisitioned equipment, the Battle- +Brothers are issued a Deathwatch Land Speeder Storm for +transport on the planet. A larger vehicle cannot manoeuvre +through the planet’s dense forests. Finally, they receive +custody of the archeotech luminators. All that then remains is +the Oath-taking, which may be done on Erioch or the Spear of +Fury depending on the particular squad’s custom. + +departure +The Hunter-class frigate Spear of Fury awaits the Kill-team. The +kilometre-long ship is narrow and sleek like its namesake, with +a hull of dark metal streaked in the soot of war. Its Captain is a +broad Battle-Brother named Jaresh, who hails from the Black +Templars. He welcomes his brothers aboard, although his +attitude may quickly sour if they count a Librarian amongst +their ranks. The ship’s crew is predominantly indentured serfs, +although a handful of other Deathwatch-sworn Space Marines +man the bridge. One such Battle-Brother is Dane, a fresh- +faced Initiate who loyally followed Jaresh into Deathwatch +duty. The Battle-Brothers repast together just as they do on +Erioch, but otherwise Brother Dane is the Kill-team’s primary +liaison during the two week voyage. + The journey passes uneventfully, but provides the Kill- +team time for any strategizing they may need to do. Should +any of the Battle-Brothers engage in conversation about their +Mission with Dane, he recalls an anecdote from a White +Consul who once received passage on the Spear: + + + + 7 + Baraban eager or nimble Battle-Brother can attempt to jump directly + onto one of the massive tree trunks with a Challenging (+0) + Agility or Acrobatics Test. Failure by one degree or less + “They were all around me, sure as you are now. And they were angry, indicates that he successfully landed on a branch, but it could + so angry that I’d made it through the Greyhell Front and they’d all not support his power-armoured bulk. Tumbling through the + died. If I hadn’t run they would have dragged me back to hell with cracking foliage counts as a fall of only 3 metres (see page + 261 in the Deathwatch Rulebook), while a greater failure +Shadow of Madness + + + + ‘em right then!” + causes Damage from the full 15 metres. + –Deposition of Guardsman Lars Ibsen The Kroot form a Horde of Magnitude 35. (See page 359 + before his execution for desertion of the Deathwatch Rulebook) Once broken, they retreat into + + + + T + he thick forests of Baraban hide the war that wages the forest. + beneath them, making the planet deceptively serene + on approach. Read or paraphrase the following as the e + Kill-team descends through the atmosphere. + S + + It is hardly your first time inside a Thunderhawk, although the + interiors of these familiar gunships always seem cavernous when + holding a handful of Battle-Brothers like your Kill-team.— + instead of several times this number of your Chapter Brothers. + The holo-projectors at the troop transport station activate as you + start to descend. Clamps affix your Land Speeder to the gunship, + S T ag int Per wP Fel + (8) (8) + and one aerofoil cuts into the three dimensional projection as + clouds give way to the northeast continent. In a universe of 42 35 40 45 47 25 44 30 18 + climbing hives and battle-ravaged rockscapes, Baraban appears + strikingly untouched, despite the millions of soldiers you know to Movement: 4/8/16/32 Magnitude: 35 + be warring beneath its canopy. You catch a glimpse of rippling Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20, + blue ocean bordering the landmass’s collage of red and gold. Concealment (Ag) +20, Dodge (Ag) +10, Silent Move (Ag) + Then the blanket of autumn colours surrounds you as the gunship +20, Speak Language (Kroot, Tau) (Int), Tracking (Int) +10, + drops lower. Survival (Int) +10. + Suddenly, the serenity fractures with calamitous explosions Talents: Basic Weapon Training (SP, Primitive), Furious + and an abrupt halt to your descent that tests your power armour’s Assault, Leap Up, Lightning Reflexes, Melee Weapon Training + shock absorption. Brother Dane shouts over the noise, “The (Primitive), Sprint, Swift Attack. + Outpost is under assault!” Traits: Natural Weapon (Beak), Size (Massive), Unnatural + Strength (x2), Unnatural Perception (x2). + Armour Hide armour (Horde 2, Primitive). + Through the obscuring web of branches and dead leaves, + Weapons: Kroot rifle (110m; S/–/–; 1d10+5 E; Pen 1; Clip + the Battle-Brothers can glimpse a shattered bunker, and frantic + 6; Reload 2 Full), beak (1d5+8 R, Primitive). + Imperial Guardsmen fighting off an overwhelming number + Gear: Rifle reloads. + of Kroot. The pulse rounds of Kroot rifles outnumber each + A Kroot’s beak follows all rules for natural weapons, except it + las shot four to one, and the growing distance between frag + inflicts 1d5 Damage instead of 1d10. + bursts suggests that grenades are quickly running out. The + May be used in melee (1d10+8 R; Balanced) + Battle-Brothers face a choice: do they intervene in the conflict + and risk revealing their presence to the Tau, or do they allow + the Outpost to be overrun? + Brother Dane follows their direction if they choose to e + participate in the battle below, but is unable to bring the + If the Battle-Brothers choose to face the Kroot Horde, + Thunderhawk lower than 15 metres because of the dense + they can hardly occupy the entire enemy mob. As the Kill- + forest. If they bring the gunship’s weapons to bear, it provides + team endeavours to turn the battle’s tide, the Guardsmen + a decisive advantage in firepower, but creates a large degree of + also fight for their lives. The GM should make this evident + collateral damage. The Kroot and Guardsmen ranks intertwine + in his description of the scene Round to Round. By the + as the lanky aliens attack with pulse charges and the wicked + time they arrive, roughly a quarter of the Outpost’s 100 + blades of their rifles. The close combat and the obscuring tree + Guard already lie dead in the fallen leaves and rubble. To + canopy make firing into the melee (with the ship’s guns or + represent the rising body count if the combat drags on, + from its deck) Very Hard (–30). Any misses or Blast weapons + assume another 1d10 Guardsmen die for every Round it + are sure to catch a few Guardsmen. + takes the Battle-Brothers to break the Horde. The GM + Fortunately for those without jump packs, the ship’s storage + may reduce these casualties if the players take deliberate + lockers contain a stash of single-use Astartes grav chutes that + actions to protect the soldiers around them. + can be equipped in a Round. Alternatively, a particularly + + + 8 + BaraBan + Planetary Data: Situated in the Canis Salient, Baraban’s geography is + dominated by deciduous forests. The north-eastern and south-eastern + continents are typical temperate ecosystems with four distinct seasons. + The smaller, western continent is distinguished by several mountain + + + + + Shadow of Madness + ranges and lower prevalent temperatures due to the elevation. Occasional + accounts suggest the ruins of a prior civilisation may underlie the forest + terrain, but no formal exploration has ever been made as the planet is an + active battlefront. + Military Disposition: At any time several regiments are active on Baraban. + Major footholds exist on each continent, although the shifting of territory + lines means that many bunkers and trenches built over the war’s history by the + Imperium are in enemy possession. The four largest stable Imperial holdings are + Fort Avernus and the Epsilon Garrison on the northeast continent, Fort Dorn on the + southeast continent, and Faithspyre Station in the western mountains. + Enemy forces are primarily Kroot and Vespid employing guerrilla tactics, with little evidence of Tau leadership. Despite + the apparent lack of organisation in the enemy, the Imperial Guard has been unable to maintain a stable advantage. + Crusade command lays the blame largely upon the planet’s unusual manifestations (See the Lorekeeper’s Annotation for + more detail), but this would not be the first time environmental hazards became a scapegoat for poor leadership. + Lorekeeper’s Annotation: The so-called “Ghosts of Baraban” are an unfortunately well-documented phenomenon. + The vast majority of Imperial troops stationed on the planet appear to have experienced visitations ranging from quiet + voices to legions of the dead. Mortal minds are ill-suited to such experiences, and incident after incident exists of + platoons deserting in fear or turning upon each other in madness. + Reports compiled from previous Deathwatch missions and Storm Warden support for the Crusade enumerate at least + five instances of Adeptus Astartes noting similar experiences. Two of these instances, from the Erioch archives, predate + the Achilus Crusade by decades, casting serious doubt on Imperial theories that the Tau can claim responsibility for + the phenomenon. + + One way or another, the Kroot assault finally ends, either + intervention. Even if the Battle-Brothers didn’t fight the +with the carnivores routed, or dragging off a host of corpses for + Kroot, he remains convinced that the Adeptus Astartes’ +a victory feast behind their lines. Within the rubble of Epsilon + sudden arrival represents the Emperor’s favour upon those +Outpost 420, the Kill-team can find the young Lieutenant Lionus + who remain. He repeatedly thanks them for “saving their +Drayle. (His relative physical condition and the number of other + lives and souls from the tainted xenos.” +survivors should be dictated by whether the Space Marines + • Without even knowing their mission, he offers the Kill-team +intervened, and how decisive their victory was if they did.) + a guide, troops, supplies, or anything else they might want +Drayle is a recent officer graduate from his regiment, and—like + to aide in their duty. Of course, the Space Marines likely +the troops now under his command—he has no idea they are not + learned long ago that such “aid” from normal men is usually +in the Halo Stars. Intelligent and brimming with the catechisms of + more of a hindrance. +his Imperial upbringing, Drayle is the ranking (and only) officer + If queried about the battle which brought the Kill-team here, +left at the outpost. He has close cut blond hair and prominent + the Lieutenant was present and gives his account. +sideburns. He sports many superficial wounds in various states of +mending, telling the tale of recurring and bloody battles. Should +Drayle’s profile become relevant, use the Imperial Guard Field + “We’d been pushing back a sky full of Stingwings all morning. +Officer on page 375 of the Deathwatch Rulebook. + We were making progress, but that doesn’t count for much here. + • General Caroses of the Epsilon Garrison recently went We’ve had more skirmishes than I can count turn on us when + missing in action, and it has thrown the local Imperial the ghosts come out. So I deliberately forced the line towards the + forces into disarray. The Outpost’s Colonel Afton returned glade. There’s something about that place seems the ghosts don’t + to the Garrison and assumed command. This sudden shift seem to like. Keeps them away. We thought we had the enemy + left Drayle in charge no so much by design as default. He routed, but then this Hammerhead burst out of the trees. We were + submitted the Departmento Munitorum forms to have a new still firing up at the Stingwings and it opened up on us with an + leader assigned, and is trying not to be afraid the paperwork ion cannon. And then—then that’s when it happened. For just + was misrouted. a second instead of sky there was this black wall, and I could + • Drayle is not able to conceal his awe of the Adeptus Astartes, see something moving in it. All these black spikes rained down + but his disciplined schooling does allow him to temper it on us; just the memory of them makes my skin crawl. Then it + enough to discourse in an almost normal fashion. However, disappeared. It must have spooked the enemy too, because I’ve + he is convinced that he owes his life and that of the other never seen Vespid retreat so fast and so suddenly.” + survivors (no matter how many or few) to the Kill-team’s + + + 9 + He can immediately direct them to the location. The the thoughtless, hungry biomorph tide as the greater threat. + shadow stands only a few kilometres from the Outpost, If humanity deserved indoctrination, they should embrace an + and the spot is remarkable not just for the unusual terrain ally who could unite with them against that evil. Shas’El Keyl + feature, but as a place of sanctuary—not from death, but from arrived on Baraban believing that the gue’la were testing a + madness. new weapon. However, he has since come to understand that + he has found a technology that may be turned against them. +Shadow of Madness + + + + You are noT alone A team of Fire Warriors and a few elite warriors in Stealth + Suits accompany him. (Shas’El Keyl uses the Tau Commander + The Kill-team’s briefing was accurate about enemy activity: profile from Chapter XIV: Adversaries in the Deathwatch + a Tau force has landed on the planet to compete for the rulebook. The profiles for his troops can also be found in that + same objective as the Space Marines. The Velk’Han Sept also chapter.) If the Kill-team participated in the battle for Epsilon + reviewed similar accounts of the battle that caught the Ordo Outpost 420, the Kroot survivors quickly report the Space + Xenos’s attention, and deployed their own strike team to Marine presence to the strike force. From this point forward, + investigate. The force’s leader, Shas’El Keyl, is a Veteran of a Stealth team may ambush the Battle-Brothers at any point + the Tyranid battles in the area Imperials call the Xenocide. the GM feels appropriate. The team should be roughly equal + Once, he believed in trying to incorporate humanity to the in number to that of the Kill-team. + Tau Empire, but the horrors of Hive Fleet Dagon hardened + him. Now he bitterly resents that humanity continues to war + against the Greater Good. He personally has come to think of veils oF shadow + The Battle-Brothers are free to proceed through the autumn + forest in pursuit of the target site. On the ground, the nature + PErils oF ThE BaTTlE FiEld of the war is much more apparent. The pervasive scent of + Despite its mysterious past and unending forests, rotting corpses troubles anyone who unseals their helmet. + Baraban is first and foremost a warzone. In addition to While the glade is easier to find with Drayle’s assistance, the + possible trouble from the Tau, the GM may wish to use Kill-Team can stumble upon it after 1d10 hours of searching + one or more of the following encounters to emphasise (less if they have a well-thought out approach) on their own. + the dangerous and exotic surroundings as the Kill- Read or paraphrase the following as they arrive: + team travels the planet: + • Hungry for Death: The Kill-team encounters + the aftermath of another—even more massive— The dense foliage opens into a natural clearing. Brilliant + battle between Kroot and Imperial Guard forces. scarlet leaves coat the trees and the earth, but muddy splatters + Hundreds of corpses from both sides litter the of old blood dull the tableau like rust. The bodies have all been + forest floor, but the birdlike aliens appear to have recovered—or consumed. Unmistakable, the massive shadow + won by ever so small a small margin. However, looms prominently—the silhouette of an absent giant. + the dozen victors quickly abandon their meal of + human flesh to awkwardly turn the heavy weapons + People and objects can pass freely through the space where + of a Leman Russ or Hellhound tank against the + the source of the shadow should be. Visual inspection reveals + encroachers. + nothing, however Librarians may get a slight sense of unease. + • Scorched Earth: The Kill-team encounters an + The source is in fact one of the monolithic webs of xenos + expansive radius of ash and blackened, dead trees. + technology called Delirium Trellises. A mysterious attacker + Bones crunch beneath their boot treads as they + assailed Baraban with these mind-disrupting weapons long + cross through this war scar. Unbeknownst to the + ago. (Their linkage to Baraban’s ghosts will become apparent + Battle-Brothers, this marks an enemy-controlled + to the PC’s as the adventure unfolds.) However a few of them + zone. A mass of sentry Gun Drones (found on page + failed to detonate, and remain as shadows sleeping out of + 367 of the Deathwatch Rulebook) rise out of the + phase with reality. + ashes to defend the perimeter. + The light of the archeotech luminators reacts with the + • Legacy of Madness: The Delirium could strike + strange nature of the devices, making them visible and + anyone, at any time. The GM should feel free + tangible for short intervals where the azure light falls. Shining + to throw in additional Delirium Tests (See the + the lamps into the area is obviously the easiest way to find + Delirium sidebar) of varying Difficulties whenever + the Delirium Trellis, but the players might devise their own + he deems appropriate. + clever plans for locating the source of the shadow that do not + • Fallen to Ruin: The Battle-Brothers find a maze + involve the luminators. Such possibilities include: + of rubble, and fragments of human statues tangled + in the roots of giant trees. GM’s who favour • A Hard (–20) Psyniscience Test informs a Librarian that + occasional comic relief might have a mass of small, something sinister and vaguely warp-tainted occupies the + angry rodents leap from their den in the ruins and spot, but nothing else. Several psychic powers from the + tenaciously dog the Kill-team, scrabbling at their Divination Discipline can provide pertinent information + power armour with tiny teeth and fangs. on the area, the hiding object, or its exact location + and nature. + + + 10 + • Even while phased and dormant, a Delirium Trellis can +vEhiclEs in dEaThwaTch still be malignant. If anyone stands directly on the site + of the Trellis for 10 minutes or more, check for The +Future supplements will introduce more robust rules + Delirium with a +10 bonus to their Willpower Test. +for using vehicles as part of your Deathwatch game. + Whether the test is passed or failed, the Battle-Brother is +However, ships and transports are integral to a Space + aware of some dark influence pressing upon his mind. +Marine’s duties, and adventures such as this one may + + + + + Shadow of Madness + If the Kill-team finally gets a visual on the Trellis, read the +call for the presence of a vehicle. You can use the + following description: +following simplified rules should vehicles become part +of a battle: +vEhiclE ProPErTiEs A flat, uneven arch towers over the glade; its silhouette aligns +Weapons: The weapons available, and whether they perfectly with the shadow upon the glade. Dark panels of +are available to the driver or (if applicable) the gunner shifting images stretch between splayed pinions of inactive xenos +position. A character seated in the appropriate position circuitry. Few of the swirling shapes are discernable: perhaps an +fires these weapons on his Turn, following all the eye? Perhaps the trail of a comet? You have the constant sense +standard rules for the weapon. The GM must rule that that you are seeing only part of a larger pattern. +the target is in the line of fire for the weapon based on +his understanding of the vehicle configuration. Delirium Trellises are obscure, but not unknown in the +Tactical Speed: An abstraction of how fast the circle of the Deathwatch. A Difficult (–10) Forbidden Lore +vehicle is during combat Rounds. This is the vehicle’s (Xenos) or Very Hard (–30) Forbidden Lore (Adeptus +maximum Move in metres. Mechanicus) Test allows a Battle-Brother to recognise the +Cruising Speed: How fast the vehicle moves in device for what it is, and recall an appropriate amount of lore +narrative time. as detailed in the beginning of this adventure. +Armour: The Armour Points applied when attacking The Kill-team must now decide what to do with the +the vehicle. These Armour Points apply exactly Trellis. Destroy it? Try to salvage the whole or a portion for +like AP cover (see page 246 in the Deathwatch study? If the Kill-team opts for a plan that involves explosives +Rulebook) to anyone inside the vehicle. The GM has and failed to bring demolition charges themselves, some are +final say on what Locations the cover applies to for available from the guard post. The following information may +characters shooting out of open vehicles. Opponents help the GM in responding to their actions: +may make ranged attacks on characters who have total +cover inside a vehicle at a –10 penalty by stating what • Tinkering with the device is a risky proposition. A +area of the vehicle they are targeting (driver, gunner, character with both Tech-Use and Forbidden Lore +passenger hold, etc.). Cover still applies as normal. (Xenos) Skills may attempt to bring the Trellis into +Structural Integrity: Equivalent to the vehicle’s phase with reality by Testing on the lower of the two +Wounds if someone chooses to attack the vehicle Skills. However, a failure activates it. A Delirium Trellis +directly. The vehicle is assumed destroyed (though not is at its most potent when first set off. Anyone within +necessarily the characters inside; effect on them is at 100+5d10 kilometres must Test for the Delirium +the GM’s discretion) once these Wounds are exceeded. at –20. + • Small objects (like explosives) planted on the device + while it is tangible are incorporated into the phasing +• A Challenging (+0) Tech-Use Test with an Auspex field and fade to the same reality-insulated existence as + reveals that something is present at the base of the the Trellis when the light source is removed. + shadow, and suggests it may react to certain wavelengths • Small pieces of web can be broken off while it is revealed + of light. (Another Challenging (+0) Tech-Use Test can (or shot off if one can duplicate the ionised las beams + modify either the Auspex or any light-producing object that revealed the threat to begin with). They do not + including las-weapons to the proper wavelength.) phase away, but they disintegrate in a matter of hours. + +Table 1-1: Vehicles in the Shadow of Madness +Vehicle Name Weapons Tactical Speed Cruising Speed AP Structural Integrity +Deathwatch Land Heavy Bolter (Gunner) + 30m 275 kph 18† 15 +Speeder Storm Assault Cannon (Driver) + Two Lascannons (Pilot) +Thunderhawk Turbo-laser (Pilot) + 30m 2000 kph 35 40 +Gunship†† Hellstrike Missiles (Gunner) + Heavy Bolters (Gunner) +† + The Land Speeder Storm is largely open. It covers the legs of the driver and gunner. Whether it affords any cover to the 4 passengers depends on their +position and angle in the extended rear section. +†† + See page 23 for the profiles of the Thunderhawk weapons. + + + + 11 + Table 1-2: Distance Between Important Baraban Locations + Initial Site Towering Glades South-eastern Forest Western Mountains + Towering Glades 1233 km (4.5 hours) + South-eastern Forest 2451 km (9.0 hours) 1297 km (4.5 hours) + Western Mountains 5240 km (19 hours) 4018km (14.5 hours) 3487 km (12.5 hours) +Shadow of Madness + + + + Tau HQ 1180 km (4.0 hours) 1354 km (5.0 hours) 120 km (0.5 hours) 3595 km (13 hours) + + + The Delirium Trellis’s unknown makers built them for + secrecy. The only way to circumvent this mechanism is by + moving the entire array together, or with a stasis field. + + + + + ThE dElirium + A Delirium Trellis reaches into the human mind to seek out whatever thoughts are most oppressive and terrible. Then + it conjures a state of Delirium where those nightmare people and creatures walk. However, Adeptus Astartes are no + longer entirely human. Just as Fear affects them differently than common Imperial citizens, the visions produced by the + Delirium differ as well. Checking for Delirium begins with a Willpower Test. Failure yields 1d5 Insanity Points, and + the appropriate effect below. + morTal dElirium + Most individuals who experience the Delirium as described above treat a failed Delirium Test like a failed Fear Test. + Check for Shock as normal, adding an additional +20 to the result. + visions oF ThE immEmorial + The mind of a Space Marine is laced with the history of his Chapter, and indeed of mankind. If he is affected by the + Delirium, he may see people or memories that recall his own personal failings, or the Delirium may reach back into + an ancestry equally fraught with pain. Space Marines so affected may experience horrors witnessed by dead members + of their Chapter, their Primarch, or even the Emperor himself. The mental trauma of such experiences manifests in a + temporary affliction of their Primarch’s Curse (see pages 280-281 in the Deathwatch Rulebook). If the character is + already suffering from the Curse, then it increases in severity for 1d10 hours. Otherwise, he suffers a random level of + the Curse for 1d10 hours. + ThE drEam oF uniTy + While not necessarily sorcerous, the technology behind the Delirium Trellises involves at least a small amount of + immaterium manipulation. Its effect on the warp-removed Tau is therefore diminished, but not absent. Tau receive +10 + to resist the Delirium. Any who fail to resist do not experience fear, but rather the pleasant delusion of having achieved + their driving goal: universal acceptance of the Tau’va, the Greater Good. A Tau so afflicted treats anyone he encounters + as a trusted member of the Tau empire (since in his mind all races are now one with them). This is not to say that his + perception of an individual cannot be altered by that person’s words or deeds (particularly hostile ones), only that he + assumes all people, including humans and Space Marines, follow the Greater Good until given reason to doubt. + rETurn To ThE wilds + The Kroot are not so far removed from the savage world and mindset in which the Tau found them. Kroot under the + delirium revert to a savage and animalistic state. All other life forms become simply a source of food in their eyes. The + Greater Good and the Tau Empire are no longer even a distant memory in this feral state. + + + + 12 + dark imPliCaTions + oPTional rulE: volunTary +There are in fact three other “undetonated” devices on + isions +Baraban; these too must be kept out of enemy hands. A variety +of options exist for alerting the Kill-Team to the fact their Players often have the preconception that falling victim +mission is not over (if they do not move to this conclusion to an attack or effect is a purely negative experience + + + + + Shadow of Madness +themselves), including: (and sometimes this may be true). However, some of + • The Imperial Guard may mention that other areas of the most memorable roleplaying scenes often come out + spiritual calm—similar to the red glade containing the of rolls gone wrong. The Delirium’s effect on Space + first Trellis—are rumoured to exist on the planet. Marines is actually a fun chance for Battle-Brothers to + • A bold Techmarine might attempt to interface with the explore the heritage and the more extreme personality + device to learn more about it. This move may prove facets of their character. GM’s may want to offer their + perilous for his mind depending on how his Tech-Use players a chance to forego gaining Insanity Points + Test turns out, but also reveals enough about the effective from the Delirium in exchange for automatically + range of the device to realise it alone couldn’t possibly be suffering from the effect. This gives everyone a chance + tainting the planet. to participate in the roleplaying opportunity without + • Queries or investigations into recent enemy activity feeling penalised. + on the planet report a decrease in activity on nearly PossiBlE visions + all fronts, as though their troops were presently being + diverted to some other activity besides pressing the war. The GM should feel free to create his own Chapter or + The Tau strike team may also be sighted “searching for character specific events for Battle-Brothers who fall + something” on other continents. prey to the Delirium. However, here are a few ideas to + • If the Kill-team is single-mindedly determined to end their build upon: + Mission in the glade, the GM has a few choices: He can let A Black Templar may see a vengeful coven of + them depart, and cut the adventure short, with subsequent witches he purged in his early days with the Chapter. + events revealing that they failed in their Primary Objective; Alternatively, he may suddenly feel himself persecuted + the Tau gain a new weapon that will surely come back by his brothers for his Chapter’s lack of adherence to + to plague the Crusade forces. Or (a more heavy-handed the Codex Astartes. + but less harsh option), when the Spear of Fury returns for A Storm Warden may experience a sudden distortion + extraction, Brother-Captain Jaresh queries into the results of time, as though locked in stasis with his First + of their Mission. Upon hearing the details, he reports Company. Or, he may see a daemonic traitor Primarch + that his ship’s Sensorium array suffered strange feedback calling the purity of his gene-seed into question. + when reading the planet’s surface, and suggests that more A Blood Angel may see Horus bearing down on + Trellises may remain. (He is less than pleased at returning him for betrayal, or find himself surrounded by those + only to have to wait, but the Battle-Brothers have access to of his Chapter who have succumbed to the Black Rage, + the Gunship again for faster intra-planetary transport.) beckoning him to join them in mindless violence. + Once the Battle-Brothers realise other Trellises may still A Dark Angel may suddenly find traitor Fallen +lie on the planet, they need a method for pinpointing the Angels lurking in his environment, or be plagued +locations. The GM should encourage their own clever ideas, with the constant sensation of the earth beneath him +but a few possibilities include: cracking—reliving the destruction of Caliban. + • Scan footage of the planet for similar visual anomalies. An Ultramarine may feel a keen and constant pain + Of course, the Battle-Brothers alone would need months beneath the seal of his helmet, as though sharing in + to wade through all the picts stored in the main Imperial the mortal wound of his Primarch. Or, he may see the + military installations, so they would need the appropriate half-consumed forms of the many Battle-Brothers lost + Tests to employ or persuade cogitators, servitors, or to Tyranids in the Battle of Maccrage. + regiments of guardsmen for the task. A Space Wolf may hear the call of his lupine pack + • If a Techmarine does access the Delirium Trellis, he in the distance, or perceive his ancestors from Fenris, + discovers each device also contains the planetary coordinate constantly cheering him on to challenge his Brother + matrix used to deploy the devices to the proper locations. Space Marines in contests of skill, strength—or + A Challenging (+0) Logic Test can decipher the anything at all. + information sufficiently to determine the other locations + of devices that did not activate. Failure by less than one After they determine the approximate locations of the other + degree reveals the entire web, composed of hundreds of Delirium Trellises, the Kill-team can deal with them in any + deployment points, but gives no insight into which ones order (although some paths are more efficient than others). + still remain. The table below gives distances between each of the relevant + • If the Kill-team has realised light interferes with the locations, and travel time at the Land Speeder’s maximum + phasing mechanism, planetary augurs controlled by the cruising velocity. The GM should slightly expand the series of + main military installations could be modified to search the events at whichever location is visited last, as described in the + planet for Delirium Trellis signatures. Final Conflict section. + + + 13 + ThE FisT oF ThE EmPEror Faithspyre Station is the smallest of the four major + installations. Built into the side of one of the range’s tallest + The Kill-team may choose a course of action that requires mountain, it overlooks hundreds of kilometres of the western + translators, manpower and/or equipment from the Imperial continent. Much of the interior is given over to docking + Guard stationed on the planet. There are four large installations platforms and vehicle bays, as the majority of space traffic lands + of the Imperial military on Baraban. here due to the lower density of combat on the this continent. +Shadow of Madness + + + + Epsilon Garrison on the northeast continent is the closest Faithspyre also sees the fastest turnover in command, due in + installation to where the Kill-team lands, as Outpost 420 is no small part to the hub’s easy access to off-world channels + one of its satellites. Morale is low since the disappearance of for requesting re-assignment. Its current authority is Captain + General Caroses, and Colonel Afton has his hands full trying Martex of the Imperial Navy. + to restore order. He is receptive to any requests that do not + overly tax his time and resources, just to get the Kill-team out + of his thinning hair. + Fort Avernus is also on the northeast continent, albeit its The Towering + most southern peninsula. Its powerful las emplacements and + easily defended position make it the most secure installation. + From here, Lord General Sarenus commands the overall Glades + struggle for Baraban. He is an even-tempered veteran who has + + + T + worked with enough Space Marines in his long career to no he oldest and tallest trees on Baraban fill the western + longer be intimidated by them. However, he does understand part of the northeast continent. The Delirium Trellis + the strategic value of unravelling the planet’s ghosts. located here is in a contested piece of territory that + Fort Dorn is a battered foothold on the enemy-dominated switches hands between Imperial and Vespid forces on a daily + southeast continent. Waves of enemy forces almost never stop basis. All available information indicates the Battle-Brothers + assailing the underground installation. Thousands of soldiers should expect a fight to reach their objective. However, + no longer mentally fit for the front labour in its lower levels to unbeknownst to them, this location was already investigated + repel and repair constant tunnelling by the Vespids. General by the Tau strike team, who accidentally activated the device + Kire is more than a little touched by the planet himself, and in their attempts to recover it. Although Shas’El Keyl and + has trouble distinguishing his living troops from apparitions most of his team managed to retain their minds long enough + of the dead ones. to withdraw, the Vespid were not so fortunate. The local + + + + + 14 + population suffered a fate similar to the one that ripped the +Baraban’s civilisation apart thousands of years ago. is XEnos wargEar TainTEd? + When the Kill-team arrives, all is silent. + In the course of serving the Deathwatch, encounters + with alien technology are inevitable. Adeptus Astartes + opinions on this topic are far more diverse than in + The Vespid have made themselves at home in their long occupation + the Imperial citizenry at large. Many Space Marine + + + + + Shadow of Madness + of Baraban. Tunnels burrow into the massive columns of tree + Chapters are not as superstitious as the common man, + trunks and wind through the knotted mounds of roots, casting + but they are steadfast in faith, honour, and tradition. + the venerable forest with the tinge of an alien landscape. A few + The uneasy relationship between the Astartes Chapters + insectoid corpses lie in the undergrowth. More xenos bodies hang + and the Ecclesiarchy is rooted in the same fundamental + out of their self-made catacombs, and individual chitinous limbs + differences of philosophy. + and wings seed the loamy earth. + Some Space Marines may view xenos technology just + as the Ecclesiarchy proclaims: a product of the enemies + of man, from which no good can come. However to +Cursory examination of the scene reveals that the Vespid died + others, just as the Emperor for all his greatness was +in variety of ways, largely by the claws of their own kin, and + still a man, a tool of the alien is still only a tool. +shots from their own neutron blasters. The Trellis’s wilting + Xenotech can be a dividing line not just in the +remains languish near a convergence of tunnel openings. The + Deathwatch, but also in the Ordo Xenos whom they +dark webs are still, drained of movement and their shadowy + serve. Ultimately, a Battle-Brother’s stance on it: +lustre. Already large patches of the panels are mottled, like the + pragmatic, zealously condemning, or simply indifferent, +first blooms of rot on a corpse. However, the Battle-Brothers + is something each player should contemplate. +must first contend with something far more pressing. The +Delirium effect still lies thick and potent over this area. Each +Battle-Brother should test for Delirium at a -20 penalty. they can grow into more enemies. However, slaughtering +The earth around the rotting Trellis is unstable from the many such defenceless opponents may put a bad taste in the mouths +subterranean structures in the area. Once the Battle-Brothers of more honour-bound Adeptus Astartes. +locate it, any who approach within 15 metres should make a +Challenging (+0) Awareness Test. Failure means he does +not notice the ground’s instability beneath his heavy boots. + Tau rEmains +Anyone who continues 10 metres or closer to the remains As the Battle-Brothers survey the area, a Routine (+10) +must make a Difficult (–10) Acrobatics or Agility Test to Awareness Test also picks out a Fire Warrior’s body amidst +avoid falling 8 metres through the weak earth into the dead the wreckage. Examination of the corpse shows that he too +nest below. (This Test assumes a Battle-Brother is in his heavy was killed by Vespid neutron blasters. The most interesting +power armour. It is only Challenging (+0) without that fact to be gleaned here is that over a dozen Vespid dot the +extra weight.) If a Kill-team member does take a tumble into ground nearby, punctured by pulse weapon fire. Either this +the tunnel network and does not have the means to jump or Fire Warrior was a remarkable combatant to defeat so many, +climb out, he can wander the dirt necropolis for 2d10 minutes or he was not alone. +(reduced by a successful Survival Test) until he finds an exit. If any of the Kill-team decides to take a closer look at the +The interior of the nest is just as littered with dead xenos detritus, a Challenging (+0) Search Test reveals a small, +as the surface, and barely wide enough for a Space Marine. palm-held dome with some kind of projector array atop it. +However, the soft earth gives easily, leaving his armour a bit The sophisticated Tau technology is well designed, so despite +dirty, but otherwise unharmed. its alien nature a Routine (+10) Tech-Use Test can activate. + The Trellis continues to slowly deteriorate before the Kill- It produces a three dimensional display of a Delirium Trellis, +team’s eyes. Any character succeeding on a Challenging with several annotations in the Tau language. This schematic +(+0) Awareness Test notes one panel is already completely is the product of Earth Caste study of the battle where the +gone from the Trellis. Did it rot faster than the rest, or was Trellis was first discovered. If a Literate character with Speak +it removed? If the Kill-team does nothing, the Trellis is Language (Tau) deciphers the contents, they discover the +completely gone in 1d10+5 hours. Otherwise, they are free to diagram actually contains directions on how to use modulated +take whatever actions they choose with the device, although light frequencies to permanently remove the Trellises from +they must continue to be wary of the unstable ground. their phased existence. This is the very procedure the Tau are + using to try to recover a sample of one of the devices. +ThE haTchEry +An uneven stone mound rises out of the ground on the western + t +side of the scene. Holes the diameter of a Space Marine’s One particular patch of ground is thick with the alien +fist riddle it. This miniature catacomb holds developing exoskeletons, like the piles of dead insects that might pour +Stingwings. Even the most matured of the creatures are still from a poisoned pest hive. If the Battle-Brothers sift through +small and helpless compared to the Battle-Brothers. They put this mound of rough wings and chitin, beneath it they find +up no fight if the Kill-team decides to cleanse them before a sunken pit containing a heavily secured metal locker. + + + 15 + Opening the locker requires a Routine (+10) Security + Test. Inside lies a stock of the crystals unique to the Vespid S + homeworld. These crystals power the Vespids’ signature + weapons, modulated to the proper energy frequencies by S T ag int Per wP Fel + their wings. The Delirium creates a fatal cycle of attraction (10) (8) + to the energised mineral in Vespid. They swarm the crystals, 50 25 50 45 60 15 44 30 12 +Shadow of Madness + + + + beating their wings at unnatural frequencies that create a low, + sustained energy field. The field and its ultrasonic signature Movement: 6/12/24/48 Wounds: 19 + is like drug, drawing the Vespid closer while poisoning their Skills: Acrobatics (Ag) +20, Awareness (Per) +10, Climb (S) + bodies with its emissions. +20, Concealment (Ag) +20, Dodge (Ag) +10, Silent Move + (Ag) +20, Speak Language (Kroot) (Int), Tracking (Int) +10, + Survival (Int) +10 + + Behind Enemy Talents: Assassin Strike†, Death from Above††, Furious + Assault, Leap Up, Lightning Reflexes, Melee Weapon Training + (Primitive), Sprint, Swift Attack + + Lines Traits: Natural Weapon (Beak), Unnatural Strength (x2), + Unnatural Perception (x2) + Armour: Tattered Hide armour (Body 2, Primitive) + + + T + he southeast continent is similar in ecology to the Weapons: Kroot hunting blade (1d10+10 R; Pen 4), beak + northeast, but the trees are the dark green of summer. (1d5+10 R) + The Tau and their allies also have the strongest hold Gear: None + on this landmass. The Delirium Trellis here is located towards † + The half Move taken as a result of Assassin’s Strike can be in any + the centre of the continent, less than two hundred kilometres direction, including a vertical jump or Climb. + from one of the planet’s largest Tau installations. The Kill- †† + The Kroot may Charge vertically with a successful Acrobatics check. + team must be cautious and alert once they reach the thick, Doing so grants them the same benefits a Deathwatch Assault Marine + verdant woodlands. The stealthy Kroot are at home in this gets from Wrath of Angels when using a Jump Pack. + arboreal locale, and far more numerous than on the other + continents. If the Kill-team does not lay out at least some plan Most of the xenos still have Kroot rifles, but they have + for avoiding detection as they travel towards their objective, forgotten how to fire them at range. Instead they use the + they are interrupted several times by Kroot attacks (some weapons’ bladed ends for melee. While the Space Marines + or all of which the GM may wish to summarise to avoid have the clear advantage in training and equipment, the + monotony). This has the additional side effect of revealing battleground strongly favours the Kroot, and it is clear they + their presence to the Tau if it had not happened already. know how to take advantage of it. + A constant sense of being watched lingers over the journey, The Kroot are clever enough not to go toe to toe with the + as movement constantly rustles through the thick tree canopy, Space Marines. Instead, they take advantage of their speed + and visibility is poor. Maintaining top speed despite the thick and mobility to launch diving attacks from the branches and + undergrowth and masses of vines requires a Routine (+10) immediately swing back to a concealed position. The trees do + Drive (Skimmer) Test. Failure adds additional time to not have the stopping power to provide any Armour Points + the trip. as cover from Adeptus Astartes weapons, but they do make + The area holding the Delirium Trellis is similar to the rest targeting the creatures more difficult. Ballistic Skill Tests to + of the continent. Two trees have grown over the fan-shaped hit Kroot in the tree foliage are Difficult (–10). + device in the millennia since its placement, and it is actually Once the Battle-Brothers take care of the animalistic Kroot, + wedged tightly between them. The Battle-Brothers have the difficulty of dealing with the Trellis depends on their plans + more to contend with than ornery flora, however. This clutch for it. If they have set on a course of destroying the devices, + of trees is home to a tribe of Kroot that have succumbed then this one poses little additional challenge. However, any + to Baraban’s Delirium. The creatures (numbering about half destructive force great enough to annihilate the Trellis is almost + again the Kill-team size) leap from the trees almost as soon as sure to topple the two massive trees around it. If the Kill-team + the Battle-Brothers exit the Land Speeder. seems to have forgotten that little fact while wedging their + explosives into the tight space, the GM may wish to call for + Intelligence Tests to realise the potential danger, or simply + t Dodge Tests to avoid dents and damage from the falling + Although the Delirium Trellises do not affect alien races in the trees. In any event, explosives and/or the felling of the large + same way as humans, the unfortunate repercussions of exposure trees echoes like thunder through the forest, raising storms of + cannot be denied. Across Baraban, many Kroot have regressed crying birds and almost certain to warrant investigation from + to a feral mentality under the planet’s malign influence. the nearby Tau base. An enemy team of the GM’s choosing + Forgetting their alliance with the Tau Empire, these victims arrives in 3d10 minutes, and engages the Battle-Brothers if + of the Delirium live in isolated nests in the dense forests. They they have not departed by that time. + seem like little more than animals now, although they have + evolved a deadly hunting style suited to their arboreal nature. + + + 16 + Trying to extract the Trellis from its trapped position is a more +challenging proposition. Possible avenues include: ByPassing ThE Envoy + • Taking a chainsword to the base of one of the trees. This is + If the flow of the story or the nature of a GM’s players + a slow but steady method, requiring no Tests, but taking 20 + doesn’t lend itself to the appearance of Kor’Ui Arsheth, + minus the wielder’s Strength Bonus in minutes. + he’ll want to find some other mechanism for alerting + • A Challenging (+0) Demolitions Test can pulverise one + the Kill-team to the events transpiring at the Tau base. + + + + + Shadow of Madness + or both of the entwining trees without damaging the Trellis. + Possible avenues include: + Failure by two degrees or more indicates that the Trellis is + • A communication from the Imperial Guard telling + destroyed in the blast. + them they have discovered the General’s location + • The Kill-team can carve away a portion of the trunks to + • Arriving too late at one of the locations and finding + expose the Trellis. This requires three successes on an + the Trellis already gone. The size of ship necessary + Extended Weapon Skill Test with most melee weapons, + to transport the Trellis off planet means it is almost + or an Extended Ballistic Skill Test with a weapon that + certainly being taken to their main base. + can produce a sustained blast like a melta or flame weapon. + • After a clash with the Tau strike team (or from the + If the Kill-team employs any method that involves felling + bodies in the towering glade), the Battle-Brothers +trees, a successful use of the Evaluate Skill to determine weak + might recover intelligence documents. Interpreting +points either halves the time needed or adds +10 to the chances + it would require help from someone with Speak +of success. + Language (Tau) or an Elucidator. + • Move the base’s location on the planet to somewhere +XEnos rEmains that the Kill-team sees one of the orbital shuttles + descend through the atmosphere. +The Kroot nested in the tree branches, about fifteen metres +up. If the Battle-Brothers glance upwards, they see the series + they died. A few crumpled pages of a manuscript in high +of structures formed from animal hides, leaves, and a mulch + gothic flutter between two flat chunks of rubble. They appear +of partially digested wood from the Kroot’s iron stomachs. + to be the account of a survivor of original settlement, but +Anyone who takes an interest in investigating these dwellings + only the first, smeared page is legible. Time has otherwise +must make a Challenging (+0) Climb Test to scale their + finished the work the Trellises did not. +way up to the primitive houses. Navigating them should +require the occasional Routine (+10) Awareness Test to +watch one’s footing, as a Battle-Brother strains these fragile +constructions considerably more than the light Kroot. (These +Tests are one step easier without the complication of power +armour’s weight.) + It appears the entire colony joined in the fray with the +Kill-team, as exploration finds no additional Kroot. It does + We may be the last survivors of this planet. Others live, but they are +provide concrete evidence that the creatures had strayed from +their faction. Leavings from Tau, Imperial, Vespid, and even + naught more than empty man-shaped husks filled with madness. Only a +other Kroot victims litter the makeshift hut. Most of the +undamaged equipment is of little use to a Space Marine, both + few days ago I walked in the singing gardens of the capitol with my +inconveniently small and of inferior make. However, a pair +of Tau EMP Grenades do roll around loosely near a gore- + wife and son. How distant that seems when compared to the memory of +spattered carapace chest piece. finding them lifeless in a great pool of their mingled blood. The knife +words oF warning was still in her hand. +One other point of interest crumbles within line of sight from +the Kroot den. The forest opens onto a large lake, where +severed stone columns break the surface, and adamantite + Even though I doubt these words will ever be found, I feel compelled to +beams have lain long enough that even that the ultra-durable +metal is slowly fading to rust. This site was once the refuge + lay down some memory of the home that was. Perhaps it is my own need +of the last inhabitants of Baraban. Here, the few people that +escaped the insanity ravaging their planet fled to hide from + to occupy my mind, lest loneliness and loss do to it what the enemy’s +their less fortunate neighbours. + A Routine (+10) Scrutiny Test suggests that the + horrible weapon could not. I should also leave warning about these +wreckage once formed a fortified bunker supplied with water +from the lake. Little more evidence remains of this bastion’s + cursed fiends, for their darkness will surely return to +lonely occupants than does of the planet’s condemned +civilisation. Bone fragments amidst the shards of metal and +stone suggest that whoever hid here probably did so until + + + 17 + The Western + Continent + T +Shadow of Madness + + + + he Delirium Trellis on the mountainous western + continent resides on the Imperial side of the battle lines. + Unfortunately, the local Imperial Guard Company has + completely lost their sanity to the ghosts of Baraban, and + they have possession of the device. This unit of the Iocanthan + 39’th deserted several months ago, killing their Captain and + Commissar in a terror-induced frenzy. Some of the men’s + minds remain irreparably shattered from the experience, while + those that partially recovered are no more inclined to return. + Insanity would be scarcely more of an excuse than cowardice + for their treasonous actions, and they know themselves + marked with a death sentence. The Company shelters in Old + Hollow, a mountain full of caverns and tunnels bored decades + ago by Vespid before Imperial forces claimed the surrounding + territory. The Delirium Trellis slept atop the mountain before + even the Vespid set up residence. The guardsmen would never + have known it was there, had the Tau not recently located and + come to recover it. The Tau were woefully unprepared for the + crazed, armed men living inside the mountain. Before they + perished, they did manage to un-phase the Trellis, revealing + it to the deserter company. + The Kill-team’s Land Speeder can negotiate the steep + mountains to reach Old Hollow, although at times the vehicle + goes nearly vertical to do so. The native life—large felines + The two remaining men react little to whatever transpires + and shaggy rams—shows little fear of the Space Marines or + with their fellows and the Kill-team. Their own minds have + their vehicle as they pass through the snow-laden conifers. + conjured far stranger visions since they came to Baraban. In + Whatever means the Kill-team used to locate the Trellis + fact, if the Battle-Brothers attempt to speak with the men, it + here, the closest they can get to its suspected location is a + requires deft persuasion to convince them that they are not + cliff approximately one third of the way up Mount Hollow. + just more of the planet’s ghosts. Either through roleplaying or + Several circular tunnels in the stone empty out to the rock + Interaction Tests, the Kill-team may convince the remaining + shelf, where a large circle of cleared earth stands. + soldiers to answer questions about who they are or what lies + in the caves beyond. The men raise no objection if the Angels + t of Death go past them into the mountain. + The deserter company spends most of their time inside the + mountain, but cooking, recharging las power packs, heating pe + stones for warmth, and other task requiring fire must all be + performed outside to avoid flooding the tunnels with smoke. Vespid are larger than Tau, but not so large as an armoured + Fires of various sizes burn in the cleared circle. Smaller blazes Space Marine—particularly when the xenos have their wings + flicker in upturned helmets and small troughs dug in the tucked against their bodies to burrow. The stone tunnels do + frozen ground, while the largest fire—used to roast animal not yield like the earthen passages on the northeast continent. + carcasses—roars in the remains of an Imperial Sentinel The Battle-Brothers fit into Mount Hollow, but barely. Unless + cockpit. A dozen men mill in this area. Their military flak is they are willing to forsake their holy power armour, the trek + still visible beneath a patchwork of animal skins and furs. towards the Trellis is full of scraping and sparks. Their power + The saner members of the company are easy to spot as armour suffers no real damage, but the Deathwatch colours + they are the ones who quickly retreat into the cave network will need to be repainted. + at the sight of the Kill-team. Two of the men simply stay The passage snakes through the mountain, occasionally + where they are, gutting the las-riddled corpses of mountain opening into empty caves or splitting into small side alcoves, + rams. A trio of the most far-gone guards, however, leap up but the trail up towards the Trellis is relatively un-branching. + and launched a crazed (and almost certainly suicidal) assault From time to time they hear footsteps echoing nearby, but + on the Battle-Brothers. The profile for Imperial Guardsmen unless they have found a way to move through the restricted + can be found on page 376 of the Deathwatch rulebook. passageways quietly, all of the deserters clear out in the wake + of the Kill-team’s approach. + + + 18 + t entrance. When Orlos finally turns his attention to the Space + Marines, he faces them with indignation. His first thought +Iocanthos is a harsh planet where warlords battle constantly at seeing the Emperor’s Angels is that they must have come +over the rare and valuable Ghostfire flower. Most of the to reclaim the “gate,” a gift he has proved unworthy of. He +planet’s troop tithes come from these nomadic armies. Bereft also believes this judgement unfair. If a Techmarine is present, +of an immediate foe and plunged into mental instability, many he assumes they must represent the group and addresses his + rebuke to them, otherwise he rails at them all: + + + + + Shadow of Madness +of the soldiers went back to a proxy of their ingrained habits +of harvesting. The largest node the Kill-team encounters on +their climb through the sloping tunnels is the resting place of +all these futile endeavours. “No, wait! I just need more time!” He strides towards you, + The deserters have hewn rough ledges all around the oval expression slightly fearful yet not surprised that the Adeptus +cavern’s walls with knives and axes. The bizarre array of Astartes have come. “I’m close to opening it, I can feel it. This, +would-be tithes collected on these shelves provides glimpses all this…” he gestures about the room breathlessly, “I have done +into the various insanities crawling Mount Hollow. Many for His task. I will complete it!” +piles bear an obvious similarity to the chief crop of Iocanthos: +hardy purple mountain thistle and red seed pods from local + Modify the Guardsman profile as follows for Samsael +trees. However some of the other crops are the products of + Orlos: add an empty bolt pistol (counts as an Improvised +dreams best left unknown. The makeshift shelves also hold + Weapon) to his Weapons, add +10 to his Fellowship, and +bags of empty bolt shells and hand-carved wooden idols and + give him the Fearless Talent. Orlos is obviously unstable, but +faceted Stingwing eyes—dried and strung together in long + it is equally obvious a great many Imperial Guards are willing +cords. + to follow his commands. The Battle-Brothers have several + options, ranging from diplomacy to violence. The following +hall oF ThE mounTain King information may be useful in resolving the outcome: +A charismatic conscript named Samsael Orlos is the de facto • Orlos is a strong believer in the divinity of the Emperor’s +leader of the former soldiers now. Samsael’s brown hair Chosen. As long as their message supports his delusion +has grown out of its military crop unevenly, and he wears that he is meant to lead the deserters to a better place, he +the bloody and tattered coat from the slain Commissar. is receptive to what they have to say. +The dead man’s bolt pistol likewise hangs on Orlos’s hip, • If hostilities erupt, the Guardsmen form one or more +although he spent its precious ammunition some time ago on Hordes totalling a Magnitude of 40. +hallucinatory foes. He fancies himself the Vai (or “prince”) of • Intimidation is less effective with the deserters than other +a rising warband. Enough men were willing to accept this forms of persuasion due to their volatile psyches. If a +familiar structure that the few who opposed him did not last Battle-Brother makes a successful Intimidation Test +long. When his men wrested the Delirium Trellis from the against the deserters, half of them back down. However, +Tau, he became convinced that its shifting images reflect a the other half immediately attack (with a total Magnitude +world on the other side, and the Trellis is a gate they just of 20 instead of 40). +need to unlock. For days he has rallied the deserters around +the Trellis, preaching to them of the relief from the war +and freezing climate that awaits them on the other side of +this gate. + Orlos and his men dragged the device as far inside the +mountain as the hive’s construction allowed. The visible +and slightly damaged device lilts in the centre of a massive +chamber, spectral images still dancing through its dark panels. +The bulk of the deserters and the results of their effort to +open their gate off of Baraban crowd the room. With no +tech-priests to commune with the device, Orlos and his men +resorted to experimentation and the best approximation of +tech-lore they knew how to mimic. Wires and hoses link +slipshod to the Trellis, feeding into a limping and weaponless +servitor. A scorched ring of stone and several blackened +corpses suggests a rite with promethium gone awry, and an +effigy of the Trellis, constructed from lasguns and vehicle +panels, lies as the broken remains of failed supplication. + When the Space Marines enter the ignominious ceremony +hall, Orlos is shaking the servitor by its thick shoulders, +demanding it translate the mystery of the device. While he +is consumed with his task, several of his men heard the Kill- +team coming, and have their lasguns cautiously trained at the + + + 19 + The Final As Kor’Ui Arsheth (assuming he is with them) leads the + Battle-Brothers down the gently sloping valley walls, they have + a clear view of the activity below. The base is 40 metres high + + Conflict and topped with a flat landing pad for spacecraft. As the Battle- + Brothers approach, an Orca dropship sits atop the structure, + and two Fire Warriors escort a man in Imperial military dress + towards it. Anyone who uses vision magnification to get a +Shadow of Madness + + + + “He who believes force of arms does not contribute to victory is a + fool, but he who believes in force over cunning hands his victory better look at the exchange sees that the General’s expression + to fools.” is stubborn, but fearful. + At the edge of deforested zone another, wider, landing circle + –From the Battle Doctrines of the Dark Angels Chapter does not quite break the tree line. This dedicated platform was + + + + K + or’Ui Arsheth is a Water caste envoy who came to built to support the Tau’s massive Manta spacecraft. One such + Baraban as part of a larger contingent to persuade super-heavy dropship waits there now. Even powered down the + General Caroses to the Tau point of view. However, craft’s firepower is menacing: rows of missile launchers, twin- + he suffered his own misfortunes on Baraban, the greatest of linked heavy railguns, and turret after turret of burst cannons. + them being that he is now under the effects of the Delirium. The air caste crew is currently outside performing maintenance + The GM is free to place him in whatever situation and location and preparing the ship for launch. + he pleases, but encountering him is likely to trigger the most This Manta brought Shas’El Keyl and his team to Baraban, + climactic events of the Mission. Those who favour a flexible and his force has not been idle while the Battle-Brothers + approach to story may therefore want to have him appear in worked. The Tau Commander suffered several frustrating + the last location investigated. Possible options include: moments of finding a surviving Trellis’s location, only to reach + Towering Glades: Kor’Ui Arsheth had accompanied the it and discover the Kill-team got there first. At a minimum he + Fire Warriors to see the object of interest, and was injured in recovered a panel from the Towering Glade, and has it secured + the chaos when the Trellis activated. He is unconscious near in a stasis field. If the Kill-team missed one of the Trellis + the other Tau corpses. locations, then the Tau may have a more substantial prize + Behind Enemy Lines: Kor’Ui Arsheth did not realise how to actually fill the empty hold of the huge dropship they so + far the Kroot had regressed from the Greater Good. He came optimistically brought. + to persuade them to return to a peaceful alliance. The timely The Battle-Brothers have a clear line of sight on both ships, + interruption of the Kill-team is actually the only thing that and some important choices to make. While the GM should not + saved him from being devoured, and he rushes out from his dictate what his players can and can’t attempt, he should make + hiding spot to thank them once the battle is done. sure they understand the numbers and strength of weapons + The Western Continent: Kor’Ui Arsheth accompanied the facing them; Space Marines only sell their lives dearly. Charging + Fire Warriors in their failed attempt to retrieve the Trellis. The across the open ground towards the base is such small numbers + Kill-team finds him being held prisoner by Samsael Orlos. highly risky, while a fight anywhere that the Manta can get a + Regardless of his location, the Tau is affected by the Delirium clear shot with its main armaments is tantamount to suicide. + and regards the Battle-Brothers as allies. After thanking them A Tactics Test is appropriate as the Kill-team assesses their + for “rescuing” him, he segues into a request: options. Depending on how well the Battle-Brothers succeed, + the GM can offer them information or advice based on the + following facts: + “Thank you Kai’El. I am most fortunate that you found me. • The General is in Long Range of a Godwyn-pattern bolter. + However, I must ask for your aid again. I had not intended to An easy solution exists to curb the risk that the Tau might + be gone this long. An important gue’la General waits there for persuade him to share Imperial secrets. The Battle-Brothers + us to show him the wisdom of the Greater Good. It won’t be only need to sacrifice a single life. + long before the others of my caste assume me lost to this strange • The Kill-team can count nine unarmoured Tau Air Caste + backwater of strife and depart with him. I believe I will make a on the docking circle. This is the usual complement of + much faster and safer return in your company. Will you escort a Manta’s crew. If the Battle-Brothers can eliminate the + me back?” pilots before they can re-enter the Manta, it is doubtful + anyone else in the immediate vicinity is trained to man the + sophisticated craft. Furthermore, the loading is taking place + The Tau base sits in a lowland basin, its circular structure + at the rear ramp, opposite the ship’s main armaments. In + panelled in smooth, white shielding. The tree line has been + the unfortunate event that the Manta’s armament becomes + cleared for 100 metres in all directions, making anyone who + relevant, see Table 1–3 for its weapons compliment. + approaches visible and an easy target. Eight recessed oblongs + • There is no obvious sign of exactly what disposition of + ring the building at even intervals, evidencing retractable + forces may be inside the base right now. However, the + support weapons. Two railguns cover each of the four entrances. + truth is that only a few teams of Fire Warriors currently + A squad of Fire Warriors (see page 368 of the Deathwatch + occupy it; the Tau do not maintain a large presence on + Rulebook) also patrols the circumference of the base. + Baraban, leaving it to the Kroot and Vespid. The warriors + inside can form a Horde with a maximum Magnitude + of 30. + + + 20 + oFF-scrEEn oPEraTions + In the darkness of the 41’st millennium there is only war—but not all wars are created equal. Particularly for powerful + characters like the Adeptus Astartes, sometimes an event does not hold enough challenge or narrative interest to spend + extensive time roleplaying through it. In these instances, you may find it useful to simply summarise the attempt and its + outcome so that the main story can continue. Once the GM and the players agree on the players’ intended outcome and + + + + + Shadow of Madness + course of action to achieve it, the GM designates one Skill or Characteristic Test for each character involved. This Test + should represent the best abstraction of the abilities the character is utilizing in the Operation. Each character involved + Tests on the designated Skill or Characteristic and reports their degrees of success or failure. The GM then totals degrees + of success, and consults Table 1–4 on page 22 to determine the outcome. As a general rule, you should not award XP + (or Kill Markers) for Off-Screen Operations. + e + + The Kill-team has accomplished all their Objectives on Vanir and are returning to their Teleport Homer for extraction. + Earlier in the Mission, they were harried by forces of a rebellious Monarch, but had no time to deal with matters as simple + as civil war. However, they must pass through the territory again on the way back, and the entire Kill-team decides + to aid the Imperial cause by putting down as many of those particular rebels as they see. The Kill-team comprises 5 + Battle-Brothers. The GM allows each character to roll on their preferred combat Characteristic (WS or BS). The results + across the group are: 4 DoS, 2 DoF, 1 DoS, 3 DoS, 0 DoF. This sums to 6 Degrees of Success, a Moderate Victory. They + efficiently purged every rebel who crossed their path, but it was still a footnote compared the real Mission. + + salvaged anything of relevance from the Trellises, or dare to + • The nearby mountains offer ample cover and narrow hope their foes will not profit by escaping with one of the + passes that vehicles cannot enter and that negate the strange alien devices? Either storming the landing pad to + advantage of large numbers. However, this is more rescue the general or battling the strike team will challenge + viable as a withdrawal strategy than as lure, since there a full Kill-team. Force of arms alone will not serve the + is no guarantee one or both of their targets wouldn’t Battle-Brothers if they try to split their team to deal with + simply take off instead of pursue. both issues at once. The stage of the battle is set, victory or + • Two burst cannons cover each facing of the base, but defeat depend upon the Battle-Brothers’ choices—and the + the approach is open and there is still the Fire Warrior Game Master’s. + patrol to contend with. However, the patrol might be + lured into an ambush. If a Battle-Brother reaches the + structure intact, he must still pass a Challenging (+0) manTa armamEnTs + Security Test to gain entrance. The interior of the Ion Cannon: (300m; S/2/–; 3d10+5; Pen 7; Twin-Linked)† + base is built for the diminutive Tau. A Battle-Brother in Burst Cannon: (60m; –/–/10; 2d10 X; Pen 3)† + power armour would be at –10 to Weapon Skill Tests Seeker Missiles: (2000m; S/–/–; 3d10+6 X; Pen 10; Clip + inside due to the cramped environment. 5)† + • If the Kill-team devises a use for Kor’Ui Arsheth as a Missile Pod: (120m; S/2/–; 2d10+6; Pen 5; Twin-Linked)†† + distraction or decoy, a Deceive Test or a well-conceived Heavy Railgun: (400m; S/–/–; 6d10+12 I; Pen 12; + story convinces him to help. Devastating (1), Felling, Twin-Linked) + • If the Battle-Brothers kept the EMP Grenades from † + The Manta has sufficient ammo hoppers for this weapon that clip + the feral Kroot nests, Tau are highly dependent upon size is irrelevant. + their technology. †† + The tracking warheads grant a +20 to all Ballistic Skill Tests made + Now is the moment of truth. Does the Kill-Team risk to fire this weapon. Each missile can only be fired once. +letting vital information about the Baraban war front fall +into enemy hands? Do they gamble that the Tau have not + + +Table 1-3: Manta Armaments + Burst Cannons Missiles Pod Seeker Missiles Ion Cannons Heavy Railguns + Count 16 1 2 6 1 + BS fired by Drone 30 N/A N/A N/A N/A + BS fired by Air + N/A 35 35 35 35 + Caste + Front: 8 + Left: 6 + Covered Facings Front: 1 Front: 2 Front: 6 Front: 1 + Right: 6 + Rear: 10 + + + + 21 + Table 1-4: Off-Screen Operations + 1 PC Participating 2-3 PC’s Participating 4+ PC’s Participating Outcome + Catastrophic: The involved characters nearly + die, jeopardise the Mission, or otherwise make + 4+ Degrees of Failure 5+ Degrees of Failure 7+ Degrees of Failure + a complete mockery of themselves. Subtract 1 + Renown from the overall Mission Rewards. +Shadow of Madness + + + + + Failure: The operation is a failure. Whatever + result the characters were attempting, they affect + 1-3 Degrees of Failure 1-4 Degrees of Failure 2-6 Degrees of Failure the opposite. If combat was involved, each + character carries 1d5 points of Damage back + from the battle. + Stalemate: There is no meaningful outcome to + the operation. The characters made a respectable + 0 Degrees of Success/ 0 Degrees of Success/ 0 -1 Degrees of Success/ + effort; the GM can further shade whether they + Failure Failure Failure + accomplished even something trivial by whether + the attempt was a net fail or success. + Minor Victory: The operation will be quickly + 1 Degree of Success 1-3 Degrees of Success 1-5 Degrees of Success forgotten, but the characters accomplished what + they set out to do. The effects may be temporary. + Moderate Victory: The characters performed + 2-3 Degrees of Success 4-6 Degrees of Success 6-9 Degrees of Success admirably, accomplishing most of their goal, but + without particular flair. + Decisive Victory: The Operation was a tale + worth re-telling. The characters affected a + 4-8 Degrees of Success 7-10 Degrees of Success 10-13 Degrees of Success + lasting achievement that was everything they + could have hoped to accomplish. + Heroic Feat: The involved characters achieved + even more than they set out to do. What began + 9+ Degrees of Success 11+ Degrees of Success 14+ Degrees of Success as a side errand may very well end up being + the most memorable part of the Mission. Add1 + Renown to the overall Mission Rewards. + + + reTurn To erioCh rEwards + Once their long-range vox beacon is activated, The Spear Each Trellis kept from the Tau nets 200 XP. If the Kill-team + of Fury takes a day or two to return from its own battles rescued or killed the General, this is worth 100 XP, as is defeating + to retrieve the Kill-team. Space Marines are not known for the Tau command unit. Dealing with the crazed Guardsmen + sitting idle, and the Battle-Brothers are likely to want to use at Mount Hollow without killing them, and keeping Epsilon + this time to further the war effort. The GM should give them 420from being overrun are also worth 100 XP each. Award an + an opportunity to outline the particular battles or activities additional 200 bonus XP if the team managed to both rescue + the team intends to participate in, provided they stay as a unit (not kill) the General and stop Shas’El Keyl from getting away. + so that whenever the Spear does arrive they can be speedily The following are worth 1 Renown each: + extracted. Use the provided rules for Off-Screen Operations • Stopping the Tau from getting any Trellises + to summarise these events. • Stopping the Tau from taking the General + Inquisitor Quist meets with the Battle-Brothers upon their • Defeating Shas’El Keyl and his command unit + return. She listens to their debrief and identifies the devices as • Successfully dealing with two of more of the following: + Delirium Trellises if they have not already done so. She also the Kroot attacking the Outpost, the regressed Kroot, the + fills them in with what she knows of the Trellises (as detailed deserters at Mount Hollow + in the beginning of the adventure). She is exceptionally As always, the GM should feel free to further reward clever + pleased if they have managed to bring back a sample for study, plans and good roleplaying. + but issues general commendations as long as the technology + did not fall into the Tau’s hands. Quist exhibits mild interest + in the feral Kroot and the Tau, but little concern for the fate + musings For ThE ordo XEnos + of the Imperial Guard regiments on the planet no matter the The Battle-Brothers now have some insight into the cause + choices the Kill-team made. of the “ghosts” of Baraban, but many new questions. What + threat could create such weapons of madness? And why + was Baraban singled out—or do more Delirium Trellises + lie undiscovered on populous planets even now? Was it just + coincidence that the Omega Vault’s luminators revealed the + devices, or are they linked to its inscrutable purpose? + + + 22 + NPC’s and †† + The gunner selects targets for these weapons, and should roll for + them, using the machine spirit’s Ballistic Skill. + + + Antagonists vEsPid sTingwing + S + + + + + Shadow of Madness +iniTiaTE danE oF ThE BlacK TEmPlars +S + + + + + S T ag int Per wP Fel + (8) + S T ag int Per wP Fel 35 45 30 45 60 25 30 30 15 + (10) (8) + 55 40 45 41 47 48 38 48 43 Movement: 4/8/16/32 Wounds: 15 + Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, +Movement: 5/10/15/30 Wounds: 20 Speak Language (Tau, Vespid) (Int), Survival (Int) +Skills: Awareness (Per), Ciphers (Chapter Runes, Deathwatch) Talents: Basic Weapon Training (SP, Primitive), Lightning +(Int), Common Lore (Adeptus Astartes, Deathwatch, Reflexes, Melee Weapon Training (Primitive), +Imperium) (Int), Dodge (Ag) +10, Drive (Ground Vehicles), Traits: Flyer (10), Improved Natural Weapon (Claws), +Forbidden Lore (Xenos), Literacy (Int), Navigation (Surface), Unnatural Toughness (x2). +Pilot (Spacecraft) (Ag), Scholastic Lore (Codex Astartes), Silent Armour Natural Chitin Armour (3 AP in all Locations) +Move (Ag), Speak Language (Low Gothic, High Gothic) (Int), Weapons: Neutron Blaster† (45m; S/2/–; 2d10+3 E; Pen 6; +Tactics (Int). Clip 24; Reload Full), claws (1d10+3 R) +Talents: Ambidextrous, Astartes Weapon Training, Bulging Gear: Communion helm (includes vox) +Biceps, Deathwatch Training, Heightened Senses (Sight), † + A neutron blaster only functions when used by a Vespid +Hatred (Heretics), Nerves of Steel, Resistance (Psychic +Powers), Two-weapon Wielder (Melee), Unarmed Master. +Traits: Size (Hulking), Unnatural Strength (x2), Unnatural +Toughness (x2). +Armour Astartes Power Armour (Head 8, Arms 8, Body 10, +Legs 8; History: A Fury Like Lightning). +Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; +Pen 5; Clip 12; Rld Full, Tearing), Astartes Combat Knife +(1d10+10 R; Pen 2), Astartes Chainsword (1d10+11 R; Pen +4; Balanced, Tearing). +Gear: Astartes jump pack, 3 bolt pistol reloads, devotion +chain. +Demeanours: Accept Any Challenge, Studious. + + +t +Lascannons (2): (300m, S/–/–, 6d10+10 E, Pen 10, Clip +40, Reload 2Full) +Turbo-laser: (750m, S/–/–, 4d10+30 E, Pen 20, Clip 5, +cannot be reloaded in flight, Blast (6) ) +6 Hellstrike Missiles: (1000m, S/–/–, 4d10+6 X, Pen 10, +each missile can only be fired once, Blast (1) ) +Twin-linked heavy bolters (4): (150m, –/–/10, 3d10+1 +X, Pen 6, Clip 200, Reload 2Full, Twin-linked, Tearing)†† +† + These weapons can either be operated by the pilot, or the gunship’s +machine spirit, who has a BS of 40. + + + 23 + Appendix on Erioch to a friendly duel at least once. The exception + to his good nature is Watch Captain Servais. The two have + conflicted time and again on matters of strategy, philosophy, + + + T + he Non-Player Characters (NPCs) presented in this and personality. The diametric opposition of their approaches + section represent a selection of prominent individuals to combat has been a wedge between the two ever since the + who frequent Watch Fortress Erioch. They provide a Raven Guard warrior arrived. + starting suite of characters who may serve as leaders, allies, While Tarran takes the mission of the Deathwatch with + or rivals for a Kill-team. Each NPC description also contains utmost gravity, he sees no reason not to use the assignment + ideas for how they may initiate Missions or otherwise play a to further the interests of the Storm Wardens during his term + role in your campaign. of service. Despite the Inquisitorial sanction, he possesses + a burning drive to discover the truth behind the Nemesis + Incident. He believes that it holds the key to the return of +Appendix + + + + + waTCh CaPTain Tarran the Storm Wardens’ original First Company. No one has + Cearr read the Liber Tempest more than Tarran; he is always keen + to volunteer himself and those under his command for any + Mission where the Enslaver plague might be involved, and + “The Tyranids aren’t going to be impressed by how many notches frequently probes the Ordo Xenos representatives for any + you’ve carved in your sword hilt. Show me how you use it!” information they might have on the topic. + –Watch Captain Tarran Cearr + Like many Storm Wardens, Tarran is regarded equally as + advEnTurE sEEds + exceptionally brave or dangerously reckless depending on • Over his term of service, Tarran has faced the marauding + who gives the opinion. His shaved head is a canvas of tattoos Ork warboss Zrikgutta on battlefield after battlefield + in the patterns common on Sacris. Each intricate knotwork across the Reach. Tarran has finally located the purported + tells the story of a great battle—to anyone who can interpret base of his foe on Shedu, and is eager to resolve a duel + the symbols of his native tribe. Cearr is an outgoing man long unfinished. However, the Deathwatch are anything + whose brand of camaraderie involves scathing wit that spares but well-received at this hub for criminal trade. The Kill- + no one, and he has challenged nearly every Battle-Brother + ThE PoliTics oF war + On the surface the Deathwatch may seem like a + Brotherhood united in cause and duty. However, + in reality friction occurs whenever so many strong + individuals of ardent and differing ideologies are + suddenly thrust together, no matter how much else they + may have in common. In addition to private agendas + of Deathwatch warriors, Chapters, and Inquisitors, the + organisation’s role in the Jericho Reach can put them + at odds with the Achilus Crusade. The GM may or may + not want to make this a primary theme in his campaign, + but opportunities exist for groups who prefer a heavy + dose of such interpersonal roleplaying. + The NPC’s presented in this section expose just a + few the varied clashing personalities and agendas that + might cross the threshold of Erioch. It is important + to understand that tensions between Battle-Brothers + almost never reach lethal violence. While Servais and + Tarran Cearr might jibe and seek to outdo one another, + they would never endanger each other or the other’s + Missions. However, personal slights, favours for other + rivals, and influence over the decisions of the Council + are all fair game. + Friends inside and outside the Deathwatch can + also reap concrete benefits. A well-disposed Inquisitor + might access their archives to provide additional + information for a mission, and it is never detrimental + for the authority assessing your Mission’s difficulty for + Requisition to stack the odds in your favour. + + + + 24 + team must negotiate violent mistrust wherever they go as advEnTurE sEEds + they track their quarry into a wasteland filled with Orks. + • A transmission comes from the far-flung Watch Station • The Crucible Resolviate has recently acquired an almost + Grace of the beginnings of an Enslaver plague on a remote intact Crisis Battle Suit. Unfortunately, its vital central + world. Ever eager to learn more about this encroaching cogitator core is severely damaged. Quist requests the + species and its linkage to his Chapter, Tarran joins the Battle-Brothers’ aid in an assassination Mission that is + Battle-Brothers in answering the call. When the Kill-team really little more than an excuse to acquire the missing + reaches the planet, they find it already under sanction component for her allies. If she has reason to trust + from the Ordo Xenos. Will the Battle-Brothers eliminate the Battle-Brothers, she may enlighten some or all + the Enslavers as quickly as possible, or indulge Tarran’s of them as to her real objective. If she does not, then + desire to learn more about their foe before destroying it? they may find some of the Inquisitor’s orders very + questionable indeed. + + + + + Appendix + • The Black Reef has long been a source of dark legends +inquisiTor adrielle and malefic alien artefacts in the Jericho Reach. A new +quisT abomination has surfaced in the region’s budding cold + trade: parasites that rob men of their will and turn them + into biddable puppets—for a time. The conspiracy +“We all want the same thing, Brother-Sergeant: to see humanity was uncovered because the infected eventually enter a +reclaim not just the Jericho Reach, but our galaxy from our foes.” berserker rage, relentlessly hunting the one who infected + them and gibbering in an unknown alien tongue. The + –Adrielle Quist + Inquisition has traced these parasites to planet on the +Adrielle Quist was first noted by Inquisitor Carmillus for her edge of the Black Reef, and Quist tasks the Battle- +prodigious telepathic abilities. Her sharp, investigative mind Brothers with helping her put an end to their source. +distinguished her from her fellow acolytes, and during her To do this, they must cross through space held by the +stature as Interrogator she was one of a select few brought to Velk’Han Sept and then enter the perilous worlds of the +the Tower of Brass when her mistress became Inquisitor of reef itself. +the Chamber at Erioch. Five short years ago, Quist earned her +rosette, and remains Carmillus’s primary hand in the field. + Quist has a deep fascination with alien technology that harl GreYweaver +she keeps tightly concealed. She is all too aware that many +around her would brand her radical or traitor for her desire “That press is an affront to the machine spirits! Honour them the old +to see them match the technological advancement of races fashioned way, with a hammer and the sweat of your brow.” + like the Tau. She is secretly one of + –Forge Master Greyweaver + the Crucible Resolviate’s principal + sources of xenos artefacts. This Iron Priest has been the Forge Master of Erioch since his + The fresh Inquisitor predecessor answered a summons to serve the Achilus Crusade + would like greatly to a decade ago. While the influence of Greyweaver’s time in + find Deathwatch the unorthodox halls of the Deathwatch shows in his servo- + warriors who share harness and other small deviations from the traditions of the + her open mind Isles of Iron, he is not nearly close enough to the teaching + about the path of Mars as many of the Techmarines who serve under him + to humanity’s wish. The Iron Priest has adorned most of the Fortress’s + advancement, as major workshops with icons of the Iron Wolf, and rivers of + it would make molten metal flow through his domain deep in the heart of + procuring items Erioch. He is notoriously intolerant of other Chapter’s brands + from their of tech-craft, but his efficacy in conjuring the tools of war is + Missions far so great that no one has yet been able to oust him. His fervent + less laborious. hatred of alien technology puts him at frequent odds with + the Crucible Resolviate and Inquisitor Quist. Every piece + of xenotech adopted into the Deathwatch arsenal since his + arrival has been so grudgingly. + + + + + 25 + waTCh CaPTain servais + “You may find that to bluster is not nearly so important as to listen.” + –Watch Captain Servais to Watch Captain Cearr + Servais of the Raven Guard has been a part of the Deathwatch + less than a year. A master sniper and infiltrator, he and the Kill- + teams under his auspices are frequently called on to perform + or consult in targeted assassinations. His quiet, calculating + mannerisms have isolated him from some of his Battle- + Brothers, although he has never refused training to anyone + who sought it from him. Servais speaks quietly, and prefers to +Appendix + + + + + analyze and evaluate before striking. Tarran Cearr’s dislike of + his tactics is entirely reciprocated, and the sniper constantly + seeks to prove that forethought triumphs over frenzy. + Servais can be difficult to get to know, but is intensely loyal + to Watch Commander Mordigael, and indeed anyone—Space + Marine or not—that makes the effort to pierce his withdrawn + exterior. + + + advEnTurE sEEds + • When Chaos Space Marines plunder the corpses of + Deathwatch operatives for their gene-seed in the Orpheus + Salient, it is an affront that cannot go unanswered. The + stolen cargo has been taken to a Chaos stronghold on + Khazant. A great many members of the Deathwatch + volunteer to recover it; Servais and Tarran Cearr are + both among them. The former’s plan involves stealthy + infiltration while the latter proposes a bold frontal + advEnTurE sEEds assault. The Kill-team can choose to go with one of these + Captains and their approach, or form their own. + • It is a bitter moment of loss on Erioch. A Kill-team of five • Servais’s kill record is almost flawless. Almost. His one + Battle-Brothers equipped in terminator armour recently failed Mission returns to plague the Canis + died terrible deaths on Castobel. Their failure to halt the Salient. Human converts to the + latest assault on one of the planet’s standing hives and the Tau’s infectious Greater Good + loss of an entire team is a grave blow. Its magnitude is are far too common in the + heightened by an accusation that the machine spirits Canis Salient. One such + of their armour betrayed them. The Battle-Brothers traitor is a former Ordo + must both complete their fallen brethren’s Mission, Xenos Acolyte, Serena + and recover evidence from the wreckage of whether Erizon. Too much exposure + the Forge Master failed in his calling. Greyweaver is to alien philosophies finally + not a popular man; he has many enemies who may caused them to lodge in the + have conspired against him. young scholar’s brain. When + • The apostate tech-magi of Samech have unleashed Servais went to prevent her + a new weapon in their corrupt arsenal: a warship knowledge from falling to + that requires no crew. It is controlled by intricate the enemy, she escaped in a + cogitators and the sacrifice of thousands of souls to its surprising manifestation of + hunger. The Thunder’s Word managed to down this her hereunto latent psychic + blasphemous creation above the planet Ries. However, potential. She has used the + the ship’s engine core survived its crash through the Tau’s poor understanding + atmosphere and festers on the frontier world. The of her abilities to rise + Forge Master himself accompanies the Kill-team to see through the convert ranks at + this sacrilegious tech-daemon put to rest. Unfortunately, an alarming speed, and + the natives found it first, and many take to worshipping now holds sway on + the newly fallen god. one of the Velk’han + Sept’s outlying + worlds. + + + + 26 + arius hYzeron roGue Trader diaz lan +“The darkness bides its time. We must match its patience while we “I assure you this is a strike of great strategic importance. The +wait, and entrust our souls to the Emperor’s light.” Deathwatch should be there when the Crusade forces land. Will there + be Xenos? Why shouldn’t there be? Doesn’t the Reach crawl with + –Arius Hyzeron + them?” +The Ultramarine Arius Hyzeron has been on Watch Station + –Rogue Trader Diaz Lan +Erioch longer than any other Battle-Brother. He has served as +one of the ten Guardians of the Chamber of Vigilance for over The Lan Rogue Trader Dynasty comes from military stock, +two centuries. Although no one is left who can confirm or and sent many vessels through with the Achilus Crusade. +deny, it is said that Seargent Varthion himself recommended Diaz is the much younger brother of the Dynasty’s current +Arius to his current post for his role in the famous defence Scion, Kazandus. A far better diplomat than the Crusade’s + + + + + Appendix +of the warp gate. This places Arius in the Jericho Reach over busy Lord Militant, Diaz Lan was nominated by the Dynasty +four hundred years ago. He has seen the arrival of many new to take a hiatus from exploration and serve as Crusade liaison. +alien threats since that time. He is often the voice of requests from the Crusade, and Lord + Arius is gifted his with his Chapter’s brilliant charisma, and Militant Tetrarchus himself. +has forged bonds with many people on Erioch over his years In truth, Lan is quite tired of his position, though he masks +there—even the stubborn Forge Master Greyweaver. He has it well. He had command of his ship, the Horizon’s Pride, +an easy smile, although his face is marred by a triumvirate of for only a few short years before his brother assigned him +parallel scars that cross over his augmetic left eye. He is also a to the war contingent. He longs for more freedom over his +repository of speculation and past tales of the Omega Vault. endeavours and better chances for profit than what the three +This makes him of great interest to Epistolary Axineton. bloody Salients leave him. Congenial and an able warrior, he + is on excellent terms with many Crusade military men and + commands great swathes of resources. Ships from the Lan +advEnTurE sEEds forces also have a habit of “straying” from the main Crusade + • Arius’s post keeps him from the field except when fleet into less explored parts of the reach. The reports they + accompanying a member of the Chamber of Vigilance. send back to Lan make him a vast repository of knowledge + When the Deathwatch sees an alarming pattern of on xenos races and worlds. + reports describing Imperial troop transports that arrive at + their destinations painted in blood yet empty of corpses, + Arius seems to recognize a grave threat from the past. + advEnTurE sEEds + He personally requests that the Kill-team look into the • One of Lan’s explorer teams that ranged far from the + matter. war lines recently returned to him with news from the + • The Omega Vault unseals a preserved manuscript Orpheus Salient: the Hive Fleet bears down on a new + detailing the location of a planet in the Outer Reaches. planetary target. The small colony could be easily + Arius recognizes the planet, and tells a story of a Kill- evacuated and perhaps a trap laid for the oncoming + team that once chased an unknown xenos enemy back horde. Lan cannot report this to the Crusade as it would + to those same coordinates. They sent a few long-range raise too many questions, so he informs the Deathwatch. + communications, and then contact was lost. The Kill- Furthermore, he insists on accompanying the Kill-team + team’s last message was “Emperor forgive us for opening as one of his own is still on the planet. + their dread eyes. We will spend the last drop of our blood • After a series of devastating losses in the Canis Salient, + to close them.” morale is perilously low. The stagnant war aboard the + Execution Eternal has become symbolic of the entire + Salient’s struggle. The Crusade sends Lan to request the + Deathwatch’s aide in bringing that struggle to a decisive + conclusion. However, unknown to them, the Tau have + just deployed the famed Commander Scornfoe to settle + matters in the Tau Empire’s favour. + • Lan arrives with a small group of Crusade officers. + Almost immediately after, a failed assassination attempt + on Watch Commander Mordigael puts all of Erioch on + edge. The Watch Fortress is a carefully guarded location. + The possibility of a traitor and the certainty of an enemy + in the walls are both intolerable notions. The Battle- + Brothers must determine if Lan or one of his passengers + brought the assassin, as well as locate the would-be killer + before he does real damage to the Deathwatch fortress. + + + + + 27 + Mission using locaTion + Location can be used sparingly or heavily, depending on your + + Building needs. When the location is important, remind the players of + their environment frequently while describing the area and + events around them. Location can have an effect on combat, + “No one man, however exalted or base, is more important than the creating a battleground as simple or complex as a particular + mission.” encounter calls for; use the rules in Chapter VIII: Playing + the Game of the Deathwatch Rulebook for situational + –Commissar Holt + modifiers or devise some of your own. Location also shades + + + T + he Deathwatch Rulebook lists several Mission the people the Kill-team encounters during their Mission, + Archetypes for Kill-teams. This section expands on a and the way those people are inclined to react to the players. +Appendix + + + + + framework for building missions that resonate with + your players and allow them to experience a compelling variety + of roleplaying and combat opportunities. Most Game Masters + locaTion Building BlocKs + eventually establish a framework for creating adventures, and • The environment is wet and swampy. While their + a single “correct” interpretation does not exist. However, if sealed power armour protects the Battle-Brothers, the + you are new to the role of GM or to the Deathwatch game, Techmarine is constantly performing trivial maintenance + you may find this starter’s guide useful. This model breaks a on all but the most robust weapons, wargear, and vehicles. + Mission down into the following: The risk of guns Jamming may increase. + • Locations: The physical environment or environments • The environment is a teeming ecosystem. Small lizards + in which the Mission takes place and mammals are so abundant that the Battle-Brothers + • Objectives: The tasks the Kill-team must complete to crush some underfoot if they don’t tread carefully. + call the Mission a success • The Mission takes place in a desert. The inhabitants are + • Enemies: Foes who directly oppose the Kill-team, tough and tanned from life in the harsh environment and + usually with the threat of violence value water above any other currency. Foot and ground + • Assets: Conditions that help the Kill-tem achieve their vehicle travel is slow in the shifting sands, and frequent + objectives sandstorms impede visibility. + • Obstacles: Hindrances to the Kill-team’s success that are • The local populace has never heard of the Adeptus + less overt than enemy forces Astartes. They treat the Battle-Brothers like Ogryns or + • Choices: Decisions the Kill-team must make in the some other sub-species of human. The civilisation may + course of the Mission be particularly intolerant and object to these “mutants” + Each of these components serves as a tool in constructing having powerful arms and armour. + Missions, and each has a distinct effect on the feel of the • The Kill-team’s Objectives lie on a war-torn planet. + story you create with your players. The text below discusses Senseless death and carnage surrounds them; mothers + effective use of these components, and presents a menu of plead for the Emperor’s Angels to protect their children, + starter options to fill your toolbox. When you go to build but the Kill-team must ignore a thousand small miseries + your own Missions, you can reach into that box and select to combat a larger threat. + from these tools, combining them with elements of your own The local environment is extremely toxic; even Space + devising into Missions that fit your players and campaign. Marines would not last long if exposed to the choking + atmosphere and acidic earth. Every puncture of a Battle- + Brother’s power armour must be sealed immediately or the + loCaTion poisonous environment takes its toll. + The backdrop for a Mission can drastically change its feel. Even + the simplest seek and destroy mission plays out quite differently in + a towering Hive city than it does in an arctic wasteland. Location oBjeCTives + includes the terrain, as well as the inhabitants and political climate Chapter VIII and Chapter X of the Deathwatch Rulebook + of the setting. Because of the Adeptus Astartes’ relative isolation cover the definition of Mission Objective and lay out + from humanity, they are unlikely to be drawn into local politics several different types. Objectives are often the backbone + and conflicts, making events of great significance to the common of a Mission, as they define the reason for the Kill-team’s + citizenry just one more element of the background for a Mission. deployment. However, the very nature of the Deathwatch + A civil revolt or even an outright war can be extraneous to a Kill- implies that Objectives can be fluid, and the GM should have + team’s Mission, but it is important colour to the Location where the an idea both of what the Kill-team expects the Objectives to + Mission takes place. Chapter XIII of the Deathwatch Rulebook be, and what they may ultimately become. Below are some + details many locations with interesting geography, cultures, and detailed examples ready for Mission construction. + background events. The Location suggestions presented here are + general enough to place on established Jericho Reach locations + or your own. + + + + 28 + using oBjEcTivEs using EnEmiEs +Objectives can be as concrete or as abstract as the GM If players remember little else about a Mission, they usually +desires. He should not feel obligated to reveal to the players remember who they fought. Even if your group has a favourite +up front, or ever, what he considers the Mission Objectives foe, fighting the same thing over and over can become +to be. Sometimes, the entire situation and everything to be repetitious. If using the same enemy force in an extended +accomplished may be laid out in the Briefing. Other times story arc, decide whether it is only the general threat that +the actions actually needed to achieve heroic success may be you want to recur, or specific individuals (who probably +nothing like the Kill-team went in expecting. If your players then need a level or two of Touched by The Fates). Amongst +are prone to marching only down the road in front of them, the nameless throngs, you can vary the troop composition, +they may finish a Mission without uncovering a large set armament, numbers, and challenge level. +of possible Objectives. You can help by throwing players + + + + + Appendix +another “hook” if they miss the first one. Less forgiving GM’s +may be tempted to let the players reap the fruits of their + EnEmy Building BlocKs +obliviousness, but do you really want your creative labour go • A member of the enemy faction has a grudge against a +to waste because someone didn’t ask the right question or particular Battle-Brother or the entire Kill-team. This +failed an Awareness Test? individual will stop at nothing to see them eliminated in + the most painful way possible. + • The enemy is cowardly. Their forces can obliterate unarmed +oBjEcTivE Building BlocKs human citizens, but hide at the first whisper of an Adeptus + • An enemy invasion force is descending upon a strategically Astartes presence. The Battle-Brothers have to actively + critical planet. A military fleet is en route, but the Kill- root this threat out and force it into a confrontation. + team is closer and must help the locals survive until help • The enemy relies on mercenary forces. The Battle-Brothers + arrives. cannot get face to face with the real threat because of the + • A transmission has just been received from a Kill-team waves of intermediaries. Perhaps the real enemy is not + thought lost in the Acheros Salient a decade ago. The even present at the site of the Mission. + PC’s must risk the possibility of a trap and walk in the • The Battle-Brothers are not allowed to attack the enemy. + domains of the Traitor Legions to retrieve their Brothers, The enemy has political immunity, or it possesses some + or at least recover their gene-seed. crucial information that the Deathwatch must acquire at + • The Achilus Crusade has arranged to exchange prisoners all costs. + of war with the enemy. The military petitions the • The Kill-team has a grudge against the enemy. This is + Deathwatch to ensure the trade goes smoothly. the reverse of the first scenario. The enemy grievously + • The Kill-team is sent as re-enforcements for an active wronged the Kill-team’s honour, one of their Chapters, or + assault Mission by another Kill-team or a deployment of performed some other act to earn animosity. The Battle- + a traditional Chapter Company. Brothers may not always act rationally in their pursuit of + • Alien technology has been discovered on a populated this hated foe. + planet. The Kill-team must retrieve it not just from where + it lies, but also from the hands of any Imperial citizens + who wittingly or unwittingly possess it. oBsTaCles + • The Battle-Brothers answer a call for help from an Imperial Enemies are not the only factor that a Kill-team might have to + held world. When they arrive, the entire population is dead overcome. Less direct and usually less violent circumstances + or missing. The Battle-Brothers must find the menace that can also put the Kill-team at a disadvantage, or provide + destroyed this world before it claims another. an advantage to the enemy. Several of the Complications + in the Deathwatch fall into this category. Obstacles and + Complications are essentially the same thing; their discussion +enemies here focuses on their role in Mission building. +Warhammer 40,000 Roleplay offers no end of options for +foes to directly oppose a Kill-team. Chapter XIV of the +Deathwatch Rulebook is an obvious starting point for + using oBsTaclEs +ideas, but other warhaMMer 40,000 sources, both from Obstacles are a key ingredient of memorable stories. Without +the roleplaying game and the tabletop game can provide them, the story can quickly become a parade of fights +inspiration. Once you have settled on a species and technology with a few sentences of exposition to link them. Obstacles +base for the enemy (or enemies) in your Mission, you have present a chance to control pacing, to allow players to flex +several other decisions to make. How skilled or powerful are their problem-solving abilities, and to vary the challenge +the particular forces featuring in this Mission? What do they level of a Mission without necessarily adjusting the enemy +want, and what risks will they take to get it? Is there a point profiles. Obstacles often yield some of the more interesting +at which the enemy will retreat rather than continue to fight? roleplaying scenarios. Choose obstacles that showcase the +Will they deliberately avoid combat with the Battle-Brothers interests of your players, the abilities of their characters, and +in the first place? the themes of your story. + + + 29 + oBsTaclE Building BlocKs • The enemy or location has been dealt with before. The + Kill-team has extensive and accurate information on the + • The Kill-team’s Objective is a simple seek and destroy. Mission to properly plan and equip. + However, a nominally friendly force like the Inquisition • The Mission Authority opts to provide the Kill-team + or the Achilus Crusade is after the same thing, and their additional Requisition, or specialised equipment beyond + plans definitely do not involve destroying the Objective. the threat rating. + • An individual or race that one (or more) of the characters • Not one, but two threats or enemies plague the Mission. + personally despises is present during the Mission, but as However, they are as opposed to one another as to the + an ally, advisor, contact or some other role where the Space Marines. The enemy spends valuable time and + Battle-Brother(s) must put personal hatred aside. resources in a war that has nothing to do with the Space + • A vital friendly NPC in the mission is actually a traitor. Marines, but leaves them ample opportunities to take + They spend the Mission reporting the Kill-team’s advantage of the situation. +Appendix + + + + + movements to the enemy and secretly opposing their • The terrain does not favour the enemy—perhaps the foe + success. is a flying strain but the planet is full of blustery winds, + • The Adeptus Astartes are tasked with protecting the local or a cold-blooded race on a freezing planet. + populace from some threat, but the natives are obviously • The Kill-team encounters an unexpected ally on the + hiding something. They are not openly hostile or Mission: units of guardsmen willing to follow their + heretical, but neither are they welcoming or cooperative. commands, fellow Battle-Brothers on their own Mission, + The Battle-Brothers may be left wondering if the greater or a Rogue Trader’s crew whose profits the xenos threat + threat is without or within. is eating into. + • The Kill-Team finds themselves in a situation that requires + both military might and political manoeuvrings. Even + the most charismatic Watch Captains are rusty in their ChoiCes + interactions with normal society. The Kill-team must Choice is the secret ingredient that transforms a fun adventure + partner with a member of the military or Inquisition who into a story that your players remember. Forcing characters to + is a liability outside political arenas. make difficult (or even not so difficult) choices gives the Battle- + • The Kill-team were provided extensive intelligence Brothers an opportunity to affect the story while highlighting + on their Mission and given excellent opportunities to their personality at the same time. Space Marines are action- + prepare. Unfortunately, the enemy they came to fight oriented individuals, prone to express their core beliefs not + is gone, and the Kill-team faces something completely through diatribe or heart to heart talks, but through their + different instead. deeds. Placing choices of morality, philosophy, or simple + personal preference serves the dual purpose of getting the + characters more deeply involved in the story, and allowing (or + asseTs forcing) them to prove what is most important to them. + Circumstance does not always have to favour the enemy. + Consider whether chance, planning, or choices made in the + past might provide the Kill-team some sort of advantage. + using choicEs + (You can always throw in more obstacles to keep things from Choices are not just a means for characters to interact with + getting too easy.) This doubles as an excellent way to make the story, but also with one another. With the many grey + players feel like their decisions matter (see below). moral quandaries to be found in the Imperium, the Battle- + Brothers may often disagree on the “right” course of action. + Most groups enjoy some amount of interpersonal conflict, + using assETs and that is particularly true for Space Marines whose bonds + Assets are another tool for differentiating one Mission from with one another are usually close. However, as the GM, you + another. Assets that provide information can be used to need to have a good grasp of where your players’ particular + exposition relevant facts or gently nudge players towards the threshold for such debates lies. Some groups feel they had a + next segment of the story. They also provide the opportunity worthwhile evening if they spent half the night arguing about + to pit the Kill-team against enemies and obstacles they might the approach to a single Objective, while others feel like they + otherwise never be able to overcome. are “wasting time” with long discussions. Know when to + let your players enjoy the debate, and when to prompt the + Leader to make a call. + assET Building BlocKs As the GM you have your own choices about how heavy + • The Kill-team is fortunate enough to be accompanied by the consequences of each of the Battle-Brother’s decisions + allies who are not a liability such as Ordo Xenos agents are. Sometimes they may echo throughout the Reach, and + or veteran soldiers. others times they cause a moment’s pang of regret before + • The Astartes-worship on this Mission is present but being forgotten. + subdued. The local populace is polite and helpful, running + errands, performing research, and offering information + that may aid the Kill-team. + + + 30 + choicE Building BlocKs gy + • Space Marines are the defenders of humanity, but they The whole is greater than the sum of its parts. Many of the + cannot save everyone. They encounter a sympathetic building blocks above blur the lines between component + group of people who will be slaughtered if the Battle- categories, and there is no need to try to shoehorn them into + Brothers do not intervene, but time is ticking to pursue one type anyway. The interaction of components in the story + their Deathwatch Objective. is just as important as the individual pieces that form it. Often + • The Kill-team will frequently encounter xenos technology assets and obstacles spring directly from the location. Perhaps + in their Missions. Do they destroy it, or are some artefacts just the choice of enemy naturally links to certain choices or + worth bringing back for study. If they do retrieve such obstacles. The Warhammer 40,000 universe is so expansive + devices, who do they entrust them to? that sometimes encapsulating it into the scope of an adventure + • Part way through a Mission, the Kill-team receives a is daunting. The following advice may be useful. + + + + + Appendix + follow up order from the Mission Authority that seems Start small. Choose one or two building blocks that + dishonourable or counter-productive. Do they trust the interest you to start with, and see if they lead to the choices + wisdom of their absent leaders, or follow their own for any other components. If you have trouble filling in the + evaluation of what is right? framework, use this toolkit (or any of your other favourite + • The Kill-team encounters a colony walking a fine line sources of inspiration) to fill in the blanks. + between ignorance and heresy. The entire planet lost their Be conscious of themes. Pick a particular mood or message + way during the Age of Shadow without truly falling to for your adventure and select components that emphasise + evil. Do the Battle-Brothers purge the seed of temptation that theme. + before it blooms, or attempt to bring these lost souls back Balance your components. Too many enemies leads to a + to the Emperor’s light? bloodfest. Too many choices and obstacles in a row can cause + • The Battle-Brothers have fought and bled in the hunt the pace to drag. Vary the degree and order in which your + for a despicable agent of the enemy. But when they components come up to suit your group’s play style and your + finally reach him, it turns out he has vital intelligence desired pace for the Mission. + about something of even greater significance. Do they + negotiate to try and gain this information, or refuse to + capitulate with the enemies of man? + + + + + 31 + The Essential GM’s Reference + + + + + T + his lavish Game Master’s kit helps keep a Kill-team’s Missions + from going astray! Behind the sturdy screen, the GM can hide + dice rolls and keep players from reading his notes. Printed on + the GM’s side are numerous handy quick reference charts that make + running the game that much easier. Added to this is a 32-page full + colour booklet with a complete adventure, a selection of useful NPCs, + and an expanded Mission-generation system! + TM + + + + + The Game Master’s Kit 821AUG10 DW02 + ISBN: 978-1-58994-779-5 + + + + + 9 781589 947795 51995 + www.FantasyFlightGames.com + + +Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the Game Master’s Kit, the foregoing marks’ respective +logos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products +and illustrations from the Warhammer 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and +other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be +reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers. + Test Difficulty Ranged Weapons Combat Actions Melee Weapons Weapon Jams Semi-Automatic Weapons Armour + Name Class Range RoF Dmg Pen Clip Rld Special Action Type Subtype(s) Description Name Class Dmg Pen Special An unmodified roll of 96–00 weapon Jams. Full +10 BS, for every 2 degrees of success gain another hit, as indicated on Name Locations Covered AP + Test Bolt Weapons Aim Half/Full Concentration +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack. Chain Weapons Astartes Power Armour All 8/10 + Difficulty Action and BS Test to clear. Semi- and Full Auto Multiple Hits Table (page 239), or can be allocated to another target within + Modifier Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing All Out Attack Full Attack, Melee +20 to WS, cannot Dodge or Parry. Astartes Chainsword Melee 1d10+3 R 4 Balanced, Tearing 2m. Result of 94–00 on BS test indicates weapon has Jammed. Astartes Artificer Armour All 12 + Fire Jams on a 94–00. + Trivial +60 Astartes Bolter (Godwyn) Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing Brace Heavy Power Weapons Astartes Scout Armour Body, Arms 6 + Elementary +50 Astartes Boltgun (Stalker) Basic 200m S/–/– 2d10+5 X 5 24 Full Accurate, Tearing Weapon + Half Miscellaneous Prepare to fire a heavy weapon. + Astartes Chainfist Mounted 2d10† E 10 Power Field, Tearing Two-Weapon Fighting Full Automatic Weapons Astartes Terminator Armour All 14 + Simple +40 Astartes Combi-Weapon†† Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing Attack, Concentration, Melee Astartes Lightning Claw Melee 1d10+6 E 8 Power Field, Special, Tearing +20 BS, for every degree of success gain another hit, as indicated on Primitive Armour Varies Varies + Called Shot Full Attack a specific location on your target with a –20 to WS or BS. Only one-handed weapons. Either make a single + Easy +30 or Ranged Multiple Hits Table (page 239), or can be allocated to another target within Carapace Armour All 6 + Astartes Heavy Bolter Heavy 150m –/–/10 2d10+10 X 6 60 Full Tearing Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced attack with either weapon (–20 for off-hand), or if + Routine +20 Charge Full Attack, Melee, Movement Must move 4 metres, +10 to WS. 2m. Result of 94–00 on BS Test indicates weapon has Jammed. Diagnostor Helmet Head 8 + Astartes Storm Bolter Basic 100m S/2/4 2d10+5 X 5 60 2 Full Storm, Tearing Astartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy you have the Two Weapon Wielder Talent, spend + Ordinary +10 Defensive Stance Full Concentration, Melee Gain an additional Reaction, opponents suffer –20 to WS. a Full Action to attack with both weapons, but Masking Screen – – + Overwatch + † + Profile is for the primary bolter. Secondary weapon has RoF: S/–/– and Clip: 1, with all other statistics as per the weapon’s entry. Astartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field + Delay Half Miscellaneous Before your next Turn take any Half Action. at –20 to each (drops to –10 with Ambidextrous + Challenging +0 Plasma Weapons Power Field, Concussive, Flak Armour All 4 + Disengage Full Movement Break off from melee and move. Astartes Thunder Hammer Melee 2d10+5 E 8 Talent). If shooting with a gun in each hand, your You take a Full Action to establish a kill zone 45-degrees from your facing + Difficult –10 Astartes Plasma Cannon Heavy 150m S/–/– 2d10+11 E 10 16 5 Full Blast (1), Volatile Unwieldy † + Artificer armour is not available on a per-mission basis; it must be obtained as + Dodge Reaction Movement Test Dodge to negate a hit. targets must be within 10m of each other. and up to the Range of the weapon. You may spend subsequent Turns Signature Gear. + Hard –20 Astartes Plasma Gun Omnissian Axe (Astartes- + Basic 100m S/2/– 1d10+9 E 8 40 4 Full Volatile Feint Half Attack, Melee Opposed WS Test, if you win, your next attack cannot be Dodged or Parried. Melee 2d10+6 E 6 Power Field, Unbalanced waiting for targets to enter the zone. You may take the Full Auto Burst + (Ragefire) Pattern) †† + Very Hard –30 Using Weapons without Talent Action, Semi-Auto Burst Action, or Suppressing Fire to shoot any targets + Astartes Plasma Pistol Pistol 30m S/2/– 1d10+8 E 8 12 3 Full Volatile Focus Power Varies Varies Use a Psychic Power. † + Chainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage. + Arduous –40 entering the zone, targets must make a Hard (–20) Willpower Test or + Melta Weapons Full Auto Burst Full Attack, Ranged +20 to BS, additional hit for every degree of success. †† + Only Techmarines are entrusted with this weapon. –20 penalty when using a weapon without + become Pinned. Overwatch may be maintained up to your WP Bonus in + Hordes + Punishing –50 Grapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple. the appropriate Talent. In the case of Flame + Astartes Infernus Pistol Pistol 10m S/–/– 2d10+8 E 13 4 Full – raditional Weapons hours, or until the Full Burst Action has been used. + Hellish –60 Guarded Attack Full Attack, Concentration, Melee –10 WS, +10 to Parry and Dodge. weapons, targets receive +30 to Agility Test to + Astartes Meltagun Astartes Combat Knife Melee 1d10+2 R 2 – Attacking a Horde + (Vulkan) + Basic 20m S/–/– 2d10+8 E 13 6 2 Full – Jump or Leap Full Movement Jump vertically or leap horizontally. Ceremonial Sword††† Melee 1d10+3 R 2 Balanced avoid being hit. Suppressive Fire + Knock-Down Half Attack, Melee Try and knock an opponent to the ground. A character can damage a Horde by shooting it with ranged + Astartes Multi-melta Sacris Claymore††† Melee 2d10+2 R 2 Unbalanced You can suppress an area 45-degrees from your facing and up to half the + Hit Locations Heavy 60m S/–/– 4d10+6 E 13 12 2 Full Blast (1) Manoeuvre Half Attack, Melee, Movement Opposed WS Test, if you win, move enemy 1 metre. + Unarmed Combat weapons or attacking it in melee. These attacks are treated + (Maxima) Force Weapons Range of the weapon. Targets within this area must make a Hard (–20) + Move Half/Full Movement Move up to your movement as a Half Action or twice your movement as a Full Action. WS to hit, inflicts 1d5–3 I+SB. Armour Points as if they are against a single creature even though they may + Flame Weapons Astartes Force Staff Melee 1d10+1 I 0 Balanced, Special Willpower Test or become Pinned. Make a Hard (–20) Ballistic Skill Test to + Roll Location Multiple Attacks Full Attack, Melee or Ranged Attack more than once in the same round—requires two weapons or a talent. count as double. In addition, inflicting damage determine if anyone in area has been hit, GM assigns hit to random target. represent mowing down ranks of enemies or scything through + Astartes Flamer Basic 20m S/–/– 2d10+2 E 3 6 2 Full Flame Astartes Force Sword Melee 1d10+2 R 2 Balanced, Special + 01–10 Head Overwatch Full Attack, Concentration, Ranged Shoot targets coming into a set kill zone, –20 to BS. greater than or equal to your target’s Toughness An extra hit is scored for every 2 degrees of success. Result of 94–00 on many foes. + Astartes Hand Flamer Pistol 10m S/–/– 2d10+2 E 3 4 2 Full Flame Other Melee Weapons + 11–20 Right Arm Parry Reaction Defence, Melee Test Weapon Skill to negate a hit. Bonus also inflicts 1 level of Fatigue. BS test indicates weapon has Jammed. Characters must still roll to hit a Horde, but the appropriate size + Astartes Heavy Flamer Heavy 30m S/–/– 2d10+6 E 6 10 2 Full Flame Primitive Weapons Melee 1d10 I 0 Primitive + 21–30 Left Arm Ready Half Miscellaneous Ready a weapon or item. + bonus should apply to these tests based on the Horde’s Magnitude. + 31–70 Body + Solid Projectile Weapons + Reload Varies Miscellaneous Reload a ranged weapon. + Improvised Melee 1d10–2 I 0 Primitive, Unbalanced Pinning Weapons that can fire on full, or semi-auto will cause additional hits. + Astartes Assault Cannon Mounted 150m –/–/10 3d10+6 I 6 200 3 Full Tearing ††† + See Page 170 for description These hits must be allocated against the Horde and not any individual + 71–85 Right Leg Pinned targets have Half Action only and suffer –20 BS and must keep + 86–00 Left Leg + Astartes Shotgun Basic 30m S/2/– 2d10+3 I 0 18 Full Reliable, Scatter Run Full Movement Move triple, enemies –20 BS and +20 WS. Note: Characters using melee weapons add their SB to the Damage they inflict. Damage cover between them and the shooter. Test Willpower to recover at the end Lieutenants or Masters that may also be present. + Autogun Basic 90m S/3/10 1d10+3 I 0 30 2 Full – Semi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two degrees of success. When a character has sustained Damage equal of the Turn, +30 if not shot at. If engaged in melee, automatically escape. + Autopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full – Stand/Mount Half Movement Stand up or mount a riding animal. to their Wounds, all further Damage is Critical + Combat Difficulty Summary Damaging a Horde + Standard Attack Half Attack, Melee or Ranged Make one melee or ranged attack. + Critical Tables + Las Weapons + Stun Full Attack, Melee Try to Stun an opponent. + Damage. When Critical Damage is suffered, Multiple Hits From + Astartes Lascannon Heavy 300m S/–/– 6d10+10 E 10 6 2 Full – Difficulty Skill Modifier Example consult the relevant Critical Table (pages 252– • Each hit that causes any amount of damage reduces a Horde’s + Energy (page 252 to 253) Lasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable Suppressing Fire Full Attack, Ranged Force opponents to take cover, –20 to BS. Attacking a Surprised or Unaware target. 259), determined by the type of Damage (Energy, Semi and Full auto fire Magnitude by one. Therefore, an attack that, after accounting + Laspistol Pistol 30m S/–/– 1d10+2 E 0 30 Full Reliable Tactical Advance Full Concentration, Movement Move from cover to cover. Easy +30 Shooting a Massive target. for armour and Toughness Bonus, causes 15 points of + Explosive (page 254 to 255) Impact, Rending or Explosive) and the Hit Each + Use a Skill Varies Concentration, Miscellaneous You may use a Skill. Shooting a target at Point Blank Range. Location Second Third Fourth Fifth + Impact (page 256 to 257) Launchers Location of the attack, and apply the effect. All damage reduces the Horde’s Magnitude by 1. The deliberate + Attacking a Stunned opponent. Additional Hit + Rending (page 258 to 259) Astartes Cyclone Missile Routine +20 Critical Damage is cumulative. consequence of this is that sustained fire and blast weapons are + Mounted 300m S/2/– 12 3 Full Weapon Qualities + †† ††† †† + Shooting an Enormous target. + Launcher Head Head Arm Body Arm Body much more effective against Hordes than weapons which fire + Melee attacks against a foe who is outnumbered two to one. + only one shot; a lascannon is a weapon for destroying tanks, not + Astartes Missile Launcher + (Soundstrike) + Heavy 250m S/–/– †† ††† + 8 Full †† Accurate: + Balanced: + Additional +10 to hit when used with an Aim Action. + +10 to Parry. + Razor Sharp: If the attack roll results in two or more degrees of success, + double the weapon’s Penetration. + Attacking a Prone opponent with a melee weapon. Fatigue Arm Arm Body Head Body Arm mowing down large numbers of infantry. + Weapon Auxiliary Grenade Blast (X): All within the weapon’s blast radius in metres is hit. Roll Hit Recharge: Can only fire every-other Round. + Ordinary +10 Attacking from higher ground. Can suffer a number Fatigue equal to TB. Fatigued + • Weapons that inflict Explosive Damage (X) gain a bonus against + Craftsmanship n/a 45m S/–/– †† ††† + 4 2 Full †† + Location and Damage individually for each person affected. Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Shooting a Hulking target. characters –10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body + Launcher Shooting a target at Short Range. Hordes, and count as having inflicted one additional Hit. + –10 to hit. Jam on Concussive: Target must pass a Toughness Test (–10 per Degree of Sanctified: This weapon deals Holy damage, which has certain effects than TB, fall unconscious for 10–TB minutes. + Poor †† + Varies with ammunition Success on the attack) or is Stunned for 1 Round. Target is on Daemonic and warp creatures. Leg Leg Body Arm Head Body • Locations are not used when fighting a Horde. + any failed to hit roll. Challenging +0 A Standard Attack. + possibly knocked down. Scatter: At Point Blank range, each 2 degrees of success scores Each hour of complete rest removes 1 level of • A Horde has a single armour value at is applied to all damage + Good +5 to hit. efensive: +15 to Parry, –10 to hit. another hit. AP doubled at Long and Extreme ranges. Any test whilst Fatigued. + Fatigue; after 8 hours, Fatigue is reduced to 0. rather than different armour values for different locations. + Best + +10 to hit, +1 2 evastating (X): The weapon does one additional point of Cohesion Shocking: If weapon causes Damage, Test Toughness or Stunned (+10 Attacking or Dodging whilst in the mud or heavy rain. + Damage. Renown 1 3 Damage. If the target is a Horde, the Horde suffers + additional hits equal to the number in parenthesis. Smoke: + bonus per AP). + Creates smoke screen 3d10 metres in diameter, lasts 2d10 + Difficult –10 Shooting a target at Long Range. + Shooting a Prone target. Stunned Movement (metres/round) • Hordes may be Pinned as normal (with the entire Horde making + a single Willpower Test). However, Hordes gain a bonus to their + Renown Rating Renown Rank Felling (X): The weapon ignores a number of levels of Unnatural Rounds. Shooting a Scrawny target. AB Half Move Full Move Charge Run + Toughness possessed by the target equal to the number in Snare: The target must make an Agility Test or be immobilised. An Stunned characters cannot take Actions (including Willpower Tests to resist pinning equal to its Magnitude. + Initiated: You have recently sworn your oaths of 0 1/2 1 2 3 + 0–19 parenthesis. immobilised target can attempt no other Actions except to Shooting into melee combat. free ones), opponents receive +20 to hit. + Cover Types duty to the Deathwatch. + 4 Target 5 Flame: No BS Test. All creatures in a 30 degree arc make Agility try to escape the bonds. He can attempt to burst the bonds Dodging whilst Prone. 1 1 2 3 6 + Adds extra AP to locations Respected: You have proven your prowess + Melee: When fighting against a Horde in Melee, a Space Marine + Test or be struck by flame and take Damage. If Damage is (a Strength Test) or wriggle free (an Agility Test) in his Turn. Making an unarmed attack against an armed opponent. 2 2 4 6 12 + hidden by cover. 20–39 + repeatedly through bravery and blood. taken, the target must succeed on second Agility Test or The target is considered helpless until he escapes. Hard –20 Melee attacks in darkness. Lightly Damaged 3 3 6 9 18 + inflicts one hit for every two Degrees of Success on his Weapon + Cover Type AP Distinguished: You have earned an impressive catch fire. Storm: Doubles the number of hits inflicted on the target. Skill Test. Melee weapons with the Power Field Quality inflict one + Shooting at a target in fog, mist, shadow or smoke. + Light Wood, Armour-glas, + 4 40–59 number of victories safeguarding humanity 6-7 8 9-0 Gyro-Stabilised: This weapon never counts its target as being further + than Long Range. Heavy Weapons only suffer a –20 when + Tearing: + Toxic: + Roll two dice for Damage, take the best result. + If weapon causes Damage, Test Toughness at –5 for every Shooting a Puny target. + 4 4 8 12 24 additional hit. + Light Metal 5 5 10 15 30 Blast Weapons: A Blast weapon that hits a Horde hits a number + Heavy Wood, Flakboard, + against its enemies. not braced. + Haywire (X): This weapon generates a field that troubles the machine + point of Damage taken, if failed take extra 1d10 Impact + Damage (no reduction for armour or Toughness). + Using a weapon without the correct Talent. Heavily Damaged 6 6 12 18 36 of times equal to its Blast value. So a grenade with Blast (4) will + 8 Famed: Your reputation precedes you, and your Scatter Diagram Attacking or Dodging in deep snow. + spirits of technology. See page 143 for details. Twin-linked: +20 to hit, may score one additional hit if the attack roll If Damage taken is more than twice TB. + Sandbags, Ice 60-79 deeds are known to Battle-Brothers across the Firing a heavy weapon that has not been Braced. 7 7 14 21 42 automatically hit four times if successfully lobbed into the Horde. + Overheats: Unmodified roll of 91 or more on to hit roll causes succeeds by two or more degrees of success. + Rockcrete, Thick Iron, Reach. Overheat, see page 129. Unbalanced: –10 when used to Parry. Very Hard –30 Shooting a target at Extreme range. 8 8 16 24 48 + Stone + 16 + Hero: Your name echoes to your Chapter and Power Field: When Parrying an attack made with a weapon that lacks this Unwieldy: Cannot be used to Parry. Shooting at a completely concealed target. Blood Loss 9 9 18 27 54 + 80+ quality, there is a 75% chance of destroying the attacker’s Volatile: If a 10 is rolled for Damage on a weapon with the Volatile + Plasteel, Armaplas 32 beyond as a paragon of strength and valour. Shooting at a target in darkness. 10% chance of death each Round unless treated. 10 10 20 30 60 + weapon. Quality, Rightous Fury occurs automatically. + Primitive: AP doubled, unless armour also has Primitive quality. +© Games Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch and all associated marks ®, TM and/ +or © Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. + \ No newline at end of file diff --git a/database/rules/rules-database.json b/database/rules/rules-database.json new file mode 100644 index 0000000..94ee89d --- /dev/null +++ b/database/rules/rules-database.json @@ -0,0 +1,22475 @@ +{ + "rules": [ + { + "title": "CORE RULEBOOK", + "content": "™\n™\n", + "page": 1, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_1" + }, + { + "title": "DARKNESS OF THE 41ST MILLENNIUM", + "content": "Credits\nDeathwatch DesigneD by Art Direction\nRoss Watson Zoë Robinson\nwith additional concepts by Jay Little and Sam Stewart\nProduction Manager\nLead Developer Gabe Laulunen\nRoss Watson\nFFG Lead Game Designer\nWritten and Developed by Corey Konieczka\nOwen Barnes, Alan Bligh, John French, Andrea Gausman\nand Andy Hoare FFG Lead Game Producer\nMichael Hurley\nCredits\nAdditional Writing\nMack Martin and Robin Everett-McGuirl Publisher\nChristian T. Petersen\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason games workshop\nEditing Licensing Manager\nDylan Owen, Leigh Anne Reger, and Patrick Rollens Owen Rees\nGraphic Design Head of Licensing\nKevin Childress Paul Lyons\nAdditional Graphic Design Head of Intellectual Property\n", + "page": 1, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_2" + }, + { + "title": "GAMES USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com\nContents Deathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nForeword\b 6 Deathwatch Tactical Marine .............................................. 84\n", + "page": 1, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_3" + }, + { + "title": "GAME?", + "content": "Introduction\ndangerous special missions in the grim darkness of the far In a roleplaying game (RPG), you create an alter ego, a fictional\nfuture. The player characters form a Kill-team of Space Marines character that is your avatar within the game world. Perhaps you\nin the Deathwatch, an elite warrior brotherhood wherein you will create a stoic soldier, a wise scholar, or an inspiring leader.\nwill face hostile aliens and foul daemons in the Jericho Reach, Next, you and your friends direct your characters through a\na region of the Imperium devastated by war and on the brink series of adventures. Imagine a crime drama, adventure film,\nof annihilation. or war movie—except that instead of passively watching the\nThe role of the Deathwatch in the Imperium is to story unfold, you control one of the characters, making his\nsafeguard humanity against the predations of the vile alien decisions, selecting his actions, and even speaking for him.\nand other threats. Deathwatch Space Marines are at the fore The decisions of you and your fellow players directly affect\nof Mankind’s war for survival against a hostile universe. The the events of the story.\nDeathwatch recruits Space Marines from across the galaxy- How can you affect these events? How do you decide\nspanning Imperium of Man, meaning that many Space what happens? That is the role of the game itself. Roleplaying\n", + "page": 7, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_4" + }, + { + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other\nballiStiC Skill (bS) creatures, to deceive, charm, or befriend them.\nBallistic Skill reflects your character’s accuracy with ranged\nweapons, such as boltguns, lascannons, and meltaguns.\ns\nEach Characteristic has a corresponding bonus. A\nStrength (S) Characteristic Bonus equals the tens digit of the Characteristic\nStrength describes how physically strong your character is. score. For example, a character with a 41 Intelligence has a 4\nIt is important to note that Space Marines are inherently Intelligence Bonus. Generally, Characteristic Bonuses are used\npossessed of incredible strength: all Space Marines possess to determine the measure of success or failure in situations or\nthe Unnatural Strength (x2) Trait. See page 136 for details. tests that have variable results.\ntoughneSS (t) GeneratinG\nToughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nCharaCteristiCs\nenvironments, disease, and other physical ailments. It is Characteristics are generated one at a time. For each, roll 2d10,\nimportant to note that Space Marines are exceptionally tough add the resulting numbers together, then add 30. Follow this\nand difficult to kill: all Space Marines possess the Unnatural procedure once for each of your Characteristics until you have\n", + "page": 24, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_5" + }, + { + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\n", + "page": 24, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_6" + }, + { + "title": "their Perception. See page 36 for details.", + "content": "exaMple\ns\nSam is creating a new Deathwatch character, so he rolls 2d10 for\nAn alternate method for generating Characteristic\nhis Weapon Skill Characteristic and gets 11. Next, he adds 30, for\nscores is to give each player a number of Characteristic\na final Weapon Skill of 41. He repeats this process for the rest of his\npoints that he may assign as he wishes. In this case, the\nCharacteristics, gaining the following results:\nplayer begins with a score of 30 in each Characteristic\nand may allocate a total of 100 additional points to his\nCharacteristic 2d10 Roll Total Characteristic\nI: Character Creation\nCharacteristics, adding no more than 20 to any one\nBonus\nCharacteristic. This method generates characters with\nWeapon Skill 11 (+30) 41 4\nslightly lower than average scores.\nBallistic Skill 7 (+30) 37 3\nStrength 16 (+30) 46 4\nToughness 10 (+30) 40 4 y\nAgility 9 (+30) 39 3\nIntelligence 12 (+30) 42 4 “Zeal and fury are rewarded with victory.”\nPerception 15 (+30) 45 4\nWillpower 14 (+30) 44 4 –Captain Davian Thule of the Blood Ravens\nFellowship 8 (+30) 38 3\nOnce you have chosen your Space Marine’s home Chapter,\nSam gets one re-roll. Looking at his Characteristics, his worst score the next step is to select his Speciality. In the Deathwatch, a\n", + "page": 24, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_7" + }, + { + "title": "88 —", + "content": "Techmarine masters of machinery\ns Table 1–3: Movement in Metres Per\nRound\nAg Bonus Half Move Full Move Charge Run\n“They shall be pure of heart and strong of body, untainted by doubt 1 1 2 3 6\nand unsullied by self-aggrandisement. They will be bright stars 2 2 4 6 12\nin the firmament of battle, Angels of Death whose shining wings 3 3 6 9 18\nbring swift annihilation to the enemies of man. So it shall be for a 4 4 8 12 24\nI: Character Creation\nthousand times a thousand years, unto the very end of eternity and the 5 5 10 15 30\nextinction of mortal flesh.” 6 6 12 18 36\n7 7 14 21 42\n–Roboute Guilliman, Codex Astartes 8 8 16 24 48\n9 9 18 27 54\nOnce you have determined your Speciality, your next step 10 10 20 30 60\nis to note down your character’s Movement, Fate Points,\n", + "page": 25, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_8" + }, + { + "title": "therefore, and you will know no fear.”", + "content": "–Roboute Guilliman, Primarch of the Ultramarines\nR\noleplaying as a Space Marine presents a unique challenge:\nSpace Marines are more than human, larger-than-life\nfigures more akin to the heroes of the Trojan War and\nthe Odyssey than to Inquisitional Acolytes or a Rogue Trader and\nhis companions. Some Space Marines are epic beings who will\nduel for days over a matter of honour, others are philosophers\nand tragic figures, full of passion and regret. In their heart, many\nSpace Marines feel that their Chapter is just a little bit better\nthan the others. However you choose to interpret these ideas,\nit is important to note that the Space Marines chosen for the\nDeathwatch are nuanced, complex characters.\nThis section presents some ideas and thoughts to keep in mind\nwhen roleplaying your Deathwatch Space Marine, a guide that\nshould give you some great dramatic hooks and opportunities to\ndevelop your character in a unique way.\nAt the beginning of a Deathwatch game, the Battle-Brothers\nyou serve with are simply “fellow Space Marines.” Over time, complications with their gene-seed. Some individual Space\nhowever, this perception may change: some of these Space Marines Marines have difficulties adjusting to the particular effects of\nmay become true friends, others may become bitter rivals. their Chapter’s gene-seed.\nAn example of a good story might challenge a Space Marine Psykers: How do you (or your Chapter) view psykers? Most\nto choose between his loyalty to his Chapter and the bond of Chapters utilise Librarians and rely on psykers like most other\n", + "page": 34, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_9" + }, + { + "title": "Strength and Toughness Traits.", + "content": "Abilities • Ossmodula: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Toughness\n(x2) Trait.\n“As our bodies are armoured with adamantium, our souls are • Biscopea: This implant, in conjunction with several\nprotected with loyalty. As our bolters are charged with death for the others, grants the Space Marine the Unnatural Strength\nI: Character Creation\nEmperor’s enemies, our thoughts are charged with wisdom. As our (x2) Trait.\nranks advance, so does our devotion, for are we not Space Marines? • Haemastamen: This organ has no in-game effect besides\nAre we not the chosen of the Emperor, his loyal servants unto death?” contributing to the Space Marine’s Unnatural Strength\n", + "page": 35, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_10" + }, + { + "title": "and Toughness Traits.", + "content": "–Chaplain Fergas Nils • Larraman’s Organ: Space Marines do not normally\nsuffer from Blood Loss (see page 260). In addition,\nA\nll Space Marines go through a period of hypno- the Space Marine gains the True Grit Talent. However,\nindoctrination and training that provides them with attacks with the Warp Weapon Quality (see page 136)\nan array of special skills and abilities. To represent this may still inflict Blood Loss as normal.\nhypno-indoctrination in the game, Space Marine characters • Catalepsean Node: A Space Marine suffers no penalties\nbegin play with the following Skills, Talents, and Traits. Note to Perception-based Tests (such as Awareness) when\nthat many of the starting Traits are provided from the list of awake for long periods of time.\nImplant game rules listed below. The Space Marine does not • Preomnor: The Space Marine gains a +20 bonus to any\nneed to meet the prerequisites (if any) for these starting Skills Toughness Test against ingested poisons.\nand Talents. Starting Skills are considered Trained Skills • Omophagea: By devouring a portion of an enemy, a\n(either Advanced or Basic depending on the Skill). Space Marine can gain access to certain information\nStarting Skills: Awareness, Ciphers (Chapter Runes), (such as the whereabouts of a cult’s hidden lair, access\nClimb, Dodge, Common Lore (Adeptus Astartes, Imperium, codes, and so forth). The information he can access is\n", + "page": 35, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_11" + }, + { + "title": "Willpower Test to leave the progenoids behind.", + "content": "• Black Carapace: This implant gives the Space Marine\nexceptional control over his power armour. Although a\nSpace Marine in power armour has the Size (Hulking)\nTrait, his enemies gain no bonus to hit him thanks to the\nBlack Carapace.\nDeSigner’S note: SquaD MoDe, Solo MoDe, anD CoheSion\nYou may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode,\nor Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here’s a brief summary so you\nhave an idea of what they encompass.\nBecause the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable\nworking together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving\nalongside rivals or even enemies, and overcoming those differences can be quite challenging.\nolo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch.\nIn Solo Mode, the Space Marine’s particular special abilities, beliefs, and traditions that are part of his home Chapter\nare emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other\nBattle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother\nof his Chapter than when he is in Solo Mode.\nquad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working\n", + "page": 36, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "psychic", + "id": "rule_12" + }, + { + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.\nThe Black which new recruits may prove their mettle. The Chapter must\njudge the worthiness of its recruits in other ways. From the\nmonolithic chapter keeps they establish on every world the\nTemplars Black Templars conquer, the Chaplains maintain a strict vigil\nover the world and judge the worth of those warriors who\nattract their notice. Often, there will be contests of arms or\n“To the darkness, I bring fire. To the ignorant, I bring faith. Those other equally lethal trials held for those who aspire to joining\nwho welcome these gifts may live, but I will visit naught but death the Chapter. Only the bravest warriors can hope to reach the\nI: Character Creation\nand eternal damnation on those who refuse them.” final stages of selection and even then only a fraction will meet\n", + "page": 36, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_13" + }, + { + "title": "benefits: +5 Weapon Skill,, +5 Willpower, and the", + "content": "are at the extreme end of independence from the Imperium’s\nRighteous Zeal Solo Mode ability (see page 217).\nauthorities. Some would say the Chapter verges on a rogue\nRestrictions: Black Templars Space Marines may\nelement. The Chapter’s fleet-based nature and the goals of\nnot select the Deathwatch Devastator Marine or\nits ten-thousand-year Crusade take the Black Templars\nDeathwatch Librarian Specialities.\nthroughout the entire galaxy, and it is primarily the will of\nImplants: Although Black Templars Space Marines\nthe Marshals that drives the Crusades ever onwards. Like all\npossess both the Betcher’s gland and sus-an membrane\nSpace Marines, the Black Templars do not consider themselves\nimplants, their zygotes are significantly deficient. Black\nsubject to the rule of the Imperium’s power structures, and\nTemplar characters do not gain the benefits of either of\neach Crusade is effectively an autonomous fighting force,\nthese implants.\nthough they may choose to respond to requests for aid by\nothers in the vicinity. s\nWhen the Crusade fleet makes war upon the foes of the\nEmperor, there are two main tactics the Black Templars use Zealous is a Demeanour (see page 32) unique to Space\nto destroy the enemy. The most brutal is the orbital assault, Marines from the Black Templars Chapter. When not\nknown to the few that have survived it as “death from engaged in battle, the brethren of the Black Templars\nabove.” The Black Templars drop into action in the wake are invariably to be found preparing for it. They pass\n", + "page": 39, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "skills", + "id": "rule_14" + }, + { + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.\nThe Sons of the Red Angel are noble, but I sense something sinist\ner about them.\n", + "page": 42, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_15" + }, + { + "title": "–S.S.", + "content": "The Dark different levels within the Chapter which individuals may\ngradually rise through. On attaining each new level, they are\ngranted a little more knowledge of the truth behind the Dark\nAngels Angels’ origins, but only the highest-ranking members of the\nChapter know the terrible, shameful secret of what occurred\nten thousand years ago.\n“Repent, for tomorrow you die!”\nCaliban\nI: Character Creation\n–Battle cry of the Dark Angels Chapter\nCaliban, the home world of the Dark Angels, was once a\nT\nhe Dark Angels stand first amongst the Space Marine verdant world of dense forests. Yet, those forests seethed\nChapters, as they have done since their very inception. with mutation and corruption, the baleful influence of the\nTheirs is a proud Chapter, with traditions and rituals nearby Eye of Terror cursing Caliban and making it one of\nthat date back to the earliest days of the Imperium. The origins the deadliest worlds in the galaxy. The original inhabitants\nof the Dark Angels Chapter are shrouded in mystery, however. of Caliban are said to have been a proud, martial people,\nFew records of its beginnings exist, nor are there many brought up to live and die by the sword. The lush forests\nmentions of the part it played in the Emperor’s Great Crusade. were inhabited by all manner of terrifying beasts that had\nMost references in the histories of the Imperium to its deeds been warped by Chaos. The ferocity of these creatures forced\n", + "page": 42, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_16" + }, + { + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beast-\nhaunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the\nknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.\n", + "page": 44, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_17" + }, + { + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nI: Character Creation\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.\n", + "page": 45, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_18" + }, + { + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.\ns\nThe Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of\noverwhelming firepower to defeat their foes.\nDark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence\nSolo Mode ability (see page 217).\nSonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\n", + "page": 45, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_19" + }, + { + "title": "LEMAN RUSS", + "content": "ancient heroes of\narch of the Spa ce Wo lves Leg ion, Lem an Russ, is one of the most famous of the the\nThe prim\nnds tell of his deed s at the very daw n of the Imperium’s bloody history. When\nthe Imperium. Many lege discovered by a\nwer e scat tere d to the war p, Rus s was cast to the world of Fenris. There he was\nprimarchs ng, helpless primarch, she\nfeed her cubs. But rather than slay the you\nmighty she-wolf on the hunt for prey to y and conquered the tribes of Fenris, ruling\nover them\nown . Soo n, the prim arch reac hed mat urit\nraised him as her arch and his progenitor\n. Wh en wor d of Kin g Rus s’s exp loits reached the ears of the Emperor, the prim\nas king\nvery forefront of the Great Crusade.\nwere united, and Russ took his place at the\nce Wolves stood loyally\ncent Imperium was rent asunder, the Spa\nWhen the Horus Heresy came and the nas ht against their erstwhile brothers, the Tho\nusand\nEm pero r. The ir grea test batt le was foug\nat the side of the Legion decimated the\n", + "page": 47, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_20" + }, + { + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.\ns\nSpace Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens,\nhigh or low.\nA Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo\nMode Ability (see page 217).\nBonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent.\nRestrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.\n", + "page": 47, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_21" + }, + { + "title": "Squad Mode.", + "content": "Deathwatch Devastator Marine Characteristic Advances\nLevel Simple Intermediate Trained Expert\nWeapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nCleanse and Purify 500 Talent —\nExotic Weapon Training (any) 500 Talent —\n", + "page": 76, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_22" + }, + { + "title": "Rapid Reload 500 Talent —", + "content": "Storm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nHardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50\nSound Constitution (x2) 1,000 Talent —\nRank 8 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35\nThe Traitor Legions\nWith the defeat of the Traitor Legions dur\ning the Horus Heresy, the vanquished Spa\ninto the Eye of Terror. There, close to the inte ce Marines were driven\nnse energies of the warp, they took worlds\nthe lords and masters of daemon realms und for their own, becoming\ner the patronage of their chosen gods. Fro\n", + "page": 77, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "talents", + "id": "rule_23" + }, + { + "title": "os by the strength of their hatred for the", + "content": "forgotten, nor forgiven, the mortal universe Emperor. They have not\nwhich expelled them and still exact a bloo\nthe tides of the warp carry them back ther dy vengeance when\ne. They are carried forth by ancient warship\nfrom the time of the Heresy, but are now s that have survived\nencrusted with millennia of baroque deco\nbattle wounds. The fickle tides of the war ration and scarred by old\np can carry the Chaos Space Marines to\nThey descend upon unsuspecting worlds, plun anywhere in the galaxy.\ndering all they can and razing anything they\nretreating once more to the Eye of Terror. cannot take before\nThough local forces may mount a courage\nagainst the invaders, they are doomed unle ous and desperate defence\nss Space Marines are on hand. Then, brother\nmore, with all the bitterness and hatred unle will fight brother once\nashed at the height of the Horus Heresy ten\nthousand years ago.\nRenegade Space Marines\nAlthough the Horus Heresy represents by\nfar the largest and most devastating exam\ncasting off their vows of loyalty and turn ple of Space Marines\ning on those they were created to defend,\n", + "page": 78, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_24" + }, + { + "title": "Carouse Toughness —", + "content": "Charm Fellowship Interaction\nClimb Strength Movement\nCommand Fellowship Interaction\n", + "page": 92, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_25" + }, + { + "title": "Concealment Agility —", + "content": "Contortionist Agility Movement\nDeceive Fellowship Interaction\n", + "page": 92, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_26" + }, + { + "title": "Dodge Agility —", + "content": "III: Skills\nEvaluate Intelligence Investigation\n", + "page": 92, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_27" + }, + { + "title": "Gamble Perception —", + "content": "Inquiry Fellowship Investigation\nIntimidate Strength Interaction\nLogic Intelligence Investigation\n", + "page": 92, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_28" + }, + { + "title": "Search Perception —", + "content": "Silent Move Agility Movement\nSwim Strength Movement\nTable 3–2: Advanced Skills\nSkill Name Characteristic Descriptor\nAcrobatics Agility Movement\nChem-Use Intelligence Crafting, Investigation\n", + "page": 92, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_29" + }, + { + "title": "Ciphers† Intelligence —", + "content": "Demolition Intelligence Crafting\nDrive† Agility Operator\nInterrogation Willpower Investigation\n", + "page": 92, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_30" + }, + { + "title": "Literacy Intelligence —", + "content": "Lore: Common† Intelligence Investigation\nLore: Forbidden† Intelligence Investigation\nLore: Scholastic† Intelligence Investigation\n", + "page": 92, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_31" + }, + { + "title": "Performer† Fellowship —", + "content": "Pilot† Agility Operator\n", + "page": 92, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_32" + }, + { + "title": "Tracking Intelligence —", + "content": "Trade† Intelligence Crafting\n", + "page": 92, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_33" + }, + { + "title": "Wrangling Intelligence —", + "content": "†\nDenotes a Skill group.\ns s\nAdvanced Skills require very specific training or education, and Some Skills encompass groups of related Skills. For brevity’s\ncommon individuals may not attempt their use. Regardless of sake, these Skill groups are listed under the same entry, but\na character’s intrinsic abilities and Characteristics, he would each must be acquired and used separately. Thus, a pilot with\nnever be able to understand the Eldar language without the Pilot (Personal) Skill would be able to fly using a jump\nprevious instruction. pack, but not pilot a Thunderhawk gunship.\ns s\nSome Skills fall into broad categories that use common rules. Several Skill entries have subsections that detail a specific,\nThese descriptors allow both players and GMs to instantly focused use outside its usual employment. These sections\nIII: Skills\nidentify the appropriate rules section from Chapter VII: Playing spotlight a particularly creative or interesting use of the Skill,\nthe Game for their resolution. These categories include: Crafting, allowing for greater variety of Skill applications.\nInteraction, Investigation, Movement and Operator.\ns Skill\nSkills with the Crafting descriptor allow characters to create\n", + "page": 92, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_34" + }, + { + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nIII: Skills\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.\ncarouSe (BaSic)\n", + "page": 94, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_35" + }, + { + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus\nhis Toughness Bonus (minimum 1 hour). harder, or the Kill-team’s Brother-Chaplain might rouse his\nSkill Use: Free Action taken whenever the character imbibes brothers with an impassioned prayer to the Emperor.\ncharm (BaSic, interaction) chem-uSe (advanced,\nFellowship inveStiGation)\nThe character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he Intelligence\nwishes to change the minds of an individual or small group. The Chem-Use Skill allows the character to safely identify,\nThe character need not make a Charm Test each time he speaks handle, and prepare a variety of chemicals, toxins, poisons, and\n", + "page": 94, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_36" + }, + { + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nmust be able to see and hear the character—though this could Escape Grapple\nbe done remotely through a vox or pict-caster—and speak a After an opponent has grappled the character in combat, he\ncommon language. may escape using the Contortionist Skill. Make an Opposed\nSkill Use: Half Action for simple commands, Full Action for Test with the character’s Contortionist Skill against the\nmore involved direction grappler’s Strength Characteristic. Success indicates the\ncharacter has slipped out of his enemy’s hands and is free.\nSpecial uses Failure means he remains grappled.\nExtend Support Range Squeeze Through\nAs a Half Action the Battle-Brother nominated as the squad’s The character can make a Contortionist Test to squeeze\nleader (see page 238) may extend his Kill-team’s Support through a tight space, such as through a maintenance conduit\nIII: Skills\nRange (see page 213) by a number of metres equal to his aboard a ship or a gap in damaged blast doors. The character\n", + "page": 95, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_37" + }, + { + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nlore: forBidden (advanced,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium, inveStiGation)\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general Intelligence\ninformation, procedures, divisions, traditions, famed individuals, Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nand superstitions of a particular world, group, organisation, or Archeotech, the Black Library, Daemonology, Heresy, the\nrace. This skill differs from Scholastic Lore, which represents Inquisition, Mutants, Psykers, the Traitor Legions, the Warp\nscholarly learning, and Forbidden Lore, which involves hidden and Xenos\nor proscribed knowledge, in that it deals with basic information Forbidden Lore skills represent knowledge usually hidden,\nlearned from prolonged exposure to a culture or area. veiled, or proscribed by an organisation or society. Mere\nSuccess in a Common Lore Test indicates the character recalls possession of this knowledge may cause difficulties for those\ngeneral information about the subject. The GM determines not associated with the group in question. Excessive knowledge\nwhat extra information to provide for additional Degrees of the hidden truths of the Traitor Legions, for example, can\nof Success. be decidedly bad for one’s health for those outside (or even\n", + "page": 99, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_38" + }, + { + "title": "Intelligence", + "content": "wranGlinG (advanced)\nWith the Tracking Skill, the character can follow the Intelligence\nsigns left by his quarry, allowing him to hunt them down. The character can tame, train, and potentially ride animals he\nFollowing obvious tracks does not require a Skill Test, and is encounters in his travels, from spine-hounds to the noble warhorse\nconsidered part of a character’s movement. In instances where breeds. Both taming and training beasts are Extended Tests, the\nthe time or elements have eroded the signs or where the very duration of which is determined by the nature and temper of the\nenvironment makes seeing them difficult, such as darkness creature involved. Once an animal has been broken to its master’s\nor fog, Tracking Tests are required. The difficulty depends will—or at least formed a partnership for particularly strong-\non the condition of the traces and the tracker’s surroundings. willed beasts—directing it or issuing commands is a Half Action.\nWhen following any tracks where the difficulty of the test Wild animals, or those trained for hostility and aggression,\nis more than Challenging (+0), the tracker’s Movement rate can have their Disposition changed by one level for every two\ndrops to half. Cunning or devious quarry may attempt to Degrees of Success, up to a maximum of three levels by a Full\nconceal or erase their tracks. In any case where an opponent Action use of this Skill. GMs may impose penalties for animals\n", + "page": 105, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_39" + }, + { + "title": "out of action to regain full Cohesion.", + "content": "Catfall Ag 30 Reduce falling damage.\nChem Geld — Immune to seduction, resistant to charm.\nCleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks.\nCombat Formation Int 40 Use Int Bonus for Initiative.\nOpponents get no bonus for outnumbering the\nCombat Master WS 30\ncharacter.\nCombat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative.\nConcealed Cavity — Character has a secret compartment on his person.\nCounter Attack WS 40 Gain free attack with successful Parry.\nCrack Shot BS 40 Deal +2 Critical Damage with ranged weapon.\nCrippling Strike WS 50 Deal +4 Critical Damage with melee weapon.\nCrushing Blow S 40 Deal +2 Damage with melee weapons.\nDeadeye Shot BS 30 Called Shots are at –10 penalty.\nCause greater damage when charging or dropping\nDeath From Above Adeptus Astartes, Pilot (Personal)\ninto combat using a jump pack.\n", + "page": 108, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_40" + }, + { + "title": "chance of Righteous Fury.", + "content": "IV: Talents & Traits\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.\nExotic Weapon Training† — Gain proficiency with an exotic weapon type.\nEye of Vengeance\nRoll twice for Psychic Phenomena (see page 187) and\nFavoured by the Warp WP 35\ntake better result.\nFearless — Immune to Fear and Pinning.\nFeedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action.\nFerric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects.\nFerric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.\nFlame Weapon Training† — Gain proficiency with a group of flame weapons.\nFlesh Render Adeptus Astartes Cause additional damage with chain weapons.\nForesight Int 30 Contemplate to gain +10 bonus on next Test.\nFrenzy — Enter psychotic rage to gain combat bonuses.\nFurious Assault WS 35 On a successful WS Test, gain a free second attack.\nThe character has a good reputation amongst a certain\nGood Reputation† Fel 50, Peer\n", + "page": 109, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_41" + }, + { + "title": "Immune to Pinning by Pistols and Basic Weapons.", + "content": "Last Man Standing Nerves of Steel\n", + "page": 109, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "weapons", + "id": "rule_42" + }, + { + "title": "Improves Cover.", + "content": "Leap Up Ag 30 Stand up as a Free Action.\nLight Sleeper Per 30 Count as awake, even when asleep.\nLightning Attack Swift Attack Attack three times with a Full Action.\nLightning Reflexes — Add twice Ag Bonus to Initiative rolls.\nLitany of Hate Hatred Extend benefits of Hatred to allies.\nLogis Implant — +10 bonus on WS and BS on successful Tech-Use Test.\nLuminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue.\nLuminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue.\n†\nDenotes talent group.\nTable 4–1: Talents, Continued\nTalent Name Prerequisite Benefit\nLuminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nThe character has advanced Mechanicus\nMachinator Array Techmarine or Mechanicus Implants\naugmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nIV: Talents & Traits\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.\n", + "page": 109, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_43" + }, + { + "title": "Fellowship Test.", + "content": "Mechadendrite Use† Techmarine or Mechanicus Implants The character can use a type of Mechadendrite.\nThe character may enter a trance to remove\nMeditation —\nFatigue.\nMelee Weapon Training† — Gain proficiency with a group of melee weapons.\nThe character may use Psychic Powers while in\nMental Rage Frenzy\nthe throes of frenzy.\nMighty Shot BS 40 Deal +2 Damage with ranged attacks.\nMimic — The character can copy voices.\nNerves of Steel — Re-roll failed tests to avoid pinning.\nOrthoproxy — +20 bonus to resist mind control or interrogation.\nParanoia — The character is alert for danger.\nGain +10 bonus on Fel Tests to interact with\nPeer† Fel 30\norganisation.\nPistol Weapon Training† — Gain proficiency with a group of pistol weapons.\nPolyglot Int 30, Fel 30 The character has an innate ability with languages.\nPrecise Blow WS 40, Sure Strike No penalty for attacks against specific locations.\nUse Swift and Lightning Attack as a Half Action\n", + "page": 110, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_44" + }, + { + "title": "One item up to 20 Requisition becomes standard", + "content": "Signature Wargear\nissue.\nSignature Wargear One item up to 40 Requisition becomes standard\nSignature Wargear\n(Master) issue and gain an additional benefit.\n", + "page": 110, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "equipment", + "id": "rule_45" + }, + { + "title": "One item up to 70 Requisition becomes standard", + "content": "Signature Wargear (Hero)†\nissue.\n†\nDenotes talent group.\nTalent TalenTs for space Marines anD\nTheir eneMies\nDescriptions This chapter details many Talents; some of these are\nfor the exclusive use of Battle-Brothers of the Adeptus\n“The Imperium is a realm defended by sword strokes and the roar of Astartes and are not found by those outside their ranks or\nIV: Talents & Traits\nguns: a million sword strokes and a roar like the thunder of angry the ranks of the vile Chaos Space Marines. Others detailed\ngods pass every day, and yet it may prove not enough.” here are not applicable to Space Marine characters, either\nbecause they are rendered redundant by a Battle-Brother’s\n–from the Ascension Address by Lord Militant Tetrarchus extraordinary prowess and abilities or because they simply\nare not things that a Space Marine would learn or do.\nPlayers can find a complete listing of the Talents available in This second group of Talents has been included in this\nDeathwatch in Table 4–1: Talents, and the full explanations chapter not for the use of players in creating Deathwatch\nof each Talent on the following pages. haracters, but to enable Game Masters to create varied and\ninteresting NPCs and enemies for the player characters to\nencounter during their missions for the Deathwatch.\nTable 4–1: Talents, Continued\n", + "page": 110, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "equipment", + "id": "rule_46" + }, + { + "title": "Prerequisites: Agility 30", + "content": "This Talent does not represent true ambidexterity so much as\nsufficient training with both hands to make the distinction\nauTosanGuine\nmoot. The character may use either hand equally well for any The ancient and blessed technology of the Mechanicus flows\ntask, and does not suffer the –20 penalty for actions using through the character’s blood. These miniscule machines repair\nhis off hand. minor injuries and speed healing. When applying healing, the\nSpecial: When combined with a Two-Weapon Wielder character is always considered Lightly Damaged, and heals at\nTalent, the penalty for making attacks with both weapons in an increased rate, removing 2 points of Damage per day.\nthe same turn drops to –10.\ng\narMour-MonGer Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nPrerequisites: Techmarine SP and Universal\nThe finest armours and most powerful shields are all products The character has received Basic Weapon Training in a group\nof the followers of the machine god, based on the fabled and of weapons, and can use them without penalty. The Universal\nancient designs of man’s glorious past. With years of training, group includes the Bolt, Las, Launcher, Melta, Plasma, and SP\na Techmarine can learn to enhance these protections, or use groups. Weapon Skill or Ballistic Skill Tests used with a weapon\n", + "page": 112, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_47" + }, + { + "title": "Prerequisites: Strength 45", + "content": "berserk charGe Whereas a weaker man would be sent flying when using\nThe character has learned to put the whole force of his heavy weapons, the character’s strong physique allows him to\nmomentum behind his weapon blows. When the character remain standing . The character can fire heavy weapons using\ncharges into combat, few can stand before him. If the Semi-Auto Burst or Full Auto Burst without bracing, and he\ncharacter uses the Charge Action, he gains a +20 bonus to does not suffer the –30 penalty for failing to brace.\n", + "page": 113, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_48" + }, + { + "title": "Weapon Skill instead of +10.", + "content": "call To VenGeance\nbinary chaTTer Prerequisites: Adeptus Astartes, Fellowship 40\nThe character has optimised his use of Techna-Lingua for When a Space Marine falls in battle, one of his Battle-Brothers\ncontrolling servitors. The character receives a +10 bonus to any may inspire those who remain to great deeds in revenge for\nattempt to instruct, program, or communicate with servitors. their fallen comrade. When another member of the unit is\nkilled or taken out of action, the Battle-Brother may take\na Full Action and spend a Fate Point to call his remaining\nblaDeMasTer brothers to revenge the fallen. The character may raise his\nPrerequisites: Weapon Skill 30, Melee Weapon Training weapon in defiance and speak an oath of hatred, or recite one\nThe character’s mastery of bladed weapons and martial of the canticles of vengeance. No matter how it is embodied,\ndisciplines has no peer. When attacking with any bladed his action restores the Battle-Brother and all those in Support\nweapon, including chainswords and power swords, the Range of him to their starting Cohesion.\ncharacter may re-roll one missed attack per Round.\ncaTfall\ng Prerequisites: Agility 30\nPrerequisites: Perception 30 Gymnastic ability and natural balance enables the character\n", + "page": 113, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "skills", + "id": "rule_49" + }, + { + "title": "Prerequisites: Weapon Skill 50", + "content": "The character can land his blows precisely where they inflict\ncoMbaT forMaTion the most harm, cutting into seams or hammering at weak\nPrerequisites: Intelligence 40 points. When the character’s melee attack causes Critical\nThe character has directed his comrades to prepare for danger, Damage add +4 Damage.\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group\nmay choose to use the character’s Intelligence Bonus for all\nw\nInitiative rolls rather than individual Agility Bonuses. Prerequisites: Strength 40\nThe character has the ability to focus his entire body into\nclose combat attacks. The character adds +2 to damage\ncoMbaT MasTer inflicted in melee.\n", + "page": 114, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "skills", + "id": "rule_50" + }, + { + "title": "Prerequisites: Weapon Skill 30", + "content": "The character’s weapon seems to be everywhere at once,\nkeeping many more opponents at bay in close combat\nt\nthan would seem possible. Opponents fighting the Prerequisites: Ballistic Skill 30\ncharacter in hand-to-hand combat gain no bonuses for The character’s rock-steady hand and hawk-like eyesight\noutnumbering him. make him a dreaded marksman. No target, however precise,\ncan escape his crosshairs. When making a called shot, the\ncharacter suffers a –10 penalty instead of –20.\ncoMbaT sense\n", + "page": 114, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "skills", + "id": "rule_51" + }, + { + "title": "Prerequisites: Perception 40", + "content": "The character has the ability to consciously recognise the\nDeaTh froM aboVe\nproddings of his subconscious as it reacts to his preternaturally Prerequisites: Adeptus Astartes, Pilot (Personal)\nsharp senses, giving the character an edge that mere speed A Space Marine descending into battle on trails of fire is a\ncannot match. The character may use his Perception Bonus in true angel of death come to bring ruin and ending on all who\nplace of his Agility Bonus when rolling Initiative. stand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum\nconcealeD caViTy bonus of 2d10.\nThe character’s flesh or augmetics conceals a small\ncompartment. This might be a pouch hidden under a flap\nof flesh or a chamber fitted into a cybernetic enhancement.\ng\nThe character may conceal one small item, no larger than a Prerequisites: Adeptus Astartes, member of the Deathwatch\nclosed fist, within this cavity. Discovering this compartment All Deathwatch Space Marines automatically confirm any\nrequires success on a Difficult (–10) Search Test. If using Righteous Fury results (see page 245) against alien enemies\na medicae scanner or auspex, the Difficulty is reduced to without needing to re-roll the Ballistic Skill Test or Weapon\nOrdinary (+10). Skill Test.\n", + "page": 114, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_52" + }, + { + "title": "Prerequisites: Agility 40, Two-Weapon Wielder", + "content": "elecTro GrafT use\nThe character’s skill with guns is such that he can target Prerequisites: Techmarine or Mechanicus Implants\ntwo shots on exactly the same point. When armed with two The character may use his Electro Graft to access data ports\npistols, the character may fire both simultaneously as a Full and commune with machine spirits. This grants a +10 bonus\nAction. A single Ballistic Skill Test is made, and if successful, to Common Lore, Inquiry, or Tech-Use Tests whilst connected\nthe character hits his target with both shots. As the character to a data port.\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the\neneMy\nweapons provides its +10 bonus. The character does not suffer Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nfrom the normal –20 Ballistic Skill penalty for wielding two Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nweapons. If the attack hits, the target’s armour gets applied as Adeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nnormal to both hits individually, but Toughness only counts Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nonce against the combined damage rolls of both hits. A single Navigators, Officio Assassinorum, PDF, Planetary Governors,\nsuccessful Dodge Test from the target avoids both shots. Rogue Trader, Schola Progenium, Scholastica Psykana\n", + "page": 115, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "weapons", + "id": "rule_53" + }, + { + "title": "Full Action and a successful a Willpower Test.", + "content": "ferric suMMons\nPrerequisites: Techmarine or Mechanicus Implants,\nFerric Lure\nThe character can call an unsecured metal object to his hand as\nwith Ferric Lure. The character may summon objects of up to\n2 kilograms per point of Willpower Bonus, and the object may\nbe up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.\ng\nTalent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorer’s heart and dread to his foes. He has mastered the\nart of a wide variety of flamer weapons. The Universal Talent\nexeMplar of honour group encompasses all non-Exotic weapons with the Flame\nspecial quality.\nPrerequisites: Adeptus Astartes\nThe Battle-Brother exemplifies all that is finest in an Adeptus\nAstartes to the extent that his presence can rally his brothers\nflesh renDer\nand inspire them to fight together against overwhelming Prerequisites: Adeptus Astartes\nodds. The Battle-Brother may spend a Fate Point as a Free The Battle-Brother has a taste for the massive damage that\nAction to regain Cohesion equal to his Fellowship Bonus. He can be inflicted with chain weapons and other melee weapons\nmay do this once per Round. that rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality,\nthe character rolls a single additional die for Damage and\nfaVoureD by The Warp picks the highest roll. For weapons that inflict several dice\n", + "page": 117, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "psychic", + "id": "rule_54" + }, + { + "title": "successful Willpower Test.", + "content": "t\n", + "page": 117, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "psychic", + "id": "rule_55" + }, + { + "title": "Prerequisites: Intelligence 30", + "content": "Logic and analysis do for the character what Tarot and\nfeeDback screech the bones claim to do for the superstitious masses. By\nPrerequisites: Techmarine or Mechanicus Implants careful consideration of all the possible consequences, and\nThe character can scramble his vox synthesizers, causing a examination of all evidence and information, the character\nhideous blast of noise that shocks and distracts others. All can identify the best path for success. By spending 10 minutes\nunprotected creatures within a 30-meter radius who have the studying or analysing a problem, the character gains a +10\nability to hear must make a Willpower Test or lose a Half bonus to his next Intelligence Test.\nAction on their next turn as they involuntarily react to the\ncacophonous shriek.\nfrenzy GunslinGer\nThe character’s temper and passion boil just below the surface Prerequisites: Ballistic Skill 40, Two-Weapon Wielder\nof his psyche, mostly held in check by his rational mind, but The character has trained with pistols for so long that they are\neasily released when needed. If the character spends one full like extensions of his own body, barely requiring conscious\nRound fuelling his anger—by flagellation, drugs, or other thought to aim and fire. When armed with two pistols, the\nmeans—on the next Round he goes into an uncontrolled rage, character reduces the penalty for Two-Weapon Fighting by\n", + "page": 117, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_56" + }, + { + "title": "Prerequisites: Agility 40", + "content": "Light on his feet, the character dodges and weaves as he\nt moves, skills learned from long years in the line of fire. When\nPrerequisites: Weapon Skill 35 the character performs a Charge or Run Action, opponents\nThe character’s speed and martial prowess allow him to land suffer a –20 penalty to Ballistic Skill Tests made to hit the\nseveral blows where lesser combatants land one. If the character character with a ranged weapon. This penalty continues until\nsuccessfully hits his target using the All Out Attack Action, he the start of the character’s next turn.\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.\nharDy\n", + "page": 118, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_57" + }, + { + "title": "Prerequisites: Toughness 40", + "content": "GooD repuTaTion The character’s constitution rebounds quickly from shock\nPrerequisites: Fellowship 50, Peer (of that group) or injury. When undergoing medical treatment or healing\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica, from injures, the character recovers Damage as if Lightly\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Damaged.\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nd\nRogue Trader, Schola Progenium, Scholastica Psykana Talent Groups: Chaos Space Marines, Daemons, Mutants,\nThe character is well respected within a social group or Psykers, Xenos (specific), other\norganisation. The character gains an additional +10 bonus to A group, organisation, or race has wronged the character in\nFellowship Tests when dealing with this group. This Talent the past, fuelling this animosity. When fighting opponents of\nis cumulative with Peer, for a total of a +20 bonus. This that group in close combat, the character gains a +10 bonus\nbonus also applies to Influence Tests when dealing with this to all Weapon Skill Tests made against them.\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.\ng\nTalent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\n", + "page": 118, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_58" + }, + { + "title": "Prerequisites: Intelligence 40", + "content": "The character has been infused with a great wealth of lore and\nknowledge, either through punishing noetic techniques or by\narcane methods kept secret by the guardians of technology and\nknowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10\nbonus to any tests involving Common or Scholastic Lore for\nwhich the character already possesses the Skill.\ng\n", + "page": 119, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_59" + }, + { + "title": "Prerequisites: Ballistic Skill 40", + "content": "The character has developed his peripheral vision and situational\nawareness to a point where he can fire in two directions within\na split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers\nheiGhTeneD senses such that they would follow him into the warp vortices of\nTalent Groups: Sight, Sound, Smell, Taste, Touch the Maw or on a boarding action against xenos corsairs. In\nEither genetics or augmetics have made one of the character’s personal combat, while visible to the character, the followers\nsenses are superior to others. When the character gains this Talent, are immune to Fear and Pinning.\nselect one of the five senses. The character gains a +10 bonus\nto any tests specifically involving this sense. Thus, Heightened\nSenses (Sight) would apply to an Awareness Test to see a distant\ninspire WraTh\nflock of shale crows, but not to a Ballistic Skill Test or a Weapon Prerequisites: Fellowship 30\nSkill Test simply because the character is using his eyes. The character knows just the turn of phrase that incites\nindividuals or groups to rage against others. The character’s\nrhetoric grants him +20 to Interaction Tests when inspiring\ng hatred or anger, and this Talent doubles the number of\n", + "page": 119, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "skills", + "id": "rule_60" + }, + { + "title": "Prerequisites: Perception 30", + "content": "The slightest change in conditions or disturbance brings the\nt\ncharacter from sleep to full awareness, remaining alert even Prerequisites: Techmarine or Mechanicus Implants\nin slumber. The character is always assumed to be awake, The Omnissiah has blessed the character with augmetic conduits\neven when asleep, for the purposes of Awareness Tests or that parallel the bones of his arms. By reciting the proper litany,\nsurprise. Unfortunately, the character’s sleep is not deep and the character can channel the energy stored in his Potentia\ncan be frequently interrupted, resulting in a less-than-cheery Coil down these channels and direct it at enemies. Success on\ndisposition when awake. a Ballistic Skill Test allows the character to direct this energy\nagainst a single target within 10 metres. The target takes 1d10\nplus the character’s Willpower Bonus of Energy Damage with\nthe Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack\nluMinen charGe MaGleV Grace\nPrerequisites: Techmarine or Mechanicus Implants Prerequisites: Mechanicus Implants\nThe character has mastered the union between his holy The character is implanted with anti-grav coils throughout his\nmechanical elements and his mortal flesh, allowing the lower body, allowing him to hover just off the ground. Using\n", + "page": 120, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_61" + }, + { + "title": "Prerequisites: Fellowship 30", + "content": "The character has learned the techniques required to\ninfluence large audiences. The character’s Fellowship Tests\nMiMic\nand Fellowship-based Skill Tests affect 10 times the normal Vox synthesisers, training, or innate abilities allow the\nnumber of targets. character to accurately mimic the voice of another. The\ncharacter must study the voice patterns of his intended\ntarget for at least one hour for proper imitation, and speak\nMechaDenDriTe use the same language. The character cannot accurately copy the\nPrerequisites: Mechanicus or Techmarine Implants voice of a xenos due to the difference in physiology and the\nTalent Groups: Servo-arm, Weapon, Utility subtle complexities of most alien languages. Listeners must\nThough there are many different types of Mechadendrite, succeed on a Difficult (–10) Scrutiny Test to penetrate the\nthis Talent divides them into two broad categories: deception. If the character’s study used vox recordings or\nServo-Arm: Servo-arms are powerful mechanical arms fitted comm-link conversations rather than in-person observation,\nwith piston-driven claws that are equally effective as weapons the Difficulty of the Scrutiny Test is reduced to Challenging\nas they are at repairing machines. (+0). The character’s deception automatically fails if the\nWeapon: Mechadendrites of this type end in either ranged listener can clearly see him.\n", + "page": 122, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_62" + }, + { + "title": "Prerequisites: Intelligence 40, Fel 30", + "content": "The character has an innate ability to derive meaning from\npsychic Techniques\nunknown languages, and make himself understood using this Talent Groups: See Psychic Techniques\nintuitive grasp. The character treats all languages as Basic Either through training or natural development, the character\nSkills. This is not the same as true knowledge of the language, has learned an additional Psychic Technique. Once this Talent\nand tests using this Talent suffer a –10 penalty due to the has been selected, the character may select one new Psychic\nsimplistic nature of translation. Technique in any Discipline he possesses with an XP cost\nequal to or lower than the Talent’s XP cost. Note that when a\nPsychic Technique is selected, the character does not have to\nw spend more XP -he spent the required XP when he purchased\nPrerequisites: Weapon Skill 40, Sure Strike the Talent. This Talent may be chosen multiple times, each\nThe character’s eye, hand, and weapon act seamlessly together, selection granting an additional Technique.\nplacing the character blows exactly where the character\nintends. When making a called shot with a melee weapon,\nthe character does not incur the normal –20 penalty.\nThe character has practiced so frequently with his weapons\nthat they practically leap into his hands in response to a\nd simple thought. The character can Ready as a Free Action\n", + "page": 123, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_63" + }, + { + "title": "Brother. Gain +1 Cohesion.", + "content": "no benefits for outnumbering the Battle-Brother in close\nYour guardian machine spirit aids you in combat. These effects last until the Battle-Brother chooses\nAny item\nthwarting enemies. Gain +2 Initiative.\nto end his Stalwart Defence or until he is rendered incapable\nFaith in your war gear bolsters your morale.\nAny item of fighting.\nGain +5 on WP tests.\nsTep asiDe sure sTrike\nPrerequisites: Agility 40, Dodge Prerequisites: Weapon Skill 30\nThe character can sway his body out of the path of an attack, The character has a degree of control over where his melee\ncausing it to pass through thin air. The character may make attacks land. When determining hit location for a melee\nan additional Dodge once per Round. In effect, this gives the attack, the character may use the dice as rolled, or he may\ncharacter a second Reaction that may only be used to Dodge, reverse them, choosing the preferred location. For example, if\nIV: Talents & Traits\nallowing two Dodges in a Turn. However, the character may Cassus rolls a 37 to hit a Chaos Heretic, this would ordinarily\nstill only attempt a single Dodge against one attack. strike the Right Leg. However, since he has the Sure Strike\ntalent, he could choose to hit the Body (37).\ng\nThe character is an experienced survivor of the kind of\nsWifT aTTack\nmurderous fights that occur in the depths of an underhive or Prerequisites: Weapon Skill 35\n", + "page": 125, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_64" + }, + { + "title": "Prerequisites: Intelligence 30", + "content": "Either through the ease of long practice, or the proper ritual\nto appease a weapon’s machine spirit, the character can clear\nstoppages with a simple knock. The character may un-jam\nany gun as a Half Action, but may only perform this rite\non one weapon per Round. The character must touch the\nweapon to enact this rite.\ng\nTalent Groups: Universal\nThe character’s mastery of the balance, spin, and weight of\nthrown weapons makes him a formidable foe at any distance,\neven if only armed with a knife. The Universal group includes\nthe Primitive, Chain, Shock, and Power weapon groups. When\nIV: Talents & Traits\na character attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.\nToTal recall\n", + "page": 126, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_65" + }, + { + "title": "Prerequisites: Intelligence 30", + "content": "Mental conditioning or augmentation enables the character\nto record and recall great amounts of information, effectively\ngranting him a perfect memory. The character can\nautomatically remember trivial facts or pieces of information\nhe might feasibly have picked up in the past. When dealing\nwith more detailed, complex, or obscure facts, such as the\nexact layout of a defence network, the GM may require a\nsuccessful Intelligence Test to recall the information.\nt\n", + "page": 127, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_66" + }, + { + "title": "Prerequisites: Toughness 40", + "content": "The character is able to shrug off wounds that would fell\nlesser men. Whenever the character suffers Critical Damage,\nhalve the result (rounding up).\nExample: Agamemnon takes a grievous wound from a\ntyranid warrior. After reduction for Armour and Toughness,\nThe flesh is Weak the Scything Talon strike still does 8 Damage. Unfortunately,\nPrerequisites: Mechanicus or Techmarine Implants it’s been tough going and Agamemnon only has 4 Wounds\nThe character’s body has undergone significant bionic remaining, which would normally result in 4 points of Critical\nreplacement to the point where he is far more machine than man. Damage. However, since he has the True Grit Talent, he only\nThis Talent grants the character the Machine Trait page\n(see 133) takes 2 points of Critical Damage.\nwith Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nTWo-Weapon WielDer\nnumber of times this Talent has been taken, such as The Flesh Talent Groups: Ballistic, Melee\nis Weak 3. Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each\nhand when needed. When armed with two weapons of the\nThunDer charGe same type, the character may spend a Full Action to attack\n", + "page": 127, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_67" + }, + { + "title": "equal to the character’s Intelligence Bonus.", + "content": "unshakeable faiTh\nThe character’s confidence in the Emperor is so strong that\nWhirlWinD of DeaTh\nthe character can face any danger. The character may re-roll Prerequisites: Adeptus Astartes\nany failed Willpower Tests to avoid the effects of Fear (see When facing massed opponents in combat, the Battle-Brother\npage 276). becomes a whirlwind of death, moving, hacking, gutting, and\nbeheading with ceaseless fury. When attacking an enemy with\nthe Horde trait in close combat, the Battle-Brother doubles\nWall of sTeel any Damage dealt to the Horde’s Magnitude. For example,\nPrerequisites: Agility 35 if the Battle-Brother’s attacks would reduce the Horde’s\nThe character’s skill with blades is so profound that to try to Magnitude by 3, this amount is doubled to 6.\nland a blow on him is like trying to strike an invisible wall of\nsteel, as the character’s blade is constantly in the correct place\nto deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second Prerequisites: Adeptus Astartes, Intelligence 40\nReaction that may only be used to Parry. The character may The Battle-Brother has survived many wars, seen much, and\nonly attempt a single Parry against any one attack. been favoured with the experience of his chapter’s most\n", + "page": 128, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_68" + }, + { + "title": "Willpower Bonus x10 metres.", + "content": "sTaMpeDe\nWhenever a creature with this trait fails a Willpower Test, it\nautomatically stampedes, charging in a straight line forwards\nfor as far as possible, overrunning anything in its path until\nthe source of danger is escaped or crushed under hoof, taking\ndamage equal to the creature’s Natural Weapon damage (or\n1d5+SB I if it doesn’t have one). One stampeding creature\nautomatically causes all other creatures with this Trait within\nsight to stampede. The stampede lasts until the source of\ndanger is no longer visible or for 1d10 minutes, whichever\noccurs last.\nsTranGe physioloGy\nA creature with this trait has an unusual, alien, or altogether\nbizarre anatomy. All hits count as Body hits and death results\nwhen damage equals or exceeds the creature’s Wounds.\nd normal (to a maximum of +30), For example: the Archmagos\nVoltaic has a Dark Age of Technology cortical implant giving\nThe creature is a species of Tyranid; the all consuming alien him Unnatural Intelligence (×3). He is called on to repair a\nrace ruled by the will of the Hive Mind that links and controls damaged plasma core using his Intelligence based Tech Use\nall Tyranids. Tyranids are immune to all of the effects of the skill. Normally this would be a Very Hard (–30) Test, but\nfollowing: pinning, mind-affecting Psychic Powers, warp- thanks to his Unnatural Intelligence the Difficulty is reduced\nbased powers that affect the mind, cold, heat, diseases, by two stages to Difficult (–10), (–1 stage for ×2, and –1\n", + "page": 134, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "psychic", + "id": "rule_69" + }, + { + "title": "Strength Bonus increases to 8.", + "content": "unnaTural senses\nThe trait may be gained multiple times. Each time, you The creature can perceive its surroundings using senses other\nmay select a new Characteristic or one chosen previously. than sight or hearing, using special organs, fine hairs, or some\nEach time you apply this trait to the same Characteristic, the other disturbing trait to make itself aware of what’s around it.\nBonus multiplier increases by 1. For example, one selection This trait always includes a range, usually 15 metres.\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify\nthe creature’s movement.\nd\nThe creature moves with incredible speed. For the purposes\nof determining movement, the creature doubles its Agility\nexaMple Bonus (after modifying AB from other traits and factors,\nA Space Marine with a 42 Strength would normally have a 4 Strength specifically size).\nBonus (the tens digit of his Strength Characteristic). However,\nbecause he has Unnatural Strength (x2), his actual Strength Bonus\nis 8 (4 x 2 = 8).\nWarp insTabiliTy\nIt is important to note that the Power Armour strength bonus Most warp-entities have a tenuous hold on our reality, often\ncomes after this multiplication, so a Space Marine with a 42 maintained only by horror and bloodshed, and may be\nStrength gains +20 from his Power Armour. While wearing his disrupted if sufficient harm can be done to their manifested\n", + "page": 135, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_70" + }, + { + "title": "Requisition", + "content": "•\n", + "page": 136, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "equipment", + "id": "rule_71" + }, + { + "title": "Renown", + "content": "•\nCRaftsmanship\n•\nweapons\n•\nr\n•\nwaRgeaR &\nReliCs\n•\nChapteR\ntRappings\n•\nCybeRnetiCs\nChapter V: The resources of the Deathwatch exceed those of any\ntraditional Chapter. The wargear in a Watch Fortress’s\narmoury has many sources: equipment specialised to the\nArmoury\npurpose of fighting xenos forged by the Deathwatch’s own\nartificers, tithes from the Chapters sworn to the Deathwatch,\nInquisitional support, caches revealed by the cryptic Omega\nVault, and even technology captured during thousands of\n“The history of our chapter is in this bolter. Twelve times it has years at war with the alien.\npassed from one of our fallen Brothers to his successor. May the deeds\n", + "page": 136, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_72" + }, + { + "title": "Requisition", + "content": "it performs in your hands live up to theirs.”\nV: Armoury\n–Sergeant Caelicus of the Ultramarines, upon a Scout’s\ninduction to the 10th Company\nVictory is just a prelude to the next battle.\nE\nach Adeptus Astartes is a weapon unto himself, an\ninstrument of war left behind to safeguard humanity –maxim of the Blood Ravens Chapter\nin the God-Emperor’s stead. This sacred task is\nT\nassailed from every corner of the galaxy by every manner of hough the Deathwatch’s tools of war fill armoured\nfoe; a Battle-Brother faces threats so terrible that the mere chambers deep beneath Watch Fortress Erioch and\nknowledge of them can break mortal men. He could not hold sleep in the holds of its scattered Watch Stations, its\nback this abominable tide without weapons as carefully forged resources are still ultimately finite. The Forge Master must\nand time-tempered as his own gene-seed. The Space Marines ensure all Deathwatch Kill-teams in the Jericho Reach are\nare a remnant of the mighty Imperium that was, and their sufficiently equipped to fight the enemies of man. Simply\ntools of war reflect this same might. Their arsenals include keeping a steady stock of bolt shells requires vigilantly\nthe finest weapons and armour in the Imperium—equipment protected and secret supply lines. Replacing a suit of\nworthy of the Adeptus Astartes’ legacy. Terminator Armour may take years, and if a relic blade strikes\n", + "page": 136, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "equipment", + "id": "rule_73" + }, + { + "title": "Renown", + "content": "Brother wishes to acquire a back-up or secondary weapon, or “This ship’s record is long and admirable indeed; with the Emperor’s\nfor Signature Gear calculations. blessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\nexample\nBrother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch –Brother Pellas, upon taking command\nDevastator Marine) are both Respected Battle-Brothers. They are of the Thunder’s Word\nV: Armoury\nbeing dispatched on a Mission for Inquisitor Quist. She has assessed\nT\nthe difficulty as “Xenos Abbrevio Intermedis.” The GM informs the he Mission’s difficulty alone does not determine what\nplayers this equates to a Requisition rating of 60. Gideon’s player a Battle-Brother can remove from Deathwatch vaults.\ndecides to Requisition a storm bolter (20 Requisition) to use instead Many weapons of the Adeptus Astartes are marks of\nof his boltgun, and two clips of hellfire rounds (2 x 15 Requisition). status, and the right to carry them must be earned in the\nAs a Devastator, Aeldan always has a heavy bolter, so he Requisitions eyes of this unique organisation. Renown represents status\na suspensor (25 Requisition) and the vox-operated upgrade (15 within the Deathwatch, and is not altogether divorced from\n", + "page": 138, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_74" + }, + { + "title": "Renown Rating Renown Rank", + "content": "Weapons\nInitiated: You have recently sworn “Doesn’t matter how I came by it. Point is, this is the genuine article:\n", + "page": 139, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_75" + }, + { + "title": "0-19", + "content": "your oaths of duty to the Deathwatch.\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nRespected: You have proven your I’ll show you how easy it is.”\n20-39 prowess repeatedly through bravery and\nblood.\n–Last words of Edwin Dice, Metallican arms dealer\nDistinguished: You have earned\nT\nan impressive number of victories\n40-59 he Deathwatch has access to a dizzying spectrum of\nsafeguarding humanity against its\nV: Armoury\nenemies. armaments. Weapons are divided into several groups\nFamed: Your reputation precedes you, containing a plethora of ranged and melee weapons,\n60-79 and your deeds are known to Battle- covering everything from mundane clubs to Astartes plasma\nBrothers across the Reach. cannons. All weapons come with the appropriate holster\nHero: Your name echoes to your when Requisitioned.\n80+ Chapter and beyond as a paragon of Weapon profiles use the following statistics, providing\nstrength and valour. players and GMs with all the relevant information needed to\nuse them:\nCraftsmanship\nName: What the weapon is called.\nClass: Describes what class the weapon is: exotic, melee,\nthrown, pistol, basic, heavy, or mounted weapon.\n• Melee weapons can be used in close combat. When\n", + "page": 139, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_76" + }, + { + "title": "Table 5–3: Craftsmanship and Requisition Costs", + "content": "Craftsmanship Upgrade Requisition Multiplier Renown Requirement\nCommon to Exceptional x 1.5 Respected\nExceptional to Master x 1.5 Distinguished\nCommon to Master x2 Distinguished\n• Mounted weapons are heavy weapons too large and counts as only having 2 Armour Points against any damage\npowerful to be man-portable. They are fired using the the hit deals. Note that Penetration has no effect on fields, but\nappropriate Heavy Weapon Training Talents, but must it does affect cover.\nbe mounted on a weapons platform (such as Terminator Clip: How many rounds/charges the weapon holds when\narmour) or a vehicle. Some Melee weapons (such as the fully loaded.\nChainfist) are also in this category. Rld (Reload): How many Actions the weapon takes to\nRange: This number determines how far the weapon can reload. This is generally Half (for a Half Action) or Full (for a\nfire accurately in metres. The weapon’s Short Range is half Full Action). Some weapons can take a number of Actions over\nthis number, while its Long Range is double this number (for several Rounds. The number of Rounds is given as a number;\n", + "page": 139, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "equipment", + "id": "rule_77" + }, + { + "title": "en (Penetration): Reflects how good the weapon is", + "content": "at cutting through armour. When a shot or blow from this\nweapon hits a target, reduce the target’s Armour Points by\nthe weapon’s Penetration, with results of less than 0 counting\nas 0 (i.e. the armour provides no protection at all). Then\nwork out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\nBorn of a Thousand Forges\nThe Deathwatch draws its arms from a vast\narray of sources. Countless forge worlds, fact\nlabour to supply the thousand Chapters ories, and artificers\nof the Adeptus Astartes, each tithing som\nthe Deathwatch. With no standard for e portion in turn to\nthese contributions, nor any catalogue of\nencountered in the course of the Deathw the worlds and species\natch’s duty, one can only guess how man\nweapons circulate through their ranks. Wh y models and patterns of\nile the Godwyn-pattern boltgun is the mos\nthe staple Adeptus Astartes weapon, it is t numerous design of\nfar from the only one. Space Wolves often\njust as the Raven Guard favour Hawk’s carry the Fenris-pattern,\nTalons-pattern lightning claws. It would\neach and every weapon and variant pattern be impossible to detail\n", + "page": 140, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "weapons", + "id": "rule_78" + }, + { + "title": "felling (x)", + "content": "respond superbly in skilled hands. They grant an additional Designed to puncture and to mangle, this weapon is capable\nbonus of +10 to the firer’s Ballistic Skill when used with an of toppling even the mightiest foes. If the weapon hits, it\nAim Action in addition to the bonus Aiming grants. When ignores a number of levels of Unnatural Toughness possessed\nfiring a single shot from a single Accurate Basic Weapon, if by the target equal to the number in parenthesis. For instance,\nsuch an attack also uses the Aim action, it gains an extra 1d10 a Felling (1) weapon ignores the benefits of Unnatural\nof damage for every two degrees of success to a maximum of Toughness (x2) and would reduce the benefits of Unnatural\ntwo extra d10. Toughness (x3) by one multiplier.\nbalanCed example\nSome weapons, such as swords and knives, are designed so Brother Argos fires his bolter (loaded with vengeance rounds) against\nthat the weight of the hilt balances the weight of the blade, a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness\nmaking the weapon easier to wield. Balanced weapons grant (x3), raising its Toughness Bonus from 5 to 15. The vengeance\na +10 bonus to Weapon Skill Tests made to Parry. rounds are Felling (1), meaning that the Hive Tyrant’s Toughness\nBonus is only 10 (5 x 2 = 10) rather than 15 against this attack.\n", + "page": 141, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_79" + }, + { + "title": "Roll Field Strength", + "content": "20 or less Insignificant: There is no noticeable effect on nearby technology.\nMinor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\n21-40 Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.\nMajor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\n", + "page": 142, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_80" + }, + { + "title": "41-60", + "content": "penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.\nead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\n", + "page": 142, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_81" + }, + { + "title": "61-80", + "content": "one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.\nReliable teaRing\nBased on tried and true technology, Reliable weapons seldom Tearing weapons are vicious devices, exploding while lodged\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of inside their victim or using multitudes of fast-moving jagged\n10 has it in fact Jammed. Otherwise, it just misses as normal. teeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.\nsanCtified\nDamage inflicted by a Sanctified weapon counts as Holy\nc\nDamage, which has certain effects on some Daemonic and Some weapons rely on toxins and poisons to do their damage.\nV: Armoury\nwarp creatures. All weapons with this special Quality must be Anyone that takes Damage from a Toxic weapon after\neither Exceptionally or Master-Crafted. reduction for Armour and Toughness Bonus must make a\nToughness Test with a –5 Penalty for every Point of Damage\nsuffered. Success indicates no further effect from the weapon.\nr Failure, however, deals an immediate 1d10 points of Impact\nThe standard ammunition of these weapons spreads out when Damage to the target with no reduction from Armour or\n", + "page": 142, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_82" + }, + { + "title": "be used to Parry.", + "content": "snaRe\nWeapons with this Quality are designed to entangle enemies.\nvolatile\nOn a successful hit, the target must make an Agility Test Volatile matter is charged with potential energy, and reacts\nor be immobilised. An immobilised target can attempt to violently on a solid hit. If a 10 is rolled for Damage on a\nburst the bonds (a Strength Test) or wriggle free (an Agility weapon with the Volatile Quality, Righteous Fury occurs\nTest) on his Turn. The target is considered helpless until automatically, dealing another 1d10 points of Damage. If\nhe escapes. the second roll results in 10, further Damage is possible (see\n", + "page": 143, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_83" + }, + { + "title": "Righteous Fury on page 245).", + "content": "stoRm\nA weapon with the Storm Quality unleashes shots at rapid\nspeed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target\nand the amount of ammunition expended. For example, when\nfiring a weapon with the Storm Quality in fully automatic\nmode, each degree of success yields two additional hits (to a\nmaximum of twice the weapon’s Full Automatic rate of fire).\nTable 5–5: Ranged Weapons\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nBolt Weapons\nAstartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5† –\nAstartes Bolter\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 18 5 –\n(Godwyn)\nAstartes Boltgun Accurate,\nBasic 200m S/–/– 2d10+5 X 5 24 Full 17 15 Respected\n(Stalker) Tearing\nAstartes Combi-\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected\nWeapon††\nV: Armoury\nAstartes Heavy\nHeavy 150m –/–/10 2d10+10 X 6 60 Full Tearing 68 20 –\n", + "page": 143, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_84" + }, + { + "title": "50 10 –", + "content": "(Soundstrike)\nAuxiliary Grenade\nn/a 45m S/–/– ††† †††\n4 2 Full †††\n+3 15 Respected\nLauncher\n†††\nVaries with ammunition\nBolt WeApons\nman’s ReaCh exCeeds his gRasp\nIf common Imperial citizens picture power armour when\nGrave religious taboos exist throughout most of the\nthey think of a Space Marine’s profile, then they picture bolt\nImperium against daring to touch weapons meant for\nweapons when they think of his fury. Powerful and flexible,\nthe hands of the Emperor’s Angels of Death. Astartes\nbolters are the favoured weapon of the Adeptus Astartes, and\nweapons react violently to the grip of the unworthy,\nevery recruit is issued one as soon as he becomes a Scout.\nand men bearing terrible burn scars are living proof of a\nMost bolter models have their roots with the Space Marines,\nflamer’s outrage in the hands of an ignoble master. Still,\ndespite smaller, inferior adaptations treasured by Imperial\nthere are invariably those bold and foolish enough to\nofficers and nobles. Loud and brutal, bolt weapons are\ntry taming the machine spirits of Astartes weapons.\nV: Armoury\nterrifying to witness in any hand, but none wield them with\nObtaining an Astartes weapon should require\nsuch deadly proficiency as the Adeptus Astartes.\nconsiderable effort on a character’s part and never simply\nBolters fire self-propelled mass-reactive shells called bolts,\nbe the result of an Acquisition or Influence roll. Astartes\nset to explode just after penetration for maximum lethality.\n", + "page": 144, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_85" + }, + { + "title": "its smaller clip and slower rate of fire.", + "content": "However, they are ideal for Devastator\nunits needing to take down an enemy at Awareness Tests to hear shots made with a Stalker-pattern\nclose quarters and for Assault specialists needing a vehicle for boltgun suffer an additional –30 penalty and can only be\nthe Deathwatch’s many special bolt types. attempted at half the normal distance. See Stalker Rounds in\nthe Ammunition section for more information on combining\nthe two.\nastaRtes bolteR (godwyn patteRn)\nThe bolter, or boltgun, is\nthe backbone of every Space\nastaRtes Combi-weapon\nMarine arsenal. Bolters vary Combi-weapons are actually\nin age and pattern across two different weapons that\nthe Space Marine Chapters, have been combined into\nthough nearly all Astartes one firearm. The idea is to\nbolt weapons accept the provide the user with the\nsame ammunition. The versatility of two different\nDeathwatch-pattern bolter incorporates a shot selector, while types of guns, without\nBattle-Brothers who bring weapons from their home Chapter requiring him to switch\nadd attachments for the same functionality. between them (not to mention carry them both) on the\nbattlefield. Astartes combi-weapons typically use a boltgun as\n", + "page": 145, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_86" + }, + { + "title": "and possesses the Felling and Blast(2) Qualities.", + "content": "A\nny witness to the ruthless efficiency of an Assault\nsquad can attest that Space Marines are as great a\nastaRtes digital weapons threat at close range as they are raining bolter fire\nDigital weapons, or digi-weapons as they are commonly from a distance. The Codex Astartes lays out many tactical\nknown, are miniaturised guns so advanced that most foes uses for warriors that can engage the enemy in close quarters,\nmistake them for mere ornamentation until the digi-weapon but for some Chapters, the drive to excel in hand to hand\nunleashes the firepower of a full-sized pistol. The ranking is as simple as the need to look one’s foe in the eyes before\nSpace Marines outfitted with such archeotech devices usually eviscerating him.\ninstall them along the finger ridge of a glove for practical The combination of a Space Marine’s enhanced physiology\nreasons. Rings are a more common design among Imperial and his power armour makes even the simplest of weapons\nnobles and military elite who are less likely to be wearing lethal in his hands. Melee weapons range from the simple\npowered gloves. Digi-weapons exist that replicate the but effective combat knife, to revered relics from ages gone\nfunctions of a variety of deadly weapons. However, each by—artefacts which could never be created again in this\n", + "page": 152, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_87" + }, + { + "title": "Tearing", + "content": "Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nV: Armoury\nAstartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy 25 30 Distinguished\nAstartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected\nPower Field, Concussive,\nAstartes Thunder Hammer Melee 2d10+5 E 8 18 30 Distinguished\nUnwieldy\nOmnissian Axe (Astartes-Pattern) Melee 2d10+6 E 6 Power Field, Unbalanced 14 30†† Distinguished\n†\nChainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.\nTraditional Weapons\nAstartes Combat Knife Melee 1d10+2 R 2 – 2 3††† –\nCeremonial Sword†††† Melee 1d10+3 R 2 Balanced 5 3††† —\nSacris Claymore†††† Melee 2d10+2 R 2 Unbalanced 10 3††† –\nForce Weapons\nAstartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected\nOther Melee Weapons\n", + "page": 153, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_88" + }, + { + "title": "††††", + "content": "See Page 170 for description\npoWer WeApons A chainfist replaces the normal glove on Terminator\nArmour, and imposes the same weapon restrictions and\nPower weapons project a disruptive energy field along the manual dexterity penalties as a lightning claw.\nblade or head of a weapon, allowing it to slice armour or\nstrike with explosive impact. In theory, any weapon can be\nupgraded to a power weapon given the necessary technology,\nastaRtes lightning Claws\nthough in practice there is a traditional array in use by the Simply wearing lightning claws is a\nAdeptus Astartes. The sight of an angel of vengeance charging statement about the wielder’s expertise in\ninto battle is intimidating in its own right. When his weapon battle. Constantly honed melee prowess\nor fist itself suddenly flares to life in a halo of electricity, it and a willingness to sacrifice easy access\nbecomes truly inspiring—or terrifying—depending on which to ranged weaponry is necessary to utilise\nside of the charge you are on. A power weapon can still be these weapons to their full effect. For these\nused as an ordinary weapon should its power source become reasons, lightning claws are usually seen in\ninhibited or damaged. the hands of senior assault specialists.\nA lightning claw is a heavy gauntlet\n", + "page": 153, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_89" + }, + { + "title": "cost for an Upgrade covers both the technological", + "content": "V: Armoury\ncomponents to fit the weapon, as well as any labour required\ntrAditionAl WeApons to install them in it. Many Techmarines prefer to make these\nBasic hand weapons are a common sight throughout the upgrades themselves, but doing so does not decrease the\nImperium and beyond; in much of the war-torn galaxy it is Requisition required.\nunthinkable to venture forth without some form of visible\nprotection. Primitive weapons range from simple metal swords\nused by poor serfs to the technologically sophisticated blades\naRm weapon mounting\nemployed by the Adeptus Astartes. This heavy bracing allows a single ranged weapon to be\nmounted along the arm, with specific hand movements or\nMIU input triggering the weapon. This allows the user to\nastaRtes Combat knife keep both hands free, and can have a strong visual impression\nWhen a Battle-Brother’s last grenade has been thrown, when as the Battle-Brother brings forth a storm of destruction with\nhis bolt rounds are spent and the enemy tide continues to the sweep of his hand. This upgrade reduces the weapon’s\nswell, he can always turn to his combat knife. Every Space Range by 30%. It is also possible to mount a weapon at the\nMarine is issued one of these blades as soon as he recovers shoulder instead of on the forearm, with the same effects.\nfrom receiving his implants, and he carries it up until his final Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or\n", + "page": 155, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_90" + }, + { + "title": "Agility Damage.", + "content": "dRagonfiRe shells Used With: All bolt weapons.\nDragonfire shells replace their main explosive charge with\nan air-reactive concentrate. When the round detonates, the\npayload combusts in a burst of fire, offering area saturation\nkRaken Rounds\ncomparable to a flamer. The superior propellants in kraken rounds provide\nEffects: Decrease the weapon’s Damage by 2. Anyone increased range without sacrificing armour\nwithin 2 metres of, and including, the target must succeed on penetration, while their ultra-dense adamantine\nan Agility Test or catch on fire. The firer may choose to target composition and improved explosive charge\nan object or specific area instead of an opponent. In this case provide a final burst of force for puncturing the\nthe shot is Routine (+20), and everyone in the 2 metre radius heaviest armours.\nmust Test to avoid catching fire. Effects: The weapon’s Penetration increases to\nUsed With: All bolt weapons. 8, and its Range increases by 50%.\nUsed With: All bolt weapons.\nTable5–11: Special Issue Ammunition\nName Req Renown metal stoRm Rounds\nAstartes Backpack Ammo Supply N/A – Metal storm rounds are tipped with proximity\nDragonfire Shells 28 Respected triggers, causing them to detonate sooner than\n", + "page": 158, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_91" + }, + { + "title": "attack roll.", + "content": "by\nchannels better left unmentioned. Their Dioctal Sacellum sits on Vormos, surrounded\nmysterious, aquila-topped xenos monolith s that they have made pure through elaborate\nn\nrites of consecration. Deep within this sanctuary, they labour to remove the corruptio\nfrom the machines brought to them, to isolate the knowled ge trapped within and bring\nthe\nit into compliance with the Universal Laws. Several items of technology, such as\nEMP grenade and masking screen have quietly made their way into circulation after\nbeing declared “Technosanctus Verifida e” by the Crucible.\nTable 5–15: Relics\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nDeathwatch Relics\nAdamantine Mantle — — — — — — N/A — 15 50 Hero\nDeathwatch Relic Power Field,\nMelee — — 2d10+7 E 9 — N/A 25 50 Hero\nBlade Special\nAccurate,\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full 16 75 Hero\n", + "page": 165, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_92" + }, + { + "title": "Tearing, Special", + "content": "Chapter Relics\nArmour of the\nV: Armoury\nRemorseless Crusader Melee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\n(Sword Profile)\nChalice of Vision — — — — — — N/A — 5 70 Hero\n", + "page": 166, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_93" + }, + { + "title": "Blast(1), Felling", + "content": "Deathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full 7 70 Hero\n(1), Volatile\nBalanced, Power\nFrost Blade Melee — — 1d10+11 E 9 — N/A 10 60 Hero\n", + "page": 166, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_94" + }, + { + "title": "Field, Tearing", + "content": "Helm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero\niRon halo aRmouR of the RemoRseless\nExceedingly rare and reserved only for Battle-Brothers who have CRusadeR (blaCk templaRs)\nproven themselves time and again through exceptional deeds, the This artificer armour is one of a trinity crafted by the Black\nIron Halo is as much a mark of valour as it is a protective device—a Templars. Each suit is gilded with detestations of the warp\nfunction which should not be understated. These devices radiate and said to have the blood of saints layered into the thousand-\nan energy field almost as powerful as a storm shield, while their folded adamantite of its construction. The Armour of the\ntypical design of a literal halo crowning the wearer’s head leaves Pitiless Crusader and the Fearless Crusader remain with the\nhis hands free for battle. An Iron Halo is always Master-Crafted. Chapter, but one unit was tithed to the Deathwatch.\nIn addition to the normal benefits of artificer armour,\nhexagrammic wards provide +20 to Tests made to resist psychic\nRelics effects, and double the suit’s armour points against psychic or\nwarp attacks that deal damage. It retains full armour value\n", + "page": 166, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_95" + }, + { + "title": "4d10 X Damage with a Penetration of 4.", + "content": "pain suppRessant A successful Demolitions Test while planting mines allows for\nThe same chemical is found in most Astartes power armour more sophisticated trigger techniques such as time-delays. These\ninjectors and allows a character to ignore Critical Effects for booby traps are particularly effective when used to damage the\n1d10 Rounds. Additional doses are often carried in nartheciums, vulnerable underside of most vehicles. Cluster mines double their\nand may also be used in the Sacraments of Renewal to refill Penetration to any vehicle in their area of effect.\npower armour injectors with a Routine (+10) Tech-Use Test.\nastaRtes signum\nRepaiR Cement A signum is a sensorium and transmitter array that can be mounted\nRepair Cement is a spray-gel composed of dual tubes of on a Battle-Brother’s armour. It broadcasts enhanced tactical\npolyplas allomers that bond instantly with each other to seal readings to all members of a Squad, allowing them to benefit from\npower armour damage. It is typically used for quick field the targeting data. While a character equipped with a signum is in\nrepair of breaches until the armour can be attended properly Squad Mode, all characters in Squad Mode receive a +5 bonus to\nby a follower of the Omnissiah. A Space Marine learns how Ballistic Skill Tests. If the equipped character spends a Full Action\n", + "page": 172, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_96" + }, + { + "title": "Name Wt Req Renown", + "content": "and biological life signs. A character using an auspex gains\nAstartes Cluster Mines 4 5† –\na +20 bonus to Awareness Tests and may make a Tech-Use\nAstartes Signum 5 35 Distinguished\nTest to spot things not normally detectable to human senses\nAstartes Signum Link +0.5 20 –\nalone, such as invisible gases, nearby bio-signs, or ambient\nAstartes Targeter 4 25 Distinguished\nradiation. The standard range for an auspex is 50m, though\nAuspex 0.5 12 –\nwalls more than 50cm thick and certain shielding materials\nCartograph 0.5 5 –\ncan block the scanner.\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nCaRtogRaph Data Slate 0.5 5 –\nThis specialised data-slate accepts geographical and Demolition Charges 1 10 –\nnavigational information on a planet, either from existing Elucidator 1 25 –\ndata-banks or gathered by a ship’s Augur Arrays in orbit. Its Lamp/ Glow-globe 0.5 1 –\ngeo-locator tracks the user’s planetary coordinates, enabling it Locus Seeker – 30 –\nto provide distance and bearing to any known location. This Magnoculars 0.5 3 –\n", + "page": 173, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_97" + }, + { + "title": "01-03", + "content": "doom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\nVI: Psychic Powers\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_98" + }, + { + "title": "09–11", + "content": "surface of his mind in a wave of negative emotion.\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_99" + }, + { + "title": "12–14", + "content": "metres of the psyker.\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_100" + }, + { + "title": "15–17", + "content": "Psyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_101" + }, + { + "title": "24–26", + "content": "fires within 3d10 metres of him.\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_102" + }, + { + "title": "27–29", + "content": "psyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_103" + }, + { + "title": "33–35", + "content": "Charge actions.\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_104" + }, + { + "title": "36–38", + "content": "for the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_105" + }, + { + "title": "42–44", + "content": "make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_106" + }, + { + "title": "45–47", + "content": "statues of people within this area, they appear to be crying blood.\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_107" + }, + { + "title": "48–50", + "content": "psyker must make a Routine (+10) Agility Test or be knocked down.\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_108" + }, + { + "title": "51–53", + "content": "unprotected electrics to short out. The psyker is illuminated by eldritch light.\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_109" + }, + { + "title": "54–56", + "content": "for a few brief moments. Everyone within this area must test against Fear (1).\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\n57–59 into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\n60–62 creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_110" + }, + { + "title": "63–65", + "content": "damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\n66–68 the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)\nmust make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within\n69–71 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\n72–74 exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points\nunless they can pass a Difficult (–10) Willpower Test.\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\n75+\nthe Warp.\nTable 6–2: Perils of the Warp\nd100 Roll Effect\nThe Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\n01-05 must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.\nWarp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers\n", + "page": 186, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_111" + }, + { + "title": "06-09", + "content": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.\nVI: Psychic Powers\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n", + "page": 187, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_112" + }, + { + "title": "10–13", + "content": "3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n", + "page": 187, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_113" + }, + { + "title": "14–18", + "content": "(See page 261 for rules on Falling Damage).\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n", + "page": 187, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_114" + }, + { + "title": "19–24", + "content": "1 hour and gains 5 Corruption Points.\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\n25–30 state. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\n31–38 Rounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\n39–46 targets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\n47–55 shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\n", + "page": 187, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_115" + }, + { + "title": "56–58", + "content": "swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\n59–67 rendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\n", + "page": 187, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_116" + }, + { + "title": "68–72", + "content": "Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\n73–78 metres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\n79–82 metres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\n", + "page": 187, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_117" + }, + { + "title": "83–86", + "content": "possessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\n87–90 alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\n", + "page": 187, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_118" + }, + { + "title": "and Untouchables suffer half the damage rolled.", + "content": "Something is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\n91–99 existence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.\nDestruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\n00 to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.\nPsychic Powers c haPTer DisciPLines\nJust as the Adeptus Astartes have stored the teachings of\nThe power of a psyker is darkness, fire, and death, given life and Librarians past, so too do many Chapters develop their own\npurpose to rend souls and break minds. forms of psychic disciplines. Calling on their own style of\nwarfare and the inherent strengths of their gene-seed, they\n–First line of the Litany of Lies and Truths have learnt to shape powerful and terrible effects for their\nVI: Psychic Powers\nLibrarians to wield. Chapter Disciplines are only available to\nP\nsychic powers work in much the same way as Talents Librarians of the Chapter they represent, reflecting both their\nor Skills and allow a psyker character to manifest unique training and Primarch-given gifts of blood and spirit.\n", + "page": 187, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_119" + }, + { + "title": "hours recovery before it may be used again.", + "content": "iron arm\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an\nimpenetrable field of energy with the power to ward off\npowerful melee attacks. While this power is in effect, the\nLibrarian gains one additional Reaction each round that may\nonly be used to parry, with a bonus on the Weapon Skill Test\nto parry equal to 3 x PR. Note that this power prevents the\nLibrarian from using his arm for any other purpose, such as\nwielding a weapon, climbing, and so on.\nmachine curse which he may only use for himself. Any re-rolls not used by\nthe beginning of the Librarian’s next turn are lost. Remember\nAction: Full that a re-roll may never itself be re-rolled.\nOpposed: No\nRange: 20m x PR\nSustained: No\nvorTex of Doom\nDescription: The Librarian calls down a terrible curse on Action: Full\nVI: Psychic Powers\nnearby machines and vehicles. The Librarian can either target a Opposed: No\nsingle vehicle (such as a battle tank or landspeeder) or a number Range: 10m x PR\nof mechanical devices (such as guns or servitors) equal to his PR. Sustained: No\nIf a single vehicle is targeted then it may not move or fire any of Description: With an utter disregard for reality, the Librarian\nits weapons for a number of Rounds equal to the Librarian’s PR as opens up a flickering vortex in the fabric of space and time. The\n", + "page": 193, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_120" + }, + { + "title": "cover protect as normal.", + "content": "winGs of sanGuinius\nAction: Full\nOpposed: No\nTable 6–13: Blood Angels Powers Range: Self\nPower XP Cost Prerequisites Sustained: Yes\nBlood Boil 1500 Rank 3, WP 40+ Description: The Librarian sprouts a pair of blood red wings\nBlood Lance 1000 — of psychic energy from his back that can bear him aloft. While\nFear the Darkness 1000 WP 40+ this power is in effect, the Librarian gains the Flyer Trait (see\nMight of Heroes 500 — page 132) with a Movement equal to his PR.\nShackle Soul 1000 WP 50+\nWings of Sanguinius 2000 Rank 5, WP 50+\nDark Angels him. While this power is in effect, the Librarian is immune\nto the effects of all Telepathy powers unless created by a\npsyker with a Willpower greater than his own. In addition,\nPowers the psyker suffers no ill effects to Cohesion or Willpower as\n", + "page": 195, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_121" + }, + { + "title": "a result of Fear.", + "content": "O\nnly Dark Angels Librarians have access to Dark\nminD worm\nVI: Psychic Powers\nAngels Psychic Powers. These powers may be\npurchased with Experience Points, provided the Action: Full\nLibrarian meets the power’s Prerequisites and XP Cost as Opposed: Yes\ndetailed on Table 6–14: Dark Angels Powers. Range: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the target’s mind, the\nforce barrier Librarian implants the seed of doubt and remorse, crippling\nAction: Full the creature with indecision and guilt. This powers works\nOpposed: No against a single target. Those affected by the power suffer\nRange: Self a –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum\nSustained: Yes of 05). If this power is sustained then the target may make a\nDescription: Wrapping himself in a blanket of power, the new Opposed Willpower Test at the start of each of its turns\nLibrarian creates a potent but static psychic shell over himself. to end the effects.\nWhile this power is in effect, and as long as the Librarian does This power also confers a +30 bonus to the psyker’s\nnot move, he gains 3 AP x PR to all locations. In addition, if Interrogation skill.\n", + "page": 196, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_122" + }, + { + "title": "attacks count as having a Penetration of 0.", + "content": "True sTrike\nAction: Half\nheLLfire Opposed: No\nAction: Half Range: Self\nOpposed: No Sustained: No\nRange: 50 metres x PR Description: Deadly against those with the psychic gift, the\nSustained: No effects of a True Strike can smash an enemy psyker’s mind\nDescription: The Librarian summons a torrent of psychic fire to pieces. If the Librarian performs a melee attack against a\nto burn and char his foes. He may pick a point within range psyker (an individual Psy Rating of at least 1) within 1 Round\nand engulf it in a cloud of flame with a radius of 2 metres x x PR of activating the power, a successful attack will inflict an\nPR. All those within the area will suffer 1d10 Energy damage additional 2 points of damage x PR which cannot be reduced\nx PR. In addition, all those within the area of effect must by armour or Toughness. In addition, an individual suffering\nmake Challenging (+0) Agility Tests or be set on fire (see damage from this power must make a Hard (–20) Willpower\npage 260). Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without\na Psy Rating of at least 1.\n", + "page": 196, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_123" + }, + { + "title": "Willpower Test to break free.", + "content": "TesTs\n•\nThe Role of faTe\n•\nt\n•\n", + "page": 199, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "psychic", + "id": "rule_124" + }, + { + "title": "Cohesion", + "content": "•\n", + "page": 200, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_125" + }, + { + "title": "squad Mode and", + "content": "solo Mode\n•\nsquad and solo\nMode abiliTies\n•\nMissions\nChapter VII: Success is more likely to occur in a Skill Test where the\ncharacter has Training in the Skill. A Battle-Brother can still\nattempt a Skill Test with an Untrained Basic Skill, but in such\nPlaying the cases, the governing Characteristic is halved (round down).\nA character cannot attempt a Skill Test with an Untrained\nAdvanced Skill.\nGame Many Talents can improve a Battle-Brother’s chances of\nVII: Playing the Game\nsuccess at a Skill Test, as can Skill Mastery.\nIt is important to note that, despite their names, both\n“A Space Marine is not born, but made by the good grace of the Weapons Skill and Ballistics Skill are Characteristics. See\nEmperor from flesh, blood, and a will to do the Master of Characteristic Tests on page 203.\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader exaMple\nvessel Frozen Talon Brother Ulfric is chasing down an Eldar guardian before he can\nalert his nearby patrol. The slippery alien scrambles down an incline\nT\nhis chapter covers the game’s core rules systems and to escape the charging Space Marine. To climb down the cliff, the\nhow to use them to play games of Deathwatch. It GM decides that Brother Ulfric must make a Climb test, which is a\nintroduces the main game mechanics and how to make skill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have\n", + "page": 200, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_126" + }, + { + "title": "Strength", + "content": "push over a grox.\nsucceed, the one with the most Degrees of Success wins. If both\nDegrees of Success are the same, the highest Characteristic\nResist poison or disease, tolerate\nToughness temperature extremes, stave off hunger, Bonus wins. If the result is still a tie, the lowest dice roll wins.\nresist mutation. Should both parties fail, one of two things occurs. Either\nDetermine Initiative, maintain balance there is a stalemate and nothing happens or both parties should\nAgility on a narrow surface, navigate treacherous re-roll until there is a clear winner.\nterrain.\nRecall an important detail, identify a\n", + "page": 202, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_127" + }, + { + "title": "Intelligence", + "content": "familiar face, solve a puzzle. exaMple\nNotice a hidden enemy, locate a secret Ulfric is trying to force open a bunker door while a group of terrified\n", + "page": 202, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_128" + }, + { + "title": "Perception", + "content": "door, gauge another person’s attitude. traitor guardsmen try to hold it closed. The GM decides this is an\nWillpower Resist a Psychic Power, torture, or Fear. opposed Strength, and so Ulfric’s player rolls against his character’s\nMake a good impression or inspire Strength of 41, while the GM roll against the collective guardsmen\n", + "page": 202, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_129" + }, + { + "title": "Fellowship", + "content": "confidence. Strength of 35. Ulfric’ player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is\ndetermined by who passed by the most. This is Ulfric, passing by 10\ndegRees of suCCess and failuRe compared to the guardsmen’s 5. Flinging the door open, Ulfric storms\ninto the bunker to deliver the Emperor’s justice to the traitors.\nFor most tests, it is enough to know whether a character\nsucceeded or failed. Sometimes, however, it is useful to know\nhow well a character succeeded, or how badly he failed. This\nTesT diffiCulTy\nis particularly important with social skills, such as Charm and Not all tests are equal. Setting a melta bomb on a stationary\nInquiry, as well as certain combat situations, such as firing a bunker and placing the same bomb on a moving battle tank\ngun capable of a semi-automatic or fully automatic burst. while under fire may both require Demolition Tests, but the\nMeasuring Degrees of Success and Failure in a Skill or latter is clearly harder than the former. But how much harder\nCharacteristic Test is straightforward. After the percentage is one from the other? This is where test difficulty and the roll\nroll is made, compare the roll with the modified Characteristic of the GM both come into play.\nscore. For each full 10 points by which the Characteristic was In some cases, the difficulty of a test is pre-determined by\n", + "page": 202, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_130" + }, + { + "title": "• Enter Squad Mode without a Cohesion Test.", + "content": "• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nbuRning faTe In some situations, it may be important to note how fast a\ncharacter can travel in Narrative Time.\nSometimes a re-roll or an extra Degree of Success is not going Table 7–5: Narrative Time Movement describes the\nto be enough to save a Battle-Brother’s life. In these instances, standard speeds a character can move at a leisurely pace under\nthe character may choose to burn a Fate Point and permanently ideal circumstances. Environment (see following) can affect\nreduce his Fate Points by one. The result is that the character these speeds, hindering the characters as they travel.\nsurvives whatever it was that would have killed him, but only\nVII: Playing The Game\njust. For example, if the character was shot with a lascannon Table 7–5: Narrative Time Movement\nand suffered a Critical Hit that would have killed him, instead\nAB Per Minute Per Hour Per Day†\nhe is only hideously burnt and rendered unconscious with\n0 12m 0.75km 7km\nzero Wounds. In more extreme circumstances, such as being\n1 24m 1.5km 15km\ntrapped on a spaceship during a warp drive implosion, it is\nup to the player and the GM to work out just how the Battle- 2 48m 3km 30km\nBrother makes his escape. A Fate Point may be burnt even if 3 72m 4km 40km\n", + "page": 203, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_131" + }, + { + "title": "10 10 20 30 60", + "content": "Running and naRRaTive TiMe Climbing\nCharacters can run during Narrative Time, but doing so is There may be times during a character’s explorations when\ntiring. When running, a character triples his rate of movement, he wants to scramble over a low wall, descend into a crevasse,\nbut each hour of sustained running requires the character to climb to an ideal rooftop sniper position, or shinny up a tree\nmake a Toughness Test, with a cumulative –10 penalty per to escape the claws of vicious xenos. Climbing is divided into\nhour after the first, to sustain the pace. On a failed test, the two general categories: simple climbs and sheer surfaces.\nVII: Playing the Game\ncharacter takes 1 level of Fatigue. Characters moving at this\nbrisk pace are focused on running and watching their steps, so\nthey take a –20 penalty to all Perception-based Tests. As with\nsiMple CliMbs\nhurrying, characters can continue running after a failed test, but Simple climbs can include fences, steep hills, boulders, trees,\npenalties gained from multiple failed tests are cumulative. or anything else that requires effort and concentration, but\nno real skill to accomplish. Any character with both hands\nfree can automatically accomplish a simple climb, provided\nfoRCed MaRChing he takes his time and is not being distracted (such as being\nThere’s nothing stopping characters from pushing themselves shot at).\n", + "page": 204, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_132" + }, + { + "title": "Agility Modifiers", + "content": "abseiling. This requires some kind of climbing gear, such a\nCondition Difficulty drop harness, or at the very least some long rope. An abseiling\nFog or Smoke Ordinary (+10) character makes a Challenging (+0) Agility Test. On a\nMud Challenging (+0) success, he descends at a rate of 10 metres per Round. On a\nShallow Water Challenging (+0) failure, he descent rate is only five metres per Round. Failure\nDarkness Difficult (–10) by two or more degrees requires to the character to make a\nSnow Difficult (–10) Challenging (+0) Strength Test or lose his grip—if he is\nUnderbrush Difficult (–10) not wearing a drop harness, he falls.\nDense Crowds Hard (–20)\nZero Gravity Hard (–20)\nRubble Hard (–20)\nTremors Hard (–20)\nJUmPing and leaPing Running hoRizonTal leaps\nA jump is a controlled vertical ascent or descent where a When performing a Running Horizontal Leap, a character\ncharacter attempts to either jump as high as he can, or jump must move at least four metres in a straight line before\ndown safely without suffering damage. If a character is pushed making the Leap. At the end of his movement, he makes a\n", + "page": 205, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_133" + }, + { + "title": "ReCoveRing losT Cohesion", + "content": "Cohesion daMage Cohesion is a resource that must be used wisely by the Kill-\nIn the same way that a Battle-Brother may suffer Damage team during the course of a Mission and typically they will\nto his physical capacities, he may also suffer Damage to his only have a handful points at their disposal. There is however\nability to connect to his squad and combat morale. This often a few ways in which Cohesion can be recovered during play,\ncomes in the form of some kind of weapon attack, though restoring the Kill-team’s pool, strengthening their bonds\nit can come from other sources such as Psychic Powers or of brotherhood and allowing them further access to Squad\nunusual environments. This Damage temporarily reduces the Mode abilities.\nKill-team’s Cohesion in the same way that weapon Damage One point of Cohesion will be recovered by the Kill-team if:\nreduces Wounds. This reflects the fact that weight of enemy • The Kill-team completes one of their Mission Objectives\nfire, the chaos of combat, and particularly devastating weapons (see page 230)\ncan all place strain on the Kill-team and its ability to function • Any member of the Kill-team spends a Fate Point\nas an organised battlefield unit. • The GM decides that the Battle-Brothers have completed\nWhen a Battle-Brother is in Squad Mode (see page 213), a particularly monumental task or roleplayed well the\n", + "page": 211, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_134" + }, + { + "title": "Cohesion Challenges", + "content": "Free Action and is taken as soon as the damage occurs. Cohesion is not just used to activate Squad Mode abilities but\nSince damage to Cohesion relies on shock and confusion, can also be used to quickly enter Squad Mode or maintain\nthere are limits to the amount that a Kill-team can suffer in a it under certain stresses, or test the Kill-team’s trust in each\nsingle combat Round—additional explosions, storms of shells, other and faith in their leader’s abilities. In both cases this is\nand artillery have little additional effect. For this reason, a Kill- know as a Cohesion Challenge. To pass this test, a character\nteam will only ever suffer 1 point of Cohesion damage each must roll equal or less to his Kill-team’s current Cohesion\nTurn, with any additional Cohesion damage being ignored. on 1d10.\nexaMple\nA potent Psychic Power is assaulting Palarius and his brothers, filling\nthem with doubt and distrust. The GM decides that each Battle-\nBrother must pass a Cohesion Challenge to maintain Squad Mode.\nThe Kill-team’s current Cohesion is 6, so Palarius and his brothers\nmust roll 6 or less on 1d10 to pass the Cohesion Challenge.\nSquad Mode whaT iS SqUad mode? Squad Mode can only be entered deliberately by a character\nand Solo Mode by using an action or passing a Cohesion Challenge (see page\n212). While in Squad Mode, a Space Marine is linked to any\n", + "page": 211, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_135" + }, + { + "title": "Battle-Brother using the Squad Mode ability.", + "content": "Visual distance means that the Battle-Brothers must be able\nwhaT iS Solo mode? to see each other in order to be in Support Range. This visual\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in\nthis mode. While in Solo Mode, a Space Marine is not linked Table 7–9: Support Range\nto the rest of his squad in any special way and cannot benefit Rank Support Range\nfrom Squad Mode actions or abilities used by his Battle- Visual distance, no more than\nBrothers. He has access to all of his Solo Mode actions and 1–3 (Close)\n30 metres away.\nabilities and may use these freely. Vocal distance, no more than\n4–6 (Medium)\n60 metres away.\nVocal distance, no more than\n7–8 (Extended)\n120 metres away.\ncontact can, however, be very minimal, and should function that a Space Marine can take at any time during his turn. To\nin near-darkness, heavy rain, and the chaos of combat, where enter Squad Mode, a Battle-Brother must adjust his tactics,\nfriends and foes can only be glimpsed through the swirl of note the positions of his Kill-team, and prepare for close unit\nsmoke and the flash of bolter fire. actions—all of which requires an effort on the part of the\nVocal distance means that the Battle-Brothers no longer Space Marine, one that comes easier with experience and the\n", + "page": 212, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_136" + }, + { + "title": "MainTaining squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n", + "page": 213, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_137" + }, + { + "title": "• His Kill-team’s Cohesion is reduced to 0.", + "content": "• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if\n", + "page": 213, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_138" + }, + { + "title": "he fails a Cohesion Challenge (see page 212).", + "content": "exaMple\nWhile in Squad Mode, Palarius has advanced ahead of his Kill-\nteam hunting for an Ork boss in the ruins of an old Imperial\nchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.\nSolo Mode gaining solo Mode abiliTies\nA character begins play with access to his own Chapter’s\nAbilities Solo Mode abilities as well as any Codex abilities for which\nhe meets the requirements. The requirements for Solo Mode\nabilities are based on Rank; the level of experience attained\n“Brothers, there are moments where only the fury of a true Son of by the Battle-Brother (see Chapter II: Specialities for details\nVII: Playing The Game\nSanguinius will serve. This is such a moment.” on Ranks). This required Rank represents the minimum Rank\nneeded to gain and use the ability. However, unlike other\n–Brother Nocturne of the Blood Angels abilities such as Talents and Skills, a character does not need\nto spend Experience Points to gain a Solo Mode ability, and\nA\ns a chosen warrior of the Emperor, a Space Marine once he meets the Rank requirements he can use the ability.\n", + "page": 213, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_139" + }, + { + "title": "Cohesion", + "content": "of any successful attack, and are always removed first before\napplying Damage to the Battle-Brother’s normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nRighTeous zeal (blaCk TeMplaRs) leaves his chosen location either by his own choice or\nRequired Rank: 1 involuntarily.\nEffects: The Black Templars are well known for their fanatical Improvement: At Rank 3 and above the temporary Wounds\ndevotion to the Emperor and their burning hatred for psykers, increase to 12. At Rank 5 and above the Battle-Brother may\nwitches, and warp spawn. Once per combat, a Battle-Brother of move a number of metres equal to his Agility Bonus each\nthe Black Templars Chapter may call upon Righteous Zeal as a round without losing the effects of the ability. At Rank 7 and\nFree Action at the start of his Turn. While under the effects of the above the temporary Wounds increase to 18.\nRighteous Zeal, Damage inflicted by the Battle-Brother’s melee\nattacks against creatures with the Daemonic Trait is not reduced\nby Toughness Bonus. In addition, the Battle Brother’s own\nwolf senses (spaCe wolves)\nToughness Bonus is increased by +4 when reducing Damage Required Rank: 1\nfrom attacks by creatures with the Daemonic Trait or Damage Effects: As part of the genetic gifts of their Primarch Leman\nfrom Psychic Powers and weapons. Righteous Zeal lasts for a Russ, the Space Wolves have almost preternatural senses\n", + "page": 216, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_140" + }, + { + "title": "using squad Mode abiliTies", + "content": "rank as the Imperium’s finest fighting arm and easily the equal Squad Mode abilities function just like other Actions and can\nof any xenos, Chaos, or heretic foe. While this superiority is in be activated by a Battle-Brother in his Turn. There is no test\npart the result of their genetic heritage, potent arms and armour, to active these abilities; however the Battle-Brother must spend\nand indomitable will, it is also due largely to their training and the required amount of Cohesion (as indicated by the ability)\ncombat tactics. The bond between Battle-Brothers, combined and he must be in Squad Mode. He only needs spend this\nwith a constant training regime, hones a Kill-team’s skills to a cost once, however, and once an ability has been activated, it\nrazor’s edge and makes them capable of preternatural combat remains so for the remainder of the Mission (if the ability is\nfeats. A Space Marine lives and dies by the strength of his Sustained) or for the duration of a single combat (if the ability\nBattle-Brothers. is not Sustained) and may be used by either him or any other\nSquad Mode abilities represent specialised Kill-team training members of his Kill-team in Squad Mode.\nand the superior skill at arms that all Space Marines possess. These Both the Battle-Brother using the action and any other\nare the abilities and special actions that truly allow the player’s members of his Kill-team within his Support Range may then\n", + "page": 218, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_141" + }, + { + "title": "keeping TRaCk of squad Mode", + "content": "Andrew’s character Palarius uses the Bolter Assault Squad Mode\nability to rush the enemy. Palarius and two of his Kill-team members\nabiliTies\nbreak cover and charge at the enemy. Later in the Round, the other As may be apparent, it is possible for a Battle-Brother\nmember of the Kill-team, still in cover, uses the Fire Support Squad to use numerous Squad Mode abilities during a single\nMode ability to give Palarius and his Battle-Brothers cover. Even combat. Within a single Kill-team there might also be\nVII: Playing the Game\nthough they are still in Support Range, neither Palarius nor the several Squad Mode abilities being sustained at any\nBattle-Brothers who joined him in his Bolter Assault can benefit one time, and players may wish to jump from one to\nfrom this ability. the next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brother’s current Squad Mode ability and its\nsusTaining squad Mode abiliTies effects. Players should either make a mark, or place a\nMany Squad Mode abilities can be maintained indefinably marker (such as a dice or coin) on their Status Mode\nprovided that the Battle-Brother remains in Squad Mode. This sheet next to the Squad Mode ability they are using or\nis indicated in each ability’s description under the Sustained benefiting from. This mark can then be moved as their\n", + "page": 219, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_142" + }, + { + "title": "Support Range or leave Squad Mode.", + "content": "exaMple\nAndrew, Jim, and Damien’s characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrew’s character. At the start of his character’s Turn, Damien\ndecides to have his character return to Solo Mode, losing the benefits\nof the Squad Advance for himself. Both Andrew and Jim, however,\ncontinue to benefit from the Squad Advance, as Andrew is sustaining\nit and they are still within Support Range. In Andrew’s turn however\nhe chooses to end the ability. This means that both his character and\nJim’s character both immediately lose its benefits.\n", + "page": 219, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_143" + }, + { + "title": "Joining susTained squad Mode", + "content": "abiliTies\nIt is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the ability’s benefits.\nexaMple\nJim is sustaining the Fire for Effect ability with Andrew’s character\nalso gaining the benefit. Having switched back into Squad Mode,\nDamien’s character wishes to join in the effects. Since he is neither\nbenefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and\ngains its effects.\ns Table 7–12: Codex Attack Patterns\nAll squads train in ways of working together to bring down Name Action Cost Sustained\ntheir targets, be it cracking an enemy strongpoint, crossing Bolter Assault Free 3 No\nopen ground under fire, or bringing down enemy armour. Fire for Effect Half 2 Yes\nAttack Patterns are Squad Mode abilities that cover these Fire Support Half 1 Yes\nmethods of attack and are most suited to aggressive tactics Furious Charge Free 3 No\nVII: Playing The Game\nand assaults. Squad Advance Half 1 Yes\n", + "page": 219, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_144" + }, + { + "title": "Suppression", + "content": "Action: Half Action\nSpace Tooth and\nCost: 2 Wolves Nail\nFree 2 Yes\nSustained: No\nStorm Lightning\nEffects: The holy fury of the Emperor lives in the hearts of all Reaction 2 No\nWardens Strike\nBlack Templars, awaiting the time when it will be unleashed Lead by\nupon his foes. Until the start of his next Turn, whenever the Ultramarines Free 2 Yes\nExample\nBattle-Brother and those in Support Range of him make a\nsuccessful Standard Attack with a melee weapon (whether\nor not Damage is inflicted) they may immediately make an TooTh and nail\nadditional Standard Attack with that same weapon, against Chapter: Space Wolves\nthe same foe, as a Free Action. If this blow also hits, then they Action: Free Action\nmay make an additional Standard Attack and so on, up to a Cost: 2\ntotal number of extra attacks equal to their Agility Bonus. Sustained: Yes\nImprovement: If the Battle-Brother is Rank 4 or more, Effects: The animalistic nature and fighting style of the Space\nsummoning the Holy Vengeance is a Free Action. Wolves often gives them an edge in close combat where they may\nunleash their inner beast against their enemies. While this ability\nis in effect, the Battle-Brother and those in Support Range of\n", + "page": 221, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_145" + }, + { + "title": "Parry Tests.", + "content": "Missions overview\nMissions are broken down into the following three broad steps:\n“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\npRepaRaTion\nthat there is at least one of these so-called Ethereals coordinating This initial step occurs often in downtime before actual play\nVII: Playing the Game\noperations from the base, making it a vital target. It is my begins and represents the players preparing their characters\nrecommendation that we deploy the Deathwatch Kill-team available for the trials ahead. It covers the actions undertaken by the\nto us and consider the matter closed...” Kill-team and Battle-Brothers which include such things\nas taking oaths, selecting their weapons and armour, and\n–High Tactician Favius at the Battle of Blood Moon choosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nT\nhe Adeptus Astartes are the surgical strike force of the which the GM gives the players an overview of their Mission,\nImperium’s military might, and their use on the field its objectives, and any other information they are likely to\nof battle reflects this status. No commander would have access to. The briefing allows the players to get an idea\nconsider using the much-feared Space Marines for simple of the kind of things they will be facing and the kind of tasks\n", + "page": 224, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_146" + }, + { + "title": "resist Cohesion damage.", + "content": "Squad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 7–16: Oaths\nOath Prerequisite Benefit Squad Mode Abilities\nTactical Marine, Assault Marine, Tactical Advance, Bolter\nOath of the Astartes +2 Cohesion\nor Devastator Marine Assault, Tactical Spacing\nTactical Marine, Librarian, or Fire for Effect, Regroup,\nOath to the Emperor +10 to Willpower Tests\nApothecary Strongpoint\nTactical Marine or Assault Tactical Advance, Bolter\nOath of Glory +1 Renown per objective\nMarine Assault, Furious Charge\n+10 to WS and BS vs. a\nGo to Ground, Dig In,\nOath of Knowledge Librarian or Apothecary chosen enemy or re-roll Psychic\nStrongpoint\nPhenomena\n+10 to all Tests to resist\nTactical Spacing, Regoup, Soak\nOath of Loyalty Tactical Marine or Apothecary Cohesion Damage, +1 to\nFire\n", + "page": 228, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_147" + }, + { + "title": "Cohesion Challenges", + "content": "Devastator Marine or Ignore jams, re-roll tests to Fire Support, Fire for Effect,\nOath of the Weapon\nTechmarine confirm Righteous Fury Tank Buster\nExecution\n“They dropped from the sky like angels of death destroying all in\ntheir path and bringing the Emperor’s justice to that wicked world.”\n–From the Remembrances of the Grand Crusade\nVII: Playing the Game\ns\nAll missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.\npRiMaRy\nThese are the key objectives to the Mission that are vital for\nits completion. If the players do not complete their primary\nobjectives, then the Mission is considered a failure. For this\nreason, when the GM sets the Mission’s primary objectives,\noaTh of The weapon he should keep them as simple and as broad as possible. For\nSpace Marines drill constantly, and when they are not fighting. instance, a primary objective could be to destroy an enemy\n", + "page": 228, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_148" + }, + { + "title": "bad inTelligenCe", + "content": "forcing the players to adapt to difficult situations and think Frequently the Imperium’s intelligence about its foes is just\non their feet, complications also increase the difficulty of a plain wrong. Commanders base decisions on unfounded\nmission and as a result the rewards the players gain from it. information and send soldiers to pay for their ignorance.\nHere are 10 typical complications that the GM can use to While the Deathwatch is more careful than most of the\nalter the nature of his missions, though he should feel free Emperor’s forces, they too can suffer from this fate. The GM\nto come up with more of his own. If a degree of randomness should change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\ninseRTion and exTRaCTion to destroy a bridge to discover it does not exist. It is then\nHow the Kill-team reach the battlefield and how they up to the players to discover the new objective and try to\nleave it depends on the nature of the Mission. This could complete it.\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nCuT off\nfrom a forward base. Ultimately it falls to the GM, in As can often happen in the chaos of war, a forward unit can\nthe role of the characters’ commanders, to decide how discover its supply lines cut off as the frontlines shift suddenly.\n", + "page": 230, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_149" + }, + { + "title": "Kill-team has their Cohesion reduced by 2.", + "content": "InItIatIve\n•\nactIons\n•\nthe attack\n•\nInjury\n•\ncrItIcal Damage\nChapter VIII: turns\nEach character in an encounter gets one Turn each Round. During\nCombat a character’s Turn, he can perform one or more Actions. While\ncharacters’ Turns overlap each other slightly, Turns are resolved in\na specific order known as Initiative Order, see page 235.\n“There is nothing in the galaxy like the sound of a boltgun.”\n–Vex Hargoth, Master of Arms\nactIons\nA character can perform one or more Actions on his Turn. If a\nT\nVIII: Combat\nhe Imperium is beset on all sides from the enemies character is performing multiple Actions during his Turn, the\nof mankind: ravenous aliens, bloodthirsty daemons, order in which they are resolved may or may not matter. For\nand fanatical traitors, all intent on the destruction of example, a character could draw his pistol and then move a\nthe Emperor and those sworn to him. As members of the few metres, or he could move first and then draw his pistol,\nDeathwatch, the players stand on the frontlines against such and either way the end result is the same. But, if the same\nfoes, struggling to survive and bring glory and honour to character wants to shoot his pistol, he obviously needs to\ntheir Chapter. This means combat... lots of combat. draw it first. Actions are described in detail on page 236.\nThis section covers Actions, combat, and Damage in the\n", + "page": 231, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_150" + }, + { + "title": "Dodged or Parried.", + "content": "Focus Power Varies Concentration Use a psychic power.\nFull Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success.\nGrapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.\nAttack, Concentration,\nGuarded Attack Full –10 WS, +10 to Parry and Dodge.\nMelee\nJump or Leap Full Movement Jump vertically or leap horizontally.\nKnock-Down Half Attack, Melee Try to knock an opponent to the ground.\nManoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove up to movement as a Half Action or twice movement as a Full\nMove Half/Full Movement\nAction.\nUse Swift Attack or Lightning Attack Talents to make\nMultiple Attacks Full Attack, Melee or Ranged\nmultiple attacks.\nAttack, Concentration,\nOverwatch Full Shoot targets coming into a set kill zone, –20 to BS.\nRanged\nParry Reaction Melee Test Weapon Skill to negate a hit.\nReady Half Miscellaneous Ready a weapon or item.\nReload Varies Miscellaneous Reload a ranged weapon.\nRun Full Movement Move triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success.\n", + "page": 236, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_151" + }, + { + "title": "DoDge", + "content": "to Grapple his opponent instead of inflicting damage. See Type: Reaction\nGrappling, page 240. Subtype: Movement\nDodge is a Reaction that a character can perform when it is not\nhis Turn. After a character is hit, but before Damage is rolled,\nthe character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order\ncombat abstractIons to make the test. If the test succeeds, the character gets out\nCombat in Deathwatch is fast and furious, designed of the way at the last moment and the attack is considered to\nso games don’t become bogged down with minutia. have missed (and thus no Damage is rolled). If the Dodge Test\nAs such, the rules take certain licenses with reality fails, the attack connects and deals Damage normally. Dodge\nand assumptions must be made about what is really can be used to avoid both melee and ranged attacks.\ngoing on during a fight. One such assumption is that\nnearly all combatants are at least somewhat concerned dodging auto-Fire and area effect attacks\nfor their own safety and are constantly side-stepping,\ntwisting, and ducking to avoid attacks or assume more Some attacks, such as those made with grenades, flamers,\nfavourable combat positions. With this in mind, the or guns firing semi-automatic or fully-automatic bursts, are\ndefault difficulty for all combat tests is Challenging especially difficult to avoid. When Dodging an area effect\n", + "page": 237, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_152" + }, + { + "title": "DoDge anD parry reactIons", + "content": "Melee attacks require the attacker to be engaged in melee When a target is hit by an attack, it may have a chance to\ncombat with his target. Ranged attacks cannot be made if the negate the hit with a Dodge or Parry Reaction. See Combat\nVIII: Combat\nattacker is engaged in melee unless he is firing a pistol class Actions, page 236 for details on resolving each of these\nweapon. In either case, the attacker must be aware of his target. Reactions. If the Dodge or Parry attempt is successful, the\nSee the Spray and Pray sidebar for additional information. attack is negated and no Damage is dealt.\nAssuming the attack is possible, follow these steps:\n• Step One: Apply Modifiers to Attacker’s Characteristic\n• Step Two: Attacker Makes a test example\n• Step Three: Attacker Determine Hit Location After Helgath’s bolt pistol shot hits the giant squig, the GM rules\n• Step Four: Attacker Determines Damage that the creature will attempt to Dodge the attack. The creature’s\n• Step Five: Target Applies Damage Agility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nstep one: apply moDIFIers to attack.\n", + "page": 243, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_153" + }, + { + "title": "(but see Dodge and Parry Reactions, below).", + "content": "a number. Roll the appropriate die and apply any indicated\nmodifiers. Finally, if the attack involved a melee weapon, add tactIcal combat maps\nthe attacker’s Strength Bonus. The result is the Damage total.\nFor all attack rolls, count the Degrees of Success. The number\n(optIonal)\nof Degrees of Success is the minimum amount of Damage During large combats, some players may want visual\nthat attack will inflict on a single dice. If the attack inflicts references to help keep track of enemy positions, as well as\nmore than one dice of Damage, the player may apply the their own. The GM can accomplish this by sketching out\nDegrees of Success from the attack roll as the minimum result simple overhead maps on paper. Many game stores also\nto one dice of his choice. sell large game mats that you can draw on with wet-erase\nIf a natural 10 is rolled on any Damage die, there is a markers. These mats are usually pre-printed with squares\nVIII: Combat\nchance of Righteous Fury. grids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nrIghteous Fury miniatures where a one inch square represents one square\n", + "page": 243, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_154" + }, + { + "title": "cover", + "content": "players should have these details noted on their Battle-Brothers’ Cover is a vital part of surviving a firefight, and a good\ncharacter sheets. The following apply when a character is fighting soldier knows that you go for your cover first and then draw\nwith two weapons: your gun. There are no penalties to Ballistic Skill Tests made\n• The character may use any melee weapons or ranged weapons to attack targets standing partly behind cover. However, there\nthat can be reasonably used in one hand. is a chance that the shot may hit the cover rather than the\n• The character may use either hand to make an attack. Attacks target. It is up to the character to decide which parts of his\nmade using the character’s secondary hand suffer a –20 body he is exposing when behind cover, but as a general rule,\npenalty to Weapon Skill or Ballistic Skill Tests. a character firing around or over cover will have his body\n• If the character has the Two-Weapon Wielder talent, he may and legs concealed. If the shot would hit a body location\nuse the Multiple Attacks combat Action to attack with both that is concealed behind cover, work out the Damage against\nweapons, but each suffers a –20 penalty to the Weapon Skill the Armour Points of the cover instead, with any excess\nor Ballistic Skill Test. If the character has the Ambidextrous being applied to the target as normal (see Table 8–5: Cover\n", + "page": 245, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_155" + }, + { + "title": "DamagIng cover", + "content": "therefore it does suffer the standard penalty for attacks made Cover is not invulnerable. Attacks can damage or destroy the\nusing a secondary hand. protection afforded by cover. Each successful hit against cover\n• If a character with the Two-Weapon Wielder Talent is armed that deals any amount of Damage in excess of the Armour\nwith a melee weapon in one hand and a pistol in the other, Points it provides reduces the cover’s Armour Points by 1.\nhe may attack with both whilst engaged in melee combat\nusing the Multiple Attacks combat action. Resolve each\nattack separately by testing Weapon Skill for the melee\n", + "page": 245, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_156" + }, + { + "title": "weapon and Ballistic Skill for the pistol.", + "content": "Table 8–4: Combat Difficulty Summary example\nDifficulty Skill Modifier Example Myrdor has taken cover behind a small pile of sandbags while a gun\nAttacking a Surprised or servitor blasts at him with its twin autoguns. The gun servitor fires a\nEasy +30\nUnaware target.\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nShooting a Massive target. of Damage. Fortunately for Myrdor, all of the hits would have\nShooting a target at Point struck either his legs or body, so they are absorbed by the sandbags\nBlank Range.\ninstead. The first hit is fully absorbed by the sandbags to no effect\nMelee attacks against a foe\nRoutine +20 because they provide 8 Armour Points of protection. The second hit’s\nwho is outnumbered three to\none or more.\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nVIII: Combat\nreduces the sandbags Armour Points to 7. The third hit’s Damage\nAttacking a Stunned\nopponent. is reduced by 7, leaving 1 point of excess Damage, which further\nShooting an Enormous reduces the sandbags Armour Points to 6.\ntarget.\nOrdinary +10\nMelee attacks against a foe\nwho is outnumbered two\nDarkness\nto one. Weapon Skill Tests made in darkness are regarded as\nAttacking a Prone opponent Hard (–20), while Ballistic Skill Tests are regarded as Very\nwith a melee weapon. Hard (–30). While a Character is concealed by darkness,\n", + "page": 245, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "skills", + "id": "rule_157" + }, + { + "title": "1 3", + "content": "VIII: Combat\nare Ordinary (+10).\ngangIng up\nA character has an advantage when he and his allies engage\n4 5\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill Target\nTests are Ordinary (+10). If a group of characters outnumber\ntheir opponent by three to one or more, their Weapon Skill\nTests are Routine (+20).\nhelpless targets 6–7 8 9-0\nWeapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nscatterIng In Zero gravIty\nFury as normal, but if two dice come up as 10, a Righteous The consequences of throwing dangerous objects in a zero\nFury is automatic (no second attack roll necessary). gravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nd scatter diagram, once for the X axis and once for the Y axis.\nCharacters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are piNNiNg\n", + "page": 247, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_158" + }, + { + "title": "Zero Weapon Skill", + "content": "on this Characteristic.\n2 points of Critical Damage to his right arm. The GM consults\nthe Critical Damage 2 line of Table 8–12: Explosive Critical The character may not make tests based\n", + "page": 250, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "skills", + "id": "rule_159" + }, + { + "title": "Zero Ballistic Skill", + "content": "on this Characteristic.\nEffects—Arm which says that Myrdor’s arm has been fractured,\nThe character collapses into\nforcing him to drop anything he was holding, and Myrdor suffers Zero Strength\nunconsciousness.\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a\n", + "page": 250, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "skills", + "id": "rule_160" + }, + { + "title": "Zero Toughness The character dies.", + "content": "VIII: Combat\nlasgun blast to his left leg. After accounting for his Toughness Bonus\nThe character is paralysed, helpless,\nand armour, he suffers 3 points of Energy Damage. Myrdor has Zero Agility\nand can take no Actions.\nnow suffered 5 total points of Critical Damage. The GM consults\nThe character slips into a dreamless\nthe Critical Damage 5 line of Table 8–11: Energy Critical Zero Intelligence\ncoma and is treated as helpless.\nEffects—Leg and determines that Myrdor has suffered a horrific The character is bereft of his senses\nburn that imposes one level of Fatigue (for three levels of Fatigue Zero Perception and suffers a –30 penalty to all Tests\ntotal) and reduces Myrdor to half speed for 2d10 Rounds. (except Toughness) until he recovers.\nThe character collapses into a\nremovIng Damage Zero Willpower nightmare-filled sleep. When he\nawakens, he gains 1 Insanity Point.\nCharacters automatically remove Damage (both ordinary and The character withdraws into a\nCritical Damage) over time through natural healing. Medical Zero Fellowship catatonic state. He may not speak or\nattention and some Psychic Powers can also remove Damage. take Tests based on this Characteristic.\nRegardless of the method however, the rate of Damage\n", + "page": 250, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_161" + }, + { + "title": "Challenging (+0) Agility Test or be Knocked Down.", + "content": "Table 8–18: Impact Critical Effects - Head\nCritical\nDamage Critical Effect\nThe impact fills the target’s head with a terrible ringing noise. The target must make a Challenging (+0) Toughness\n1\nTest or suffer 1 level of Fatigue.\nThe attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a –10 penalty to Weapon Skill\n2\n", + "page": 255, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_162" + }, + { + "title": "and Ballistic Skill Tests for 1 Round.", + "content": "3 The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.\nVIII: Combat\n4 The concussive strike staggers the target, dealing 1d5 levels of Fatigue.\n5 The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.\nThe target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain.\n6\nThe target is Stunned for 1d5 Rounds and takes 2 levels of Fatigue.\nThe attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned\n7\nfor 1d10 Rounds and halves all movement for 1d10 hours.\nBlood pours from the target’s noise, mouth, ears and eyes as the attack pulverises his brain. He does not survive the\n8\nexperience.\nThe target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4\n9 metres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore\ngets in their eyes or on their visors.\nAs above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If\nthe hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against\n10+ any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make\nanother attack (with the same weapon) against any target standing directly behind the original target and still within\n", + "page": 256, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "skills", + "id": "rule_163" + }, + { + "title": "few Psychic Powers can speed up Damage recovery.", + "content": "Death for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nd more points of Critical Damage depending on the type of\nA character is considered Lightly Damaged if he has taken Damage suffered and the body location struck. If a critical\nDamage equal to or less than twice his Toughness Bonus. result indicates that the character is killed, then he is dead, and\nA Lightly Damaged character removes 1 Damage per day only burning a Fate Point (seepage 205) will save his life.\nthrough natural healing. If Lightly Damaged the character\ndevotes an entire day to bed rest, he removes an amount of\nheroIc sacrIFIce (optIonal)\nVIII: Combat\n", + "page": 261, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_164" + }, + { + "title": "Damage equal to his Toughness Bonus.", + "content": "No Battle-Brother ever dies in vain as long as he dies in the\nEmperor’s service. At the GM’s discretion, he may allow players\nexample to choose the option of Heroic Sacrifice if they know that their\nBrother Myrdor has a Toughness Bonus of 8. After a bloody mission characters have no other options to continue serving the Emperor\nhe has suffered 12 Damage. This amount of Damage is less than twice or wish to sell their lives for the greater good. When a player’s\nhis Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged. character is in a position to burn his final Fate Point to save his\nHe will naturally heal 1 Damage per day, but if he devotes an entire character’s life (Space Marines would only make this choice if\nday to rest and recovery, he can remove 8 Damage. there is no other way to survive!), he may instead choose to\nburn the point anyway and make a Heroic Sacrifice instead. A\ncharacter declares at the start of his Turn that he is performing\nd a Heroic Sacrifice as a Free Action. Then, for a number of Turns\nA character is Heavily Damaged whenever he has taken more equal to his Toughness Bonus (including the turn in which\nDamage than twice his Toughness Bonus. A Heavily Damaged the Sacrifice was declared), the character can ignore all further\ncharacter removes 1 Damage per week through natural critical effects with the exception of those which render limbs\n", + "page": 261, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_165" + }, + { + "title": "fEaR anD", + "content": "Damnation\nChapter IX: The GM\nGame Master\nWhen organising a game of Deathwatch, one player needs\nto be nominated as the GM. It is always a good idea if the\nGM volunteers for the job, as the game will be better if the\nperson running it is enthusiastic about what he is doing.\n“For the Emperor!”\nIX: The Game Master\nUsually, however, the Game Master is decided before the\nplayers get together for their first session, as the role of the\n–Favoured battle cry of the Adeptus Astartes\nGM taken up by the person that has organised the game\nI\nin the first place—probably also the person that bought\nn Deathwatch, the players assume the role of elite warriors\nthis book. It is also common that over time several of the\nof the Imperium and must face the multitude of humanity’s\ngroup’s players may take on the role of the GM, sharing\nfoes across countless battlefields and war-scarred worlds.\nthe work and creating their own adventures. This allows\nThey are the chosen few amongst the uncounted billions of\nplayers a chance to make their own stories and can be very\nhumanity standing between the boiling dark and the flickering\nrewarding as GMs tag-team adventures leading to plots\nlight of civilisation and order. Bringing this bloody reality to\nand campaigns with more depth and detail.\nlife is the role of the Game Master who guides the players in\ntheir endeavours and adventures against the enemies of the ers\nImperium, formulating their missions, spawning horrors for\n", + "page": 262, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_166" + }, + { + "title": "the weight of its own fear and confusion.", + "content": "team represents an elite military formation that has\nGames where the Battle-Brothers take up the mantle\na significant place in the ranks of the Deathwatch,\nof envoys, emissaries, or assassins offer a different kind of\nIX: The Game Master\nInquisition, and Imperial war machine. For the GM, the\nexperience to pure combat missions and a challenge for the\nKill-team also represents a tool with which he can guide\nKill-team (a fearsome combat unit) to complete its goals and\nthe players through the rigid military structure of the\nobjectives without resorting to bolters and chainswords (at\nAdeptus Astartes while allowing them a decent degree\nleast not right away).\nof autonomy and freedom. This special flexibility can\nallow them to choose their own path to completing their\ngoals and even go off-mission without the inevitability\nof court-martial and summary execution.\nnon-PlayeR chaRacTeRs\nAs part of his role in bringing the setting to life and\nThe missions a Kill-team is assigned are special,\nadjudicating the actions of the players, the GM is also\nand the team itself comprises members chosen for their\ncharged with controlling the actions of anyone the PCs\nindependence and resourcefulness.\ncome into contact with. These non-player characters (NPCs)\nform a vital part of any game. NPCs can include close and\ns trusted allies, such as fellow Battle-Brothers or members of\nThe size, skills, and flexibility of a Deathwatch Kill-team mean the Deathwatch, as well as obvious and belligerent enemies\n", + "page": 267, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_167" + }, + { + "title": "Marine must have 60 Renown to be considered for", + "content": "this honour.\nCreating\nMissions\n“Orders coming in, sir!”\nIX: The Game Master\n–Vox officers across the Imperium\nM\nissions are the staple of a Kill-team’s existence and\nthe basis for defining its adventures. The rules and\nguidelines for creating missions exist to aid the\nGM in fashioning scenarios and encounters for his players\nthat capture the danger and excitement of being part of the\nDeathwatch. GMs are not required to use Missions to create\ntheir adventures, but Missions represent a way for the GM to\nclearly lay out the parameters of a Kill-team’s game objectives,\nin keeping with the military nature of being an elite combat\nunit.\nseTTinG oBjecTives\nAll Missions revolve around Objectives (see page 230 in\nChapter VII: Playing the Game for more details on\nObjectives) be they critical to its success or not. Setting these\nObjectives is the first task the GM must undertake when\ncreating a Mission. Usually this is fairly straightforward, as\nan Objective relates directly to the nature of scenario. Each\nMission should typically have at least one of each kind of\nObjective, though can include many more depending on its\ndifficulty. Novice: These kinds of Objectives are relatively simple and\nPrimary Objectives: These are at the core of the Mission should only require a small amount of effort from the Kill-team\nand vital to its success. A Mission that revolved around the or a very limited expenditure of their resources. Securing a drop\n", + "page": 270, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_168" + }, + { + "title": "completion (Requisition).", + "content": "Table 9–3: Setting Kill Markers protecting a place, person, or even an ideal, be it with blazing\nbolters or a resolute will.\nObjective Difficulty Kill Markers Recon: Intelligence gathering is a vital part of any Mission\nNovice 25 and can mark the difference between success and failure. Recon\nSkilled 50 Objectives revolve around procuring information, such as the\nVeteran 100 location of an enemy stronghold or the code to opening an\nancient xenos device.\nIX: The Game Master\nKill maRKeRs Daemonic: Greatest of the enemies of mankind are those\nthat exist beyond the veil of the immaterium, watching, waiting,\nSo when is an Objective complete? Usually this is self evident— and hungering for human souls. Daemonic Objectives involve a\nthe characters have completed their Objective of destroying a large degree of daemonic influence, either in the form of warp-\nbridge when the bridge has been destroyed. Some Objectives are spawned creatures or those deluded fools who follow them.\nless clearly defined, and the GM may require a way of further Xenos: It is the duty of the Deathwatch to deal with any alien\nbreaking these down so he can keep track of the Kill-team’s that would soil the Emperor’s domain with its presence. Xenos\n", + "page": 271, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "equipment", + "id": "rule_169" + }, + { + "title": "Requisition is divided among each Battle-Brother", + "content": "of such abilities or items, as well as the amount they increase Kill\nequally, but it also reflects the Kill-team’s total available\nMarkers, can be found in their own relevant sections.\nresources and can be shared out among the group as\nThere are six main Objective themes listed below, but they are\nthey see fit. Should the players choose, they may pool\nby no means exhaustive and the GM should feel free to create\ntheir Requisition and purchase equipment collectively.\nhis own.\nThis stock of gear may then be divided up using\nStealth: Some Objectives require the Kill-team to avoid\nwhatever method they choose.\ndetection or pass unseen through the ranks of the enemy.\nStealth objectives are usually tied to assassination and sabotage\nmissions, and every Battle-Brother knows the value of a good\nsurprise attack.\n", + "page": 272, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "equipment", + "id": "rule_170" + }, + { + "title": "Table 9–4: Setting Requisition", + "content": "Assault: Battle-Brothers are no strangers to war, and many Objective/Difficulty Requisition\nof the Missions they embark on are laden with combat. Assault Each Primary Objective +20\nObjectives are best resolved with extreme violence and the Each Secondary Objective +15\napplication of heavy firepower—fortunately, something most Each Tertiary Objective +5\nKill-teams have in spades. Each Veteran Objective +10\nDefence: Battle-Brothers are not always on the attack and Each Skilled Objective +5\nsometimes they must hold their ground, usually while heavily Each Novice Objective +1\noutnumbered and without support. Defence Objectives focus on\ne lesser targets or backup systems or the elimination of personnel\nvital to the operation of the structure or device. They may also\nA GM creates a mission with one Skilled Primary Objective, one include reconnaissance for objectives of special interest to the\nVeteran Secondary Objective and two Novice Tertiary Objectives. Deathwatch, Inquisition or Imperium. Sabotage Missions often\nAdding these together gives a total of 62 Requisition for each involve themes such as Stealth and Recon as well as Xenos or\nBattle-Brother. Daemonic depending on the nature of the target.\n", + "page": 272, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "equipment", + "id": "rule_171" + }, + { + "title": "REcovERy", + "content": "Emperor and sending them screaming into the dark. Kill-teams are not always used for the purposes of\nAn Assassin Mission always has at least one Primary exterminating the enemy. Battle-Brothers sometimes find\nObjective focused on killing the target, which is then graded themselves dispatched to rescue an important Imperial agent,\nin difficulty based on the strength and deadliness of the foes recover a vital artefact, or even capture an enemy commander\nthey need to exterminate. Secondary and Tertiary Objectives for Imperial interrogation. Recovery Missions are almost\nusually either cover the elimination of additional targets (such always more difficulty than simple search-and-destroy\nas bodyguards or lieutenants of the main target) or entering or Missions, as the Battle-Brothers must ensure the protection of\nexiting secure enemy territory or fortresses. Assassin Missions their item, be a person or object. Conveying a captured enemy\noften involve themes such as Stealth and Recon as well as or rescued prisoner can also create its own special problems if\nXenos or Daemonic depending on the nature of the target. they are injured, unwilling (almost always the case for enemy\ncommanders) or extremely dangerous (such as recovering a\nlive Ork warboss or Tyranid zoanthrope).\ne A Recovery Mission’s Primary Objective is typically the\n", + "page": 273, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_172" + }, + { + "title": "Fear and", + "content": "the Difficulty of the test. Such situations include atmosphere,\nsituation and an NPC’s particular circumstances. However,\nthe most important factor is the NPC’s disposition toward the\nDamnation\nPlayer Character—how the character regards him and what “The enemy shall know fear.”\nIX: The Game Master\nfeelings or lack of feelings the NPC displays. The NPC’s\ndisposition, which is always set by the GM, determines the –Captain Davian Thule of the Blood Ravens\nbase Difficulty. Other factors can adjust the Difficulty up or\nT\ndown as the situation demands. Table 9–5: Dispositions he 41st millennium is a dark and terrible place where\nprovides sample dispositions based on the test a player is mankind’s billions inhabit a universe filled with\nattempting and the corresponding Difficulty. unnumbered horrors and countless dangers. Murderous\nOn a successful test, the target’s Disposition improves by aliens stalk the cold stars, rebellion and treachery fester\none step, plus one step per Degree of Success. On a failed within the shadow of the Imperium’s decaying might, and\ntest, the target’s Disposition remains unchanged and worsens nightmarish forces eternally claw at the very fabric of reality\nby one step for each Degree of Failure. Generally, a target from beyond, seeking both to feast and to corrupt. As a member\nmust at least be Indifferent to do as requested, and then the of the Deathwatch, a Battle-Brother must face all these perils\n", + "page": 275, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_173" + }, + { + "title": "01–20", + "content": "normally.\nFear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the\n", + "page": 276, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_174" + }, + { + "title": "21–40", + "content": "encounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).\nReeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach\n", + "page": 276, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_175" + }, + { + "title": "41–60", + "content": "the object of his Fear, but may otherwise act normally, with a –10 penalty on all tests until the end of the encounter.\nThe character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character\n", + "page": 276, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_176" + }, + { + "title": "61–80", + "content": "makes all tests with a –10 penalty for the rest of the encounter.\nPanic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may\n81–100 only take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of\nIt to regain control.\nFainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he\n", + "page": 276, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_177" + }, + { + "title": "101–120", + "content": "is still shaken and takes all tests with a –10 penalty until the end of the encounter.\nTotally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing\n121–130 and drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half\nAction each Turn until he can rest.\nThe character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using\n", + "page": 276, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_178" + }, + { + "title": "131–140", + "content": "whatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.\nThe creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do\n141–160 nothing. Even after he returns to his senses, he is a complete mess and suffers a –20 penalty on all tests until the end of\nthe encounter.\n161–170 The character’s mind snaps and he become catatonic for 1d5 hours and may not be roused.\nThe character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If\n", + "page": 276, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_179" + }, + { + "title": "171+", + "content": "successful, he falls catatonic for 1d5 hours as above.\nTable 9–8: The Insanity Track\ns\nInsanity Points Trauma Modifier Effect\nFear Tests in non-combat situations are very much the 0–30 +0 —\nGM’s call as to when and where they occur and should Primarch’s Curse\nnot be considered to be automatic. They can be best 31-60 –10\nLevel 1\nused to bring home the horrific nature of a location Primarch’s Curse\n", + "page": 276, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_180" + }, + { + "title": "61–90 –20", + "content": "IX: The Game Master\nor artefact and even at important junctures to weaken Level 2\nthe players’ allies—such as having Inquisitorial Primarch’s Curse\n", + "page": 277, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_181" + }, + { + "title": "91–99 –30", + "content": "agents refuse to accompany the Battle-Brothers into a Level 3\nbuilding or chamber out of terror. The following are Character\nsome guidelines for setting Degrees of Fear outside of 100+ — removed from\ncombat: play\n", + "page": 277, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_182" + }, + { + "title": "Fear 1-Disturbing (0): Viewing the scene of a", + "content": "gruesome murder, minor unknown supernatural or\npsychic phenomena—strange lights, spectral voices,\nShock anD SnaPPing out of it\nweeping statues, etc.\nCharacters may be able to shake off some of the effects of\n", + "page": 277, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_183" + }, + { + "title": "Fear 2-Frightening (–10): Meeting someone you", + "content": "Fear after the initial shock has worn off. Where specified on\nknow to be dead, being buried alive, major supernatural\nTable 9–7: The Shock Table that a character may “snap\nor psychic phenomena—the skies raining blood, a\nout of it,” he can make a Willpower Test in his next Turn. If\npainting forming shrieking mouths, etc.\nsuccessful, he regains his senses, shrugs off the effects, and\n", + "page": 277, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_184" + }, + { + "title": "Fear 3-Horrifying (–20): Sudden, shocking, and", + "content": "may act normally. If he fails, the effect continues and the\ninexplicable death (the man next to you on the shuttle\ncharacter may try again when it is his next Turn.\nsuddenly dies, vomiting maggots), hideous moments\n", + "page": 277, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_185" + }, + { + "title": "of revelation (finding yourself covered in blood,", + "content": "surrounded by bodies with a meat cleaver in your hand\nand no memory of how you got there), the dead rising\ninsaniTy\nEven the hardened mind of a Space Marine is not immune\nacross a whole planet, etc.\nto the worst horrors of the galaxy, though he is far more\n", + "page": 277, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_186" + }, + { + "title": "Fear 4-Terrifying (–30): Experiencing a full-", + "content": "resistant. While lesser men turn into raving lunatics or\nscale daemonic incursion, discovering your failure\nmurderous villains, a Battle-Brother’s psycho-conditioned\nis responsible for the deaths of millions, staring\nbrain suppresses or discounts such delusions, instead\nunprotected into the warp.\nbecoming more attuned to war and conflict. As a result,\ninsanity in Battle-Brothers is not in fact a loss of facilities or\nr a belief in the unreal or intangible, but rather a heightening\nUnlike a Battle-Brother, Fear has a very real effect on almost of their own personal flaws and the flaws inherited from their\neveryone else in a game of Deathwatch. For these poor souls, Chapter. This typically means the effects of Insanity Points\nFear can come in many forms, but some things are clearly more manifest themselves in two distinct ways in a Battle-Brother:\nfrightening than others. A single genestealer may well break either in Battle Traumas or the Primarch’s Curse. How severe\nthe morale of an Imperial Guardsman, while a hive tyrant they are and when, or if, a character is affected by either of\nwill break his mind. The Table 9–6: Fear Test Difficulties these conditions depends on the number of Insanity Points he\nshows the penalties to Fear Tests based on the level over the accrues and the strength of his will to resist the results.\n", + "page": 277, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_187" + }, + { + "title": "source of Fear.", + "content": "s\nfailing thE fEaR tESt While Battle-Brothers are not at risk of gaining Insanity Points\nIf in a combat situation a character fails a Fear Test, he must as a result of failed Fear Tests, many sources of Insanity still\nimmediately roll on Table 9–7: The Shock Table, adding affect them. This could include encounters with warp spawn or\n+10 to the result for each Degree of Failure. The effects listed places where reality is tainted by the touch of the warp (both\nare applied immediately to the character. If in a non-combat of which usually also inflict Corruption Points). It could also\nsituation the character fails a Fear Test, he becomes unnerved include acts of betrayal by fellow Battle-Brothers or trusted\nand suffers a –10 penalty to any Skill or test that requires allies, or exposure to dangerous alien devices or schools of\nconcentration. This penalty lasts while the character remains thought. Certain Psychic Powers or unusual attacks may also\nin the vicinity of the object of its Fear (simply leaving and deal Insanity Points to the characters. Ultimately, however, it\ncoming back again doesn’t stop this). In addition, if a non- falls to the GM to decide when an event or encounter is worthy\ncombat Fear Test is failed by 3 or more Degrees of Failure, of inflicting Insanity Points. As a rule, only the most terrible of\nthe character also gains +1d5 Insanity Points. sights or outcomes warrant more than a few points.\n", + "page": 277, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_188" + }, + { + "title": "IMPERIUM", + "content": "of Man\nX: The Imperium\n“The loyal slave learns to love the lash.”\n“Look to the stars, and know that all you behold is but one small part\nof the Emperor’s Realm. Know too that for every one of the million –Common saying amongst menials and scriveners.\nworlds in our domain, a million times a million lives have been\nT\nsacrificed, that Mankind might stand but one day more.” he Emperor has neither spoken nor moved since his\nascension to the arcane mechanism of the Golden\n–Lord Skalaras, High Tribune of the 3rd Censorial Mission Throne. His material body is, to all intents, dead and\nhis psychic mind is wholly preoccupied within warp space\nT\nhe 41st Millennium is the one hundredth century of fighting the eternal battle for the preservation of Mankind.\nthe Age of the Imperium. It is an age of war already ten All that is left of the Emperor is a consciousness divorced\nthousand years old. In this war, mere survival is justly from the material world, a mind incapable of ordinary\nhailed as victory. Defeat can lead only to the irrevocable end communication with his trillions of devoted servants.\nof Humanity and to the destruction of the very fabric of the The Imperium is ruled in the Emperor’s name by the\nuniverse. It is a war waged across the galaxy in the darkness incalculably vast Adeptus Terra, the ancient Priesthood\nof space, on a million worlds, and within the depths of every of Earth, whose masters are the High Lords of Terra. The\n", + "page": 282, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_189" + }, + { + "title": "THE SOUL BINDING", + "content": "No ordinary psyker could transmit a message\nsuch vast distances. Astropaths only through the warp, nor could he receive a tele\npathic message over\nspecial ritual which combines some ofgain this ability as a result of many year s of trai ning , culminating in a\nBinding, brings the mind of the psyker the Emperor’s power with their own. This ritu\nal, kno wn as the Soul\nthe Emperor’s vast power is transferredclos e to the psychic greatness of the Emperor.\nto the Astropath. In the process, some of\nThe transference of energy is traumat for\nnot all of those that survive retain theiicr san the psyker, and not all survive despite year\ns of preparation, and\nity.\neyes and other senses, so that almost all Ast Even the survivors suffer damage to the sensitive nerves of the\nor touch. In fact, their increased psychic ropa ths are blind and others lack sense of sme\nappear blind were it not for their distorte skills tend to make up for this loss ofasigh ll, hearing, taste\nd, sunken and empty eye sockets. t, so that they would not\nThey also serve in the Imperial Guard, the Inquisition, the The AdepTus cusTodes\nAdeptus Ministorum, the Space Marines and throughout the\nAdeptus Terra. The Emperor’s Guard, or Custodians are the palace guard of\nthe Emperor, and their duty is to protect the Imperial Palace.\nPerhaps these stalwart guardians once ranged all over the\n", + "page": 284, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_190" + }, + { + "title": "EXTERMINATUS", + "content": "espread that there\nit may be that an Inq uisi tor unc over s a situation that is so prevalent and wid collusio n and support\nOn occasion ion. Such situations could include planindi et-wide\nis no poss ibility of solu tion or rede mpt vidu al wou ld only serve to\nor indi vidu al, whe re the rem ova l of the movement or it brings\nfor a heretical movement prea ch. Inte rven tion by aliens may grow to such an extent that\n", + "page": 285, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_191" + }, + { + "title": "strengthen the sub vers ive cau se they", + "content": "ation.\na large segment of a population beyond salv\nalarming manner, either overtly or cove rtly,\ncrib ed pow ers can also spre ad in this resp onse\nWorship of dark and pros world or system. Also, it is a proven htheo\nry that an aggressive\nholding sway over the populace of a erfu l exam ple to those in con tact wit a sub versive world, discouraging\nto certain thre ats can serv e as a pow\ning their treacherous designs.\nothers of a heretical leaning from contemplat\nerminatus — the eradication of all life on a planet.\nns ther e can only be one reco urse — Ext ligh Inquisitors\ntly,\nIn these situatio in the mos t extreme of cases and is never undertaken er\nAlthough Ext erm inat us is only used is bett that a thousand\nened to the poss ibili ty that the inno cent may fall alongside the guilty. It oug h billions of lives may be\nare hard ty man be free to spre ad his heresy. Alth\nthan a sing le guil term.\ninnocents suffer death\nerm inat us, such is the thre at pose d that countless billions more are saved in the long\nlost during an Ext\nThe imperiAl nAvy The AdepTus\n", + "page": 285, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_192" + }, + { + "title": "SEGEMENTUM", + "content": "The Eye of Terror\nObscurus\nBaal\nFenris\nCadia\nElysia\nDarkhold Preyspire\nHydraphur\nArmageddon\nSEGEMENTUM Solar The Maelstrom\nBellicas\nTerra Ryza\nus\nSEGEMENTUM Xenax\n", + "page": 287, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_193" + }, + { + "title": "ULTIMA", + "content": "Pacificus SEGEMENTUM\nNecromunda Catachan\nMacharia\nChogoris\nSchindelgheist\nTallarn\nLuther\nMcintyre\nSolstice\nestus\n", + "page": 287, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_194" + }, + { + "title": "SEGEMENTUM", + "content": "Tempestus\nGryphonne IV Rynn’s World\nThe Veiled Region\n", + "page": 287, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_195" + }, + { + "title": "THE AGES OF HUMANITY", + "content": "1st to 5th Millennia—The Age of Terra\nHumanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives\non Mars and the moons of Jupiter, Saturn and Neptune.\nX: The Imperium\n15th to 18th Millennia—The Dark Age of Technology\nMankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be\nreached and the colonies must survive as independent states since they are separated from Earth by up\nto ten generations of travel.\n18th to 22nd Millennia—The Dark Age of Technology\nThe invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are\nfounded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers\nare scientifically proven to exist and begin to appear throughout the human worlds.\n22nd to 25th Millennia—The Dark Age of Technology\nThe first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps.\nMankind enters a golden age of enlightenment as scientific and technological progress accelerates.\nHuman worlds unite and non-aggression pacts are secured with dozens of alien races.\n25th to 26th Millennia—The Age of Strife\nTerrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any\nwarp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a\ndark period of anarchy and despair.\n26th to 30th Millennia—The Age of Strife\nHuman worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and\n", + "page": 288, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_196" + }, + { + "title": "suppressiOns", + "content": "side places any value in the city, the other is likely to use whatever A suppression is a punitive war, launched against a world for\nstrategic means it has available to deny it to the other, ranging the security of the surrounding region. It may be fought against\nfrom long range bombardment to the unleashing of ordnance insurgent elements on an Imperial world, or against the Imperial\nfrom battleships in orbit high above. When two armies decide Commander himself, who has perhaps withheld tithes, given\nto fight one another for possession of a city, the conflict is sure succour to traitors or otherwise refused to adhere to the dictates\nto become a bitter and bloody meat grinder, for in the crater- of the Adeptus Terra. A suppression might be launched against\nstrewn ruins, death awaits at every corner. Mighty battle tanks can an alien civilisation that has threaten the Imperium’s worlds or\nsmash through the wreckage of once proud buildings, but they in order to forestall an anticipated invasion.\nare vulnerable to lone enemies armed with tank-busting melta Such punitive wars are normally intended to be sharp and\nweapons. Snipers become the lords of the battlefield, able to strike short, and to bring about a specific set of strategic circumstances.\ndown enemy leaders, heavy weapons crew and tank commanders Of course, suppressions may fail in their objectives, and escalate\nfoolish enough to expose themselves to their all-seeing scopes. into full blown wars consuming millions of lives and lasting\n", + "page": 298, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_197" + }, + { + "title": "CHINE", + "content": "d\n“Every one of us is a soldier in the Emperor’s armies. From the The Imperial Guard represents the elite of the planetary militias,\ninductee-cadet learning for the first time how to field-strip his lasgun, called upon to fight across the myriad warzones of the galaxy.\nto the most accomplished Chapter Master of the Adeptus Astartes. The basic building block of the Imperial Guard is the regiment,\nAll of us must fight, or all of us shall die.” a formation that varies enormously in size, character and\nmethod of making war. Most consist of redoubtable infantry,\n–Fundaments of Service, Verse I. equipped with lasguns and a vast array of heavy weaponry.\nOthers are armoured formations, their warriors going to war\nEvery world in the Imperium must look first to its own defence, in the ubiquitous Leman Russ battle tank. Others still are more\nfor aid against external aggression or mass uprising can take esoteric or specialised, such as the Elysian Drop Troops, who\nmonths to arrive, by which time the Imperial Commander’s head are unparalleled amongst the Imperial Guard in the use of\nis likely to be mounted upon a spike over the burned out ruins airborne insertions and massed combat drops. Some regiments\nof his former palace. In order to defend against pirate attack, are drawn from the noble warrior elite of the civilised worlds,\nrebellion, alien invasion or any other threat, each world maintains while others are little more than Feral world savages more used\n", + "page": 299, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_198" + }, + { + "title": "holds no fear.", + "content": "Deathwatch\nXI: The Deathwatch\nYet, while faith allows a man to stand firm in the face of\nunholy abomination, it cannot make his body impervious to the\nalien’s blow, nor to the attentions of whatever vile and deadly\n“How many have given their lives in service to Humanity, their microbial life it may host. Against many alien foes, the only\nnames never to be recorded, their deeds never to be celebrated? The forces capable of fighting are the Space Marines of the Adeptus\nDeathwatch seek not laurels; it is sufficient that the Emperor knows Astartes, for their hearts are hardened against fear, their bodies\nour names and our deeds.” are proof against almost any attack, and their weapons and\narmour are superior to almost anything they might face. For ten\n–Deathwatch Brother Sergeant Ghalis (three days before his thousand years, the Space Marines have stood against the very\ndeath at the claws of an Uberlord of the Nebulax Diaspora). worst the galaxy can throw against Mankind, defeating wave\nafter wave of alien invaders and taking the battle to whatever\nT\nhe Imperial Cult preaches that Mankind is the pinnacle vile crucibles of blasphemy gave birth to them.\nof creation, that it is his manifest destiny to cleanse the Yet, there exist some alien threats against which even the\nstars of the stain of all other forms of intelligent life and Space Marines are hard pressed to prevail. Some aliens are\n", + "page": 302, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_199" + }, + { + "title": "THE PUREST OF T", + "content": "ies\nan ce is en tir ely fre e of taint. While most impurit\ninherit othecaries,\nthat a Chapter’s genetic amongst a Chapter’s Ap\nIt is a rare thing indeed tte r for gr ea t co nc ern\nuence, others are a ma s are afflicted by\nare of little or no conseq o of th e Im pe riu m’ s most celebrated Chapter irst,\ntheir effects constantly gu\narded against. Tw\nac e W olv es. Th e for me r suffer from the Red Th\nSp\ne Blood Angels and the ions of the death of his\nPrimarch that\nsuch an inheritance – th su ch ov erp ow eri ng vis ffer\nwhich condemns a Battl\ne-Brother to suffer\nnk s of th e D ea th Co mp any. The latter may su\ne ra\ndman, and must enter th d fangs. If there is any\npossibility\nhe becomes a frothing ma gin g be as t of mu scl e an e\nulfen, and become a ra dispatched to serve in th\nfrom the Curse of the W y succu mb to it, he wi ll no t be\nnister\nsceptible to such a fate ma ainst his curse, and admi\n", + "page": 308, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_200" + }, + { + "title": "THE DEATHWATCH AND THE CODEX ASTARTES", + "content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little\nresemblance to that laid down in the Codex Astartes. While a regular, ‘Codex’ Chapter is organised so as\nto be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the\nDeathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to\ntailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready\nto oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy\nthreats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly\nadapt to an ever-changing strategic situation.\nThe Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even\nif a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from\nattack bikes to strike cruisers, for use as and when required.\nIn structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex\nAstartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any\nway the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in\nthe next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war\nclad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several\n", + "page": 311, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_201" + }, + { + "title": "RADICALS AND PURITANS", + "content": "the\ninstitution mad e up of cou ntless indi viduals, each of whom is empowered by y\nThe Inquisition is an ennia, a great man\nto enact his duty as he sees fit. Over the mill\nvery highest authorities in the Imperium its adherents’ beliefs as to how this power should be applied. The\ndoctrines have emerged, each according to opposite camps — the Puritans and the Radicals.\nmany factions are broadly divided into two to the Imp eriu m\nss of\nmust be destroyed without mercy, regardle ate\nPuritans believe that any and all thre ats will extermin\nsuch threats everywhere they look, and they\ntheir source. The more extreme Puritans seeof a small number of heretics may be contained. Radicals, on the\nentire planetary populations that the sins r disposal, including using the weapons of their enemies in the\nother hand, often use any method at thei Inquisitor may enact Exterminatus against a world that has\nfurtherance of their plans. Thus, a Puritan , while a Radical Inquisitor may seek out those same cultists,\nbeen infiltrated by a xenos-worshipping cultor even turning them to his own service.\nwith the intention of learning their secrets\nwith one another.\nosed Inquisitors to clash, often violently,\nIt is not uncommon for diametrically oppve these factions, and never become involved in the battles that\nThe warriors of the Deathwatch are abo . Their mission is simple, and although it can be regarded as\n", + "page": 316, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_202" + }, + { + "title": "BLACK SHIELDS", + "content": "Every so often, perhaps only once in\nthe service of a Watch Commander,\nbearing no Chapter iconography, his a warrior\narmour painted entirely black, presen\nat the Watch Fortress. By ancient ts himself\ntradition, these warriors are not que\npressed to explain their origins. The stio ned or\nWatch Commander has the right to\naway, but in practice this rarely occ tur n them\nurs.\nWho are these mysterious warriors,\nwho shroud their Chapter symbols\nbeneath dark hoods? Some say tha and often hide their faces\nt they are the last of their Chapte\nhaving been lost to war, disaster or the rs, their Battle-Brothers\nirreversible destabilisation of their gen\nthat these lone strangers might hav e-seed. Others whisper\ne remained true to their oaths while\nagainst them. Some may even be tra all of their fellows turned\nitors turned back to the light, but hau\nblasphemy they can never confess. nted by a life of sin and\nWhat many of these warriors have in\ncommon is that when they enter serv\nit is invariably for life. They have no ice with the Deathwatch,\nChapter to return to, and no Battle\nare possessed of a dour fatalism, as -Brothers to rejoin. Some\n", + "page": 318, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_203" + }, + { + "title": "CATECHISM OF THE XENOS", + "content": "XI: The Deathwatch\nTo be Unclean\nThat is the Mark of the Xenos\nTo be Impure\nThat is the Mark of the Xenos\nTo be Abhorred\nThat is the Mark of the Xenos\nTo be Reviled\nThat is the Mark of the Xenos\nTo be Hunted\nThat is the Mark of the Xenos\nTo be Purged\nThat is the fate of the Xenos\nTo be Cleansed\nFor that is the fate of all Xenos\n–Extract from the Third Book of Indoctrination\nThe Jericho-\nMaw warp GaTe\n•\nThe DoMains of\nThe DeaThwaTch\n•\nThe achilus\ncrusaDe\n•\nt\n•\nt\n•\nt\nChapter XII: enemies of the Imperium have been denied and cast down\namongst the Reach’s forgotten stars, and many great threats\nended before they rose up to beset the greater Imperium of\nThe Jericho\nMan, unspoken of and unknown even to the Deathwatch’s\ndistant masters. However, these battles have been but the\nprelude to the battles to come, for according to many, the true\nTime of Ending has come at last, and the final watch has begun.\nReach\nXII: The Jericho Reach\nThe Jericho Reach hangs in the balance—the intervention of\nthe Deathwatch may be the only way to influence the outcome\nof the Achilus Crusade, for good or for ill.\n“It is born of blood and darkness and to blood and darkness it shall\nreturn.”\nt\n–Words spoken during a reading of the Emperor’s Tarot at Though the Jericho Reach is now an open wound of bloodshed,\nthe outset of the Achilus Crusade infected with the lies of false gods and the presence of aliens, it\nwas not always like this. The area of space now known as the\n", + "page": 319, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_204" + }, + { + "title": "disturb the plains of grey dust that cover", + "content": "no atmosphere, no water, and no winds to r stellar debris mark these planets, and the footprints of the few\nyet, no impact craters of meteorites or othe their surface remain impressed in the dust as the only signs that\nImperial survey teams to have ventured tos.\nanything alive ever touched their grim face\nlain why the Watch\nthe sixt h plan et is the Wa tch For tres s of the Deathwatch. No known records exp Navigator has been\nCircling To this day, no ship can reach Erioch unle\nss its\nFortress was placed in the Erioch system. to locate it in the warp. Even then, visitors must enter Realspace\ngranted the most secret information of how\nat the system’s edge, or not at all.\nhes it to remain\nem itse lf seem s to resi st bein g foun d by chance, as if something about its nature wis\nThe syst\nunobserved.\nlivinG QuarTers simplest laspack to the massive grav-stabilised macro-shells\nfired by the fortress’s main batteries.\nThe Adeptus Astartes aboard Watch Fortress Erioch are In the deepest reaches of the armouries, curled in waiting\nhoused in sparse single cells. By the traditions of the Watch sleep, are the ancients of the Deathwatch. Those who have\nFortress, each is bare and unadorned. The walls in each cell are been grievously injured in serving with the Deathwatch may,\nformed of unrendered stone or unpolished metal, containing with the blessing of his Chapter, be granted the honour\n", + "page": 328, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_205" + }, + { + "title": "THE HADEX ANOMALY", + "content": "AND THE CHARON STARS “What profiteth a man if he gains the world, but in doing so loses\nhis soul?”\n“Come signs, come figures, all hell dance before me in bloody light, –Ancient Terran Proverb\nCome woe, come pleasure, drown me in infernal night.”\nAlso known as ‘the iron pit’ by the debased human renegades\n–From the proscribed play ‘The Banquet of Malfi’ that travel there to trade and barter, Samech was once an\nImperial Forge world, an outpost of the Adeptus Mechanicus\nIn the Cellebos warzone, there exists twin aspects of one malefic within the Jericho Sector, famed for the skill of its tech-adepts\nphenomena: the Hadex Anomaly. Although unclassified, it is and the quality of the cogitator systems produced there. During\nsimilar to a Class III Warp disturbance, an overlapping vortex of the slow fall of the Jericho Sector into barbarity and isolation,\nturbulence in the Æther that spills over into Realspace, distorting Samech maintained its power and independence far longer\nand twisting its fabric and making navigation and observation than any of the other worlds of the sector core. Watch Fortress\nalmost impossible within its baleful influence. While considerably Erioch maintained communications with Samech for more than\nsmaller than the great and legendary reality-lesions such as the two hundred years after Varrus fell. As the centuries wore on,\n", + "page": 348, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_206" + }, + { + "title": "Hordes", + "content": "•\nCHaos\n•\nTHe Tau\n•\nTyranids\n•\nnon-Player\nCHaraCTers\nChapter XIII: encounters are either devastatingly powerful or cunning\nMasters of command and control whose presence can turn\na rabble into a force to be reckoned with. Some of the most\nAdversaries\npowerful Master tier enemies are both terrifying foes and\ncunning commanders.\n“The Imperium is a fortress built against the enemies of mankind. I\nCreaTing an enemy forCe\nXIII: Adversaries\nhave seen those enemies; I have stood on the walls of the fortress, and The antagonists in Deathwatch are intended to be used both on\nI have looked into their soulless eyes. I have watched them swarm their own and in mixed groups. Such a mixed group represents\nand multiply in the darkness, and I know that we are all that stands a substantial enemy force that the Deathwatch Battle-Brothers\nbetween them and the end of days.” must face and defeat. When creating such an enemy force there\nare some useful guidelines to bear in mind.\n–Ignatius Sable, Captain of the Exorcists 4th Company, Mix a small number of Elites and Masters with Hordes\naddress at the outset of the Angevin Crusade of troops: A Horde is a substantial threat because it takes time\nto wear down, whereas Elites and Masters have to be focused\nT\nhe destiny of the Deathwatch is to guard against the on in concerted manner to bring them down. Combining them\n", + "page": 356, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_207" + }, + { + "title": "damage Caused By Hordes", + "content": "Any attack from a Horde that hits has the damage it causes\nXIII: Adversaries\nPsychic Powers used against a Horde will hit it a number of increased by a number of d10s equal to the Horde’s Magnitude\ntimes equal to the Psy Rating used in the power, no matter divided by ten, with a maximum bonus of +2d10. This is\nwhat the power may be. If the psychic power affects an area, in addition to the normal damage dealt by the weapon that\nit adds an additional 1d10 hits. At the GM’s discretion, if the Horde is armed with. It will also include the Strength\na particular psychic power does not inflict damage (such Bonus added to damage caused by melee weapons. The\nas Compel), it still inflicts “hits,” meaning that portions of damage is reduced by the target’s Toughness bonus and\nthe Horde have been convinced not to attack, and so forth. armour as normal. Thus, a Magnitude 25 Horde of heretics\nFurthermore, the GM should take care to adjudicate the armed with axes will add 2d10 to the normal damage that a\neffects of certain psychic powers (such as Vortex of Doom) heretic would do with its axe (1d10+5), and therefore causes\nin specific situations against Hordes (such as a Horde tightly 3d10+5 damage if they hit in combat. Likewise, the same\npacked into a small space). mob armed with autopistols will cause 3d10+2 damage with\nits ranged attacks. This represents an enemy being mobbed\nwith enemies that strike it countless times or bullets striking\n", + "page": 359, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_208" + }, + { + "title": "hordes aTTacking", + "content": "A Horde can make both melee attacks against enemies in close\nproximity and ranged attacks at enemies that are at a distance\nin a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or\nenemies that are in close proximity (the GM is the final arbiter\nof whether a target is in close proximity or not) if not using\nS T ag int Per WP fel\na map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks 35 25 30 30 30 20 30 40 20\nfrom being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks Movement: 3/6/9/18; Magnitude: 34\nagainst every eligible target. Although a Horde represents a Skills: Awareness (Per), Climb (S), Speak Language (Low\nlarge number of attackers, a Horde does not gain the benefits Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nof Ganging Up (see page 248). Instead, the Horde’s sheer Talents: Berserk Charge, Furious Assault, Melee Weapon\nweight of numbers is represented by the fact that its target Training (Primitive), Pistol Training (SP).\nmay not Dodge or Parry. Melee Attacks made by Hordes Traits: Blood Soaked Tide (Horde), Size (Massive).\ncannot be Parried or Dodged unless otherwise noted. Armour: Flak Robes and Brazen Carapace Armour\nRanged: A Horde may make ranged attacks equal to the (Horde 5)\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n", + "page": 359, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_209" + }, + { + "title": "(18) (12)", + "content": "awaits them as a price of their blindness.”\n", + "page": 361, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_210" + }, + { + "title": "75 60 66 45 48 48 48 75 30", + "content": "–from the Proclamation of Khazant delivered by Dark\nApostle Bellephrades \b Wounds: 80\nSkills: Awareness (Per) +10, Climb (S), Command (Fel) +20,\nDaemon Princes are incredibly powerful entities of the warp, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp)\nvast and nightmarish beings whose essence is the immortal hell- (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per)\nstuff of the Warp embodied, concentrated, and given form. No +20, Speak Language (Low Gothic, Unholy Tongue) (Int).\nTalents: Ambidextrous, Astartes Weapon Training, Combat\nMaster, Crippling Strike, Crushing Blow, Hammer Blow,\nHatred (Loyalist Space Marines), Heightened Senses (All),\nKilling Strike, Preternatural Speed, Swift Attack, Thunder\nCharge, Two Weapon Wielder (Melee).\nTraits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark\nSight, From Beyond, Size (Enormous), Unnatural Strength\n(x3), Unnatural Toughness (x2), The Stuff of Nightmares,\nTouched by the Fates (3).\nArmour: Armour of Chaos (All 12).\nWeapons: Chaos-forged sword (2d10+25 choose R or E or\n", + "page": 361, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_211" + }, + { + "title": "I; Pen 6; Felling, Unwieldy).", + "content": "Gear: None.\nSpecial Rules\nAura of Despair and Death: The Daemon Prince is\nsurrounded by an unholy aura which saps the will from their\nenemies. The aura has a range of 75 metres. All opponents of\nthe Daemon Prince within this area suffer a –10 penalty to\ntheir Willpower. In addition, the first time any member of a\nKill-team finds himself within the Aura of Despair and Death,\nhe must take a Challenging (+0) Willpower Test, taking\nthe –10 penalty imposed by the aura into account. If he fails,\nthe squad takes 1 point of cohesion damage. This means that\nthe potential cohesion damage from the Aura of Despair and\nDeath is equal to the number of Battle-Brothers making up\nthe squad. The Aura of Despair and Death is a mind-affecting\nfear-based effect, so any Talents, Traits, Equipment or other\nrules which offer resistance to Warp-based attacks or psychic\npowers will apply.\nchaos sPace marine\nmarks of CHaos\nA Champion of Chaos who has shown exceptional\n(eliTe)\ndevotion to one of the four great Chaos Gods may be\nmarked by that God. At the GM’s discretion, a Mark of\nS\nChaos can be given to a Daemon Prince or another servant\nof Chaos to create new variations on existing enemies.\nmark of kHorne\nXIII: Adversaries\nKhorne is the murderous God of blood and battle.\nThose marked by Khorne are savage warriors who lust\nfor spilt blood and slaughter.\nEffects: Bearers of the Mark of Khorne gain the\nBerserk Charge, Frenzy, Furious Assault, Resistance\n(Psychic Powers), Swift Attack, and Whirlwind of\nDeath Talents. If they already have the Swift Attack\n", + "page": 361, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_212" + }, + { + "title": "35 35 35 35 30 20 30 35 20", + "content": "S T ag int Per WP fel\n", + "page": 363, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_213" + }, + { + "title": "28 25 30 30 30 20 30 40 20", + "content": "\b Wounds: 10\nSkills: Awareness (Per), Climb (S), Speak Language (Low\nGothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nTalents: Berserk Charge, Furious Assault, Melee Weapon\nTraining (Primitive), Pistol Training (SP).\nTraits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)\nArmour: Flak Robes and Brazen Carapace Armour (Arms 5,\nBody 6, Legs 4, Horde 5).\nWeapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).\n", + "page": 363, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_214" + }, + { + "title": "Gear: Respirator, 3 reloads for autopistol.", + "content": "Horde: Chaos Militia can be used as a Horde (see Hordes on\npage 359 of this chapter).\nThe Tau many years, and if they survive for long enough, they may\nbecome Commanders. Eventually, they will be allowed to retire\nfrom active service, join the council of advisors, and play a\n“This is a message to the peoples of the Imperium, and to the greater part in Tau politics.\nhonourable Emperor of that realm. We offer you peace should you Tau technology is the product of the Earth Caste, and it\njoin us, and war should you prefer it. We await your response, for we is thanks to their innovations that the Tau have expanded\nrecognise in your race beings of honour and courage.” their empire so rapidly. Tau military technology is extremely\nadvanced, predominantly a mixture of high energy plasma\nXIII: Adversaries\n–Last known transmission of Por’el Tau’n Ukos, weaponry and rail guns. The rail gun is particularly potent and\nWater Caste Negotiator. its technology is eagerly sought by certain factions within the\nAdeptus Mechanicus. Anti-grav technology similar to that of\nT\nhe Tau hail from a small, yet densely packed stellar cluster the Eldar is widely employed by the Tau in their Hammerhead\non the Eastern Fringe. The Tau Empire is declaratively tanks and Devilfish armoured transports. These technology\nyoung, but the dynamic nature of the species is driving bases are carried over into non-military applications.\n", + "page": 363, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "equipment", + "id": "rule_215" + }, + { + "title": "(10) (10)", + "content": "honour in battle. They\nsee ranged combat 35 55 50 57 45 40 55 55 30\nas more desirable\nto the carnage Movement: 12/24/36/72 Wounds: 90\nof hand-to- Skills: Acrobatic (Ag), Awareness (Per), Command (+20),\nhand combat, Common Lore (Tau Empire) (Int), Dodge (Ag), Speak\npreferring to Language (Tau, Kroot, Low Gothic) (Int).\nuse their advanced weaponry Talents: Air of Authority, Ambidextrous, Dual Shot,\nrather than brute force to Independent Targeting, Meditation, Rapid\nwin battles. Tau Fire Reaction, Sprint.\nWarriors serve for\nTraits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Tau BaTTlesuiT WeaPon sysTems\nUnnatural Strength (x2), Unnatural Toughness (x2).\nArmour: XV8 Crisis Suit (All 9). The Tau manufacture a staggering range of weaponry, from\nWeapons: Plasma rifle, missile pod. the compact and efficient pulse pistol, to the devastatingly\nGear: Crisis Battlesuit, incorporating Failsafe Detonator powerful rail cannon. Many utilise technologies entirely\n", + "page": 364, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_216" + }, + { + "title": "Strength (x2).", + "content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms\n7, Legs 7).\nWeapons: Burst cannon.\nGear: Stealth Suit, incorporating stealth field generator, burst\ncannon, micro-bead, scanner.\nS T ag int Per WP fel\n", + "page": 366, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_217" + }, + { + "title": "20 25 20 40 40 15 25 20 10", + "content": "Movement: — Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).\nTalents: Fearless, Weapon Training (Pulse Carbine) (may\nonly use integrated weapon system).\nTraits: Fire Drill, Flier 12, Machine (5).\nWeapons: Two linked Pulse Carbines (counts as one Tau\nPulse Carbine with the twin-linked Quality).\nGear: Built-in micro-bead (for receiving instructions only).\nNetworked Machine Intelligence: For every Gun Drone\nin the squadron, the BS, Int and Per statistics are increased\nby +2. This is recalculated immediately should any be\ndestroyed.\nTaU fire Warriors\n(TrooPs)\nS\nXIII: Adversaries\nS T ag int Per WP fel\n", + "page": 366, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_218" + }, + { + "title": "25 35 30 30 25 30 20 30 30", + "content": "Movement: 3/6/9/18 Wounds: 12\nSkills: Awareness (Per), Common Lore (Tau Empire) (Int),\nSpeak Language (Tau) (Int). “To follow any path other than the Tau’va is to\nTalents: Exotic Weapon Training (Tau Pulse Weapons). doom us all. Only together and with courage\nTraits: Fighting Withdrawal, Fire Drill. and discipline will we stand victorious. Fight\nArmour: Tau Fire Warrior Armour (Head 6, Arms 6, Body with fire and courage, and nothing can stand\n6, Legs 6). against us.”\nWeapons: Pulse Rifle or Pulse Carbine.\nGear: Micro-bead, photo-visor. –Commander Shadowsun\nTHe TWo faCes of War\nThe Tau practice a wild array of martial philosophies, but in essence, all are variations on two main doctrines. The first,\ncalled the Mon’ka, or ‘Killing Blow’, dictates that the Fire Warriors wait patiently in ambush, often for days, before\nunleashing an overwhelming attacks upon their foes. In this style of warfare, timing and placement are all, with much\npreparation and reconnaissance being undertaken to ensure that the Tau dictate every aspect of the attack. The second\nphilosophy is the Kauyon, or ‘Patient Hunter’, in which a lure, often a Tau unit but sometimes a position the enemy\nwish to secure, is used to draw the foe onwards. At the most opportune moment, the Tau unleash a devastating counter-\n", + "page": 367, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_219" + }, + { + "title": "55 30 60 50 44 20 35 50 ––", + "content": "\b Wounds: 48\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Swim (S) +10.\n", + "page": 370, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_220" + }, + { + "title": "Talents: Fearless, Swift Attack.", + "content": "Traits: Dark Sight, Fear 3 (Horrifying), Natural Armour\n(Hardened Carapace), Multiple Arms, Unnatural Strength (×2),\nUnnatural Toughness (×2), Improved Natural Weapons (Scything S\nTalons or Rending Claws), Shadow in the Warp, Size (Enormous),\nSynapse Creature, Tyranid.\nS T ag int Per WP fel\nArmour: Reinforced Chitin (All 8).\nWeapons: Scything Talons (1d10+14 R; Pen 3), or Rending 45 20 35 30 55 10 40 30 ––\nClaws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/—\n/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition, \b Wounds: 9\nStorm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen Skills: Acrobatics (Ag) +20, Awareness (Per), Dodge (Ag)\n4; Clip —; Reload —; Living Ammunition, Tearing). +10, Silent Move (Ag), Swim (S) +10.\nGear: None. Talents: Leap Up, Swift Attack.\nTraits: Dark Sight, Natural Armour (Chitinous Carapace),\nSpecial Rules Improved Natural Weapons (Scything Talons), Instinctive\nBehaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural\nBiomorph: At the GM’s discretion, A Tyranid Warrior may Speed.\npossess the Toxic (1d10) Trait. This Trait will also apply to Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\nthe Tyranid Warrior’s Natural Weapon and Ranged attacks. 3, Horde 3).\n", + "page": 370, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "id": "rule_221" + }, + { + "title": "Blast (10), Deadly Snare, Tearing,", + "content": "Barbed Strangler Heavy 80m S/–/– 1d10+5 I 3 — —\nLiving Ammunition\nStranglethorn Blast (10), Deadly Snare, Tearing,\nHeavy 80m S/–/– 1d10+5 I 3 — —\nCannon Living Ammunition\nDeathspitter Basic 40m S/3/– 1d10+6 E 4 — — Living Ammunition, Tearing\nXIII: Adversaries\nDevourer Basic 30m –/–/6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing\nFleshborer Basic 20m S/–/– 1d10+5 R Pen 3 — — Living Ammunition, Tearing\nBlast (6), Living Ammunition, Toxic\nVenom Cannon Heavy 100m S/–/– 3d10+5 I 6 — —\n(1d10)\nHeavy Venom Blast (6), Living Ammunition, Toxic\nHeavy 100m S/–/– 4d10+10 I 6 — —\nCannon (1d10)\nMelee Weapons\nName Dam Pen Special\nBonesword Melee 1d10 R 6 Drain Life\nLash Whip Melee 1d10+3 R 3 Flexible, Snare\nScything Talons Melee 1d10+2 R 3 —\n", + "page": 372, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_222" + }, + { + "title": "the victim’s Armour and Toughness Bonus.", + "content": "Rending Claws are diamond hard growths of bone capable of\ncrushing reinforced ceramite and ripping through the thickest\nof armour with frightening ease.\nmodifying enemies\nThe enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies\nthey require for their game. Some options and variations are presented as part of the enemy profiles but the possible\nvariety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If,\nfor example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing\ntheir autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent.\nenemy Profile PresenTaTion\nIn all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented\nwith all modifications included. For example, a Chaos Space Marine’s Strength includes the +20 increase from his\nAstartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon\ndamages include the effects of the enemy’s Strength Bonus and Talents that always apply to damage such as the Crushing\nBlow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances,\nsuch as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note\nthat NPCs are not necessarily bound to follow the same strictures for their profiles as player characters.\n", + "page": 372, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_223" + }, + { + "title": "WE ARE THE IMPERIUM!”", + "content": "XIII: Adversaries\n\b Wounds: 8\n–Sergeant Hektor Voss of the Hyrkan 4th Infantry at the Skills: Common Lore (Imperium or Outworld) (Int), Speak\nBattle of Blood Ridge Language (Low Gothic or local tongue) (Int).\nTalents: Literacy if from an advanced world, Survival if from a\nT\nhe entries presented in this section are intended to primitive world, one other skill relevant to daily occupation.\nprovide a Game Master with profiles for non-player Traits: None.\ncharacters that may be encountered by Battle-Brothers Armour: None.\nin the course of a game of Deathwatch. Weapons: Improvised weaponry (1d10+1 I, Primitive,\nUnbalanced).\nGear: Appropriate possessions and trappings.\nCHaPTer serf\nS\nt\nS\nS T ag int Per WP fel\n", + "page": 373, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_224" + }, + { + "title": "30 30 30 35 30 30 30 30 35", + "content": "\b Wounds: 10\nSkills: Awareness (Per), Common Lore (Imperium) (Int),\nLiteracy (Int), Speak Language (High Gothic, Low Gothic)\nS T ag int Per WP fel\n(Int), Scrutiny (Per), Logic (Int) and one other skill pertinent\nto their role at +10. 38 38 30 35 30 40 35 40 35\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP). \b Wounds: 12\nArmour: None. Skills: Awareness (Per), Barter (Fel) +10, Charm (Fel) +10,\nWeapons: None. Command (Fel), Common Lore (Imperium, one or more\nGear: Robes of office, seal of serfdom. others as relevant) (Int), Evaluate (Int) +10, Literacy (Int),\nSecurity (Ag), Speak Language (High Gothic, Low Gothic)\n(Int) +10, Scrutiny (Per) +10, and Logic (Int).\nCivilian Talents: Basic Weapon Training (Las, SP), Melee Weapon\nHumanity is spread across the stars in countless billions. Training (Primitive), Pistol Training (Las, SP).\nThe majority go about their lives as they can and their Armour: Hardened body glove under heavy robes (Arms 3,\ncircumstances dictate, from hive workers to hardscrabble Body 3, Legs 3).\ncolonists to individuals born on far-flung worlds that have Weapons: Compact Laspistol (15, S/—/—; 1d10+1 E;\n", + "page": 373, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_225" + }, + { + "title": "Pen 2; Balanced, Tearing).", + "content": "S T ag int Per WP fel Gear: Personal comm-link, respirator.\n", + "page": 374, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_226" + }, + { + "title": "35 35 30 35 35 45 45 40 40", + "content": "imPerial guardsman\n\b Wounds: 18 The Imperium is protected and expanded chiefly by the lives\nSkills: Awareness (Per), Climb (S), Command (Fel) +20, and disciplined action of the Imperial Guard, a trained mass\nCommon Lore (Imperium, War) (Int) +20, Deceive (Fel), of soldiery whose vast numbers are themselves their chief\nEvaluate (Int), Intimidate (S) +10, Scrutiny (Per) +10, Speak weapon against the enemies of mankind. Uniform in function\nLanguage (Low Gothic, High Gothic) (Int) +10, Scholastic if not appearance and organisation, most Imperial Guardsmen\nLore (Tactica Imperialis) (Int) +20, Swim (S). are simply equipped and motivated by faith in the Imperium\nTalents: Basic Weapon Training (Las, SP), Melee Weapon itself and the rigours of an unflinching regime of order and\nTraining (Power, Primitive), Pistol Training (Las, SP). obedience. Behind their serried ranks are ranged armour and\nTraits: Touched by the Fates (3). artillery enough in most regiments to grind a world into\nArmour: Mesh Woven Dress Uniform (Arms 3, Body 3, submission.\nLegs 3) .\nWeapons: Power sword (1d10+8 E; Pen 6; Balanced, Power\nField), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots\n", + "page": 374, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_227" + }, + { + "title": "15; Reload Full; Reliable).", + "content": "Gear: Medals and marks of rank, data-slate, personal\nencrypted comm-link.\nimPerial guard field offiCer\nS\nS T ag int Per WP fel\n", + "page": 374, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_228" + }, + { + "title": "40 45 35 40 40 35 38 45 45", + "content": "\b Wounds: 15\nSkills: Awareness (Per), Climb (S), Dodge (Ag) +10,\nCommand (Fel) +20, Common Lore (Imperium, War) (Int)\n+20, Deceive (Fel), Intimidate (S) +10, Navigation (Surface)\nmonoTask serviTor (erioCH-PaTTern)\nS\nS\nS T ag int Per WP fel\n", + "page": 374, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_229" + }, + { + "title": "30 30 30 35 30 20 30 35 20", + "content": "\b Wounds: 10\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Common Lore (War),\nSpeak Language (Low Gothic) (Int), Swim (S), Survival (Int)\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP).\nTraits: Disciplined (Horde).\nArmour: Flak Armour (All 4, Horde 4).\nWeapons: Combat Knife (1d5+6 R; Primitive), Lasgun,\n(100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full;\nS T ag int Per WP fel\n(8)\nReliable).\nGear: Respirator, 3 lasgun reloads, lho sticks, The Infantryman’s 25 25 40 40 20 20 20 30 ––\nUplifting Primer.\nMovement: 4/8/12/24 Wounds: 15\nSkills: Awareness (Per), Trade (any one) +10, Trade\nBaTTle serviTor (erioCH-PaTTern) (Technomat) +10.\nS Traits: Machine (4), Natural Weapon (servo-fist(s)), Sturdy,\n", + "page": 375, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_230" + }, + { + "title": "Unnatural Strength (x2).", + "content": "Armour (Machine): All 4.\nWeapons: Servo-fist (1d10+8, Pen 6).\nGear: Internal vox.\nservo-skull\nS\nS T ag int Per WP fel\n", + "page": 375, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_231" + }, + { + "title": "35 35 50 48 30 20 30 35 ––", + "content": "S T ag int Per WP fel\nMovement: 4/8/12/24 Wounds: 20\nSkills: Awareness (Per), Trade (any one) +10, Trade 15 15 10 20 30 15 35 20 ––\n(Technomat) +10.\nTalents: Ambidextrous, Two-Weapon Wielder, plus any \t\b Wounds: 4\nWeapon Training appropriate to its armament. Skills: Awareness (Per)+10, Concealment (Ag) +10, Dodge\nTraits: Armour-Plated, Auto-stabilised, Darksight, Machine (Ag), Silent Move (Ag) +10, One other skill to suit its function\n(4), Natural Weapon (servo-fist(s)), Sturdy, Unnatural Strength (Int, etc.) +20.\n(x2), Unnatural Toughness (x2). Talents: Fearless.\nArmour (Machine): All 6 Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).\nWeapons: Servo-fist (1d10+10, Pen 6), plus any weapons Armour (Machine): All 2.\ninstalled by the servitor’s Master. Gear: Integrated vox and cogitator, plus one of the following:\nGear: Internal vox. Auspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E;\nPen 0; Clip 3-; Reload Full (by owner); Reliable) with red-dot\nlaser sight, or quill, ink, and expanded memory storage.\ng\n•\nMission to\ntantalus\n•\nseek, locate,\nDestroy\n•\nexit strateGy\nChapter XIV:\nExtraction\n“What is courage then? Is it the response of fight over flight when\n", + "page": 375, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_232" + }, + { + "title": "51-70", + "content": "(interior)\n71–110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior)\n111–130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides\nA major Tyranid splinter swarm descends upon the Kill-team’s current location. The Kill-team may make Routine\n(+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack\n131+ containing Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the\nlast hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is\nled by a Hive Tyrant instead (see page 370).\nXIV: Extraction\nis victorious, but a dark stain clearly and rapidly spreads since hiding in the storage basement of the station’s office,\nacross its cowl as its staggers out of the fallen servitor’s although now his meagre supplies of salvaged food and water\nfield of vision, which shortly thereafter breaks up in are exhausted.\nstatic before failing into darkness. Halis is terrified of the Kill-team, but will also seek to\n• Tracking Vyakai after this point quickly becomes cling to them as his last desperate hope of a lifeline once he\nimpossible thanks to the ground conditions, although a recognises what they are. He has heard of Space Marines in\nHard (–20) Tracking Test will provide a reasonable parables and stories since his childhood, but has never seen\n", + "page": 384, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_233" + }, + { + "title": "†Includes Strength and Augmetic Bonus.", + "content": "Gear: Encrypted data-core box chained to belt, spare flask\nists for inferno pistol, cipher keys, portable bio-auspex.\n* Vyakai’s machine-parts are keeping his body alive and mobile at the\nmoment, and he is only partly conscious, the rest being run based on\nMaGos Vyakai programmed commands and automatic mechanisms. Were he restored\nA Magos Biologis of great standing and repute among his to health all the characteristics marked with a * would be at double\nfellows in the Adeptus Mechanicus, Vyakai was caught on the current scores.\nTantalus at the time of the Tyranid attack and has used the\nopportunity to record vital data about the nature of Hive\nSplinter Dagon and its myriad horrors. His shuttle was brought\naDept-Minoris roGe halis\ndown over Pyroclast-Gamma-9 while attempting to escape, and Halis is a gaunt, stricken man, prematurely middle-aged, with\nhe has sought shelter and awaits retrieval by the Deathwatch. watery blue eyes and skin almost as grey as his threadbare\nUnfortunately things have not gone according to plan and he adept’s robes. He is on the edge of malnutrition and nervous\nhas been badly injured and suffered extensive cranial damage in collapse when encountered by the Kill-team, cowering in the\nbattle with a Hormagaunt not long after his last communication basement storage room of a deserted mag-train platform, left\n", + "page": 390, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_234" + }, + { + "title": "16 20 25 30 30 27 29 21 28", + "content": "wS BS S T ag Int Per wP fel\n\b Wounds: 8\n30 20* 40 45 29 23* 23* 24* 09* Skills: Awareness (Per), Climb (S), Common Lore (Imperium)\n(Int), Speak Language (Low Gothic, High Gothic) (Int),\nLiteracy (Int), Trade (Technomat) (Int)\nTalents: None sanDer’s iMperial GuarDsMen\nTraits: None\nArmour: None See page 376 for the game statistics for Imperial Guardsmen\nWeapons: None and their officers. Those found in the area of Pyroclast-\nEquipment: Insulated bodyglove of poor quality, adept’s Gamma-9 should be considered and portrayed as particularly\ngrey robe, pocket tabulator and data-slate, lesser encoder key exhausted and desperate. Many are low on ammunition and\nfor Pyroclast-Gamma-9. supplies, and numbed by the horrors they have witnessed. They\nare all doomed, and know this beyond doubt, but a mixture of\nhard discipline, ingrained training, faith, and in no small part,\nXIV: Extraction\ncoMMissar falco sanDer Sander’s presence and leadership is keeping them going.\nSander is a young Imperial Guard Commissar on his first\nactive duty deployment who has found himself the last\nsurviving ranking officer in his detachment, and possibly\ninDustrial/MininG serVitor\n", + "page": 390, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_235" + }, + { + "title": "\b 165 \b 115", + "content": "Index\n", + "page": 392, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_236" + }, + { + "title": "\b 113 \b", + "content": "\b\n", + "page": 392, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_237" + }, + { + "title": "\b 205 \b", + "content": "\b\n", + "page": 392, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_238" + }, + { + "title": "\b 117 \b 271", + "content": "Index\n", + "page": 393, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_239" + }, + { + "title": "\b 119 \b 241", + "content": "\b\n10\n", + "page": 393, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_240" + }, + { + "title": "\b \b", + "content": "121 205\n\b 273 \b 234\n\b 241 \b 123\n", + "page": 394, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_241" + }, + { + "title": "\b \b", + "content": "121 228\n\b 149 \b 272\n\b 152 \b 94\n\b 121 \b 203\n\b 208 \b 123\n\b 209 Other Warhammer 40,000 Roleplay Characters and\n\b 262 \b 34\nIndex\n\b 121 \b 241\n", + "page": 394, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_242" + }, + { + "title": "\b 121 \b", + "content": "\b 121 242\n\b 121 \b 25\n\b 248 \b 186, 188\n\b 121 \b 248\n\b 122 \b 147\n\b 122 \b 249\n\b \b 273\n\b 160\n122 \b 28, 161\n\b 122 \b 185\n\b 122 \b 154\n\b 359 \b 227\n\b 241 \b 249\n\b 122 \b 187\n\b 363 \b 180, 184, 185, 189\n\b 122 \b 184\n\b 123 \b 208\n", + "page": 394, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_243" + }, + { + "title": "\b 123 \b", + "content": "\b 123 124\n\b 153 \b 125\n\b 123 \b 236\n\b 148 \b 242\n\b 123 \b 167\n\b 123 \b 242\n\b 123 \b 139, 232\n\b 248 \b 270\n", + "page": 394, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_244" + }, + { + "title": "\b 230", + "content": "\b 226 \b 125\n\b 270 \b 232\n\b 241 \b 245\n\b 27, 205 \b 35\n\b 206 \b 234\n\b 94 \b 243\n\b 241 \b 206\n\b 207\n\b 207\n\b\n248\n\b 101 \b\n\b 228\n\b 242 243\n\b 125 \b 112\n\b 247 \b 108\n\b 249 \b 108\n\b 206 \b 189\n\b 249 \b 190\n\b 58 \b 203\n", + "page": 394, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_245" + }, + { + "title": "CHARACTERISTICS", + "content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nIndex\n", + "page": 396, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_246" + }, + { + "title": "SKILLS", + "content": "Trained\nTrained\nTrained\n", + "page": 396, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "skills", + "id": "rule_247" + }, + { + "title": "+20%", + "content": "Basic\nBasic\nBasic\nAcrobatics (Ag) o o o o Evaluate n o o o Scrutiny (Per) n o o o\nAwareness (Per) n n o o Forbidden Lore (Int)† o o o o Search (Per) n o o o\nBarter (Fel) n o o o Xenos o n o o Secret Tongue (Int)† o o o o\nBlather (Fel) o o o o _______________________ o o o o _______________________ o o o o\nCarouse (T) n o o o _______________________ o o o o _______________________ o o o o\nCharm (Fel) n o o o Gamble (Int) n o o o Security (Ag) o o o o\nChem-Use (Int) o o o o Inquiry (Fel) n o o o Shadowing (Ag) o o o o\nCiphers (Int)† o o o o Interrogation (WP) o o o o Silent Move (Ag) n n o o\n", + "page": 396, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_248" + }, + { + "title": "______________________________________", + "content": "〔 SPACE MARINE ABILITIES 〕 INSANITY: CurreNt PoiNts 〔 〕\nSecondary Heart/Ossmodula/Biscopea/ Sus-an Membrane: You may enter suspended animation. Battle Fatigue _________________________\nHaemastamen: You gain the Unnatural Strength and Oolotic Kidney: You may re-roll any failed Toughness ______________________________________\nToughness Traits. Test ro resist poisons and toxins, including attacks with the\nPrimarCh’s Curse _______________________\nLarraman’s Organ: You do not suffer from Blood Loss. Toxic Quality.\nCatalepsean Node: You suffer no penalties to Perception- Neuroglottis: You may detect any poison or toxin by ______________________________________\nbased Tests when awake for long periods of time. taste with a successful Awareness Test. You gain a +10 to\nMOVEMENT: Full 〔 〕 Charge 〔 〕\nf\nPreomnor: You gain +20 to Toughness Tests against Tracking Tests against a target you have tasted.\ningested poisons. Mucranoid: You may re-roll any failed Toughness Tests 〔 〕 n 〔 〕\n", + "page": 396, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_249" + }, + { + "title": "CHARACTERISTICS", + "content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nWEAPON WEAPON\nNAME NAME\nCLASS PEN CLASS PEN\nIndex\nCLIP RLD CLIP RLD\nSPECIAL RULES SPECIAL RULES\nWEAPON ARMOUR HEAD ARMOUR ADDITIONS\n", + "page": 397, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_250" + }, + { + "title": "NAME", + "content": "Type: ✔✓?\nCLASS PEN 〔 〕\nRIGHT ARM LEFT ARM\nCLIP RLD (11-20) BODY (21-30)\n", + "page": 397, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_251" + }, + { + "title": "(31-70)", + "content": "Type: Type:\n✔✓?\nType:\nWEAPON 〔 〕\n", + "page": 397, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_252" + }, + { + "title": "NAME", + "content": "CLASS PEN RIGHT LEG LEFT LEG\n(71-85) (86-00) ✔✓?\nCLIP RLD 〔 〕\nType: Type:\n", + "page": 397, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_253" + }, + { + "title": "〔 POWER ARMOUR ABILITIES 〕", + "content": "SPACE MARINE TALENTS & TRAITS Servo-Augmented Musculature: +20 Strength\nAuto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;\nAmbidextrous ____________________________ Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests\nAstartes Weapon Training ____________________________ (total of +20 bonus with Heightened Senses)\nBulging Biceps ____________________________ Built-in Vox Link\nHeightened Senses (Hearing, Sight) ____________________________ Built-in Magboots\nKilling Strike ____________________________ Nutrient Recycling: Can operate for two weeks without re-supply\nNerves of Steel ____________________________ Recoil Suppression: May fire Basic weapons 1-handed without penalty\nQuick Draw ____________________________ Size: Hulking (Black Carapace means no bonus for enemies to attack)\nResistance (Psychic Powers) ____________________________ Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using\nTrue Grit ____________________________ equipment designed for Space Marines\n", + "page": 397, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "psychic", + "id": "rule_254" + }, + { + "title": "SQUAD MODE", + "content": "Character Name: Player Name: Chapter:\n", + "page": 399, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_255" + }, + { + "title": "Squad Mode Abilities (pg 219)", + "content": "Attack Patterns Action Cost Sustained Effect\nFire Support Half / Free 1 Yes The Kill-team concentrates suppressing fire.\nTactical Advance Half / Free 1 Yes The Kill-team crosses dangerous ground in concert.\nTank Buster Free 1 No A Space Marine distracts a target to create an opportunity.\nFire for Effect Half 1 Yes The Kill-team fires at targets as they appear.\nBolter Assault Free 3 No The Kill-team rushes forward firing their bolters.\n16\n15 Furious Charge Free 3 No The Kill-team charges an enemy in unison.\n14\nDefensive Stances Action Cost Sustained\nTactical Spacing Full 1 Yes The Kill-team spaces itself to react to danger.\n13\nGo to Ground Reaction 1 No A Space Marine calls for movement into cover.\nRegroup Full 2 No A Space Marine calls to move the Kill-team together.\n12\n11 Soak Fire Reaction 2 No A Space Marine takes automatic fire with his Kill-team.\n", + "page": 399, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_256" + }, + { + "title": "SQUAD DESIGNATION:", + "content": "8\n7 OATH:\n6\n5\nEffects: Effects:\n4 Required Rank: Required Rank:\n3 Solo Ability Name: Solo Ability Name:\n2\n1\nEffects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Solo Ability Name:\nIndex\n", + "page": 399, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_257" + }, + { + "title": "COHESION:", + "content": "Effects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Chapter Ability Name:\nChapter:\nPlayer Name: Rank: Character Name:\n", + "page": 399, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_258" + }, + { + "title": "SOLO MODE", + "content": "Index\n™\n", + "page": 399, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_259" + }, + { + "title": "OF THE 41ST MILLENNIUM", + "content": "You are a Space Marine, one of the Imperium’s supreme\nwarriors. Genetically enhanced and engineered with\nspecial implants to be the ultimate soldier, you are far\nstronger, tougher—and deadlier—than any human\nbeing. You have been selected to join an elite warrior\nbrotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek\nout vile alien ruins on forbidden worlds, venture\nbehind enemy lines to perform special missions no-\none else can accomplish, and confront the most\ndangerous challenges the galaxy possesses...challenges\nthat only the heroes of the Space Marines can defeat.\nFast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\n™\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe. 781JUN10\nDeathwatch\b DW01\n", + "page": 400, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_260" + }, + { + "title": "ISBN:\b978-1-58994-778-8", + "content": "™\nwww.FantasyFlightGames.com 9 781589 947788 55995\n™\n", + "page": 400, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "general", + "id": "rule_261" + }, + { + "title": "GAMES USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the\nGame Master’s Kit, the foregoing marks’ respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-779-5 Product Code: DW02 Print ID: 821AUG10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\nwww.FantasyFlightGames.com\nShadow of Madness\nErioch\n•\nBaraBan\n•\nThE TowEring\ngladEs\n•\nBEhind EnEmy\nlinEs\n•\nt\n•\nt\nShadow of Perhaps intending to preserve the planet’s ecosystem\nfor their own use, the enemy planted Delirium Trellises to\ninfect the population with visions of death and insanity. The\nMadness tormented inhabitants tore one another apart, becoming just\n", + "page": 1, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_262" + }, + { + "title": "by Kroot (Novice Objective, 6 Requisition)", + "content": "The war-torn Jericho Reach needs the Spear of Fury far too\nTertiary Objective: Rescue the General (Veteran\ngreatly for it to idle waiting in orbit. Jaresh gives the Kill-\nObjective, not included in calculation)\nteam a vox beacon to signal when they are ready for retrieval.\nTertiary Objective: Deal with the crazed Guardsmen\nBrother Dane pilots the Battle-Brothers to Epsilon Outpost\nwithout taking their lives (Veteran Objective, not included\n420 in a Thunderhawk. He has explicit orders to drop them\nin calculation)\nand return so his ship can depart. Once they are set down and\nTertiary Objective: Defeat the feral Kroot (Skilled\nany immediate trouble in their landing zone cleared, it would\n", + "page": 6, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "equipment", + "id": "rule_263" + }, + { + "title": "Objective, 7 Requisition)", + "content": "take extremely strong persuasion to convince him to anything\nTertiary Objective: Defeat the Tau command unit\nexcept return to the Spear.\n", + "page": 6, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "equipment", + "id": "rule_264" + }, + { + "title": "(Veteran Objective, 8 Requisition)", + "content": "You should add or modify these starting Objectives, and\nthe Requisition, based on your own evaluations of what\nObjectives your players may set or ignore.\nIn addition to Requisitioned equipment, the Battle-\nBrothers are issued a Deathwatch Land Speeder Storm for\ntransport on the planet. A larger vehicle cannot manoeuvre\nthrough the planet’s dense forests. Finally, they receive\ncustody of the archeotech luminators. All that then remains is\nthe Oath-taking, which may be done on Erioch or the Spear of\nFury depending on the particular squad’s custom.\ndeparture\nThe Hunter-class frigate Spear of Fury awaits the Kill-team. The\nkilometre-long ship is narrow and sleek like its namesake, with\na hull of dark metal streaked in the soot of war. Its Captain is a\nbroad Battle-Brother named Jaresh, who hails from the Black\nTemplars. He welcomes his brothers aboard, although his\nattitude may quickly sour if they count a Librarian amongst\ntheir ranks. The ship’s crew is predominantly indentured serfs,\nalthough a handful of other Deathwatch-sworn Space Marines\nman the bridge. One such Battle-Brother is Dane, a fresh-\nfaced Initiate who loyally followed Jaresh into Deathwatch\nduty. The Battle-Brothers repast together just as they do on\nErioch, but otherwise Brother Dane is the Kill-team’s primary\nliaison during the two week voyage.\nThe journey passes uneventfully, but provides the Kill-\nteam time for any strategizing they may need to do. Should\nany of the Battle-Brothers engage in conversation about their\n", + "page": 6, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "equipment", + "id": "rule_265" + }, + { + "title": "(8) (8)", + "content": "and one aerofoil cuts into the three dimensional projection as\nclouds give way to the northeast continent. In a universe of 42 35 40 45 47 25 44 30 18\nclimbing hives and battle-ravaged rockscapes, Baraban appears\nstrikingly untouched, despite the millions of soldiers you know to Movement: 4/8/16/32 Magnitude: 35\nbe warring beneath its canopy. You catch a glimpse of rippling Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20,\nblue ocean bordering the landmass’s collage of red and gold. Concealment (Ag) +20, Dodge (Ag) +10, Silent Move (Ag)\nThen the blanket of autumn colours surrounds you as the gunship +20, Speak Language (Kroot, Tau) (Int), Tracking (Int) +10,\ndrops lower. Survival (Int) +10.\nSuddenly, the serenity fractures with calamitous explosions Talents: Basic Weapon Training (SP, Primitive), Furious\nand an abrupt halt to your descent that tests your power armour’s Assault, Leap Up, Lightning Reflexes, Melee Weapon Training\nshock absorption. Brother Dane shouts over the noise, “The (Primitive), Sprint, Swift Attack.\nOutpost is under assault!” Traits: Natural Weapon (Beak), Size (Massive), Unnatural\n", + "page": 7, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_266" + }, + { + "title": "Strength (x2), Unnatural Perception (x2).", + "content": "Armour Hide armour (Horde 2, Primitive).\nThrough the obscuring web of branches and dead leaves,\nWeapons: Kroot rifle (110m; S/–/–; 1d10+5 E; Pen 1; Clip\nthe Battle-Brothers can glimpse a shattered bunker, and frantic\n", + "page": 7, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_267" + }, + { + "title": "6; Reload 2 Full), beak (1d5+8 R, Primitive).", + "content": "Imperial Guardsmen fighting off an overwhelming number\n", + "page": 7, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_268" + }, + { + "title": "Gear: Rifle reloads.", + "content": "of Kroot. The pulse rounds of Kroot rifles outnumber each\nA Kroot’s beak follows all rules for natural weapons, except it\nlas shot four to one, and the growing distance between frag\ninflicts 1d5 Damage instead of 1d10.\nbursts suggests that grenades are quickly running out. The\nMay be used in melee (1d10+8 R; Balanced)\nBattle-Brothers face a choice: do they intervene in the conflict\nand risk revealing their presence to the Tau, or do they allow\nthe Outpost to be overrun?\nBrother Dane follows their direction if they choose to e\nparticipate in the battle below, but is unable to bring the\nIf the Battle-Brothers choose to face the Kroot Horde,\nThunderhawk lower than 15 metres because of the dense\nthey can hardly occupy the entire enemy mob. As the Kill-\nforest. If they bring the gunship’s weapons to bear, it provides\nteam endeavours to turn the battle’s tide, the Guardsmen\na decisive advantage in firepower, but creates a large degree of\nalso fight for their lives. The GM should make this evident\ncollateral damage. The Kroot and Guardsmen ranks intertwine\nin his description of the scene Round to Round. By the\nas the lanky aliens attack with pulse charges and the wicked\ntime they arrive, roughly a quarter of the Outpost’s 100\nblades of their rifles. The close combat and the obscuring tree\nGuard already lie dead in the fallen leaves and rubble. To\ncanopy make firing into the melee (with the ship’s guns or\nrepresent the rising body count if the combat drags on,\nfrom its deck) Very Hard (–30). Any misses or Blast weapons\n", + "page": 7, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "equipment", + "id": "rule_269" + }, + { + "title": "Unnatural Perception (x2)", + "content": "Armour: Tattered Hide armour (Body 2, Primitive)\nT\nhe southeast continent is similar in ecology to the Weapons: Kroot hunting blade (1d10+10 R; Pen 4), beak\nnortheast, but the trees are the dark green of summer. (1d5+10 R)\nThe Tau and their allies also have the strongest hold Gear: None\non this landmass. The Delirium Trellis here is located towards †\nThe half Move taken as a result of Assassin’s Strike can be in any\nthe centre of the continent, less than two hundred kilometres direction, including a vertical jump or Climb.\nfrom one of the planet’s largest Tau installations. The Kill- ††\nThe Kroot may Charge vertically with a successful Acrobatics check.\nteam must be cautious and alert once they reach the thick, Doing so grants them the same benefits a Deathwatch Assault Marine\nverdant woodlands. The stealthy Kroot are at home in this gets from Wrath of Angels when using a Jump Pack.\narboreal locale, and far more numerous than on the other\ncontinents. If the Kill-team does not lay out at least some plan Most of the xenos still have Kroot rifles, but they have\nfor avoiding detection as they travel towards their objective, forgotten how to fire them at range. Instead they use the\nthey are interrupted several times by Kroot attacks (some weapons’ bladed ends for melee. While the Space Marines\nor all of which the GM may wish to summarise to avoid have the clear advantage in training and equipment, the\n", + "page": 15, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_270" + }, + { + "title": "minus the wielder’s Strength Bonus in minutes.", + "content": "he’ll want to find some other mechanism for alerting\n• A Challenging (+0) Demolitions Test can pulverise one\nthe Kill-team to the events transpiring at the Tau base.\nShadow of Madness\nor both of the entwining trees without damaging the Trellis.\nPossible avenues include:\nFailure by two degrees or more indicates that the Trellis is\n• A communication from the Imperial Guard telling\ndestroyed in the blast.\n", + "page": 16, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_271" + }, + { + "title": "them they have discovered the General’s location", + "content": "• The Kill-team can carve away a portion of the trunks to\n• Arriving too late at one of the locations and finding\nexpose the Trellis. This requires three successes on an\nthe Trellis already gone. The size of ship necessary\nExtended Weapon Skill Test with most melee weapons,\nto transport the Trellis off planet means it is almost\nor an Extended Ballistic Skill Test with a weapon that\ncertainly being taken to their main base.\ncan produce a sustained blast like a melta or flame weapon.\n• After a clash with the Tau strike team (or from the\nIf the Kill-team employs any method that involves felling\nbodies in the towering glade), the Battle-Brothers\ntrees, a successful use of the Evaluate Skill to determine weak\nmight recover intelligence documents. Interpreting\npoints either halves the time needed or adds +10 to the chances\nit would require help from someone with Speak\nof success.\nLanguage (Tau) or an Elucidator.\n• Move the base’s location on the planet to somewhere\nXEnos rEmains that the Kill-team sees one of the orbital shuttles\ndescend through the atmosphere.\nThe Kroot nested in the tree branches, about fifteen metres\nup. If the Battle-Brothers glance upwards, they see the series\nthey died. A few crumpled pages of a manuscript in high\nof structures formed from animal hides, leaves, and a mulch\ngothic flutter between two flat chunks of rubble. They appear\nof partially digested wood from the Kroot’s iron stomachs.\nto be the account of a survivor of original settlement, but\n", + "page": 16, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_272" + }, + { + "title": "Renown from the overall Mission Rewards.", + "content": "Shadow of Madness\nFailure: The operation is a failure. Whatever\nresult the characters were attempting, they affect\n1-3 Degrees of Failure 1-4 Degrees of Failure 2-6 Degrees of Failure the opposite. If combat was involved, each\ncharacter carries 1d5 points of Damage back\nfrom the battle.\nStalemate: There is no meaningful outcome to\nthe operation. The characters made a respectable\n0 Degrees of Success/ 0 Degrees of Success/ 0 -1 Degrees of Success/\neffort; the GM can further shade whether they\nFailure Failure Failure\naccomplished even something trivial by whether\nthe attempt was a net fail or success.\nMinor Victory: The operation will be quickly\n1 Degree of Success 1-3 Degrees of Success 1-5 Degrees of Success forgotten, but the characters accomplished what\nthey set out to do. The effects may be temporary.\nModerate Victory: The characters performed\n2-3 Degrees of Success 4-6 Degrees of Success 6-9 Degrees of Success admirably, accomplishing most of their goal, but\nwithout particular flair.\nDecisive Victory: The Operation was a tale\nworth re-telling. The characters affected a\n4-8 Degrees of Success 7-10 Degrees of Success 10-13 Degrees of Success\nlasting achievement that was everything they\ncould have hoped to accomplish.\nHeroic Feat: The involved characters achieved\neven more than they set out to do. What began\n9+ Degrees of Success 11+ Degrees of Success 14+ Degrees of Success as a side errand may very well end up being\n", + "page": 21, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "combat", + "id": "rule_273" + }, + { + "title": "Renown to the overall Mission Rewards.", + "content": "reTurn To erioCh rEwards\nOnce their long-range vox beacon is activated, The Spear Each Trellis kept from the Tau nets 200 XP. If the Kill-team\nof Fury takes a day or two to return from its own battles rescued or killed the General, this is worth 100 XP, as is defeating\nto retrieve the Kill-team. Space Marines are not known for the Tau command unit. Dealing with the crazed Guardsmen\nsitting idle, and the Battle-Brothers are likely to want to use at Mount Hollow without killing them, and keeping Epsilon\nthis time to further the war effort. The GM should give them 420from being overrun are also worth 100 XP each. Award an\nan opportunity to outline the particular battles or activities additional 200 bonus XP if the team managed to both rescue\nthe team intends to participate in, provided they stay as a unit (not kill) the General and stop Shas’El Keyl from getting away.\nso that whenever the Spear does arrive they can be speedily The following are worth 1 Renown each:\nextracted. Use the provided rules for Off-Screen Operations • Stopping the Tau from getting any Trellises\nto summarise these events. • Stopping the Tau from taking the General\nInquisitor Quist meets with the Battle-Brothers upon their • Defeating Shas’El Keyl and his command unit\nreturn. She listens to their debrief and identifies the devices as • Successfully dealing with two of more of the following:\n", + "page": 21, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "combat", + "id": "rule_274" + }, + { + "title": "them, using the machine spirit’s Ballistic Skill.", + "content": "Antagonists vEsPid sTingwing\nS\nShadow of Madness\niniTiaTE danE oF ThE BlacK TEmPlars\nS\nS T ag int Per wP Fel\n(8)\nS T ag int Per wP Fel 35 45 30 45 60 25 30 30 15\n", + "page": 22, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "skills", + "id": "rule_275" + }, + { + "title": "(10) (8)", + "content": "55 40 45 41 47 48 38 48 43 Movement: 4/8/16/32 Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10,\nMovement: 5/10/15/30 Wounds: 20 Speak Language (Tau, Vespid) (Int), Survival (Int)\nSkills: Awareness (Per), Ciphers (Chapter Runes, Deathwatch) Talents: Basic Weapon Training (SP, Primitive), Lightning\n(Int), Common Lore (Adeptus Astartes, Deathwatch, Reflexes, Melee Weapon Training (Primitive),\nImperium) (Int), Dodge (Ag) +10, Drive (Ground Vehicles), Traits: Flyer (10), Improved Natural Weapon (Claws),\nForbidden Lore (Xenos), Literacy (Int), Navigation (Surface), Unnatural Toughness (x2).\nPilot (Spacecraft) (Ag), Scholastic Lore (Codex Astartes), Silent Armour Natural Chitin Armour (3 AP in all Locations)\nMove (Ag), Speak Language (Low Gothic, High Gothic) (Int), Weapons: Neutron Blaster† (45m; S/2/–; 2d10+3 E; Pen 6;\nTactics (Int). Clip 24; Reload Full), claws (1d10+3 R)\nTalents: Ambidextrous, Astartes Weapon Training, Bulging Gear: Communion helm (includes vox)\nBiceps, Deathwatch Training, Heightened Senses (Sight), †\nA neutron blaster only functions when used by a Vespid\nHatred (Heretics), Nerves of Steel, Resistance (Psychic\nPowers), Two-weapon Wielder (Melee), Unarmed Master.\nTraits: Size (Hulking), Unnatural Strength (x2), Unnatural\n", + "page": 22, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_276" + }, + { + "title": "Toughness (x2).", + "content": "Armour Astartes Power Armour (Head 8, Arms 8, Body 10,\nLegs 8; History: A Fury Like Lightning).\nWeapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;\nPen 5; Clip 12; Rld Full, Tearing), Astartes Combat Knife\n(1d10+10 R; Pen 2), Astartes Chainsword (1d10+11 R; Pen\n", + "page": 22, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_277" + }, + { + "title": "4; Balanced, Tearing).", + "content": "Gear: Astartes jump pack, 3 bolt pistol reloads, devotion\nchain.\nDemeanours: Accept Any Challenge, Studious.\nt\nLascannons (2): (300m, S/–/–, 6d10+10 E, Pen 10, Clip\n", + "page": 22, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_278" + }, + { + "title": "40, Reload 2Full)", + "content": "Turbo-laser: (750m, S/–/–, 4d10+30 E, Pen 20, Clip 5,\n", + "page": 22, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_279" + }, + { + "title": "cannot be reloaded in flight, Blast (6) )", + "content": "6 Hellstrike Missiles: (1000m, S/–/–, 4d10+6 X, Pen 10,\neach missile can only be fired once, Blast (1) )\nTwin-linked heavy bolters (4): (150m, –/–/10, 3d10+1\nX, Pen 6, Clip 200, Reload 2Full, Twin-linked, Tearing)††\n†\nThese weapons can either be operated by the pilot, or the gunship’s\nmachine spirit, who has a BS of 40.\nAppendix on Erioch to a friendly duel at least once. The exception\nto his good nature is Watch Captain Servais. The two have\nconflicted time and again on matters of strategy, philosophy,\nT\nhe Non-Player Characters (NPCs) presented in this and personality. The diametric opposition of their approaches\nsection represent a selection of prominent individuals to combat has been a wedge between the two ever since the\nwho frequent Watch Fortress Erioch. They provide a Raven Guard warrior arrived.\nstarting suite of characters who may serve as leaders, allies, While Tarran takes the mission of the Deathwatch with\nor rivals for a Kill-team. Each NPC description also contains utmost gravity, he sees no reason not to use the assignment\nideas for how they may initiate Missions or otherwise play a to further the interests of the Storm Wardens during his term\nrole in your campaign. of service. Despite the Inquisitorial sanction, he possesses\na burning drive to discover the truth behind the Nemesis\nIncident. He believes that it holds the key to the return of\nAppendix\n", + "page": 22, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_280" + }, + { + "title": "Requisition to stack the odds in your favour.", + "content": "team must negotiate violent mistrust wherever they go as advEnTurE sEEds\nthey track their quarry into a wasteland filled with Orks.\n• A transmission comes from the far-flung Watch Station • The Crucible Resolviate has recently acquired an almost\nGrace of the beginnings of an Enslaver plague on a remote intact Crisis Battle Suit. Unfortunately, its vital central\nworld. Ever eager to learn more about this encroaching cogitator core is severely damaged. Quist requests the\nspecies and its linkage to his Chapter, Tarran joins the Battle-Brothers’ aid in an assassination Mission that is\nBattle-Brothers in answering the call. When the Kill-team really little more than an excuse to acquire the missing\nreaches the planet, they find it already under sanction component for her allies. If she has reason to trust\nfrom the Ordo Xenos. Will the Battle-Brothers eliminate the Battle-Brothers, she may enlighten some or all\nthe Enslavers as quickly as possible, or indulge Tarran’s of them as to her real objective. If she does not, then\ndesire to learn more about their foe before destroying it? they may find some of the Inquisitor’s orders very\nquestionable indeed.\nAppendix\n• The Black Reef has long been a source of dark legends\ninquisiTor adrielle and malefic alien artefacts in the Jericho Reach. A new\nquisT abomination has surfaced in the region’s budding cold\n", + "page": 23, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "equipment", + "id": "rule_281" + }, + { + "title": "ISBN: 978-1-58994-779-5", + "content": "9 781589 947795 51995\nwww.FantasyFlightGames.com\nCopyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the Game Master’s Kit, the foregoing marks’ respective\nlogos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products\nand illustrations from the Warhammer 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and\nother countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be\nreproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nTest Difficulty Ranged Weapons Combat Actions Melee Weapons Weapon Jams Semi-Automatic Weapons Armour\n", + "page": 31, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_282" + }, + { + "title": "Hordes", + "content": "Punishing –50 Grapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple. the appropriate Talent. In the case of Flame\nAstartes Infernus Pistol Pistol 10m S/–/– 2d10+8 E 13 4 Full – raditional Weapons hours, or until the Full Burst Action has been used.\nHellish –60 Guarded Attack Full Attack, Concentration, Melee –10 WS, +10 to Parry and Dodge. weapons, targets receive +30 to Agility Test to\n", + "page": 31, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_283" + }, + { + "title": "†† ††† ††", + "content": "Shooting an Enormous target.\nLauncher Head Head Arm Body Arm Body much more effective against Hordes than weapons which fire\nMelee attacks against a foe who is outnumbered two to one.\nonly one shot; a lascannon is a weapon for destroying tanks, not\nAstartes Missile Launcher\n(Soundstrike)\nHeavy 250m S/–/– †† †††\n8 Full †† Accurate:\nBalanced:\nAdditional +10 to hit when used with an Aim Action.\n", + "page": 31, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_284" + }, + { + "title": "+10 to Parry.", + "content": "Razor Sharp: If the attack roll results in two or more degrees of success,\n", + "page": 31, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "combat", + "id": "rule_285" + }, + { + "title": "double the weapon’s Penetration.", + "content": "Attacking a Prone opponent with a melee weapon. Fatigue Arm Arm Body Head Body Arm mowing down large numbers of infantry.\nWeapon Auxiliary Grenade Blast (X): All within the weapon’s blast radius in metres is hit. Roll Hit Recharge: Can only fire every-other Round.\nOrdinary +10 Attacking from higher ground. Can suffer a number Fatigue equal to TB. Fatigued\n• Weapons that inflict Explosive Damage (X) gain a bonus against\nCraftsmanship n/a 45m S/–/– †† †††\n4 2 Full ††\nLocation and Damage individually for each person affected. Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Shooting a Hulking target. characters –10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body\nLauncher Shooting a target at Short Range. Hordes, and count as having inflicted one additional Hit.\n", + "page": 31, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "weapons", + "id": "rule_286" + }, + { + "title": "Tearing:", + "content": "Toxic:\nRoll two dice for Damage, take the best result.\nIf weapon causes Damage, Test Toughness at –5 for every Shooting a Puny target.\n4 4 8 12 24 additional hit.\nLight Metal 5 5 10 15 30 Blast Weapons: A Blast weapon that hits a Horde hits a number\nHeavy Wood, Flakboard,\nagainst its enemies. not braced.\nHaywire (X): This weapon generates a field that troubles the machine\npoint of Damage taken, if failed take extra 1d10 Impact\n", + "page": 31, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "general", + "id": "rule_287" + }, + { + "title": "Damage (no reduction for armour or Toughness).", + "content": "Using a weapon without the correct Talent. Heavily Damaged 6 6 12 18 36 of times equal to its Blast value. So a grenade with Blast (4) will\n8 Famed: Your reputation precedes you, and your Scatter Diagram Attacking or Dodging in deep snow.\nspirits of technology. See page 143 for details. Twin-linked: +20 to hit, may score one additional hit if the attack roll If Damage taken is more than twice TB.\nSandbags, Ice 60-79 deeds are known to Battle-Brothers across the Firing a heavy weapon that has not been Braced. 7 7 14 21 42 automatically hit four times if successfully lobbed into the Horde.\n", + "page": 31, + "source": "Game Master's Kit", + "sourceAbbr": "GMK", + "category": "combat", + "id": "rule_288" + } + ], + "searchIndex": { + "113": [ + 236 + ], + "115": [ + 235 + ], + "117": [ + 238 + ], + "119": [ + 239 + ], + "121": [ + 242 + ], + "123": [ + 243 + ], + "165": [ + 235 + ], + "205": [ + 237 + ], + "211": [ + 12 + ], + "230": [ + 244 + ], + "241": [ + 239 + ], + "271": [ + 238 + ], + "500": [ + 22 + ], + "1000": [ + 21, + 22, + 120 + ], + "1120": [ + 250 + ], + "1500": [ + 21, + 120 + ], + "1820": [ + 100 + ], + "2000": [ + 21, + 120 + ], + "2010": [ + 2, + 261, + 281 + ], + "2039": [ + 75 + ], + "2123": [ + 100 + ], + "2130": [ + 250 + ], + "2140": [ + 79 + ], + "2530": [ + 114 + ], + "3032": [ + 102 + ], + "3138": [ + 114 + ], + "3160": [ + 179 + ], + "3941": [ + 104 + ], + "4059": [ + 75 + ], + "5000": [ + 21 + ], + "5759": [ + 109 + ], + "5967": [ + 115 + ], + "6062": [ + 109 + ], + "6079": [ + 75, + 287 + ], + "6668": [ + 110 + ], + "6971": [ + 110 + ], + "7185": [ + 252 + ], + "7378": [ + 116 + ], + "7982": [ + 116 + ], + "8600": [ + 252 + ], + "8790": [ + 117 + ], + "9199": [ + 118 + ], + "36918": [ + 218 + ], + "40000": [ + 2, + 241, + 261, + 281 + ], + "51995": [ + 281 + ], + "55995": [ + 260 + ], + "71110": [ + 232 + ], + "81100": [ + 81, + 176 + ], + "111130": [ + 232 + ], + "121130": [ + 177 + ], + "141160": [ + 178 + ], + "161170": [ + 178 + ], + "481224": [ + 229, + 231 + ], + "481632": [ + 265, + 275 + ], + "781589": [ + 260, + 281 + ], + "947788": [ + 260 + ], + "947795": [ + 281 + ], + "5101530": [ + 275 + ], + "12243672": [ + 215 + ], + "20002010": [ + 2, + 261, + 281 + ], + "core": [ + 0, + 280 + ], + "rulebook": [ + 0 + ], + "darkness": [ + 1, + 3, + 101, + 102, + 120, + 132 + ], + "the": [ + 1, + 11, + 13, + 16, + 17, + 18, + 20, + 20, + 23, + 23, + 67, + 77, + 86, + 89, + 118, + 135, + 156, + 160, + 166, + 182, + 189, + 191, + 195, + 199, + 200, + 200, + 203, + 204, + 205, + 222, + 223, + 259, + 270, + 271, + 272, + 273, + 274, + 280, + 285 + ], + "41st": [ + 1, + 172, + 259 + ], + "millennium": [ + 1, + 172, + 259 + ], + "credits": [ + 1 + ], + "deathwatch": [ + 1, + 2, + 3, + 6, + 12, + 13, + 21, + 22, + 37, + 71, + 73, + 75, + 77, + 145, + 148, + 151, + 165, + 166, + 167, + 198, + 200, + 203, + 204, + 206, + 223, + 259, + 261, + 264, + 275, + 281 + ], + "designed": [ + 1, + 78, + 82, + 151 + ], + "direction": [ + 1, + 268, + 269 + ], + "ross": [ + 1 + ], + "watson": [ + 1 + ], + "robinson": [ + 1 + ], + "with": [ + 1, + 4, + 6, + 9, + 10, + 14, + 20, + 23, + 33, + 36, + 37, + 38, + 39, + 40, + 42, + 43, + 46, + 48, + 52, + 53, + 56, + 58, + 60, + 62, + 64, + 65, + 67, + 68, + 71, + 73, + 75, + 77, + 78, + 80, + 81, + 82, + 83, + 84, + 85, + 87, + 88, + 90, + 91, + 94, + 95, + 97, + 99, + 111, + 115, + 116, + 118, + 119, + 120, + 121, + 122, + 125, + 126, + 131, + 138, + 143, + 144, + 152, + 154, + 155, + 156, + 161, + 166, + 167, + 168, + 170, + 174, + 175, + 176, + 177, + 178, + 185, + 187, + 189, + 206, + 207, + 217, + 218, + 222, + 223, + 233, + 248, + 253, + 259, + 262, + 271, + 273, + 280, + 283, + 285, + 287 + ], + "additional": [ + 1, + 6, + 44, + 57, + 62, + 78, + 83, + 85, + 95, + 119, + 134, + 144, + 150, + 152, + 171, + 207, + 283, + 286, + 287 + ], + "concepts": [ + 1 + ], + "little": [ + 1, + 8, + 15, + 134, + 199, + 200 + ], + "stewart": [ + 1 + ], + "production": [ + 1 + ], + "manager": [ + 1 + ], + "lead": [ + 1, + 20, + 73, + 144 + ], + "developer": [ + 1 + ], + "gabe": [ + 1 + ], + "laulunen": [ + 1 + ], + "game": [ + 1, + 2, + 3, + 10, + 11, + 125, + 141, + 145, + 147, + 165, + 166, + 167, + 168, + 172, + 180, + 186, + 222, + 223, + 234, + 261, + 281 + ], + "designer": [ + 1 + ], + "written": [ + 1 + ], + "developed": [ + 1, + 59 + ], + "corey": [ + 1 + ], + "konieczka": [ + 1 + ], + "owen": [ + 1 + ], + "barnes": [ + 1 + ], + "alan": [ + 1 + ], + "bligh": [ + 1 + ], + "john": [ + 1 + ], + "french": [ + 1 + ], + "andrea": [ + 1 + ], + "gausman": [ + 1 + ], + "andy": [ + 1 + ], + "hoare": [ + 1 + ], + "producer": [ + 1 + ], + "michael": [ + 1 + ], + "hurley": [ + 1 + ], + "writing": [ + 1 + ], + "mack": [ + 1 + ], + "martin": [ + 1 + ], + "robin": [ + 1 + ], + "everettmcguirl": [ + 1 + ], + "publisher": [ + 1 + ], + "christian": [ + 1 + ], + "petersen": [ + 1 + ], + "based": [ + 1, + 81, + 158, + 171, + 233, + 248, + 264 + ], + "dark": [ + 1, + 15, + 16, + 17, + 18, + 20, + 120, + 121, + 171, + 172, + 191, + 195, + 202, + 210, + 220, + 231, + 253, + 269 + ], + "heresy": [ + 1, + 20, + 23, + 37 + ], + "kate": [ + 1 + ], + "flack": [ + 1 + ], + "mike": [ + 1 + ], + "mason": [ + 1 + ], + "games": [ + 1, + 2, + 166, + 222, + 261, + 281 + ], + "workshop": [ + 1, + 2, + 261, + 281 + ], + "editing": [ + 1 + ], + "licensing": [ + 1 + ], + "dylan": [ + 1 + ], + "leigh": [ + 1 + ], + "anne": [ + 1 + ], + "reger": [ + 1 + ], + "patrick": [ + 1 + ], + "rollens": [ + 1 + ], + "rees": [ + 1 + ], + "graphic": [ + 1 + ], + "design": [ + 1, + 83 + ], + "head": [ + 1, + 88, + 161, + 162, + 216, + 218, + 249, + 276, + 283, + 285 + ], + "kevin": [ + 1 + ], + "usa": [ + 2, + 261 + ], + "copyright": [ + 2, + 261, + 281 + ], + "limited": [ + 2, + 261, + 281 + ], + "warhammer": [ + 2, + 241, + 261, + 281 + ], + "role": [ + 2, + 123, + 165, + 224, + 261, + 281 + ], + "play": [ + 2, + 10, + 133, + 135, + 138, + 145, + 181, + 205, + 214, + 261, + 281 + ], + "foregoing": [ + 2, + 261, + 281 + ], + "marks": [ + 2, + 227, + 261, + 281 + ], + "respective": [ + 2, + 261, + 281 + ], + "logos": [ + 2, + 261, + 281 + ], + "associated": [ + 2, + 261, + 281 + ], + "places": [ + 2, + 187, + 196, + 261, + 281 + ], + "names": [ + 2, + 125, + 198, + 261, + 281 + ], + "creatures": [ + 2, + 4, + 55, + 68, + 115, + 261, + 281 + ], + "races": [ + 2, + 261, + 281 + ], + "race": [ + 2, + 37, + 261, + 281 + ], + "insignia": [ + 2, + 261, + 281 + ], + "deviceslogossymbols": [ + 2, + 261 + ], + "vehicles": [ + 2, + 95, + 261, + 275, + 281 + ], + "locations": [ + 2, + 261, + 271, + 275, + 281 + ], + "weapons": [ + 2, + 4, + 39, + 43, + 46, + 47, + 53, + 59, + 64, + 71, + 74, + 75, + 76, + 77, + 79, + 80, + 81, + 82, + 83, + 84, + 85, + 86, + 87, + 88, + 89, + 90, + 110, + 154, + 213, + 216, + 217, + 218, + 220, + 223, + 224, + 229, + 230, + 231, + 234, + 253, + 261, + 266, + 268, + 269, + 271, + 276, + 279, + 281, + 282, + 283, + 285, + 286 + ], + "units": [ + 2, + 17, + 85, + 261, + 281 + ], + "unit": [ + 2, + 48, + 80, + 166, + 261, + 263, + 273, + 281 + ], + "characters": [ + 2, + 3, + 4, + 5, + 10, + 33, + 34, + 38, + 46, + 47, + 49, + 50, + 52, + 56, + 57, + 60, + 61, + 64, + 66, + 67, + 80, + 99, + 128, + 131, + 135, + 142, + 145, + 149, + 157, + 164, + 178, + 182, + 206, + 223, + 241, + 261, + 272, + 279, + 281 + ], + "products": [ + 2, + 261, + 281 + ], + "illustrations": [ + 2, + 261, + 281 + ], + "from": [ + 2, + 10, + 12, + 13, + 16, + 17, + 23, + 35, + 37, + 38, + 51, + 56, + 57, + 60, + 62, + 66, + 71, + 72, + 77, + 78, + 86, + 89, + 91, + 105, + 115, + 117, + 119, + 120, + 135, + 138, + 142, + 143, + 145, + 147, + 148, + 149, + 150, + 174, + 176, + 181, + 186, + 191, + 195, + 196, + 197, + 199, + 203, + 205, + 207, + 210, + 211, + 214, + 223, + 232, + 248, + 261, + 269, + 270, + 271, + 272, + 273, + 280, + 281, + 282, + 285 + ], + "universe": [ + 2, + 23, + 261, + 265, + 281 + ], + "setting": [ + 2, + 168, + 170, + 181, + 261, + 281 + ], + "either": [ + 2, + 46, + 58, + 59, + 62, + 64, + 115, + 118, + 126, + 139, + 152, + 156, + 171, + 191, + 206, + 261, + 279, + 281 + ], + "andor": [ + 2, + 261, + 281 + ], + "variably": [ + 2, + 261, + 281 + ], + "registered": [ + 2, + 261, + 281 + ], + "other": [ + 2, + 4, + 34, + 35, + 36, + 49, + 57, + 68, + 69, + 102, + 115, + 119, + 134, + 135, + 137, + 140, + 141, + 149, + 155, + 164, + 172, + 196, + 218, + 223, + 224, + 231, + 241, + 261, + 270, + 281 + ], + "countries": [ + 2, + 261, + 281 + ], + "around": [ + 2, + 69, + 97, + 100, + 104, + 108, + 114, + 117, + 162, + 168, + 261, + 281 + ], + "world": [ + 2, + 3, + 15, + 19, + 20, + 37, + 110, + 116, + 147, + 191, + 194, + 196, + 205, + 223, + 261, + 280, + 281 + ], + "this": [ + 2, + 6, + 9, + 10, + 11, + 18, + 34, + 35, + 36, + 37, + 45, + 46, + 52, + 53, + 56, + 58, + 62, + 64, + 68, + 69, + 71, + 72, + 73, + 74, + 77, + 78, + 82, + 83, + 87, + 89, + 91, + 94, + 106, + 109, + 110, + 115, + 116, + 119, + 120, + 121, + 128, + 129, + 132, + 133, + 134, + 135, + 140, + 142, + 145, + 148, + 158, + 159, + 163, + 164, + 167, + 169, + 177, + 178, + 187, + 189, + 191, + 200, + 201, + 202, + 204, + 207, + 211, + 214, + 217, + 222, + 223, + 232, + 261, + 269, + 271, + 273, + 279, + 280, + 281, + 286 + ], + "edition": [ + 2, + 261, + 281 + ], + "published": [ + 2, + 261, + 281 + ], + "under": [ + 2, + 33, + 68, + 130, + 134, + 261, + 281 + ], + "license": [ + 2, + 261, + 281 + ], + "fantasy": [ + 2, + 261, + 281 + ], + "flight": [ + 2, + 261, + 281 + ], + "publishing": [ + 2, + 261, + 281 + ], + "rights": [ + 2, + 261, + 281 + ], + "reserved": [ + 2, + 94, + 261, + 281 + ], + "their": [ + 2, + 6, + 8, + 16, + 18, + 23, + 33, + 35, + 45, + 48, + 49, + 81, + 90, + 91, + 95, + 125, + 133, + 134, + 139, + 140, + 145, + 147, + 148, + 149, + 153, + 154, + 157, + 164, + 165, + 167, + 169, + 170, + 186, + 189, + 191, + 198, + 199, + 202, + 204, + 209, + 211, + 215, + 222, + 224, + 226, + 234, + 255, + 261, + 262, + 268, + 269, + 271, + 273, + 280, + 281 + ], + "owners": [ + 2, + 261, + 281 + ], + "part": [ + 2, + 38, + 59, + 138, + 140, + 154, + 167, + 168, + 188, + 214, + 222, + 261 + ], + "publication": [ + 2 + ], + "game?": [ + 3 + ], + "introduction": [ + 3 + ], + "dangerous": [ + 3, + 12, + 255, + 259 + ], + "special": [ + 3, + 5, + 10, + 12, + 46, + 69, + 83, + 85, + 91, + 92, + 135, + 189, + 211, + 249, + 259 + ], + "missions": [ + 3, + 18, + 125, + 145, + 147, + 148, + 166, + 167, + 170, + 171, + 259 + ], + "grim": [ + 3, + 204 + ], + "roleplaying": [ + 3 + ], + "create": [ + 3, + 167, + 169, + 222, + 255 + ], + "alter": [ + 3, + 148 + ], + "fictional": [ + 3 + ], + "future": [ + 3 + ], + "player": [ + 3, + 6, + 128, + 129, + 153, + 165, + 172, + 254, + 257 + ], + "form": [ + 3, + 89, + 133, + 210 + ], + "killteam": [ + 3, + 12, + 134, + 136, + 137, + 138, + 141, + 145, + 166, + 169, + 211, + 232, + 255, + 264, + 270, + 271, + 273 + ], + "space": [ + 3, + 4, + 5, + 8, + 9, + 10, + 11, + 12, + 13, + 15, + 20, + 23, + 35, + 45, + 48, + 51, + 57, + 75, + 84, + 85, + 86, + 135, + 144, + 185, + 198, + 210, + 248, + 253, + 255, + 259, + 273 + ], + "marines": [ + 3, + 4, + 5, + 8, + 9, + 10, + 11, + 13, + 23, + 35, + 45, + 57, + 84, + 86, + 198, + 210, + 259, + 273 + ], + "character": [ + 3, + 4, + 5, + 6, + 7, + 9, + 15, + 17, + 35, + 36, + 37, + 38, + 39, + 43, + 46, + 47, + 48, + 49, + 50, + 51, + 52, + 53, + 55, + 56, + 57, + 58, + 59, + 60, + 61, + 62, + 63, + 64, + 65, + 66, + 67, + 95, + 96, + 125, + 129, + 130, + 131, + 132, + 138, + 141, + 142, + 143, + 149, + 150, + 151, + 154, + 155, + 157, + 158, + 159, + 160, + 163, + 164, + 172, + 173, + 174, + 175, + 176, + 177, + 178, + 181, + 183, + 184, + 187, + 197, + 254, + 257, + 259, + 272 + ], + "that": [ + 3, + 4, + 5, + 6, + 8, + 10, + 12, + 13, + 16, + 17, + 23, + 37, + 51, + 52, + 55, + 57, + 59, + 60, + 66, + 67, + 72, + 73, + 76, + 86, + 91, + 117, + 118, + 119, + 120, + 125, + 133, + 134, + 135, + 142, + 143, + 144, + 145, + 147, + 148, + 151, + 153, + 154, + 155, + 159, + 160, + 163, + 164, + 165, + 166, + 167, + 168, + 174, + 178, + 183, + 188, + 190, + 191, + 197, + 198, + 199, + 200, + 201, + 203, + 204, + 205, + 207, + 208, + 211, + 214, + 223, + 259, + 264, + 268, + 270, + 271, + 280, + 285, + 286, + 287 + ], + "your": [ + 3, + 4, + 5, + 39, + 63, + 72, + 75, + 130, + 154, + 185, + 186, + 259, + 264, + 280, + 287 + ], + "avatar": [ + 3 + ], + "within": [ + 3, + 15, + 55, + 57, + 59, + 68, + 80, + 90, + 91, + 98, + 99, + 100, + 101, + 102, + 104, + 105, + 106, + 107, + 108, + 109, + 110, + 111, + 115, + 116, + 117, + 118, + 122, + 141, + 142, + 143, + 205, + 211, + 285 + ], + "perhaps": [ + 3, + 196, + 202 + ], + "elite": [ + 3, + 166, + 197, + 259 + ], + "warrior": [ + 3, + 14, + 66, + 202, + 218, + 259 + ], + "brotherhood": [ + 3, + 259 + ], + "wherein": [ + 3 + ], + "will": [ + 3, + 7, + 8, + 13, + 73, + 118, + 133, + 139, + 140, + 144, + 153, + 163, + 165, + 168, + 201, + 207, + 208, + 211, + 214, + 218, + 245, + 249, + 287 + ], + "stoic": [ + 3 + ], + "soldier": [ + 3, + 154, + 197, + 259 + ], + "wise": [ + 3 + ], + "scholar": [ + 3 + ], + "inspiring": [ + 3 + ], + "leader": [ + 3 + ], + "face": [ + 3, + 67, + 127, + 198, + 204, + 268 + ], + "hostile": [ + 3 + ], + "aliens": [ + 3, + 190, + 198 + ], + "foul": [ + 3, + 34, + 97 + ], + "daemons": [ + 3, + 57, + 115, + 210 + ], + "jericho": [ + 3, + 37, + 203, + 205, + 262 + ], + "reach": [ + 3, + 37, + 84, + 204, + 262 + ], + "next": [ + 3, + 6, + 56, + 72, + 138, + 144, + 183, + 184 + ], + "friends": [ + 3, + 20 + ], + "direct": [ + 3, + 60 + ], + "through": [ + 3, + 10, + 15, + 36, + 46, + 58, + 62, + 63, + 64, + 75, + 77, + 83, + 91, + 94, + 113, + 138, + 163, + 166, + 189, + 222, + 264, + 266 + ], + "region": [ + 3, + 194, + 196, + 200 + ], + "imperium": [ + 3, + 19, + 37, + 45, + 84, + 89, + 149, + 167, + 188, + 195, + 201, + 206, + 214, + 223, + 224, + 226, + 228, + 234, + 275 + ], + "devastated": [ + 3 + ], + "brink": [ + 3 + ], + "series": [ + 3 + ], + "fellowship": [ + 4, + 21, + 24, + 25, + 27, + 31, + 43, + 48, + 57, + 61, + 129 + ], + "(fel)": [ + 4 + ], + "ability": [ + 4, + 13, + 34, + 49, + 51, + 55, + 62, + 130, + 133, + 140, + 141, + 142, + 143, + 189, + 256, + 257 + ], + "interact": [ + 4 + ], + "ballistic": [ + 4, + 21, + 50, + 52, + 56, + 59, + 78, + 154, + 156, + 159, + 162, + 245, + 249, + 271, + 274 + ], + "skill": [ + 4, + 6, + 21, + 22, + 28, + 33, + 34, + 35, + 36, + 37, + 38, + 48, + 49, + 50, + 52, + 56, + 58, + 59, + 61, + 63, + 78, + 119, + 125, + 154, + 156, + 157, + 158, + 159, + 161, + 162, + 223, + 224, + 231, + 245, + 249, + 271 + ], + "deceive": [ + 4, + 25, + 226, + 228 + ], + "charm": [ + 4, + 24, + 39, + 224, + 247 + ], + "befriend": [ + 4 + ], + "them": [ + 4, + 10, + 23, + 38, + 86, + 89, + 91, + 97, + 166, + 171, + 187, + 202, + 209, + 222, + 262, + 271, + 273 + ], + "reflects": [ + 4, + 5, + 77, + 169 + ], + "accuracy": [ + 4 + ], + "ranged": [ + 4, + 39, + 43, + 56, + 75, + 79, + 83, + 89, + 110, + 150, + 152, + 154, + 208, + 215 + ], + "such": [ + 4, + 52, + 59, + 65, + 76, + 78, + 91, + 95, + 96, + 119, + 125, + 132, + 157, + 168, + 169, + 171, + 172, + 186, + 189, + 190, + 201 + ], + "boltguns": [ + 4 + ], + "lascannons": [ + 4, + 277 + ], + "meltaguns": [ + 4 + ], + "each": [ + 4, + 6, + 15, + 17, + 33, + 35, + 69, + 77, + 81, + 83, + 94, + 114, + 119, + 131, + 134, + 135, + 149, + 152, + 155, + 169, + 170, + 177, + 187, + 201, + 268, + 272, + 273, + 279, + 285 + ], + "characteristic": [ + 4, + 6, + 21, + 28, + 69, + 125, + 126, + 158, + 159 + ], + "corresponding": [ + 4 + ], + "bonus": [ + 4, + 7, + 11, + 39, + 40, + 42, + 43, + 47, + 48, + 49, + 51, + 52, + 53, + 58, + 68, + 69, + 78, + 87, + 96, + 119, + 126, + 130, + 139, + 153, + 160, + 163, + 164, + 207, + 253, + 270, + 285 + ], + "strength": [ + 4, + 9, + 21, + 23, + 24, + 27, + 28, + 36, + 47, + 49, + 69, + 79, + 82, + 87, + 105, + 126, + 128, + 129, + 132, + 153, + 159, + 171, + 215, + 216, + 220, + 230, + 231, + 233, + 245, + 248, + 249, + 253, + 266, + 270 + ], + "equals": [ + 4 + ], + "tens": [ + 4 + ], + "digit": [ + 4 + ], + "describes": [ + 4, + 5, + 130 + ], + "physically": [ + 4 + ], + "strong": [ + 4, + 7, + 47, + 67, + 263 + ], + "score": [ + 4, + 6, + 287 + ], + "example": [ + 4, + 6, + 66, + 67, + 69, + 73, + 77, + 83, + 127, + 138, + 142, + 143, + 144, + 156, + 164, + 222 + ], + "intelligence": [ + 4, + 21, + 26, + 27, + 28, + 29, + 30, + 32, + 33, + 37, + 38, + 49, + 55, + 58, + 62, + 64, + 65, + 67, + 127, + 145, + 148, + 160, + 168, + 217, + 245, + 249 + ], + "important": [ + 4, + 125, + 126, + 130, + 171, + 172, + 180 + ], + "note": [ + 4, + 10, + 11, + 69, + 76, + 119, + 125, + 130 + ], + "inherently": [ + 4 + ], + "generally": [ + 4 + ], + "bonuses": [ + 4, + 49, + 50 + ], + "used": [ + 4, + 33, + 35, + 36, + 78, + 82, + 89, + 90, + 95, + 119, + 133, + 134, + 135, + 154, + 171, + 179, + 206, + 207, + 214, + 233, + 268, + 282, + 283 + ], + "possessed": [ + 4, + 14, + 78, + 117 + ], + "incredible": [ + 4 + ], + "possess": [ + 4, + 13 + ], + "determine": [ + 4, + 126 + ], + "perception": [ + 5, + 21, + 27, + 28, + 34, + 51, + 60, + 128, + 248, + 266, + 269 + ], + "(per)": [ + 5 + ], + "well": [ + 5, + 18, + 46, + 57, + 89, + 129, + 139, + 153, + 169 + ], + "perceives": [ + 5 + ], + "surroundings": [ + 5, + 69, + 97 + ], + "acuteness": [ + 5 + ], + "senses": [ + 5, + 51, + 59, + 69, + 96, + 160, + 178, + 183, + 210, + 253 + ], + "have": [ + 5, + 11, + 14, + 16, + 23, + 38, + 55, + 59, + 65, + 68, + 74, + 75, + 91, + 94, + 121, + 133, + 134, + 142, + 147, + 152, + 154, + 156, + 164, + 167, + 170, + 188, + 198, + 201, + 204, + 206, + 259, + 269, + 271, + 279 + ], + "implants": [ + 5, + 13, + 40, + 42, + 43, + 52, + 53, + 55, + 60, + 61, + 66, + 121, + 259 + ], + "affect": [ + 5, + 61, + 76, + 150, + 187, + 272, + 282 + ], + "perception.": [ + 6 + ], + "see": [ + 6, + 153 + ], + "page": [ + 6, + 10, + 12, + 13, + 40, + 67, + 83, + 88, + 109, + 113, + 116, + 120, + 136, + 138, + 149, + 151, + 152, + 174, + 214, + 234, + 287 + ], + "for": [ + 6, + 23, + 89, + 156, + 162, + 167, + 214, + 287 + ], + "details.": [ + 6 + ], + "creating": [ + 6, + 167, + 206 + ], + "rolls": [ + 6, + 42, + 49, + 128, + 129, + 153 + ], + "2d10": [ + 6, + 87, + 109, + 115, + 116, + 117, + 207 + ], + "alternate": [ + 6 + ], + "method": [ + 6, + 197 + ], + "generating": [ + 6 + ], + "weapon": [ + 6, + 10, + 13, + 21, + 39, + 40, + 43, + 47, + 48, + 49, + 50, + 56, + 61, + 63, + 64, + 68, + 72, + 73, + 76, + 77, + 78, + 80, + 81, + 82, + 83, + 84, + 87, + 88, + 89, + 119, + 133, + 144, + 147, + 152, + 153, + 155, + 156, + 157, + 158, + 161, + 178, + 207, + 210, + 213, + 215, + 217, + 218, + 224, + 226, + 229, + 231, + 245, + 249, + 251, + 253, + 271, + 275, + 283, + 285, + 286, + 287 + ], + "gets": [ + 6, + 149, + 151 + ], + "adds": [ + 6, + 207 + ], + "scores": [ + 6, + 233 + ], + "give": [ + 6, + 141, + 265 + ], + "number": [ + 6, + 17, + 61, + 75, + 78, + 83, + 139, + 153, + 207, + 267, + 285, + 286 + ], + "final": [ + 6, + 208 + ], + "repeats": [ + 6 + ], + "process": [ + 6, + 12, + 189 + ], + "rest": [ + 6, + 18, + 104, + 135, + 173, + 176, + 177, + 233 + ], + "points": [ + 6, + 49, + 66, + 76, + 77, + 82, + 110, + 114, + 115, + 117, + 121, + 133, + 155, + 156, + 158, + 160, + 163, + 179, + 187, + 248, + 272 + ], + "assign": [ + 6 + ], + "wishes": [ + 6, + 73, + 143 + ], + "case": [ + 6, + 152, + 282 + ], + "characteristics": [ + 6, + 33, + 115, + 233, + 245, + 249 + ], + "gaining": [ + 6, + 138, + 143, + 187 + ], + "following": [ + 6, + 10, + 38, + 130, + 145, + 154, + 181 + ], + "results": [ + 6, + 77, + 82, + 157, + 284 + ], + "begins": [ + 6, + 138, + 145, + 173, + 195 + ], + "allocate": [ + 6 + ], + "total": [ + 6, + 153, + 160, + 169, + 253 + ], + "roll": [ + 6, + 40, + 79, + 81, + 82, + 126, + 128, + 153, + 157, + 187, + 284, + 285, + 286, + 287 + ], + "techmarine": [ + 7, + 40, + 42, + 43, + 52, + 53, + 55, + 60, + 61, + 66, + 147 + ], + "masters": [ + 7, + 206, + 261, + 281 + ], + "machinery": [ + 7 + ], + "table": [ + 7, + 28, + 35, + 42, + 76, + 80, + 83, + 91, + 120, + 121, + 130, + 135, + 146, + 156, + 158, + 160, + 161, + 168, + 170, + 172, + 179, + 183, + 187 + ], + "movement": [ + 7, + 24, + 25, + 28, + 38, + 79, + 80, + 120, + 130, + 131, + 150, + 151, + 190, + 215, + 217, + 218, + 229, + 231, + 265, + 275 + ], + "metres": [ + 7, + 53, + 59, + 69, + 90, + 99, + 100, + 101, + 102, + 104, + 105, + 106, + 107, + 108, + 109, + 110, + 112, + 115, + 116, + 117, + 118, + 121, + 122, + 132, + 139, + 211, + 285 + ], + "round": [ + 7, + 64, + 81, + 90, + 101, + 102, + 104, + 112, + 114, + 119, + 122, + 125, + 132, + 141, + 149, + 159, + 162, + 285 + ], + "half": [ + 7, + 36, + 40, + 64, + 85, + 118, + 119, + 122, + 144, + 150, + 176, + 177, + 253, + 255, + 269 + ], + "move": [ + 7, + 28, + 130, + 139, + 150, + 231, + 265, + 269, + 275 + ], + "full": [ + 7, + 8, + 39, + 42, + 47, + 48, + 52, + 53, + 60, + 83, + 84, + 93, + 114, + 120, + 121, + 150, + 156, + 213, + 229, + 255, + 276, + 282, + 283, + 285 + ], + "charge": [ + 7, + 42, + 47, + 51, + 56, + 90, + 103, + 141, + 146, + 213, + 255 + ], + "they": [ + 7, + 11, + 15, + 23, + 49, + 59, + 73, + 76, + 78, + 81, + 84, + 85, + 86, + 91, + 106, + 116, + 129, + 133, + 141, + 142, + 144, + 147, + 148, + 156, + 164, + 169, + 170, + 171, + 179, + 191, + 195, + 200, + 202, + 214, + 215, + 222, + 255, + 262, + 264, + 268, + 271, + 272, + 280 + ], + "shall": [ + 7, + 172, + 197 + ], + "pure": [ + 7, + 14, + 91, + 166 + ], + "heart": [ + 7, + 8, + 53, + 178 + ], + "body": [ + 7, + 49, + 63, + 66, + 113, + 114, + 115, + 117, + 156, + 163, + 188, + 198, + 213, + 216, + 218, + 233, + 250, + 269, + 276, + 283, + 285 + ], + "untainted": [ + 7 + ], + "doubt": [ + 7, + 121 + ], + "unsullied": [ + 7 + ], + "selfaggrandisement": [ + 7 + ], + "bright": [ + 7 + ], + "stars": [ + 7, + 161, + 188, + 195, + 205 + ], + "firmament": [ + 7 + ], + "battle": [ + 7, + 15, + 20, + 23, + 48, + 51, + 72, + 135, + 165, + 215, + 223, + 248, + 264, + 268, + 272, + 280 + ], + "angels": [ + 7, + 14, + 15, + 16, + 17, + 18, + 20, + 84, + 120, + 121, + 147, + 199 + ], + "death": [ + 7, + 9, + 51, + 67, + 84, + 118, + 147, + 163, + 184, + 199, + 211, + 220 + ], + "whose": [ + 7, + 206, + 210, + 226 + ], + "shining": [ + 7, + 14 + ], + "wings": [ + 7, + 120 + ], + "bring": [ + 7, + 51, + 91, + 179 + ], + "swift": [ + 7, + 42, + 220 + ], + "annihilation": [ + 7 + ], + "enemies": [ + 7, + 9, + 11, + 45, + 63, + 75, + 82, + 168, + 206, + 208, + 211, + 222, + 226, + 253, + 286 + ], + "creation": [ + 7, + 9, + 15, + 17, + 259 + ], + "thousand": [ + 7, + 15, + 18, + 77 + ], + "times": [ + 7, + 42, + 61, + 69, + 71, + 131, + 156, + 188, + 207, + 287 + ], + "years": [ + 7, + 15, + 56, + 71, + 214 + ], + "unto": [ + 7, + 72 + ], + "very": [ + 7, + 19, + 33, + 38, + 132, + 179, + 186, + 201 + ], + "therefore,": [ + 8 + ], + "and": [ + 8, + 9, + 10, + 12, + 13, + 20, + 41, + 53, + 76, + 85, + 86, + 86, + 118, + 125, + 152, + 153, + 156, + 162, + 165, + 166, + 172, + 184, + 200, + 201, + 222, + 233 + ], + "you": [ + 8, + 183 + ], + "know": [ + 8, + 15, + 18, + 129, + 134, + 164, + 172, + 183, + 188, + 265 + ], + "fear.”": [ + 8 + ], + "roboute": [ + 8 + ], + "guilliman": [ + 8 + ], + "primarch": [ + 8, + 14, + 16, + 19, + 20 + ], + "ultramarines": [ + 8, + 72, + 144 + ], + "oleplaying": [ + 8 + ], + "marine": [ + 8, + 9, + 10, + 11, + 13, + 15, + 21, + 22, + 48, + 51, + 73, + 75, + 85, + 135, + 146, + 147, + 167, + 185, + 248, + 253, + 255, + 259 + ], + "presents": [ + 8 + ], + "unique": [ + 8, + 18 + ], + "challenge": [ + 8, + 138, + 166, + 277 + ], + "more": [ + 8, + 15, + 18, + 23, + 50, + 65, + 66, + 85, + 95, + 96, + 125, + 132, + 135, + 147, + 148, + 149, + 153, + 157, + 163, + 171, + 185, + 186, + 188, + 215, + 224, + 270, + 280, + 283, + 284, + 287 + ], + "than": [ + 8, + 12, + 18, + 19, + 49, + 50, + 59, + 66, + 69, + 77, + 96, + 135, + 148, + 153, + 154, + 163, + 164, + 171, + 215, + 218, + 269, + 283, + 287 + ], + "human": [ + 8, + 16, + 96, + 205, + 259 + ], + "largerthanlife": [ + 8 + ], + "figures": [ + 8, + 205 + ], + "akin": [ + 8 + ], + "heroes": [ + 8, + 19, + 120, + 259 + ], + "trojan": [ + 8 + ], + "odyssey": [ + 8 + ], + "inquisitional": [ + 8, + 71 + ], + "acolytes": [ + 8 + ], + "rogue": [ + 8, + 13, + 57 + ], + "trader": [ + 8, + 57 + ], + "companions": [ + 8 + ], + "some": [ + 8, + 11, + 12, + 13, + 33, + 45, + 69, + 76, + 86, + 89, + 130, + 132, + 133, + 136, + 153, + 169, + 181, + 182, + 189, + 200, + 202, + 206, + 222, + 270 + ], + "epic": [ + 8 + ], + "beings": [ + 8, + 115, + 210 + ], + "duel": [ + 8, + 279 + ], + "days": [ + 8 + ], + "over": [ + 8, + 11, + 20, + 63, + 126, + 131, + 176, + 178, + 189, + 190, + 191, + 200, + 201 + ], + "matter": [ + 8, + 74, + 82, + 207 + ], + "honour": [ + 8, + 20, + 40, + 73, + 167, + 215 + ], + "others": [ + 8, + 9, + 45, + 55, + 191, + 199, + 200, + 224 + ], + "philosophers": [ + 8 + ], + "tragic": [ + 8 + ], + "passion": [ + 8 + ], + "regret": [ + 8 + ], + "many": [ + 8, + 11, + 14, + 19, + 20, + 45, + 49, + 50, + 71, + 76, + 85, + 86, + 89, + 125, + 170, + 187, + 189, + 198, + 201, + 214 + ], + "feel": [ + 8, + 148, + 169, + 222 + ], + "chapter": [ + 8, + 11, + 13, + 15, + 17, + 18, + 45, + 71, + 72, + 92, + 118, + 125, + 149, + 165, + 197, + 199, + 200, + 202, + 206, + 214, + 222, + 254, + 257, + 275, + 280 + ], + "just": [ + 8, + 72, + 81, + 134, + 140, + 148 + ], + "better": [ + 8, + 40, + 91, + 165 + ], + "however": [ + 8, + 10, + 17, + 34, + 50, + 66, + 85, + 129, + 133, + 140, + 142, + 145, + 154, + 165, + 172 + ], + "choose": [ + 8, + 49, + 90, + 130, + 164, + 169, + 268 + ], + "interpret": [ + 8 + ], + "these": [ + 8, + 11, + 33, + 45, + 46, + 60, + 63, + 81, + 89, + 94, + 95, + 121, + 130, + 139, + 140, + 145, + 152, + 154, + 202, + 204, + 222, + 264, + 279 + ], + "ideas": [ + 8 + ], + "toughness": [ + 9, + 10, + 21, + 24, + 35, + 57, + 66, + 78, + 109, + 110, + 111, + 114, + 126, + 131, + 160, + 161, + 163, + 164, + 215, + 220, + 222, + 231, + 245, + 248, + 249, + 275, + 276, + 286 + ], + "traits.": [ + 9, + 10 + ], + "abilities": [ + 9, + 10, + 12, + 33, + 61, + 125, + 134, + 135, + 136, + 138, + 140, + 141, + 143, + 146, + 169, + 248, + 253, + 255 + ], + "ossmodula": [ + 9 + ], + "implant": [ + 9, + 11, + 42 + ], + "conjunction": [ + 9 + ], + "several": [ + 9, + 56, + 75, + 91 + ], + "grants": [ + 9, + 52, + 78 + ], + "unnatural": [ + 9, + 69, + 78, + 104, + 110, + 215, + 220, + 230, + 231, + 248, + 266, + 269, + 275 + ], + "trait": [ + 9, + 11, + 67, + 68, + 69, + 120 + ], + "bodies": [ + 9, + 185 + ], + "armoured": [ + 9, + 72, + 145 + ], + "adamantium": [ + 9 + ], + "souls": [ + 9, + 73 + ], + "biscopea": [ + 9 + ], + "protected": [ + 9, + 226 + ], + "loyalty": [ + 9, + 59 + ], + "bolters": [ + 9, + 84, + 85, + 166, + 168, + 255, + 279 + ], + "charged": [ + 9, + 82 + ], + "emperors": [ + 9, + 14, + 73, + 84, + 129, + 147, + 148, + 164, + 188, + 189, + 197 + ], + "thoughts": [ + 9 + ], + "wisdom": [ + 9 + ], + "ranks": [ + 9, + 45, + 166 + ], + "advance": [ + 9, + 21, + 22, + 142, + 146, + 255 + ], + "does": [ + 9, + 38, + 46, + 47, + 66, + 69, + 76, + 89, + 110, + 155 + ], + "devotion": [ + 9, + 59, + 139, + 277 + ], + "haemastamen": [ + 9, + 248 + ], + "organ": [ + 9, + 10, + 248 + ], + "ingame": [ + 9, + 12 + ], + "effect": [ + 9, + 39, + 76, + 79, + 95, + 115, + 119, + 120, + 134, + 143, + 146, + 147, + 161, + 163, + 178, + 179, + 184, + 186, + 255 + ], + "besides": [ + 9 + ], + "chosen": [ + 9, + 69, + 139, + 146 + ], + "chaplain": [ + 10 + ], + "fergas": [ + 10 + ], + "nils": [ + 10 + ], + "larramans": [ + 10, + 248 + ], + "normally": [ + 10, + 66, + 96, + 173, + 175, + 184 + ], + "suffer": [ + 10, + 35, + 46, + 47, + 56, + 62, + 79, + 80, + 85, + 118, + 121, + 133, + 134, + 148, + 155, + 161, + 199, + 211, + 248, + 285 + ], + "blood": [ + 10, + 12, + 14, + 46, + 72, + 75, + 105, + 106, + 118, + 120, + 162, + 172, + 183, + 199, + 213, + 223, + 248 + ], + "loss": [ + 10, + 186, + 248 + ], + "addition": [ + 10, + 78, + 207, + 211, + 264 + ], + "period": [ + 10 + ], + "hypno": [ + 10 + ], + "gains": [ + 10, + 35, + 47, + 55, + 57, + 78, + 96, + 103, + 104, + 114, + 115, + 117, + 119, + 120, + 205 + ], + "true": [ + 10, + 18, + 46, + 51, + 62, + 81, + 122 + ], + "grit": [ + 10 + ], + "talent": [ + 10, + 21, + 22, + 42, + 45, + 46, + 53, + 57, + 58, + 59, + 61, + 62, + 64, + 155, + 282, + 287 + ], + "indoctrination": [ + 10, + 203 + ], + "training": [ + 10, + 21, + 33, + 38, + 40, + 43, + 46, + 61, + 62, + 76, + 125, + 140, + 210, + 213, + 217, + 218, + 224, + 229, + 231, + 253, + 275 + ], + "provides": [ + 10, + 58, + 77, + 155 + ], + "attacks": [ + 10, + 39, + 43, + 46, + 49, + 67, + 118, + 119, + 122, + 152, + 155, + 177, + 208, + 248, + 283 + ], + "warp": [ + 10, + 23, + 37, + 40, + 59, + 94, + 97, + 108, + 110, + 113, + 115, + 116, + 117, + 118, + 139, + 186, + 187, + 189, + 195, + 203, + 210, + 220 + ], + "quality": [ + 10, + 79, + 82, + 83, + 217, + 234, + 248 + ], + "array": [ + 10, + 77, + 88, + 218 + ], + "skills": [ + 10, + 12, + 26, + 28, + 33, + 34, + 56, + 58, + 62, + 210, + 213, + 215, + 217, + 218, + 219, + 220, + 223, + 224, + 226, + 228, + 229, + 231, + 234, + 246, + 265, + 275 + ], + "represent": [ + 10, + 46, + 167 + ], + "still": [ + 10, + 23, + 66, + 125, + 126, + 141, + 142, + 177, + 187 + ], + "inflict": [ + 10, + 49, + 153, + 187, + 285 + ], + "normal": [ + 10, + 61, + 77, + 81, + 85, + 88, + 139, + 207 + ], + "hypnoindoctrination": [ + 10 + ], + "catalepsean": [ + 10, + 248 + ], + "node": [ + 10, + 248 + ], + "suffers": [ + 10, + 35, + 50, + 66, + 97, + 114, + 159, + 160, + 161, + 178 + ], + "penalties": [ + 10, + 88, + 154, + 248 + ], + "begin": [ + 10 + ], + "talents": [ + 10, + 40, + 42, + 45, + 76, + 125, + 210, + 213, + 215, + 217, + 218, + 223, + 224, + 229, + 231, + 234, + 253, + 275 + ], + "traits": [ + 10, + 40, + 45, + 213, + 215, + 217, + 218, + 220, + 223, + 229, + 231, + 234, + 248, + 253, + 275 + ], + "perceptionbased": [ + 10 + ], + "willpower": [ + 11, + 21, + 29, + 53, + 54, + 55, + 67, + 68, + 110, + 112, + 114, + 115, + 123, + 128, + 146, + 183, + 211 + ], + "test": [ + 11, + 34, + 35, + 38, + 40, + 42, + 52, + 53, + 55, + 65, + 68, + 82, + 90, + 95, + 96, + 105, + 107, + 109, + 110, + 112, + 114, + 115, + 116, + 119, + 123, + 125, + 129, + 131, + 132, + 134, + 140, + 150, + 151, + 161, + 172, + 183, + 187, + 211, + 248, + 270, + 271, + 282, + 286 + ], + "leave": [ + 11, + 142 + ], + "progenoids": [ + 11 + ], + "behind.": [ + 11 + ], + "black": [ + 11, + 13, + 18, + 37, + 94, + 139, + 144, + 202, + 253, + 274 + ], + "carapace": [ + 11, + 213, + 220, + 253 + ], + "gives": [ + 11, + 18, + 262 + ], + "exceptional": [ + 11, + 76, + 94 + ], + "control": [ + 11, + 43, + 63, + 162, + 176, + 206 + ], + "power": [ + 11, + 16, + 17, + 18, + 64, + 79, + 80, + 84, + 87, + 88, + 93, + 95, + 112, + 113, + 114, + 116, + 119, + 120, + 121, + 128, + 150, + 189, + 201, + 207, + 245, + 249, + 253, + 276 + ], + "armour": [ + 11, + 14, + 17, + 18, + 66, + 76, + 77, + 79, + 80, + 84, + 88, + 90, + 92, + 94, + 95, + 110, + 111, + 140, + 155, + 160, + 202, + 213, + 215, + 216, + 218, + 220, + 222, + 223, + 224, + 229, + 230, + 231, + 234, + 249, + 253, + 266, + 269, + 275, + 276, + 287 + ], + "although": [ + 11, + 13, + 18, + 200 + ], + "size": [ + 11, + 197, + 215, + 220, + 231, + 253, + 271 + ], + "hulking": [ + 11, + 253 + ], + "gain": [ + 11, + 39, + 40, + 43, + 44, + 50, + 63, + 110, + 115, + 130, + 148, + 248, + 285 + ], + "thanks": [ + 11 + ], + "designers": [ + 11 + ], + "squad": [ + 11, + 12, + 21, + 86, + 125, + 130, + 133, + 134, + 135, + 136, + 137, + 138, + 140, + 141, + 142, + 143, + 146, + 211, + 254, + 255, + 256 + ], + "mode": [ + 11, + 12, + 13, + 83, + 125, + 130, + 134, + 135, + 136, + 137, + 138, + 140, + 141, + 142, + 143, + 146, + 254, + 255, + 258 + ], + "solo": [ + 11, + 12, + 13, + 125, + 130, + 135, + 136, + 137, + 138, + 142, + 256, + 257, + 258 + ], + "cohesion": [ + 11, + 40, + 124, + 130, + 133, + 134, + 136, + 137, + 138, + 139, + 140, + 146, + 147, + 149, + 211 + ], + "notice": [ + 11, + 34, + 127, + 200 + ], + "references": [ + 11, + 153 + ], + "particular": [ + 11, + 37, + 172, + 264 + ], + "mechanics": [ + 11 + ], + "named": [ + 11, + 16 + ], + "rules": [ + 11, + 109, + 113, + 135, + 167, + 211, + 249, + 268 + ], + "discussed": [ + 11 + ], + "detail": [ + 11, + 126 + ], + "viii": [ + 11, + 149, + 152, + 157, + 160, + 162 + ], + "playing": [ + 11, + 125, + 141, + 145, + 147 + ], + "heres": [ + 11 + ], + "brief": [ + 11, + 101, + 109, + 110 + ], + "summary": [ + 11, + 156 + ], + "idea": [ + 11, + 165 + ], + "what": [ + 11, + 15, + 55, + 135, + 165, + 172, + 205, + 207, + 264 + ], + "encompass": [ + 11, + 33 + ], + "because": [ + 11 + ], + "mode)": [ + 12 + ], + "(for": [ + 12 + ], + "cohesion).": [ + 12 + ], + "putting": [ + 12 + ], + "team": [ + 12, + 133, + 138, + 166, + 262, + 271, + 280 + ], + "into": [ + 12, + 17, + 33, + 47, + 49, + 51, + 59, + 75, + 81, + 91, + 102, + 109, + 112, + 116, + 118, + 121, + 129, + 131, + 138, + 143, + 145, + 159, + 160, + 162, + 171, + 181, + 186, + 201, + 206, + 211, + 265, + 280 + ], + "purpose": [ + 12, + 71, + 119 + ], + "being": [ + 12, + 73, + 91, + 105, + 138, + 142, + 143, + 167, + 183, + 233, + 259, + 271 + ], + "separate": [ + 12 + ], + "things": [ + 12, + 34, + 96, + 126 + ], + "provide": [ + 12, + 90, + 223 + ], + "mechanic": [ + 12 + ], + "support": [ + 12, + 71, + 135, + 137, + 138, + 141, + 142, + 143, + 144, + 147, + 170, + 190, + 255 + ], + "overall": [ + 12, + 272, + 273 + ], + "concept": [ + 12 + ], + "group": [ + 12, + 33, + 37, + 42, + 43, + 45, + 49, + 57, + 64, + 127, + 157, + 169, + 222 + ], + "individuals": [ + 12, + 15, + 33, + 37, + 115 + ], + "slowly": [ + 12 + ], + "become": [ + 12, + 99, + 115, + 178, + 214 + ], + "contain": [ + 12 + ], + "angel": [ + 12, + 51, + 88 + ], + "wolf": [ + 12, + 20 + ], + "ultramarineeach": [ + 12 + ], + "whom": [ + 12, + 201 + ], + "benefits": [ + 12, + 42, + 63, + 130, + 138, + 142, + 143 + ], + "chapterbut": [ + 12 + ], + "itself": [ + 12, + 69 + ], + "greater": [ + 12, + 164, + 214 + ], + "parts": [ + 12 + ], + "about": [ + 12, + 14, + 97, + 100, + 148, + 165, + 280 + ], + "disparate": [ + 12 + ], + "becoming": [ + 12, + 186 + ], + "works": [ + 12, + 121 + ], + "togetherin": [ + 12 + ], + "fact": [ + 12, + 77, + 81, + 186 + ], + "there": [ + 12, + 19, + 79, + 88, + 105, + 112, + 115, + 118, + 126, + 131, + 133, + 134, + 140, + 141, + 145, + 149, + 154, + 169, + 185, + 190, + 205, + 208, + 272 + ], + "threats": [ + 12, + 72 + ], + "simply": [ + 12, + 16, + 88, + 226 + ], + "benefits:": [ + 13 + ], + "skill,,": [ + 13 + ], + "willpower,": [ + 13 + ], + "extreme": [ + 13, + 170 + ], + "independence": [ + 13 + ], + "imperiums": [ + 13, + 19, + 140, + 148, + 259 + ], + "righteous": [ + 13, + 40, + 82, + 83, + 139, + 147 + ], + "zeal": [ + 13, + 139 + ], + "authorities": [ + 13, + 201 + ], + "would": [ + 13, + 33, + 35, + 47, + 50, + 59, + 66, + 67, + 156, + 233 + ], + "verges": [ + 13 + ], + "restrictions": [ + 13, + 88 + ], + "templars": [ + 13, + 94, + 139, + 144, + 274 + ], + "element": [ + 13 + ], + "chapters": [ + 13, + 17, + 71, + 77, + 86, + 199 + ], + "fleetbased": [ + 13 + ], + "nature": [ + 13, + 38, + 62, + 148, + 179, + 279 + ], + "goals": [ + 13, + 147, + 166 + ], + "select": [ + 13, + 62, + 69 + ], + "devastator": [ + 13, + 21, + 22, + 73, + 85, + 146, + 147 + ], + "tenthousandyear": [ + 13 + ], + "crusade": [ + 13, + 16, + 20, + 147, + 203 + ], + "take": [ + 13, + 40, + 48, + 85, + 160, + 166, + 175, + 176, + 177, + 211, + 263, + 286 + ], + "librarian": [ + 13, + 119, + 120, + 121, + 122, + 146 + ], + "specialities": [ + 13 + ], + "throughout": [ + 13, + 84, + 89 + ], + "entire": [ + 13, + 17, + 49 + ], + "galaxy": [ + 13, + 16, + 23, + 72, + 89, + 149, + 185, + 195, + 197, + 200, + 259 + ], + "primarily": [ + 13 + ], + "marshals": [ + 13 + ], + "drives": [ + 13 + ], + "crusades": [ + 13 + ], + "ever": [ + 13, + 17, + 164, + 200, + 204, + 280 + ], + "onwards": [ + 13 + ], + "like": [ + 13, + 45, + 140, + 147, + 149, + 271, + 276 + ], + "both": [ + 13, + 36, + 38, + 46, + 52, + 73, + 89, + 115, + 125, + 126, + 129, + 134, + 142, + 155, + 187, + 206, + 208, + 270 + ], + "betchers": [ + 13 + ], + "gland": [ + 13 + ], + "susan": [ + 13, + 248 + ], + "membrane": [ + 13, + 248 + ], + "sanguinius": [ + 14, + 120 + ], + "legion": [ + 14, + 17, + 20 + ], + "radiant": [ + 14 + ], + "said": [ + 14, + 16 + ], + "been": [ + 14, + 16, + 58, + 62, + 66, + 159, + 188, + 202, + 204, + 259, + 282, + 287 + ], + "born": [ + 14, + 77 + ], + "aloft": [ + 14, + 120 + ], + "upon": [ + 14, + 16, + 23, + 72, + 73, + 144, + 197, + 232 + ], + "angelic": [ + 14 + ], + "pinions": [ + 14 + ], + "countenance": [ + 14 + ], + "noble": [ + 14, + 38 + ], + "wore": [ + 14 + ], + "perfectly": [ + 14 + ], + "sculpted": [ + 14 + ], + "gold": [ + 14, + 265 + ], + "blessed": [ + 14, + 46, + 60 + ], + "gift": [ + 14, + 122 + ], + "burden": [ + 14 + ], + "prophecy": [ + 14 + ], + "ways": [ + 14, + 36, + 110, + 133 + ], + "most": [ + 14, + 16, + 17, + 19, + 49, + 84, + 86, + 95, + 126, + 129, + 148, + 170, + 172, + 197, + 199, + 206, + 226, + 259, + 271 + ], + "beloved": [ + 14, + 20 + ], + "sons": [ + 14 + ], + "uncounted": [ + 14 + ], + "multitudes": [ + 14, + 81 + ], + "singing": [ + 14 + ], + "praises": [ + 14 + ], + "every": [ + 14, + 45, + 72, + 85, + 109, + 150, + 188, + 197, + 202, + 217, + 286 + ], + "victory": [ + 14, + 72, + 272 + ], + "laid": [ + 14, + 200 + ], + "before": [ + 14, + 47, + 49, + 73, + 119, + 139, + 145, + 151, + 165, + 205, + 232 + ], + "father": [ + 14 + ], + "abiding": [ + 14 + ], + "sense": [ + 14, + 39, + 50 + ], + "justice": [ + 14, + 129, + 147 + ], + "devoting": [ + 14 + ], + "life": [ + 14, + 96, + 104, + 130, + 163, + 191, + 198 + ], + "bringing": [ + 14, + 147 + ], + "utopia": [ + 14 + ], + "emperor": [ + 14, + 23, + 67, + 139, + 144, + 146, + 164, + 165, + 171, + 188, + 189, + 198, + 214 + ], + "proclaimed": [ + 14 + ], + "–s.s.": [ + 15 + ], + "different": [ + 15, + 85, + 166 + ], + "levels": [ + 15, + 78, + 159, + 160, + 162 + ], + "which": [ + 15, + 18, + 23, + 37, + 38, + 58, + 66, + 94, + 119, + 133, + 142, + 159, + 166, + 171, + 172, + 187, + 189, + 200, + 211, + 264, + 283 + ], + "gradually": [ + 15 + ], + "rise": [ + 15, + 195 + ], + "attaining": [ + 15 + ], + "level": [ + 15, + 21, + 35, + 81, + 130, + 160, + 161, + 179, + 180, + 181 + ], + "granted": [ + 15 + ], + "knowledge": [ + 15, + 37, + 58, + 62, + 146 + ], + "truth": [ + 15 + ], + "behind": [ + 15, + 47, + 72, + 145, + 154, + 156, + 259 + ], + "origins": [ + 15, + 202 + ], + "only": [ + 15, + 17, + 18, + 64, + 66, + 73, + 75, + 76, + 81, + 85, + 87, + 94, + 118, + 119, + 132, + 133, + 163, + 164, + 176, + 177, + 189, + 190, + 195, + 198, + 202, + 204, + 217, + 218, + 233, + 259, + 279, + 283, + 285 + ], + "highestranking": [ + 15 + ], + "members": [ + 15, + 49, + 141 + ], + "terrible": [ + 15, + 72, + 161, + 172 + ], + "shameful": [ + 15 + ], + "secret": [ + 15, + 39, + 58, + 127, + 247 + ], + "occurred": [ + 15 + ], + "repent": [ + 15 + ], + "tomorrow": [ + 15 + ], + "caliban": [ + 15, + 16 + ], + "home": [ + 15, + 179 + ], + "once": [ + 15, + 20, + 23, + 50, + 62, + 139, + 176, + 202, + 205, + 262, + 273, + 279 + ], + "stand": [ + 15, + 42, + 47, + 51, + 107, + 188, + 198, + 200, + 218 + ], + "first": [ + 15, + 17, + 131, + 139, + 154, + 156, + 165, + 195, + 197, + 211 + ], + "amongst": [ + 15, + 16, + 188, + 199 + ], + "verdant": [ + 15 + ], + "dense": [ + 15, + 264 + ], + "forests": [ + 15, + 16, + 264 + ], + "those": [ + 15, + 35, + 45, + 48, + 71, + 73, + 115, + 121, + 122, + 144, + 168, + 189, + 191, + 206, + 234 + ], + "seethed": [ + 15 + ], + "lion": [ + 16, + 20 + ], + "eljonson": [ + 16, + 20 + ], + "call": [ + 16, + 40, + 48, + 53, + 179, + 280 + ], + "when": [ + 16, + 17, + 19, + 23, + 34, + 42, + 46, + 47, + 48, + 49, + 50, + 51, + 52, + 56, + 57, + 59, + 60, + 65, + 67, + 76, + 77, + 78, + 83, + 84, + 87, + 90, + 95, + 131, + 144, + 151, + 152, + 154, + 157, + 163, + 164, + 165, + 179, + 184, + 196, + 232, + 248, + 262, + 280, + 283 + ], + "primarchs": [ + 16, + 19, + 179, + 180, + 248 + ], + "were": [ + 16, + 20, + 233, + 272 + ], + "scattered": [ + 16 + ], + "across": [ + 16, + 35, + 85, + 109, + 167, + 185, + 197, + 287 + ], + "jonson": [ + 16 + ], + "came": [ + 16, + 74 + ], + "growing": [ + 16, + 268 + ], + "maturity": [ + 16 + ], + "beast": [ + 16 + ], + "haunted": [ + 16 + ], + "laying": [ + 16 + ], + "eyes": [ + 16 + ], + "another": [ + 16, + 48, + 61, + 82, + 128, + 143, + 196 + ], + "until": [ + 16, + 56, + 63, + 68, + 82, + 86, + 126, + 144, + 175, + 177, + 178, + 282 + ], + "young": [ + 16 + ], + "adult": [ + 16 + ], + "having": [ + 16, + 76, + 122, + 143, + 180, + 202 + ], + "proved": [ + 16 + ], + "himself": [ + 16, + 62, + 72, + 109, + 116, + 142, + 196, + 202, + 211 + ], + "knightly": [ + 16 + ], + "order": [ + 16, + 135, + 147, + 149, + 151 + ], + "defended": [ + 16, + 45 + ], + "peoples": [ + 16, + 214 + ], + "chaos": [ + 16, + 23, + 45, + 57, + 140, + 206, + 214 + ], + "beasts": [ + 16, + 38 + ], + "quickly": [ + 16, + 57, + 134, + 268 + ], + "rose": [ + 16 + ], + "slay": [ + 16, + 19 + ], + "deliver": [ + 16, + 129 + ], + "people": [ + 16, + 100, + 106 + ], + "evil": [ + 16 + ], + "temperamental": [ + 16 + ], + "deathwing": [ + 17 + ], + "company": [ + 17, + 18, + 72 + ], + "terminator": [ + 17, + 76, + 88 + ], + "consists": [ + 17 + ], + "veterans": [ + 17 + ], + "fight": [ + 17, + 196, + 197, + 218 + ], + "dictated": [ + 17 + ], + "battlefield": [ + 17 + ], + "requirements": [ + 17 + ], + "unusual": [ + 17, + 200 + ], + "maintaining": [ + 17, + 136 + ], + "fielded": [ + 17 + ], + "squads": [ + 17, + 264 + ], + "believed": [ + 17 + ], + "divided": [ + 17, + 75, + 131, + 169, + 201, + 207 + ], + "armourequipped": [ + 17 + ], + "assault": [ + 17, + 18, + 20, + 85, + 86, + 141, + 146, + 170, + 213, + 255 + ], + "split": [ + 17, + 59, + 110 + ], + "100strong": [ + 17 + ], + "assigned": [ + 17 + ], + "formed": [ + 17 + ], + "warriors": [ + 17, + 86, + 202, + 215, + 217, + 232, + 259 + ], + "ravenwing": [ + 18 + ], + "name": [ + 18, + 28, + 42, + 83, + 91, + 96, + 249, + 250, + 252, + 254, + 256, + 257 + ], + "second": [ + 18, + 59, + 82, + 109, + 110 + ], + "instead": [ + 18, + 39, + 48, + 50, + 90, + 151, + 156, + 186, + 268 + ], + "usual": [ + 18 + ], + "green": [ + 18, + 269 + ], + "panoply": [ + 18 + ], + "ravenwings": [ + 18 + ], + "bikes": [ + 18 + ], + "land": [ + 18, + 49, + 56, + 264 + ], + "speeders": [ + 18 + ], + "painted": [ + 18, + 202 + ], + "highly": [ + 18, + 200 + ], + "specialised": [ + 18, + 71 + ], + "formation": [ + 18, + 39, + 49, + 166, + 197 + ], + "exceptionally": [ + 18 + ], + "skilled": [ + 18, + 78, + 168, + 170 + ], + "scouting": [ + 18 + ], + "much": [ + 18, + 46, + 89, + 94, + 179, + 283 + ], + "reconnaissance": [ + 18 + ], + "force": [ + 18, + 47, + 121, + 127, + 162, + 206, + 215 + ], + "function": [ + 18, + 80, + 81, + 94, + 140, + 226, + 231 + ], + "vital": [ + 18, + 145, + 154, + 168, + 171, + 280 + ], + "year": [ + 18, + 189 + ], + "mission": [ + 18, + 73, + 133, + 147, + 148, + 164, + 168, + 171, + 188, + 272, + 273, + 280 + ], + "companys": [ + 18 + ], + "highest": [ + 18, + 126, + 201 + ], + "ranked": [ + 18 + ], + "officers": [ + 18, + 167, + 234 + ], + "leman": [ + 19, + 20 + ], + "russ": [ + 19, + 20 + ], + "ancient": [ + 19, + 23, + 46, + 168, + 202, + 205 + ], + "arch": [ + 19 + ], + "lves": [ + 19 + ], + "famous": [ + 19 + ], + "prim": [ + 19 + ], + "tell": [ + 19 + ], + "deed": [ + 19 + ], + "bloody": [ + 19, + 105, + 164, + 205 + ], + "history": [ + 19, + 71, + 276 + ], + "lege": [ + 19 + ], + "discovered": [ + 19, + 271 + ], + "scat": [ + 19 + ], + "tere": [ + 19 + ], + "cast": [ + 19 + ], + "fenris": [ + 19, + 192 + ], + "helpless": [ + 19, + 82, + 157, + 160 + ], + "feed": [ + 19 + ], + "cubs": [ + 19 + ], + "rather": [ + 19, + 49, + 154, + 186, + 215 + ], + "mighty": [ + 19, + 43 + ], + "shewolf": [ + 19 + ], + "hunt": [ + 19, + 38 + ], + "prey": [ + 19 + ], + "conquered": [ + 19 + ], + "tribes": [ + 19 + ], + "course": [ + 20, + 133, + 223 + ], + "battles": [ + 20, + 215, + 273 + ], + "great": [ + 20, + 48, + 58, + 65, + 86, + 116, + 201, + 233 + ], + "subsequent": [ + 20 + ], + "horus": [ + 20 + ], + "became": [ + 20 + ], + "firm": [ + 20, + 198 + ], + "brothers": [ + 20, + 48, + 135, + 264 + ], + "bitter": [ + 20 + ], + "rivals": [ + 20 + ], + "vying": [ + 20 + ], + "while": [ + 20, + 35, + 43, + 79, + 81, + 90, + 95, + 115, + 117, + 119, + 120, + 127, + 128, + 129, + 135, + 138, + 140, + 148, + 149, + 156, + 166, + 170, + 186, + 187, + 198, + 199, + 200 + ], + "glory": [ + 20, + 73, + 146 + ], + "dulan": [ + 20 + ], + "wolves": [ + 20, + 144 + ], + "enemyheld": [ + 20 + ], + "fortress": [ + 20, + 72, + 202, + 204, + 206 + ], + "claimed": [ + 20 + ], + "right": [ + 20, + 158, + 202, + 250, + 252 + ], + "attack": [ + 20, + 39, + 42, + 49, + 51, + 56, + 63, + 78, + 91, + 122, + 133, + 139, + 144, + 149, + 150, + 151, + 152, + 153, + 154, + 155, + 161, + 162, + 170, + 207, + 208, + 232, + 233, + 253, + 255, + 282, + 284, + 287 + ], + "tyrant": [ + 20 + ], + "insulted": [ + 20 + ], + "publicly": [ + 20 + ], + "refused": [ + 20 + ], + "started": [ + 20 + ], + "early": [ + 20 + ], + "furious": [ + 20, + 146, + 151, + 213, + 255 + ], + "after": [ + 20, + 36, + 66, + 91, + 109, + 116, + 131, + 151, + 160, + 164, + 175, + 178, + 183, + 271 + ], + "mode.": [ + 21, + 142 + ], + "advances": [ + 21, + 22 + ], + "simple": [ + 21, + 36, + 64, + 89, + 171 + ], + "intermediate": [ + 21 + ], + "trained": [ + 21, + 226, + 246 + ], + "expert": [ + 21 + ], + "agility": [ + 21, + 25, + 26, + 28, + 29, + 31, + 46, + 49, + 51, + 52, + 56, + 63, + 67, + 82, + 90, + 105, + 107, + 126, + 132, + 160, + 161, + 245, + 249, + 282 + ], + "rank": [ + 21, + 22, + 74, + 120, + 130, + 135, + 138, + 139, + 140, + 227, + 256, + 257 + ], + "cost": [ + 21, + 22, + 62, + 89, + 120, + 121, + 144, + 255 + ], + "type": [ + 21, + 22, + 40, + 43, + 80, + 81, + 151, + 163, + 250, + 251, + 252 + ], + "prerequisites": [ + 21, + 22, + 48, + 49, + 50, + 51, + 52, + 53, + 55, + 56, + 57, + 59, + 60, + 61, + 63, + 66, + 67, + 120, + 121 + ], + "cleanse": [ + 21, + 39 + ], + "purify": [ + 21, + 39 + ], + "exotic": [ + 21, + 40, + 218 + ], + "rapid": [ + 22, + 83, + 215 + ], + "reload": [ + 22, + 213, + 220, + 227, + 229, + 267, + 278, + 279 + ], + "storm": [ + 22, + 83, + 116, + 144, + 220, + 221, + 264 + ], + "iron": [ + 22, + 59, + 94, + 119, + 205 + ], + "hardy": [ + 22 + ], + "sharpshooter": [ + 22 + ], + "deadeye": [ + 22 + ], + "shot": [ + 22, + 39, + 43, + 50, + 77, + 78, + 154, + 215, + 268, + 283 + ], + "sound": [ + 22, + 59, + 149 + ], + "constitution": [ + 22, + 57 + ], + "techuse": [ + 22, + 42, + 52, + 79, + 95, + 96 + ], + "reaction": [ + 22, + 56, + 119, + 144, + 151, + 152, + 215 + ], + "vengeance": [ + 22, + 23, + 40, + 48, + 88 + ], + "hatred": [ + 23, + 42, + 97, + 139, + 210 + ], + "forgotten": [ + 23 + ], + "forgiven": [ + 23 + ], + "mortal": [ + 23, + 109 + ], + "expelled": [ + 23 + ], + "exact": [ + 23, + 65 + ], + "bloo": [ + 23 + ], + "tides": [ + 23 + ], + "carry": [ + 23 + ], + "back": [ + 23, + 109, + 118, + 120, + 143, + 162, + 272 + ], + "ther": [ + 23 + ], + "carried": [ + 23, + 95 + ], + "forth": [ + 23, + 89 + ], + "warship": [ + 23 + ], + "time": [ + 23, + 35, + 38, + 69, + 94, + 114, + 130, + 131, + 144, + 177, + 197, + 211, + 233, + 248, + 273, + 279 + ], + "survived": [ + 23 + ], + "encrusted": [ + 23 + ], + "millennia": [ + 23 + ], + "baroque": [ + 23 + ], + "deco": [ + 23 + ], + "wounds": [ + 23, + 66, + 111, + 139, + 210, + 213, + 215, + 217, + 218, + 219, + 220, + 223, + 224, + 226, + 228, + 229, + 231, + 234, + 275 + ], + "fickle": [ + 23 + ], + "ration": [ + 23 + ], + "scarred": [ + 23 + ], + "descend": [ + 23, + 36, + 131 + ], + "unsuspecting": [ + 23 + ], + "worlds": [ + 23, + 77, + 188, + 259 + ], + "plun": [ + 23 + ], + "anywhere": [ + 23, + 200 + ], + "dering": [ + 23 + ], + "razing": [ + 23 + ], + "anything": [ + 23, + 68, + 159, + 177, + 204, + 263 + ], + "retreating": [ + 23, + 232 + ], + "carouse": [ + 24, + 35, + 247 + ], + "interaction": [ + 24, + 25, + 27 + ], + "climb": [ + 24, + 36, + 131, + 210, + 213, + 219, + 226, + 228, + 229, + 234, + 265, + 269 + ], + "command": [ + 24, + 73, + 145, + 206, + 210, + 215, + 224, + 226, + 228, + 263, + 273 + ], + "concealment": [ + 25, + 231, + 265 + ], + "contortionist": [ + 25, + 36 + ], + "dodge": [ + 26, + 63, + 150, + 151, + 152, + 153, + 210, + 215, + 217, + 228, + 231, + 265, + 275, + 282 + ], + "evaluate": [ + 26, + 224, + 226, + 247 + ], + "investigation": [ + 26, + 27, + 28, + 29, + 30, + 37 + ], + "gamble": [ + 27, + 247 + ], + "inquiry": [ + 27, + 52 + ], + "intimidate": [ + 27, + 210, + 226, + 228 + ], + "logic": [ + 27, + 55, + 224 + ], + "search": [ + 28, + 247 + ], + "silent": [ + 28, + 231, + 265, + 275 + ], + "swim": [ + 28, + 213, + 219, + 226, + 229 + ], + "advanced": [ + 28, + 33, + 37, + 38, + 86, + 125, + 138, + 215, + 223 + ], + "descriptor": [ + 28 + ], + "acrobatics": [ + 28, + 217, + 247, + 265, + 275 + ], + "chemuse": [ + 28 + ], + "crafting": [ + 28, + 29, + 32 + ], + "ciphers†": [ + 29 + ], + "demolition": [ + 29 + ], + "drive": [ + 29, + 86, + 195, + 275 + ], + "operator": [ + 29, + 31 + ], + "interrogation": [ + 29, + 43, + 171 + ], + "literacy": [ + 30, + 210, + 223, + 224, + 234, + 275 + ], + "lore": [ + 30, + 37, + 52, + 58, + 210, + 215, + 218, + 223, + 224, + 226, + 228, + 229, + 234, + 247, + 275 + ], + "common": [ + 30, + 33, + 36, + 37, + 52, + 58, + 76, + 84, + 89, + 188, + 215, + 218, + 223, + 224, + 226, + 228, + 229, + 234, + 275 + ], + "forbidden": [ + 30, + 37, + 210, + 247, + 259, + 275 + ], + "scholastic": [ + 30, + 37, + 58, + 226, + 275 + ], + "performer†": [ + 31 + ], + "pilot": [ + 31, + 33, + 51, + 275, + 279 + ], + "tracking": [ + 32, + 38 + ], + "trade": [ + 32, + 205, + 229, + 231, + 234 + ], + "wrangling": [ + 33, + 38 + ], + "denotes": [ + 33, + 42, + 45 + ], + "require": [ + 33, + 38, + 65, + 152, + 169, + 222 + ], + "specific": [ + 33, + 57, + 90, + 149 + ], + "education": [ + 33 + ], + "groups": [ + 33, + 37, + 53, + 57, + 59, + 61, + 62, + 64, + 75 + ], + "related": [ + 33 + ], + "brevitys": [ + 33 + ], + "attempt": [ + 33, + 48, + 82, + 125, + 151, + 152, + 272 + ], + "regardless": [ + 33, + 97 + ], + "sake": [ + 33 + ], + "listed": [ + 33, + 169, + 187 + ], + "same": [ + 33, + 52, + 61, + 62, + 69, + 88, + 95, + 115, + 126, + 133, + 157 + ], + "entry": [ + 33 + ], + "intrinsic": [ + 33 + ], + "must": [ + 33, + 36, + 53, + 55, + 61, + 64, + 76, + 82, + 90, + 104, + 107, + 109, + 110, + 112, + 114, + 115, + 117, + 133, + 135, + 138, + 140, + 147, + 151, + 152, + 161, + 167, + 170, + 176, + 187, + 195, + 197, + 201, + 211, + 280 + ], + "acquired": [ + 33, + 280 + ], + "separately": [ + 33, + 155 + ], + "thus": [ + 33 + ], + "never": [ + 33, + 73, + 118, + 198 + ], + "able": [ + 33, + 36, + 66, + 109, + 135, + 176, + 182, + 200 + ], + "understand": [ + 33 + ], + "eldar": [ + 33 + ], + "language": [ + 33, + 36, + 61, + 62, + 210, + 213, + 215, + 218, + 223, + 224, + 226, + 229, + 234, + 275 + ], + "without": [ + 33, + 36, + 47, + 79, + 89, + 90, + 130, + 166, + 170, + 201, + 253, + 262, + 270, + 273, + 287 + ], + "personal": [ + 33, + 51, + 186, + 225, + 227 + ], + "using": [ + 33, + 34, + 36, + 46, + 47, + 51, + 56, + 62, + 69, + 76, + 81, + 96, + 119, + 135, + 140, + 143, + 155, + 169, + 177, + 195, + 208, + 274, + 287 + ], + "jump": [ + 33, + 51, + 150, + 269, + 277 + ], + "previous": [ + 33 + ], + "instruction": [ + 33 + ], + "pack": [ + 33, + 51, + 277 + ], + "thunderhawk": [ + 33, + 262 + ], + "gunship": [ + 33 + ], + "fall": [ + 33, + 195 + ], + "awareness": [ + 34, + 59, + 60, + 85, + 96, + 210, + 213, + 215, + 217, + 218, + 219, + 224, + 226, + 228, + 229, + 231, + 232, + 234, + 247, + 248, + 253, + 265, + 275 + ], + "encompasses": [ + 34 + ], + "subconscious": [ + 34, + 51 + ], + "react": [ + 34, + 84 + ], + "conscious": [ + 34, + 233 + ], + "mind": [ + 34, + 43, + 97, + 98, + 114, + 115, + 121, + 122, + 178, + 185, + 189 + ], + "perceive": [ + 34, + 69 + ], + "threatssuch": [ + 34 + ], + "ambushes": [ + 34 + ], + "traps": [ + 34, + 95 + ], + "cleverly": [ + 34 + ], + "hidden": [ + 34, + 37, + 127 + ], + "objectsor": [ + 34 + ], + "slight": [ + 34 + ], + "changes": [ + 34, + 110 + ], + "environmentsuch": [ + 34 + ], + "faint": [ + 34 + ], + "vibration": [ + 34 + ], + "squiggoth": [ + 34 + ], + "smell": [ + 34, + 59, + 97 + ], + "daemonhost": [ + 34 + ], + "against": [ + 34, + 59, + 75, + 76, + 84, + 109, + 110, + 121, + 122, + 128, + 155, + 157, + 196, + 198, + 199, + 200, + 206, + 207, + 208, + 218, + 226, + 283, + 285, + 286 + ], + "opponent": [ + 34, + 36, + 150, + 151, + 157, + 282, + 285 + ], + "always": [ + 34, + 46, + 60, + 69, + 139, + 163, + 165, + 170, + 171, + 172 + ], + "opposed": [ + 34, + 36, + 119, + 120, + 121, + 122, + 128, + 150 + ], + "includes": [ + 34, + 64, + 69 + ], + "noticing": [ + 34 + ], + "spotting": [ + 34 + ], + "involving": [ + 34, + 58 + ], + "anothers": [ + 34 + ], + "actions": [ + 34, + 46, + 49, + 79, + 103, + 117, + 135, + 140, + 149, + 152, + 160, + 175, + 176, + 253 + ], + "environmental": [ + 34 + ], + "factors": [ + 34, + 172 + ], + "standard": [ + 34, + 44, + 45, + 96, + 130, + 144, + 155 + ], + "perceiving": [ + 34 + ], + "trace": [ + 34 + ], + "scents": [ + 34 + ], + "motion": [ + 34 + ], + "similar": [ + 34, + 35, + 269 + ], + "free": [ + 34, + 39, + 42, + 82, + 134, + 143, + 144, + 148, + 169, + 222, + 255 + ], + "resist": [ + 35, + 43, + 126, + 128, + 146, + 248 + ], + "effects": [ + 35, + 63, + 67, + 80, + 90, + 95, + 122, + 139, + 143, + 144, + 161, + 182, + 183, + 187, + 199, + 256, + 257 + ], + "alcohol": [ + 35 + ], + "narcotics": [ + 35 + ], + "frequent": [ + 35 + ], + "imbibers": [ + 35 + ], + "build": [ + 35 + ], + "quite": [ + 35 + ], + "tolerance": [ + 35 + ], + "alcohols": [ + 35 + ], + "drugs": [ + 35 + ], + "remaining": [ + 35, + 48, + 60, + 66 + ], + "clearheaded": [ + 35 + ], + "lucid": [ + 35 + ], + "find": [ + 35, + 171, + 270 + ], + "judgement": [ + 35 + ], + "capabilities": [ + 35 + ], + "diminished": [ + 35 + ], + "makes": [ + 35, + 38, + 51, + 64, + 132, + 176 + ], + "whenever": [ + 35, + 66, + 68, + 144 + ], + "intoxicants": [ + 35 + ], + "naturally": [ + 35 + ], + "requires": [ + 35, + 131, + 132, + 222, + 271 + ], + "imbibing": [ + 35 + ], + "truly": [ + 35 + ], + "prodigious": [ + 35 + ], + "amounts": [ + 35, + 65 + ], + "toxicity": [ + 35 + ], + "otherwise": [ + 35, + 81, + 135, + 157, + 175 + ], + "intoxicant": [ + 35 + ], + "make": [ + 35, + 36, + 46, + 50, + 55, + 62, + 69, + 82, + 89, + 96, + 102, + 105, + 107, + 109, + 110, + 112, + 114, + 115, + 128, + 131, + 132, + 144, + 151, + 158, + 161, + 183, + 198, + 208, + 222, + 232 + ], + "failure": [ + 35, + 129, + 132, + 168, + 186, + 187, + 270, + 272 + ], + "indicates": [ + 35, + 163, + 270 + ], + "fatigue": [ + 35, + 42, + 43, + 81, + 130, + 159, + 160, + 161, + 162, + 248, + 285 + ], + "side": [ + 35, + 196 + ], + "ascend": [ + 36 + ], + "ropes": [ + 36 + ], + "pipes": [ + 36 + ], + "scaffolding": [ + 36 + ], + "natural": [ + 36, + 62, + 68, + 163, + 220, + 231, + 268, + 275 + ], + "manmade": [ + 36 + ], + "walls": [ + 36, + 96, + 206 + ], + "ladders": [ + 36 + ], + "easily": [ + 36, + 140 + ], + "ascended": [ + 36 + ], + "climbs": [ + 36 + ], + "ready": [ + 36, + 200, + 262 + ], + "handholds": [ + 36 + ], + "poor": [ + 36, + 89, + 234 + ], + "climbing": [ + 36, + 119, + 131, + 132, + 265 + ], + "conditions": [ + 36, + 60 + ], + "condition": [ + 36, + 132 + ], + "surface": [ + 36, + 98, + 126, + 204, + 228, + 275 + ], + "item": [ + 36, + 44, + 45, + 63 + ], + "hear": [ + 36, + 55, + 85, + 109 + ], + "characterthough": [ + 36 + ], + "could": [ + 36, + 187, + 189, + 190 + ], + "escape": [ + 36, + 50, + 131, + 150, + 282 + ], + "grapple": [ + 36, + 150, + 151, + 282 + ], + "done": [ + 36, + 264 + ], + "remotely": [ + 36 + ], + "pictcasterand": [ + 36 + ], + "speak": [ + 36, + 61, + 210, + 213, + 215, + 218, + 223, + 224, + 226, + 229, + 234, + 275 + ], + "grappled": [ + 36, + 150, + 282 + ], + "combat": [ + 36, + 39, + 47, + 49, + 50, + 63, + 67, + 87, + 133, + 134, + 139, + 140, + 141, + 149, + 151, + 152, + 153, + 155, + 156, + 157, + 159, + 160, + 162, + 166, + 170, + 181, + 187, + 210, + 215, + 229, + 272, + 276 + ], + "action": [ + 36, + 39, + 40, + 42, + 47, + 48, + 51, + 52, + 53, + 56, + 59, + 64, + 78, + 114, + 119, + 120, + 121, + 122, + 134, + 143, + 144, + 150, + 155, + 177, + 208, + 226, + 255, + 282, + 283 + ], + "commands": [ + 36, + 233 + ], + "adeptus": [ + 37, + 40, + 45, + 48, + 51, + 57, + 67, + 72, + 77, + 84, + 88, + 89, + 165, + 166, + 197, + 198, + 205, + 233, + 275 + ], + "arbites": [ + 37, + 57 + ], + "astartes": [ + 37, + 40, + 45, + 48, + 51, + 57, + 67, + 72, + 77, + 83, + 84, + 85, + 86, + 87, + 88, + 89, + 95, + 96, + 146, + 165, + 166, + 197, + 198, + 200, + 210, + 253, + 275, + 276, + 277, + 282, + 283 + ], + "mechanicus": [ + 37, + 40, + 42, + 43, + 46, + 52, + 53, + 55, + 57, + 60, + 61, + 66, + 205, + 233 + ], + "administratum": [ + 37, + 57 + ], + "ecclesiarchy": [ + 37, + 57 + ], + "imperial": [ + 37, + 57, + 84, + 138, + 166, + 171, + 196, + 197, + 204, + 205, + 226, + 227, + 234, + 267, + 270 + ], + "creed": [ + 37 + ], + "guard": [ + 37, + 57, + 197, + 200, + 226, + 227, + 270 + ], + "navy": [ + 37, + 57 + ], + "tech": [ + 37, + 42, + 110 + ], + "allows": [ + 37, + 47, + 89, + 95, + 198 + ], + "recall": [ + 37, + 65, + 126 + ], + "general": [ + 37, + 262, + 273 + ], + "information": [ + 37, + 55, + 65, + 85, + 148, + 168 + ], + "procedures": [ + 37 + ], + "divisions": [ + 37 + ], + "traditions": [ + 37 + ], + "famed": [ + 37, + 75, + 205, + 287 + ], + "superstitions": [ + 37 + ], + "organisation": [ + 37, + 57, + 117, + 200, + 226 + ], + "archeotech": [ + 37, + 264 + ], + "library": [ + 37 + ], + "daemonology": [ + 37 + ], + "differs": [ + 37 + ], + "represents": [ + 37, + 145, + 166, + 197 + ], + "inquisition": [ + 37, + 57, + 117, + 166, + 201 + ], + "mutants": [ + 37, + 57 + ], + "psykers": [ + 37, + 57, + 110, + 113, + 114, + 116, + 122, + 139, + 210 + ], + "traitor": [ + 37, + 128 + ], + "legions": [ + 37 + ], + "scholarly": [ + 37 + ], + "learning": [ + 37, + 197 + ], + "involves": [ + 37 + ], + "xenos": [ + 37, + 57, + 59, + 61, + 71, + 91, + 131, + 140, + 168, + 203, + 247, + 275 + ], + "proscribed": [ + 37, + 205 + ], + "deals": [ + 37, + 51, + 76, + 155 + ], + "follow": [ + 38, + 59, + 218 + ], + "signs": [ + 38, + 96, + 204, + 205 + ], + "left": [ + 38, + 72, + 91, + 160, + 250, + 252 + ], + "quarry": [ + 38, + 280 + ], + "allowing": [ + 38, + 88, + 166 + ], + "down": [ + 38, + 60, + 85, + 107, + 125, + 145, + 172, + 200, + 232, + 262, + 285 + ], + "tame": [ + 38 + ], + "train": [ + 38 + ], + "potentially": [ + 38 + ], + "ride": [ + 38 + ], + "animals": [ + 38, + 99 + ], + "obvious": [ + 38 + ], + "tracks": [ + 38 + ], + "encounters": [ + 38, + 167, + 187, + 206 + ], + "travels": [ + 38 + ], + "spinehounds": [ + 38 + ], + "warhorse": [ + 38 + ], + "considered": [ + 38, + 46, + 82, + 151, + 163, + 167, + 179, + 234 + ], + "instances": [ + 38, + 130 + ], + "where": [ + 38, + 49, + 56, + 59, + 63, + 66, + 125, + 166, + 172, + 179, + 183, + 187 + ], + "breeds": [ + 38 + ], + "taming": [ + 38 + ], + "extended": [ + 38, + 271 + ], + "tests": [ + 38, + 43, + 52, + 56, + 58, + 60, + 61, + 62, + 63, + 67, + 79, + 85, + 96, + 123, + 129, + 146, + 147, + 154, + 157, + 158, + 162, + 173, + 175, + 176, + 177, + 178, + 179, + 187, + 232, + 248, + 253 + ], + "elements": [ + 38, + 196 + ], + "eroded": [ + 38 + ], + "duration": [ + 38 + ], + "determined": [ + 38, + 129 + ], + "temper": [ + 38 + ], + "environment": [ + 38, + 130 + ], + "seeing": [ + 38 + ], + "out": [ + 39 + ], + "regain": [ + 39, + 176 + ], + "cohesion.": [ + 39, + 63 + ], + "catfall": [ + 39 + ], + "reduce": [ + 39, + 67, + 77 + ], + "falling": [ + 39, + 109, + 112, + 113 + ], + "damage": [ + 39, + 42, + 43, + 49, + 57, + 66, + 67, + 68, + 76, + 77, + 82, + 87, + 90, + 95, + 109, + 110, + 113, + 114, + 116, + 117, + 118, + 133, + 134, + 136, + 139, + 144, + 149, + 151, + 153, + 155, + 156, + 157, + 158, + 160, + 161, + 163, + 164, + 207, + 211, + 268, + 272, + 285, + 286, + 287 + ], + "chem": [ + 39 + ], + "geld": [ + 39 + ], + "immune": [ + 39, + 40, + 41, + 185, + 253 + ], + "seduction": [ + 39 + ], + "resistant": [ + 39, + 186 + ], + "basic": [ + 39, + 41, + 58, + 62, + 78, + 89, + 125, + 197, + 221, + 224, + 229, + 247, + 253, + 275 + ], + "flame": [ + 39, + 122, + 271, + 282 + ], + "increases": [ + 39, + 69 + ], + "flamer": [ + 39, + 53, + 90 + ], + "initiative": [ + 39, + 42, + 49, + 51, + 63, + 126, + 149 + ], + "opponents": [ + 39, + 50, + 56, + 67, + 211 + ], + "outnumbering": [ + 39, + 50, + 63 + ], + "master": [ + 39, + 44, + 76, + 149, + 165, + 166, + 167, + 168, + 172, + 180, + 197, + 206, + 210, + 222, + 223 + ], + "concealed": [ + 39 + ], + "cavity": [ + 39 + ], + "compartment": [ + 39 + ], + "person": [ + 39, + 165, + 168, + 285 + ], + "counter": [ + 39 + ], + "successful": [ + 39, + 42, + 52, + 53, + 54, + 65, + 82, + 95, + 139, + 144, + 152, + 155, + 179, + 183, + 248 + ], + "parry": [ + 39, + 119, + 145, + 150, + 152, + 153, + 282 + ], + "crack": [ + 39, + 111 + ], + "deal": [ + 39, + 43, + 262 + ], + "critical": [ + 39, + 49, + 66, + 80, + 95, + 149, + 158, + 160, + 161, + 163 + ], + "crippling": [ + 39, + 121, + 210 + ], + "strike": [ + 39, + 63, + 66, + 88, + 122, + 144, + 145, + 162, + 210, + 253, + 269, + 271 + ], + "chance": [ + 40, + 118, + 152, + 154 + ], + "fury.": [ + 40 + ], + "exemplar": [ + 40 + ], + "exchange": [ + 40 + ], + "fate": [ + 40, + 48, + 117, + 123, + 130, + 148, + 163, + 203 + ], + "point": [ + 40, + 48, + 52, + 53, + 59, + 66, + 74, + 97, + 104, + 122, + 130, + 136, + 156, + 163, + 211, + 232, + 286 + ], + "proficiency": [ + 40, + 43 + ], + "twice": [ + 40, + 42, + 83, + 150, + 157, + 163, + 164, + 287 + ], + "psychic": [ + 40, + 43, + 62, + 97, + 111, + 114, + 116, + 120, + 121, + 122, + 128, + 146, + 150, + 163, + 182, + 183, + 189, + 207, + 253 + ], + "phenomena": [ + 40, + 146 + ], + "favoured": [ + 40, + 84, + 165 + ], + "result": [ + 40, + 66, + 121, + 126, + 140, + 148, + 153, + 163, + 186, + 187, + 189, + 269, + 272, + 286 + ], + "fearless": [ + 40, + 217, + 231 + ], + "fear": [ + 40, + 67, + 103, + 109, + 110, + 120, + 128, + 165, + 166, + 172, + 173, + 175, + 176, + 178, + 179, + 181, + 182, + 183, + 184, + 186, + 187, + 213, + 220 + ], + "pinning": [ + 40, + 41, + 43 + ], + "feedback": [ + 40, + 55 + ], + "screech": [ + 40, + 55 + ], + "radius": [ + 40, + 55, + 122, + 285 + ], + "lose": [ + 40, + 132, + 137, + 142 + ], + "ferric": [ + 40, + 53 + ], + "lure": [ + 40, + 53 + ], + "1kgwp": [ + 40 + ], + "metal": [ + 40, + 53, + 89, + 286 + ], + "objects": [ + 40, + 53, + 100, + 117 + ], + "summons": [ + 40, + 53, + 122 + ], + "2kgwp": [ + 40 + ], + "pistols": [ + 41, + 52 + ], + "weapons.": [ + 41 + ], + "last": [ + 41, + 63, + 68, + 75, + 151, + 202, + 232 + ], + "standing": [ + 41, + 47, + 154, + 233 + ], + "nerves": [ + 41, + 43, + 253 + ], + "steel": [ + 41, + 43, + 67, + 253 + ], + "improves": [ + 42 + ], + "cover.": [ + 42 + ], + "leap": [ + 42, + 150 + ], + "light": [ + 42, + 56, + 100, + 108, + 205, + 286 + ], + "sleeper": [ + 42 + ], + "count": [ + 42, + 122, + 138, + 153 + ], + "awake": [ + 42, + 60, + 248 + ], + "even": [ + 42, + 60, + 64, + 71, + 78, + 141, + 168, + 171, + 178, + 180, + 185, + 272 + ], + "asleep": [ + 42, + 60 + ], + "lightning": [ + 42, + 88, + 144, + 275, + 276 + ], + "three": [ + 42, + 69, + 145, + 156, + 157, + 160, + 232, + 265, + 271 + ], + "reflexes": [ + 42, + 275 + ], + "litany": [ + 42, + 60 + ], + "hate": [ + 42 + ], + "extend": [ + 42 + ], + "allies": [ + 42, + 157, + 269 + ], + "logis": [ + 42 + ], + "luminen": [ + 42 + ], + "blast": [ + 42, + 55, + 116, + 160, + 221, + 270, + 271, + 279, + 285, + 286, + 287 + ], + "1d10wp": [ + 42 + ], + "energy": [ + 42, + 60, + 82, + 88, + 111, + 116, + 119, + 120, + 160, + 189 + ], + "bolt": [ + 42, + 83, + 84, + 85, + 90, + 276, + 277 + ], + "causes": [ + 42, + 49, + 68, + 161, + 207, + 286 + ], + "powercharge": [ + 42 + ], + "continued": [ + 42 + ], + "test.": [ + 43, + 53, + 54, + 130 + ], + "mechadendrite": [ + 43, + 61 + ], + "enter": [ + 43, + 130, + 134, + 248 + ], + "trance": [ + 43 + ], + "remove": [ + 43, + 91, + 130 + ], + "meditation": [ + 43, + 215 + ], + "melee": [ + 43, + 49, + 51, + 63, + 75, + 76, + 80, + 81, + 87, + 92, + 93, + 119, + 122, + 144, + 150, + 152, + 153, + 154, + 155, + 157, + 208, + 213, + 224, + 229, + 268, + 271, + 275, + 282, + 283, + 285 + ], + "powers": [ + 43, + 97, + 111, + 113, + 116, + 120, + 121, + 163, + 207, + 253 + ], + "mental": [ + 43, + 65 + ], + "rage": [ + 43 + ], + "frenzy": [ + 43, + 177 + ], + "throes": [ + 43 + ], + "mimic": [ + 43, + 61 + ], + "copy": [ + 43, + 61 + ], + "voices": [ + 43, + 182 + ], + "reroll": [ + 43, + 67, + 126, + 130, + 146, + 147, + 248 + ], + "failed": [ + 43, + 67, + 129, + 131, + 187, + 248, + 286 + ], + "avoid": [ + 43, + 67, + 105, + 151, + 169 + ], + "orthoproxy": [ + 43 + ], + "paranoia": [ + 43 + ], + "alert": [ + 43, + 60 + ], + "danger": [ + 43, + 49, + 67, + 68, + 167, + 176 + ], + "one": [ + 44, + 45 + ], + "requisition": [ + 44, + 45, + 70, + 72, + 76, + 89, + 169, + 170, + 264, + 280 + ], + "becomes": [ + 44, + 45, + 67, + 80, + 97, + 102, + 117 + ], + "signature": [ + 44, + 45, + 73 + ], + "wargear": [ + 44, + 45, + 71 + ], + "issue": [ + 44, + 45 + ], + "benefit": [ + 44, + 135, + 142, + 143, + 146 + ], + "hero": [ + 45, + 92, + 93, + 94 + ], + "descriptions": [ + 45 + ], + "details": [ + 45, + 152, + 154, + 287 + ], + "exclusive": [ + 45 + ], + "battlebrothers": [ + 45, + 48, + 67, + 73, + 94, + 125, + 130, + 135, + 136, + 138, + 139, + 140, + 141, + 154, + 166, + 170, + 171, + 181, + 186, + 187, + 208, + 223, + 262, + 266, + 268, + 273, + 280, + 287 + ], + "realm": [ + 45, + 188, + 214 + ], + "sword": [ + 45, + 87, + 92 + ], + "strokes": [ + 45 + ], + "roar": [ + 45 + ], + "found": [ + 45, + 95, + 169, + 234 + ], + "outside": [ + 45, + 181 + ], + "guns": [ + 45, + 52, + 86 + ], + "million": [ + 45, + 188 + ], + "thunder": [ + 45, + 87 + ], + "angry": [ + 45 + ], + "vile": [ + 45, + 198, + 259 + ], + "detailed": [ + 45, + 65, + 121 + ], + "gods": [ + 45 + ], + "pass": [ + 45, + 63 + ], + "prove": [ + 45 + ], + "enough": [ + 45, + 129, + 130, + 214 + ], + "here": [ + 45, + 75, + 148, + 269 + ], + "prerequisites:": [ + 46, + 47, + 49, + 50, + 51, + 52, + 55, + 56, + 57, + 58, + 59, + 60, + 61, + 62, + 64, + 65, + 66 + ], + "ambidexterity": [ + 46 + ], + "sufficient": [ + 46, + 198 + ], + "hands": [ + 46, + 72, + 78, + 84 + ], + "distinction": [ + 46 + ], + "autosanguine": [ + 46 + ], + "moot": [ + 46 + ], + "hand": [ + 46, + 50, + 53, + 86, + 89, + 154, + 155, + 178, + 185, + 200, + 215 + ], + "equally": [ + 46, + 169 + ], + "technology": [ + 46, + 58, + 71, + 79, + 80, + 81, + 88, + 91, + 195, + 214, + 287 + ], + "flows": [ + 46 + ], + "task": [ + 46, + 72, + 200 + ], + "penalty": [ + 46, + 47, + 50, + 56, + 62, + 79, + 80, + 85, + 131, + 155, + 161, + 173, + 175, + 176, + 177, + 178, + 211, + 253 + ], + "miniscule": [ + 46 + ], + "machines": [ + 46, + 91 + ], + "repair": [ + 46, + 95 + ], + "minor": [ + 46, + 79, + 182, + 272 + ], + "injuries": [ + 46 + ], + "speed": [ + 46, + 51, + 56, + 83, + 163, + 210 + ], + "healing": [ + 46, + 57, + 163 + ], + "applying": [ + 46, + 139 + ], + "combined": [ + 46, + 140 + ], + "twoweapon": [ + 46, + 155, + 231 + ], + "wielder": [ + 46, + 52, + 155, + 231 + ], + "lightly": [ + 46, + 57, + 163, + 164 + ], + "damaged": [ + 46, + 57, + 163, + 164, + 280, + 287 + ], + "heals": [ + 46 + ], + "making": [ + 46, + 50, + 145, + 151, + 197 + ], + "increased": [ + 46, + 90, + 207, + 217 + ], + "rate": [ + 46, + 83, + 85, + 131, + 132 + ], + "berserk": [ + 47, + 213 + ], + "whereas": [ + 47 + ], + "weaker": [ + 47 + ], + "sent": [ + 47 + ], + "flying": [ + 47, + 108 + ], + "learned": [ + 47, + 56, + 61, + 62 + ], + "whole": [ + 47, + 185 + ], + "heavy": [ + 47, + 76, + 89, + 170, + 221, + 279, + 283, + 286, + 287 + ], + "physique": [ + 47 + ], + "momentum": [ + 47 + ], + "blows": [ + 47, + 49, + 56 + ], + "remain": [ + 47, + 48, + 81, + 204 + ], + "fire": [ + 47, + 51, + 52, + 56, + 59, + 83, + 86, + 90, + 122, + 141, + 143, + 146, + 147, + 215, + 217, + 218, + 253, + 255, + 283, + 285 + ], + "charges": [ + 47, + 255 + ], + "semiauto": [ + 47 + ], + "burst": [ + 47, + 82, + 90, + 150, + 156, + 216, + 282 + ], + "auto": [ + 47, + 150, + 156 + ], + "bracing": [ + 47, + 89 + ], + "uses": [ + 47, + 78, + 86, + 116, + 141 + ], + "failing": [ + 47, + 187 + ], + "brace": [ + 47 + ], + "+10.": [ + 48 + ], + "binary": [ + 48 + ], + "chatter": [ + 48 + ], + "optimised": [ + 48 + ], + "technalingua": [ + 48 + ], + "falls": [ + 48, + 114, + 136, + 138, + 179 + ], + "controlling": [ + 48 + ], + "servitors": [ + 48 + ], + "receives": [ + 48 + ], + "inspire": [ + 48, + 128 + ], + "deeds": [ + 48, + 75, + 94, + 198, + 287 + ], + "revenge": [ + 48 + ], + "instruct": [ + 48 + ], + "program": [ + 48 + ], + "communicate": [ + 48 + ], + "fallen": [ + 48 + ], + "comrade": [ + 48 + ], + "member": [ + 48, + 137, + 141, + 211 + ], + "killed": [ + 48, + 163, + 273 + ], + "taken": [ + 48, + 134, + 156, + 163, + 165, + 269, + 271, + 286, + 287 + ], + "battlebrother": [ + 48, + 51, + 63, + 67, + 72, + 125, + 133, + 135, + 136, + 139, + 140, + 141, + 143, + 144, + 164, + 186 + ], + "spend": [ + 48, + 53, + 56, + 114, + 140 + ], + "blademaster": [ + 48 + ], + "precisely": [ + 49 + ], + "harm": [ + 49 + ], + "cutting": [ + 49, + 77 + ], + "seams": [ + 49 + ], + "hammering": [ + 49 + ], + "weak": [ + 49, + 66 + ], + "directed": [ + 49 + ], + "comrades": [ + 49 + ], + "prepare": [ + 49 + ], + "planning": [ + 49 + ], + "contingencies": [ + 49 + ], + "attacked": [ + 49, + 208 + ], + "rolling": [ + 49, + 51, + 157 + ], + "individual": [ + 49, + 122 + ], + "focus": [ + 49, + 150, + 170 + ], + "close": [ + 49, + 50, + 63, + 67, + 85, + 86, + 208, + 232 + ], + "seems": [ + 50 + ], + "everywhere": [ + 50 + ], + "keeping": [ + 50, + 141, + 167, + 233, + 273 + ], + "seem": [ + 50 + ], + "possible": [ + 50, + 55, + 68, + 141, + 143, + 222, + 270 + ], + "fighting": [ + 50, + 63, + 71, + 140, + 154, + 198, + 218, + 267 + ], + "handtohand": [ + 50 + ], + "rocksteady": [ + 50 + ], + "hawklike": [ + 50 + ], + "eyesight": [ + 50 + ], + "dreaded": [ + 50 + ], + "marksman": [ + 50 + ], + "target": [ + 50, + 52, + 56, + 61, + 77, + 78, + 82, + 83, + 90, + 121, + 145, + 152, + 156, + 157, + 161, + 162, + 171, + 208, + 255, + 283, + 286 + ], + "precise": [ + 50 + ], + "crosshairs": [ + 50 + ], + "called": [ + 50, + 197, + 253 + ], + "consciously": [ + 51 + ], + "recognise": [ + 51 + ], + "above": [ + 51, + 139, + 179, + 196 + ], + "proddings": [ + 51 + ], + "reacts": [ + 51, + 82 + ], + "preternaturally": [ + 51 + ], + "sharp": [ + 51, + 220, + 284 + ], + "giving": [ + 51, + 147 + ], + "edge": [ + 51 + ], + "mere": [ + 51, + 72, + 86 + ], + "descending": [ + 51 + ], + "trails": [ + 51 + ], + "cannot": [ + 51, + 61, + 102, + 113, + 125, + 135, + 152, + 174, + 198, + 264, + 279 + ], + "match": [ + 51 + ], + "come": [ + 51, + 133, + 178, + 205 + ], + "ruin": [ + 51 + ], + "ending": [ + 51 + ], + "place": [ + 51, + 166, + 168, + 172 + ], + "40,": [ + 52, + 62, + 278 + ], + "two-weapon": [ + 52 + ], + "electro": [ + 52 + ], + "graft": [ + 52 + ], + "shots": [ + 52, + 83, + 85, + 253 + ], + "exactly": [ + 52 + ], + "armed": [ + 52, + 64, + 155, + 207, + 222 + ], + "access": [ + 52, + 75, + 121, + 135 + ], + "data": [ + 52 + ], + "ports": [ + 52 + ], + "simultaneously": [ + 52 + ], + "commune": [ + 52 + ], + "machine": [ + 52, + 63, + 64, + 66, + 110, + 119, + 166, + 217, + 230, + 231, + 274, + 279, + 286 + ], + "spirits": [ + 52, + 110, + 287 + ], + "single": [ + 52, + 59, + 78, + 89, + 121, + 134, + 141, + 153, + 177, + 208 + ], + "made": [ + 52, + 56, + 59, + 85, + 91, + 152, + 154, + 155, + 157, + 272 + ], + "whilst": [ + 52, + 155 + ], + "connected": [ + 52 + ], + "hits": [ + 52, + 56, + 77, + 78, + 83, + 156, + 207, + 286 + ], + "port": [ + 52 + ], + "firing": [ + 52, + 59, + 78, + 79, + 83, + 152, + 177, + 255, + 287 + ], + "unsecured": [ + 53 + ], + "object": [ + 53, + 90, + 175 + ], + "summon": [ + 53 + ], + "kilograms": [ + 53 + ], + "distant": [ + 53 + ], + "succeed": [ + 53, + 90, + 126, + 157 + ], + "enact": [ + 53, + 64, + 201 + ], + "rite": [ + 53, + 64 + ], + "universal": [ + 53, + 64, + 91 + ], + "sight": [ + 53, + 59, + 68, + 69, + 88, + 89, + 100, + 138, + 220, + 231, + 253 + ], + "flaming": [ + 53 + ], + "streams": [ + 53 + ], + "promethium": [ + 53 + ], + "brings": [ + 53, + 60, + 189, + 190 + ], + "explorers": [ + 53 + ], + "dread": [ + 53 + ], + "foes": [ + 53, + 78, + 86, + 122, + 144, + 148, + 171, + 198, + 206 + ], + "mastered": [ + 53 + ], + "wide": [ + 53 + ], + "variety": [ + 53, + 222 + ], + "analysis": [ + 55 + ], + "tarot": [ + 55 + ], + "bones": [ + 55, + 60 + ], + "claim": [ + 55 + ], + "superstitious": [ + 55 + ], + "masses": [ + 55 + ], + "careful": [ + 55, + 148 + ], + "consideration": [ + 55 + ], + "consequences": [ + 55 + ], + "scramble": [ + 55, + 131 + ], + "synthesizers": [ + 55 + ], + "causing": [ + 55, + 63, + 107 + ], + "examination": [ + 55 + ], + "evidence": [ + 55 + ], + "hideous": [ + 55, + 184 + ], + "noise": [ + 55, + 161 + ], + "shocks": [ + 55 + ], + "distracts": [ + 55, + 255 + ], + "identify": [ + 55, + 126 + ], + "best": [ + 55, + 170, + 179, + 286 + ], + "path": [ + 55, + 63, + 68, + 147, + 218 + ], + "success": [ + 55, + 83, + 114, + 125, + 126, + 129, + 130, + 132, + 147, + 150, + 153, + 168, + 272, + 284 + ], + "spending": [ + 55 + ], + "minutes": [ + 55, + 68, + 232 + ], + "unprotected": [ + 55, + 108, + 186 + ], + "30meter": [ + 55 + ], + "studying": [ + 55 + ], + "analysing": [ + 55 + ], + "problem": [ + 55 + ], + "feet": [ + 56, + 148 + ], + "dodges": [ + 56 + ], + "weaves": [ + 56 + ], + "moves": [ + 56 + ], + "long": [ + 56, + 64, + 73, + 132, + 136, + 143, + 162, + 164, + 196, + 214, + 248 + ], + "line": [ + 56, + 68, + 100, + 158, + 160 + ], + "performs": [ + 56, + 72, + 122 + ], + "martial": [ + 56, + 218 + ], + "prowess": [ + 56, + 75 + ], + "allow": [ + 56, + 61, + 164, + 268 + ], + "lesser": [ + 56, + 66, + 170, + 186, + 234 + ], + "combatants": [ + 56 + ], + "continues": [ + 56, + 184 + ], + "successfully": [ + 56, + 176 + ], + "start": [ + 56, + 136, + 138, + 142, + 143, + 144 + ], + "turn": [ + 56, + 82, + 136, + 138, + 140, + 142, + 144, + 149, + 151, + 177, + 183, + 184, + 186, + 206, + 208 + ], + "good": [ + 57, + 77, + 128, + 154, + 164, + 165, + 279 + ], + "reputation": [ + 57, + 75, + 287 + ], + "rebounds": [ + 57 + ], + "shock": [ + 57, + 64, + 134, + 174, + 182, + 183, + 187 + ], + "peer": [ + 57 + ], + "injury": [ + 57, + 149 + ], + "undergoing": [ + 57 + ], + "medical": [ + 57 + ], + "treatment": [ + 57 + ], + "astra": [ + 57 + ], + "telepathica": [ + 57 + ], + "injures": [ + 57 + ], + "recovers": [ + 57 + ], + "adepta": [ + 57 + ], + "sororitas": [ + 57 + ], + "titanicus": [ + 57 + ], + "astropaths": [ + 57, + 189 + ], + "chartist": [ + 57 + ], + "captains": [ + 57 + ], + "navigators": [ + 57 + ], + "officio": [ + 57 + ], + "assassinorum": [ + 57 + ], + "planetary": [ + 57, + 197 + ], + "governors": [ + 57 + ], + "schola": [ + 57 + ], + "progenium": [ + 57 + ], + "scholastica": [ + 57 + ], + "psykana": [ + 57 + ], + "respected": [ + 57, + 73, + 75, + 76, + 84, + 87 + ], + "social": [ + 57 + ], + "infused": [ + 58 + ], + "wealth": [ + 58 + ], + "punishing": [ + 58, + 282 + ], + "noetic": [ + 58 + ], + "techniques": [ + 58, + 61, + 62, + 95 + ], + "arcane": [ + 58, + 188 + ], + "methods": [ + 58 + ], + "kept": [ + 58, + 273 + ], + "guardians": [ + 58 + ], + "treats": [ + 58, + 62 + ], + "also": [ + 58, + 78, + 95, + 104, + 133, + 134, + 137, + 139, + 140, + 141, + 143, + 148, + 166, + 169, + 187, + 191, + 205, + 269 + ], + "already": [ + 58, + 143, + 271 + ], + "possesses": [ + 58, + 62, + 86 + ], + "peripheral": [ + 59 + ], + "vision": [ + 59, + 92 + ], + "situational": [ + 59 + ], + "directions": [ + 59 + ], + "targets": [ + 59, + 61, + 77, + 121, + 154, + 157, + 161, + 162, + 170, + 171, + 255, + 282 + ], + "need": [ + 59, + 171 + ], + "fewer": [ + 59 + ], + "apart": [ + 59 + ], + "jaws": [ + 59 + ], + "hell": [ + 59, + 205, + 210, + 270 + ], + "discipline": [ + 59, + 62, + 218 + ], + "inspires": [ + 59 + ], + "followers": [ + 59 + ], + "heightened": [ + 59, + 210, + 253 + ], + "vortices": [ + 59 + ], + "taste": [ + 59, + 248 + ], + "touch": [ + 59, + 64, + 84, + 187 + ], + "boarding": [ + 59 + ], + "corsairs": [ + 59 + ], + "genetics": [ + 59 + ], + "augmetics": [ + 59 + ], + "slightest": [ + 60 + ], + "change": [ + 60 + ], + "disturbance": [ + 60 + ], + "sleep": [ + 60 + ], + "slumber": [ + 60 + ], + "assumed": [ + 60 + ], + "omnissiah": [ + 60 + ], + "augmetic": [ + 60, + 233 + ], + "conduits": [ + 60 + ], + "purposes": [ + 60, + 171 + ], + "parallel": [ + 60 + ], + "arms": [ + 60, + 75, + 77, + 140, + 149, + 213, + 216, + 218, + 220, + 276 + ], + "reciting": [ + 60 + ], + "proper": [ + 60, + 61, + 64 + ], + "surprise": [ + 60 + ], + "unfortunately": [ + 60, + 66, + 280 + ], + "deep": [ + 60, + 72, + 91, + 121, + 138, + 287 + ], + "channel": [ + 60 + ], + "stored": [ + 60 + ], + "potentia": [ + 60 + ], + "frequently": [ + 60, + 148 + ], + "interrupted": [ + 60 + ], + "resulting": [ + 60 + ], + "lessthancheery": [ + 60 + ], + "coil": [ + 60 + ], + "channels": [ + 60, + 91 + ], + "required": [ + 61, + 89, + 139, + 140, + 167, + 256, + 257 + ], + "influence": [ + 61 + ], + "large": [ + 61, + 76, + 153, + 191, + 285 + ], + "audiences": [ + 61 + ], + "fellowshipbased": [ + 61 + ], + "synthesisers": [ + 61 + ], + "innate": [ + 61, + 62 + ], + "accurately": [ + 61 + ], + "voice": [ + 61 + ], + "study": [ + 61 + ], + "patterns": [ + 61, + 255 + ], + "intended": [ + 61, + 206, + 223 + ], + "least": [ + 61, + 122, + 132, + 136, + 137, + 145, + 171, + 279 + ], + "hour": [ + 61, + 114, + 131, + 232 + ], + "imitation": [ + 61 + ], + "difference": [ + 61, + 168 + ], + "physiology": [ + 61, + 68 + ], + "servoarm": [ + 61 + ], + "utility": [ + 61 + ], + "subtle": [ + 61 + ], + "complexities": [ + 61 + ], + "fel": [ + 62 + ], + "derive": [ + 62 + ], + "meaning": [ + 62 + ], + "unknown": [ + 62, + 182 + ], + "languages": [ + 62 + ], + "understood": [ + 62 + ], + "intuitive": [ + 62 + ], + "grasp": [ + 62, + 84 + ], + "development": [ + 62 + ], + "technique": [ + 62 + ], + "selected": [ + 62, + 259 + ], + "simplistic": [ + 62 + ], + "translation": [ + 62 + ], + "equal": [ + 62, + 67, + 68, + 78, + 119, + 120, + 140, + 163, + 164, + 207, + 285, + 287 + ], + "brother.": [ + 63 + ], + "guardian": [ + 63 + ], + "spirit": [ + 63, + 64, + 279 + ], + "aids": [ + 63 + ], + "chooses": [ + 63, + 137, + 142 + ], + "thwarting": [ + 63 + ], + "stalwart": [ + 63 + ], + "defence": [ + 63, + 65, + 170 + ], + "rendered": [ + 63, + 115 + ], + "incapable": [ + 63 + ], + "faith": [ + 63, + 67, + 134, + 198, + 226 + ], + "gear": [ + 63, + 73, + 132, + 169, + 211, + 216, + 217, + 218, + 223, + 224, + 225, + 227, + 229, + 230, + 233, + 269, + 277 + ], + "bolsters": [ + 63 + ], + "morale": [ + 63, + 133 + ], + "step": [ + 63, + 145 + ], + "aside": [ + 63 + ], + "sure": [ + 63, + 196 + ], + "sway": [ + 63, + 191 + ], + "degree": [ + 63, + 83, + 130, + 150, + 187 + ], + "thin": [ + 63, + 98 + ], + "ease": [ + 64, + 222 + ], + "practice": [ + 64, + 88, + 202, + 218 + ], + "ritual": [ + 64, + 189 + ], + "appease": [ + 64 + ], + "clear": [ + 64, + 126, + 147 + ], + "stoppages": [ + 64 + ], + "knock": [ + 64, + 150 + ], + "unjam": [ + 64 + ], + "perform": [ + 64, + 149, + 151, + 259 + ], + "mastery": [ + 64, + 125 + ], + "balance": [ + 64, + 126 + ], + "spin": [ + 64 + ], + "weight": [ + 64, + 166 + ], + "thrown": [ + 64, + 112 + ], + "formidable": [ + 64 + ], + "distance": [ + 64, + 85, + 86, + 135, + 208, + 268 + ], + "knife": [ + 64, + 87, + 229, + 276 + ], + "primitive": [ + 64, + 79, + 80, + 81, + 89, + 213, + 223, + 224, + 229, + 266, + 269, + 275 + ], + "chain": [ + 64, + 277 + ], + "conditioning": [ + 65 + ], + "augmentation": [ + 65 + ], + "enables": [ + 65 + ], + "record": [ + 65, + 73 + ], + "effectively": [ + 65, + 101 + ], + "granting": [ + 65 + ], + "perfect": [ + 65 + ], + "memory": [ + 65, + 100, + 185 + ], + "automatically": [ + 65, + 68, + 82, + 116, + 157, + 287 + ], + "remember": [ + 65 + ], + "trivial": [ + 65, + 100, + 272 + ], + "facts": [ + 65 + ], + "pieces": [ + 65, + 122 + ], + "might": [ + 65, + 120, + 141, + 188 + ], + "feasibly": [ + 65 + ], + "picked": [ + 65 + ], + "past": [ + 65 + ], + "dealing": [ + 65, + 82, + 162, + 273 + ], + "complex": [ + 65 + ], + "obscure": [ + 65 + ], + "layout": [ + 65 + ], + "network": [ + 65 + ], + "shrug": [ + 66 + ], + "fell": [ + 66 + ], + "halve": [ + 66 + ], + "rounding": [ + 66 + ], + "agamemnon": [ + 66 + ], + "takes": [ + 66, + 103, + 116, + 117, + 161, + 162, + 177, + 211, + 273 + ], + "grievous": [ + 66 + ], + "wound": [ + 66 + ], + "tyranid": [ + 66, + 220, + 232, + 233 + ], + "reduction": [ + 66, + 287 + ], + "flesh": [ + 66, + 81, + 178 + ], + "scything": [ + 66, + 220 + ], + "talon": [ + 66 + ], + "tough": [ + 66 + ], + "going": [ + 66, + 130 + ], + "undergone": [ + 66 + ], + "significant": [ + 66, + 166 + ], + "bionic": [ + 66 + ], + "replacement": [ + 66 + ], + "since": [ + 66, + 134, + 143, + 188, + 195 + ], + "character’s": [ + 67 + ], + "bonus.": [ + 67, + 164, + 222, + 233 + ], + "unshakeable": [ + 67 + ], + "confidence": [ + 67, + 129 + ], + "whirlwind": [ + 67 + ], + "facing": [ + 67 + ], + "massed": [ + 67 + ], + "moving": [ + 67 + ], + "hacking": [ + 67 + ], + "gutting": [ + 67 + ], + "beheading": [ + 67 + ], + "ceaseless": [ + 67 + ], + "fury": [ + 67, + 82, + 83, + 84, + 144, + 147, + 262, + 264, + 273, + 276 + ], + "attacking": [ + 67, + 156, + 208, + 232, + 285, + 287 + ], + "enemy": [ + 67, + 85, + 86, + 122, + 127, + 141, + 146, + 150, + 153, + 168, + 171, + 172, + 206, + 222, + 255, + 259 + ], + "horde": [ + 67, + 207, + 208, + 213, + 214, + 229, + 232, + 266, + 286 + ], + "doubles": [ + 67, + 83 + ], + "wall": [ + 67, + 131 + ], + "dealt": [ + 67, + 207 + ], + "hordes": [ + 67, + 206, + 207, + 208, + 214, + 282, + 283 + ], + "magnitude": [ + 67, + 207, + 265 + ], + "x10": [ + 68 + ], + "metres.": [ + 68 + ], + "stampede": [ + 68 + ], + "creature": [ + 68, + 69, + 109, + 121, + 178, + 220 + ], + "fails": [ + 68, + 138, + 184, + 187, + 211 + ], + "stampedes": [ + 68 + ], + "charging": [ + 68 + ], + "straight": [ + 68 + ], + "forwards": [ + 68 + ], + "overrunning": [ + 68 + ], + "source": [ + 68, + 176, + 187 + ], + "escaped": [ + 68 + ], + "crushed": [ + 68 + ], + "hoof": [ + 68 + ], + "taking": [ + 68, + 73, + 211, + 262 + ], + "1d5sb": [ + 68 + ], + "doesnt": [ + 68, + 74 + ], + "stampeding": [ + 68 + ], + "lasts": [ + 68, + 116, + 178 + ], + "longer": [ + 68, + 137 + ], + "visible": [ + 68, + 89, + 115 + ], + "1d10": [ + 68, + 78, + 81, + 82, + 95, + 109, + 112, + 114, + 116, + 207, + 221, + 268, + 285, + 286 + ], + "whichever": [ + 68 + ], + "occurs": [ + 68, + 82, + 126, + 134, + 145, + 232 + ], + "strange": [ + 68 + ], + "gained": [ + 69 + ], + "multiple": [ + 69, + 155, + 208, + 220 + ], + "previously": [ + 69 + ], + "hearing": [ + 69, + 253 + ], + "organs": [ + 69, + 80 + ], + "fine": [ + 69 + ], + "hairs": [ + 69 + ], + "apply": [ + 69, + 153, + 154 + ], + "disturbing": [ + 69 + ], + "aware": [ + 69, + 151, + 152 + ], + "whats": [ + 69 + ], + "multiplier": [ + 69, + 76 + ], + "selection": [ + 69 + ], + "range": [ + 69, + 83, + 86, + 89, + 90, + 91, + 96, + 115, + 119, + 120, + 121, + 122, + 135, + 137, + 138, + 141, + 142, + 143, + 144, + 156, + 196, + 211 + ], + "usually": [ + 69, + 163, + 165, + 170, + 171, + 187 + ], + "multiplies": [ + 69 + ], + "selections": [ + 69 + ], + "renown": [ + 71, + 73, + 74, + 74, + 76, + 83, + 96, + 146, + 167, + 272, + 273 + ], + "craftsmanship": [ + 71, + 76, + 285 + ], + "relics": [ + 71, + 91, + 92 + ], + "trappings": [ + 71 + ], + "cybernetics": [ + 71, + 79 + ], + "resources": [ + 71, + 169 + ], + "exceed": [ + 71 + ], + "traditional": [ + 71, + 87, + 88, + 89 + ], + "watch": [ + 71, + 72, + 200, + 202, + 204, + 279, + 280 + ], + "fortresss": [ + 71 + ], + "armoury": [ + 71, + 72, + 73, + 75, + 87, + 89, + 92 + ], + "sources": [ + 71, + 77, + 187 + ], + "equipment": [ + 71, + 169, + 234, + 264 + ], + "forged": [ + 71 + ], + "deathwatchs": [ + 71, + 72, + 85 + ], + "artificers": [ + 71, + 77 + ], + "tithes": [ + 71, + 196 + ], + "sworn": [ + 71, + 74 + ], + "caches": [ + 71 + ], + "revealed": [ + 71 + ], + "cryptic": [ + 71 + ], + "omega": [ + 71 + ], + "vault": [ + 71 + ], + "captured": [ + 71 + ], + "during": [ + 71, + 131, + 133, + 141, + 149, + 153, + 177, + 232 + ], + "thousands": [ + 71 + ], + "bolter": [ + 71, + 75, + 85, + 86, + 141, + 146, + 255 + ], + "twelve": [ + 71 + ], + "alien": [ + 71, + 198, + 259 + ], + "passed": [ + 71, + 129 + ], + "live": [ + 72 + ], + "theirs": [ + 72 + ], + "sergeant": [ + 72, + 223 + ], + "caelicus": [ + 72 + ], + "scouts": [ + 72 + ], + "induction": [ + 72 + ], + "10th": [ + 72 + ], + "prelude": [ + 72 + ], + "instrument": [ + 72 + ], + "safeguard": [ + 72 + ], + "humanity": [ + 72, + 75, + 195, + 198 + ], + "maxim": [ + 72 + ], + "ravens": [ + 72, + 172 + ], + "godemperors": [ + 72 + ], + "stead": [ + 72 + ], + "sacred": [ + 72 + ], + "assailed": [ + 72 + ], + "corner": [ + 72 + ], + "manner": [ + 72, + 191 + ], + "hough": [ + 72 + ], + "tools": [ + 72 + ], + "fill": [ + 72, + 108 + ], + "faces": [ + 72, + 202, + 218 + ], + "chambers": [ + 72 + ], + "beneath": [ + 72, + 202, + 265 + ], + "brother": [ + 73, + 164, + 262, + 268 + ], + "acquire": [ + 73 + ], + "backup": [ + 73, + 170 + ], + "secondary": [ + 73, + 155, + 170, + 171, + 248 + ], + "ships": [ + 73 + ], + "admirable": [ + 73 + ], + "indeed": [ + 73, + 199 + ], + "calculations": [ + 73 + ], + "blessing": [ + 73 + ], + "rejoin": [ + 73 + ], + "forget": [ + 73, + 100 + ], + "bravery": [ + 73, + 75 + ], + "sought": [ + 73 + ], + "fame": [ + 73 + ], + "remembered": [ + 73 + ], + "infamy": [ + 73 + ], + "gideon": [ + 73 + ], + "apothecary": [ + 73, + 146 + ], + "aeldan": [ + 73 + ], + "pellas": [ + 73 + ], + "thunders": [ + 73 + ], + "word": [ + 73 + ], + "dispatched": [ + 73, + 171 + ], + "inquisitor": [ + 73 + ], + "rating": [ + 74, + 103, + 122, + 207 + ], + "initiated": [ + 74 + ], + "recently": [ + 74, + 280 + ], + "genuine": [ + 74 + ], + "article": [ + 74 + ], + "0-19": [ + 75 + ], + "oaths": [ + 75, + 146 + ], + "duty": [ + 75, + 201, + 259 + ], + "cursed": [ + 75 + ], + "caught": [ + 75, + 233 + ], + "proven": [ + 75, + 94, + 191 + ], + "show": [ + 75 + ], + "easy": [ + 75, + 105, + 156 + ], + "repeatedly": [ + 75 + ], + "words": [ + 75 + ], + "edwin": [ + 75 + ], + "dice": [ + 75, + 126, + 153, + 286 + ], + "metallican": [ + 75 + ], + "dealer": [ + 75 + ], + "distinguished": [ + 75, + 76, + 87, + 96 + ], + "earned": [ + 75 + ], + "impressive": [ + 75 + ], + "victories": [ + 75 + ], + "dizzying": [ + 75 + ], + "spectrum": [ + 75 + ], + "safeguarding": [ + 75 + ], + "armaments": [ + 75 + ], + "precedes": [ + 75, + 287 + ], + "containing": [ + 75, + 232 + ], + "plethora": [ + 75 + ], + "known": [ + 75, + 86, + 117, + 139, + 149, + 204, + 205, + 259, + 273, + 287 + ], + "5–3:": [ + 76 + ], + "costs": [ + 76 + ], + "upgrade": [ + 76, + 89 + ], + "requirement": [ + 76 + ], + "mounted": [ + 76 + ], + "counts": [ + 76, + 217 + ], + "powerful": [ + 76, + 84, + 119, + 206, + 210 + ], + "manportable": [ + 76 + ], + "fired": [ + 76, + 279 + ], + "penetration": [ + 76, + 77, + 90, + 95, + 122 + ], + "fields": [ + 76 + ], + "appropriate": [ + 76, + 153, + 223, + 231, + 282 + ], + "cover": [ + 76, + 120, + 141, + 154, + 155, + 156, + 171, + 204 + ], + "platform": [ + 76 + ], + "clip": [ + 76, + 83, + 85, + 91, + 213, + 220, + 229, + 249, + 250, + 252, + 266, + 276, + 277, + 278, + 279 + ], + "roundscharges": [ + 76 + ], + "holds": [ + 76, + 198 + ], + "vehicle": [ + 76, + 85, + 95, + 264 + ], + "(penetration):": [ + 77 + ], + "how": [ + 77 + ], + "blow": [ + 77, + 162, + 198, + 210 + ], + "less": [ + 77, + 79, + 163, + 164, + 269 + ], + "counting": [ + 77 + ], + "protection": [ + 77, + 89, + 155 + ], + "then": [ + 77, + 84, + 154, + 163, + 169, + 171, + 264, + 265 + ], + "work": [ + 77 + ], + "forges": [ + 77 + ], + "draws": [ + 77 + ], + "vast": [ + 77, + 189, + 200, + 210, + 226 + ], + "countless": [ + 77 + ], + "forge": [ + 77, + 205 + ], + "labour": [ + 77, + 89, + 91 + ], + "supply": [ + 77 + ], + "ories": [ + 77 + ], + "felling": [ + 78, + 86, + 93 + ], + "(x)": [ + 78 + ], + "respond": [ + 78 + ], + "superbly": [ + 78 + ], + "grant": [ + 78 + ], + "puncture": [ + 78 + ], + "mangle": [ + 78 + ], + "capable": [ + 78, + 198, + 222 + ], + "firers": [ + 78 + ], + "toppling": [ + 78 + ], + "mightiest": [ + 78 + ], + "aiming": [ + 78 + ], + "ignores": [ + 78 + ], + "accurate": [ + 78, + 283 + ], + "parenthesis": [ + 78 + ], + "instance": [ + 78 + ], + "extra": [ + 78, + 81, + 130, + 286 + ], + "field": [ + 79, + 87, + 88, + 119, + 216, + 227, + 286 + ], + "insignificant": [ + 79 + ], + "noticeable": [ + 79 + ], + "nearby": [ + 79, + 96, + 195 + ], + "disruption": [ + 79 + ], + "utilising": [ + 79 + ], + "including": [ + 79, + 90, + 102, + 106, + 109, + 110, + 115, + 116, + 248, + 269 + ], + "physical": [ + 79, + 133 + ], + "attempted": [ + 79, + 85 + ], + "wearing": [ + 79, + 88 + ], + "employing": [ + 79 + ], + "base": [ + 79, + 80, + 145, + 148, + 172, + 270, + 271 + ], + "anyone": [ + 79, + 80, + 90, + 104, + 116 + ], + "reduced": [ + 79, + 80, + 111, + 137, + 149 + ], + "major": [ + 79, + 183, + 232 + ], + "41-60": [ + 80 + ], + "technological": [ + 80, + 81, + 89 + ], + "components": [ + 80, + 81, + 89 + ], + "analogous": [ + 80, + 81 + ], + "zone": [ + 80, + 81 + ], + "affected": [ + 80, + 115, + 121, + 285 + ], + "area": [ + 80, + 90, + 95, + 101, + 106, + 109, + 110, + 116, + 117, + 207, + 211, + 234 + ], + "completely": [ + 80 + ], + "ceases": [ + 80, + 109 + ], + "unpowered": [ + 80 + ], + "cybernetic": [ + 80 + ], + "replacements": [ + 80 + ], + "internal": [ + 80, + 230 + ], + "61-80": [ + 81 + ], + "dead": [ + 81, + 163, + 176, + 183, + 185, + 266 + ], + "prolonged": [ + 81 + ], + "reliable": [ + 81, + 229, + 285 + ], + "tearing": [ + 81, + 83, + 87, + 94, + 178, + 220, + 221, + 276, + 279 + ], + "tried": [ + 81 + ], + "seldom": [ + 81 + ], + "vicious": [ + 81, + 131 + ], + "devices": [ + 81, + 94, + 110 + ], + "exploding": [ + 81 + ], + "lodged": [ + 81 + ], + "fail": [ + 81, + 126, + 272 + ], + "jams": [ + 81, + 147 + ], + "inside": [ + 81 + ], + "victim": [ + 81 + ], + "fastmoving": [ + 81 + ], + "jagged": [ + 81 + ], + "jammed": [ + 81 + ], + "misses": [ + 81 + ], + "teeth": [ + 81 + ], + "bone": [ + 81, + 222 + ], + "parry.": [ + 82, + 284 + ], + "snare": [ + 82, + 221 + ], + "entangle": [ + 82 + ], + "volatile": [ + 82, + 93 + ], + "potential": [ + 82 + ], + "immobilised": [ + 82 + ], + "violently": [ + 82, + 84 + ], + "solid": [ + 82, + 117 + ], + "rolled": [ + 82, + 151 + ], + "bonds": [ + 82, + 133 + ], + "wriggle": [ + 82 + ], + "escapes": [ + 82 + ], + "further": [ + 82, + 116, + 272, + 273 + ], + "245).": [ + 83 + ], + "unleashes": [ + 83, + 86 + ], + "often": [ + 83, + 95, + 133, + 145, + 200, + 202 + ], + "doublebarrelled": [ + 83 + ], + "inflicted": [ + 83, + 144 + ], + "amount": [ + 83, + 134, + 140, + 153, + 155, + 164, + 169 + ], + "ammunition": [ + 83, + 84, + 85, + 220, + 221 + ], + "expended": [ + 83 + ], + "fully": [ + 83, + 156 + ], + "automatic": [ + 83, + 179, + 233 + ], + "yields": [ + 83 + ], + "maximum": [ + 83, + 207 + ], + "class": [ + 83, + 91, + 152, + 249, + 250, + 252 + ], + "pistol": [ + 83, + 86, + 93, + 152, + 155, + 213, + 224, + 229, + 233, + 276, + 277, + 282 + ], + "2d105": [ + 83, + 87, + 276 + ], + "soundstrike": [ + 84, + 283 + ], + "auxiliary": [ + 84, + 285 + ], + "grenade": [ + 84, + 91, + 285, + 287 + ], + "launcher": [ + 84, + 283 + ], + "varies": [ + 84, + 150, + 197 + ], + "mans": [ + 84 + ], + "exceeds": [ + 84, + 222 + ], + "citizens": [ + 84 + ], + "picture": [ + 84 + ], + "grave": [ + 84 + ], + "religious": [ + 84 + ], + "taboos": [ + 84 + ], + "exist": [ + 84, + 167, + 168 + ], + "think": [ + 84, + 148 + ], + "profile": [ + 84, + 92 + ], + "daring": [ + 84 + ], + "meant": [ + 84 + ], + "flexible": [ + 84, + 200 + ], + "grip": [ + 84 + ], + "unworthy": [ + 84 + ], + "its": [ + 85, + 166 + ], + "smaller": [ + 85 + ], + "slower": [ + 85 + ], + "fire.": [ + 85 + ], + "ideal": [ + 85, + 130, + 131, + 168 + ], + "needing": [ + 85 + ], + "stalkerpattern": [ + 85 + ], + "quarters": [ + 85, + 86 + ], + "specialists": [ + 85 + ], + "boltgun": [ + 85, + 149 + ], + "types": [ + 85, + 222 + ], + "stalker": [ + 85 + ], + "rounds": [ + 85, + 90, + 95, + 109, + 111, + 114, + 115, + 116, + 162, + 176, + 177, + 178, + 268 + ], + "section": [ + 85, + 223 + ], + "combining": [ + 85 + ], + "godwyn": [ + 85 + ], + "pattern": [ + 85 + ], + "backbone": [ + 85 + ], + "combiweapon": [ + 85 + ], + "arsenal": [ + 85 + ], + "vary": [ + 85 + ], + "combiweapons": [ + 85 + ], + "actually": [ + 85 + ], + "blast(2)": [ + 86 + ], + "qualities.": [ + 86 + ], + "witness": [ + 86 + ], + "ruthless": [ + 86 + ], + "efficiency": [ + 86 + ], + "attest": [ + 86 + ], + "digital": [ + 86 + ], + "threat": [ + 86, + 200 + ], + "raining": [ + 86, + 183 + ], + "digiweapons": [ + 86 + ], + "commonly": [ + 86 + ], + "codex": [ + 86, + 96, + 200, + 275 + ], + "lays": [ + 86 + ], + "tactical": [ + 86, + 146, + 153, + 255 + ], + "miniaturised": [ + 86 + ], + "engage": [ + 86, + 157 + ], + "mistake": [ + 86 + ], + "ornamentation": [ + 86 + ], + "digiweapon": [ + 86 + ], + "excel": [ + 86 + ], + "firepower": [ + 86 + ], + "fullsized": [ + 86 + ], + "ranking": [ + 86 + ], + "1d108": [ + 87, + 92, + 230, + 268 + ], + "unbalanced": [ + 87, + 223 + ], + "fist": [ + 87 + ], + "unwieldy": [ + 87 + ], + "1d106": [ + 87, + 220, + 221 + ], + "balanced": [ + 87, + 93, + 268, + 283 + ], + "concussive": [ + 87, + 162 + ], + "hammer": [ + 87, + 210 + ], + "omnissian": [ + 87 + ], + "astartespattern": [ + 87 + ], + "2d106": [ + 87 + ], + "chainfists": [ + 87 + ], + "fists": [ + 87 + ], + "double": [ + 87, + 95, + 233, + 285 + ], + "wielders": [ + 87 + ], + "adding": [ + 87, + 187 + ], + "techmarines": [ + 87, + 89 + ], + "entrusted": [ + 87 + ], + "1d102": [ + 87 + ], + "††††": [ + 88 + ], + "description": [ + 88, + 119, + 120, + 121, + 122 + ], + "chainfist": [ + 88 + ], + "replaces": [ + 88 + ], + "glove": [ + 88 + ], + "imposes": [ + 88, + 160 + ], + "project": [ + 88 + ], + "disruptive": [ + 88 + ], + "along": [ + 88 + ], + "manual": [ + 88 + ], + "dexterity": [ + 88 + ], + "claw": [ + 88 + ], + "blade": [ + 88, + 93, + 213, + 269 + ], + "slice": [ + 88 + ], + "explosive": [ + 88, + 90, + 158, + 285 + ], + "impact": [ + 88, + 161, + 204, + 286 + ], + "theory": [ + 88 + ], + "upgraded": [ + 88 + ], + "given": [ + 88, + 196, + 198, + 210 + ], + "necessary": [ + 88, + 271 + ], + "claws": [ + 88, + 131, + 220, + 222, + 275 + ], + "though": [ + 88, + 96, + 133, + 141, + 148, + 185 + ], + "covers": [ + 89, + 98, + 155 + ], + "install": [ + 89 + ], + "prefer": [ + 89, + 214 + ], + "upgrades": [ + 89 + ], + "themselves": [ + 89, + 94, + 171, + 226 + ], + "doing": [ + 89, + 131, + 165, + 176, + 205 + ], + "decrease": [ + 89, + 90 + ], + "beyond": [ + 89, + 168, + 191 + ], + "wartorn": [ + 89, + 262 + ], + "unthinkable": [ + 89 + ], + "venture": [ + 89, + 259 + ], + "swords": [ + 89 + ], + "serfs": [ + 89 + ], + "technologically": [ + 89 + ], + "sophisticated": [ + 89, + 95 + ], + "blades": [ + 89 + ], + "mounting": [ + 89 + ], + "employed": [ + 89 + ], + "damage.": [ + 90, + 146 + ], + "dragonfire": [ + 90 + ], + "shells": [ + 90, + 134 + ], + "replace": [ + 90 + ], + "main": [ + 90, + 169, + 271 + ], + "airreactive": [ + 90 + ], + "concentrate": [ + 90 + ], + "detonates": [ + 90 + ], + "payload": [ + 90 + ], + "combusts": [ + 90 + ], + "offering": [ + 90 + ], + "saturation": [ + 90 + ], + "kraken": [ + 90 + ], + "comparable": [ + 90 + ], + "superior": [ + 90 + ], + "propellants": [ + 90 + ], + "sacrificing": [ + 90 + ], + "ultradense": [ + 90 + ], + "adamantine": [ + 90 + ], + "catch": [ + 90, + 265 + ], + "firer": [ + 90 + ], + "composition": [ + 90 + ], + "improved": [ + 90, + 220, + 275 + ], + "roll.": [ + 91 + ], + "unmentioned": [ + 91 + ], + "dioctal": [ + 91 + ], + "sacellum": [ + 91 + ], + "sits": [ + 91 + ], + "vormos": [ + 91 + ], + "surrounded": [ + 91, + 185, + 211 + ], + "mysterious": [ + 91, + 202 + ], + "aquilatopped": [ + 91 + ], + "monolith": [ + 91 + ], + "elaborate": [ + 91 + ], + "rites": [ + 91 + ], + "consecration": [ + 91 + ], + "sanctuary": [ + 91 + ], + "corruptio": [ + 91 + ], + "brought": [ + 91 + ], + "isolate": [ + 91 + ], + "knowled": [ + 91 + ], + "trapped": [ + 91 + ], + "compliance": [ + 91 + ], + "laws": [ + 91 + ], + "items": [ + 91, + 169 + ], + "masking": [ + 91 + ], + "screen": [ + 91 + ], + "quietly": [ + 91 + ], + "circulation": [ + 91 + ], + "declared": [ + 91 + ], + "technosanctus": [ + 91 + ], + "verifida": [ + 91 + ], + "crucible": [ + 91, + 280 + ], + "tearing,": [ + 92, + 221 + ], + "remorseless": [ + 92, + 94 + ], + "crusader": [ + 92, + 94 + ], + "sanctified": [ + 92 + ], + "chalice": [ + 92 + ], + "blast(1),": [ + 93 + ], + "deathroar": [ + 93 + ], + "2d1013": [ + 93 + ], + "frost": [ + 93, + 98 + ], + "1d1011": [ + 93, + 276 + ], + "field,": [ + 94 + ], + "helm": [ + 94 + ], + "varthion": [ + 94 + ], + "levin": [ + 94 + ], + "shield": [ + 94 + ], + "halo": [ + 94 + ], + "exceedingly": [ + 94 + ], + "rare": [ + 94, + 199 + ], + "again": [ + 94, + 118, + 184, + 279 + ], + "artificer": [ + 94 + ], + "trinity": [ + 94 + ], + "crafted": [ + 94 + ], + "mark": [ + 94, + 168, + 203, + 204 + ], + "valour": [ + 94 + ], + "protective": [ + 94 + ], + "devicea": [ + 94 + ], + "suit": [ + 94, + 216, + 231, + 280 + ], + "gilded": [ + 94 + ], + "detestations": [ + 94 + ], + "should": [ + 94, + 126, + 148, + 154, + 169, + 179, + 201, + 214, + 217, + 222, + 234, + 264, + 273 + ], + "understated": [ + 94 + ], + "4d10": [ + 95, + 104, + 117 + ], + "pain": [ + 95, + 108, + 162 + ], + "suppressant": [ + 95 + ], + "demolitions": [ + 95, + 270 + ], + "planting": [ + 95 + ], + "mines": [ + 95, + 96 + ], + "chemical": [ + 95 + ], + "trigger": [ + 95 + ], + "timedelays": [ + 95 + ], + "injectors": [ + 95 + ], + "ignore": [ + 95, + 147, + 264 + ], + "booby": [ + 95 + ], + "particularly": [ + 95, + 234 + ], + "effective": [ + 95, + 283 + ], + "doses": [ + 95 + ], + "nartheciums": [ + 95 + ], + "vulnerable": [ + 95 + ], + "underside": [ + 95 + ], + "cluster": [ + 95, + 96 + ], + "sacraments": [ + 95 + ], + "renewal": [ + 95 + ], + "refill": [ + 95 + ], + "routine": [ + 95, + 107, + 112, + 157, + 232 + ], + "signum": [ + 95, + 96 + ], + "req": [ + 96 + ], + "biological": [ + 96 + ], + "auspex": [ + 96 + ], + "spot": [ + 96 + ], + "detectable": [ + 96 + ], + "link": [ + 96, + 253 + ], + "alone": [ + 96 + ], + "invisible": [ + 96 + ], + "gases": [ + 96 + ], + "biosigns": [ + 96 + ], + "ambient": [ + 96 + ], + "targeter": [ + 96 + ], + "radiation": [ + 96 + ], + "50cm": [ + 96 + ], + "thick": [ + 96 + ], + "certain": [ + 96, + 134, + 137, + 191 + ], + "shielding": [ + 96 + ], + "materials": [ + 96 + ], + "cartograph": [ + 96 + ], + "block": [ + 96, + 197 + ], + "scanner": [ + 96, + 216 + ], + "combi": [ + 96 + ], + "tool": [ + 96, + 166 + ], + "01-03": [ + 97 + ], + "doom": [ + 97, + 116, + 218 + ], + "befall": [ + 97 + ], + "0405": [ + 97 + ], + "echo": [ + 97 + ], + "seconds": [ + 97, + 100 + ], + "noises": [ + 97 + ], + "cause": [ + 97, + 100 + ], + "sinister": [ + 97 + ], + "echoes": [ + 97 + ], + "0608": [ + 97 + ], + "unholy": [ + 97, + 198, + 210, + 211, + 213 + ], + "stench": [ + 97 + ], + "psyker": [ + 97, + 99, + 100, + 102, + 103, + 104, + 105, + 106, + 107, + 108, + 109, + 110, + 111, + 112, + 113, + 114, + 115, + 116, + 117, + 118, + 122, + 189 + ], + "permeated": [ + 97 + ], + "bizarre": [ + 97 + ], + "insanity": [ + 97, + 110, + 114, + 115, + 179, + 185, + 186, + 187, + 248 + ], + "inherent": [ + 97 + ], + "phobias": [ + 97 + ], + "suspicions": [ + 97 + ], + "surge": [ + 97 + ], + "09–11": [ + 98 + ], + "wave": [ + 98 + ], + "negative": [ + 98 + ], + "emotion": [ + 98 + ], + "hoarfrost": [ + 98 + ], + "temperature": [ + 98, + 126 + ], + "plummets": [ + 98 + ], + "instant": [ + 98 + ], + "coating": [ + 98 + ], + "everything": [ + 98, + 109, + 117 + ], + "3d10": [ + 98, + 101, + 104, + 105, + 108, + 112, + 117, + 118 + ], + "12–14": [ + 99 + ], + "aura": [ + 99, + 211 + ], + "taint": [ + 99, + 115, + 199 + ], + "1d100": [ + 99, + 110, + 115 + ], + "spooked": [ + 99 + ], + "agitated": [ + 99 + ], + "15–17": [ + 100 + ], + "psyniscience": [ + 100 + ], + "pinpoint": [ + 100 + ], + "worm": [ + 100, + 121 + ], + "something": [ + 100, + 118, + 170, + 272 + ], + "spoilage": [ + 100 + ], + "food": [ + 100 + ], + "drink": [ + 100 + ], + "5d10": [ + 100, + 102, + 106, + 107, + 110 + ], + "haunting": [ + 100 + ], + "breeze": [ + 100 + ], + "winds": [ + 100, + 104, + 204 + ], + "whip": [ + 100 + ], + "blowing": [ + 100 + ], + "guttering": [ + 100 + ], + "24–26": [ + 101 + ], + "fires": [ + 101, + 156, + 255 + ], + "veil": [ + 101, + 115, + 168 + ], + "moment": [ + 101, + 103, + 151, + 233 + ], + "remainder": [ + 101 + ], + "27–29": [ + 102 + ], + "plunged": [ + 102 + ], + "immediate": [ + 102, + 109 + ], + "distorted": [ + 102 + ], + "reflections": [ + 102 + ], + "mirrors": [ + 102 + ], + "reflective": [ + 102 + ], + "surfaces": [ + 102 + ], + "distort": [ + 102 + ], + "shatter": [ + 102 + ], + "breath": [ + 102 + ], + "leech": [ + 102 + ], + "everyone": [ + 102, + 106, + 109, + 110, + 111, + 117, + 186 + ], + "short": [ + 102, + 108, + 200 + ], + "33–35": [ + 103 + ], + "daemonic": [ + 103, + 168, + 186 + ], + "mask": [ + 103 + ], + "fleeting": [ + 103 + ], + "appearance": [ + 103, + 110, + 226 + ], + "36–38": [ + 104 + ], + "corruption": [ + 104, + 114, + 117, + 187 + ], + "decay": [ + 104 + ], + "plant": [ + 104 + ], + "withers": [ + 104 + ], + "dies": [ + 104, + 136, + 164, + 184 + ], + "spectral": [ + 104, + 182 + ], + "gale": [ + 104 + ], + "howling": [ + 104, + 108 + ], + "erupt": [ + 104 + ], + "42–44": [ + 105 + ], + "knocked": [ + 105, + 107, + 111, + 116, + 161, + 178 + ], + "ground": [ + 105, + 106, + 112, + 114, + 116, + 146, + 150, + 170, + 178, + 255, + 275, + 285 + ], + "tears": [ + 105 + ], + "weeps": [ + 105 + ], + "stone": [ + 105 + ], + "wood": [ + 105, + 286 + ], + "pictures": [ + 105 + ], + "45–47": [ + 106 + ], + "statues": [ + 106, + 182 + ], + "appear": [ + 106, + 255 + ], + "crying": [ + 106 + ], + "earth": [ + 106, + 109, + 195, + 214 + ], + "protests": [ + 106 + ], + "suddenly": [ + 106, + 184 + ], + "shakes": [ + 106 + ], + "48–50": [ + 107 + ], + "discharge": [ + 107 + ], + "static": [ + 107 + ], + "electricity": [ + 107 + ], + "fills": [ + 107, + 161 + ], + "hair": [ + 107 + ], + "51–53": [ + 108 + ], + "electrics": [ + 108 + ], + "illuminated": [ + 108 + ], + "eldritch": [ + 108 + ], + "ghosts": [ + 108 + ], + "ghostly": [ + 108 + ], + "apparitions": [ + 108 + ], + "54–56": [ + 109 + ], + "moments": [ + 109, + 184 + ], + "upwards": [ + 109 + ], + "rises": [ + 109 + ], + "gravity": [ + 109 + ], + "briefly": [ + 109 + ], + "crashes": [ + 109 + ], + "banshee": [ + 109 + ], + "howl": [ + 109, + 118 + ], + "shrill": [ + 109 + ], + "keening": [ + 109 + ], + "rings": [ + 109 + ], + "shattering": [ + 109 + ], + "glass": [ + 109 + ], + "forcing": [ + 109, + 148, + 159 + ], + "challenging": [ + 109, + 132, + 161, + 211, + 270 + ], + "deafened": [ + 109 + ], + "furies": [ + 109 + ], + "63–65": [ + 110 + ], + "protects": [ + 110 + ], + "unless": [ + 110, + 135, + 152, + 174 + ], + "warded": [ + 110, + 117 + ], + "shadow": [ + 110, + 220, + 270, + 272, + 274 + ], + "mercifully": [ + 110 + ], + "glimpse": [ + 110, + 265, + 266 + ], + "difficult": [ + 110, + 114, + 132, + 148 + ], + "scorn": [ + 110 + ], + "reject": [ + 110 + ], + "youre": [ + 110 + ], + "unwarded": [ + 110 + ], + "malfunction": [ + 110 + ], + "momentarily": [ + 110 + ], + "06-09": [ + 111 + ], + "stunned": [ + 111, + 112, + 162 + ], + "concussion": [ + 111 + ], + "unconscious": [ + 111, + 136, + 157, + 176, + 178 + ], + "10–13": [ + 112 + ], + "psyblast": [ + 112 + ], + "explosion": [ + 112 + ], + "14–18": [ + 113 + ], + "soul": [ + 113, + 120, + 189, + 205 + ], + "sear": [ + 113 + ], + "courses": [ + 113 + ], + "scorching": [ + 113 + ], + "19–24": [ + 114 + ], + "locked": [ + 114 + ], + "cages": [ + 114 + ], + "ethereal": [ + 114 + ], + "prison": [ + 114 + ], + "catatonic": [ + 114, + 115, + 178, + 179 + ], + "state": [ + 114 + ], + "thereafter": [ + 114 + ], + "freed": [ + 114 + ], + "restored": [ + 114, + 233 + ], + "chronological": [ + 114 + ], + "incontinence": [ + 114 + ], + "warps": [ + 114 + ], + "winks": [ + 114 + ], + "existence": [ + 114, + 116, + 118, + 167 + ], + "reappears": [ + 114 + ], + "minute": [ + 114 + ], + "narrative": [ + 114, + 130, + 131 + ], + "permanent": [ + 114 + ], + "mirror": [ + 114 + ], + "56–58": [ + 115 + ], + "swap": [ + 115 + ], + "host": [ + 115, + 198 + ], + "slain": [ + 115 + ], + "ends": [ + 115 + ], + "immediately": [ + 115, + 118, + 142, + 143, + 144, + 187, + 217 + ], + "experience": [ + 115, + 117, + 121, + 166 + ], + "wanders": [ + 115 + ], + "journey": [ + 115 + ], + "rending": [ + 115, + 117, + 220, + 222 + ], + "vibrates": [ + 115 + ], + "images": [ + 115 + ], + "cackling": [ + 115 + ], + "kaleidoscopic": [ + 115 + ], + "sentient": [ + 115 + ], + "68–72": [ + 116 + ], + "invoke": [ + 116 + ], + "perils": [ + 116, + 117 + ], + "cataclysmic": [ + 116 + ], + "overloads": [ + 116 + ], + "arcing": [ + 116 + ], + "bolts": [ + 116 + ], + "1d105": [ + 116, + 221, + 266 + ], + "hours": [ + 116, + 119, + 178, + 179, + 282 + ], + "event": [ + 116 + ], + "hole": [ + 116 + ], + "vortex": [ + 116 + ], + "springs": [ + 116 + ], + "83–86": [ + 117 + ], + "complications": [ + 117, + 148 + ], + "caused": [ + 117, + 207 + ], + "receive": [ + 117, + 189, + 264, + 282 + ], + "visit": [ + 117 + ], + "adjust": [ + 117, + 172 + ], + "checks": [ + 117 + ], + "serving": [ + 117, + 164 + ], + "conduit": [ + 117 + ], + "blasphemous": [ + 117 + ], + "forces": [ + 117, + 148, + 198, + 200 + ], + "reality": [ + 117, + 187 + ], + "quake": [ + 117 + ], + "buckles": [ + 117 + ], + "sundered": [ + 117 + ], + "alternately": [ + 117 + ], + "burn": [ + 117, + 122, + 130, + 160 + ], + "freeze": [ + 117 + ], + "untouchables": [ + 118 + ], + "rolled.": [ + 118 + ], + "coming": [ + 118, + 167 + ], + "curdling": [ + 118 + ], + "daemon": [ + 118, + 210, + 211 + ], + "prince": [ + 118, + 211 + ], + "xiii": [ + 118, + 206, + 207, + 217, + 219, + 221, + 223, + 229 + ], + "adversaries": [ + 118, + 206, + 207, + 217, + 219, + 221, + 223, + 229 + ], + "rips": [ + 118 + ], + "detests": [ + 118 + ], + "trains": [ + 118 + ], + "fool": [ + 118 + ], + "unwittingly": [ + 118 + ], + "summoned": [ + 118 + ], + "destruction": [ + 118 + ], + "send": [ + 118, + 148 + ], + "irrevocably": [ + 118 + ], + "destroyed": [ + 118, + 201, + 217, + 270 + ], + "sucked": [ + 118 + ], + "screaming": [ + 118, + 171 + ], + "seen": [ + 118, + 206 + ], + "consumed": [ + 118 + ], + "utterly": [ + 118 + ], + "hellfire": [ + 118, + 122 + ], + "rule": [ + 118 + ], + "appears": [ + 118, + 265 + ], + "recovery": [ + 119, + 171 + ], + "may": [ + 119 + ], + "again.": [ + 119 + ], + "self": [ + 119, + 120, + 121, + 122 + ], + "sustained": [ + 119, + 120, + 121, + 122, + 131, + 142, + 143, + 144, + 255, + 271 + ], + "sheathes": [ + 119 + ], + "impenetrable": [ + 119 + ], + "ward": [ + 119 + ], + "prevents": [ + 119 + ], + "wielding": [ + 119 + ], + "curse": [ + 119, + 179, + 180, + 248 + ], + "protect": [ + 120 + ], + "normal.": [ + 120 + ], + "boil": [ + 120 + ], + "sprouts": [ + 120 + ], + "pair": [ + 120 + ], + "lance": [ + 120 + ], + "bear": [ + 120 + ], + "flyer": [ + 120, + 275 + ], + "shackle": [ + 120 + ], + "fear.": [ + 121, + 187, + 198 + ], + "librarians": [ + 121 + ], + "purchased": [ + 121 + ], + "provided": [ + 121 + ], + "meets": [ + 121 + ], + "driving": [ + 121 + ], + "barrier": [ + 121 + ], + "seed": [ + 121 + ], + "remorse": [ + 121 + ], + "indecision": [ + 121 + ], + "guilt": [ + 121 + ], + "deadly": [ + 122, + 198, + 221 + ], + "smash": [ + 122 + ], + "torrent": [ + 122, + 162 + ], + "char": [ + 122 + ], + "pick": [ + 122 + ], + "engulf": [ + 122 + ], + "cloud": [ + 122 + ], + "break": [ + 123, + 141 + ], + "free.": [ + 123 + ], + "likely": [ + 125, + 196, + 273 + ], + "occur": [ + 125, + 179 + ], + "untrained": [ + 125 + ], + "cases": [ + 125, + 134 + ], + "governing": [ + 125 + ], + "halved": [ + 125 + ], + "improve": [ + 125 + ], + "chances": [ + 125 + ], + "despite": [ + 125, + 265 + ], + "push": [ + 126, + 145 + ], + "grox": [ + 126 + ], + "degrees": [ + 126, + 129, + 132, + 153, + 181, + 270, + 272, + 284 + ], + "wins": [ + 126, + 150 + ], + "poison": [ + 126, + 248 + ], + "disease": [ + 126 + ], + "tolerate": [ + 126 + ], + "extremes": [ + 126 + ], + "stave": [ + 126 + ], + "hunger": [ + 126 + ], + "lowest": [ + 126 + ], + "mutation": [ + 126 + ], + "parties": [ + 126 + ], + "maintain": [ + 126, + 134 + ], + "stalemate": [ + 126, + 272 + ], + "nothing": [ + 126, + 149, + 177, + 178, + 218 + ], + "happens": [ + 126 + ], + "narrow": [ + 126 + ], + "navigate": [ + 126 + ], + "treacherous": [ + 126, + 191 + ], + "winner": [ + 126, + 129 + ], + "terrain": [ + 126 + ], + "familiar": [ + 127 + ], + "solve": [ + 127 + ], + "puzzle": [ + 127 + ], + "locate": [ + 127 + ], + "ulfric": [ + 127, + 129 + ], + "trying": [ + 127, + 162 + ], + "open": [ + 127, + 129 + ], + "bunker": [ + 127, + 129, + 266 + ], + "door": [ + 127, + 128, + 129 + ], + "terrified": [ + 127 + ], + "gauge": [ + 128 + ], + "persons": [ + 128 + ], + "attitude": [ + 128 + ], + "guardsmen": [ + 128, + 129, + 226, + 234, + 262, + 267, + 273 + ], + "hold": [ + 128, + 170, + 269 + ], + "closed": [ + 128 + ], + "decides": [ + 128, + 142 + ], + "torture": [ + 128 + ], + "ulfrics": [ + 128 + ], + "impression": [ + 128 + ], + "collective": [ + 128 + ], + "passing": [ + 129 + ], + "compared": [ + 129 + ], + "guardsmens": [ + 129 + ], + "flinging": [ + 129 + ], + "storms": [ + 129, + 134 + ], + "traitors": [ + 129 + ], + "whether": [ + 129, + 144, + 208, + 272 + ], + "succeeded": [ + 129 + ], + "sometimes": [ + 129, + 130, + 170, + 171 + ], + "useful": [ + 129 + ], + "badly": [ + 129 + ], + "burning": [ + 130, + 139, + 163 + ], + "situations": [ + 130, + 148, + 172, + 179, + 190 + ], + "fast": [ + 130, + 151, + 176, + 259 + ], + "travel": [ + 130, + 195, + 205 + ], + "save": [ + 130, + 163 + ], + "speeds": [ + 130 + ], + "leisurely": [ + 130 + ], + "pace": [ + 130, + 131 + ], + "permanently": [ + 130 + ], + "circumstances": [ + 130, + 137, + 172 + ], + "running": [ + 131, + 165, + 268 + ], + "explorations": [ + 131 + ], + "tiring": [ + 131 + ], + "triples": [ + 131 + ], + "wants": [ + 131 + ], + "crevasse": [ + 131 + ], + "rooftop": [ + 131 + ], + "sniper": [ + 131 + ], + "position": [ + 131 + ], + "shinny": [ + 131 + ], + "tree": [ + 131 + ], + "cumulative": [ + 131 + ], + "sustain": [ + 131 + ], + "modifiers": [ + 132, + 153 + ], + "abseiling": [ + 132 + ], + "kind": [ + 132, + 133, + 166 + ], + "difficulty": [ + 132, + 148, + 156, + 168, + 171, + 172 + ], + "drop": [ + 132, + 159, + 262 + ], + "harness": [ + 132 + ], + "rope": [ + 132 + ], + "smoke": [ + 132 + ], + "ordinary": [ + 132, + 157, + 189, + 285 + ], + "descends": [ + 132, + 232 + ], + "shallow": [ + 132 + ], + "water": [ + 132, + 204 + ], + "descent": [ + 132 + ], + "five": [ + 132, + 208 + ], + "snow": [ + 132, + 287 + ], + "gripif": [ + 132 + ], + "underbrush": [ + 132 + ], + "recovering": [ + 133 + ], + "lost": [ + 133, + 139, + 202 + ], + "resource": [ + 133 + ], + "wisely": [ + 133 + ], + "kill": [ + 133, + 134, + 138, + 168, + 169, + 232, + 262 + ], + "typically": [ + 133 + ], + "capacities": [ + 133 + ], + "handful": [ + 133 + ], + "disposal": [ + 133 + ], + "connect": [ + 133 + ], + "recovered": [ + 133 + ], + "comes": [ + 133, + 280 + ], + "restoring": [ + 133 + ], + "killteams": [ + 133, + 134, + 167, + 169, + 170, + 171, + 232 + ], + "pool": [ + 133, + 169 + ], + "strengthening": [ + 133 + ], + "challenges": [ + 134, + 147, + 259 + ], + "soon": [ + 134 + ], + "activate": [ + 134 + ], + "relies": [ + 134 + ], + "confusion": [ + 134 + ], + "limits": [ + 134 + ], + "stresses": [ + 134 + ], + "trust": [ + 134 + ], + "roundadditional": [ + 134 + ], + "explosions": [ + 134 + ], + "leaders": [ + 134 + ], + "artillery": [ + 134 + ], + "reason": [ + 134 + ], + "battle-brother": [ + 135, + 169 + ], + "ability.": [ + 135 + ], + "visual": [ + 135, + 138, + 153 + ], + "means": [ + 135, + 142, + 169, + 196, + 200, + 211, + 253, + 271 + ], + "default": [ + 135 + ], + "indicated": [ + 135, + 140, + 153 + ], + "linked": [ + 135, + 217 + ], + "maintained": [ + 136 + ], + "activating": [ + 136 + ], + "reduces": [ + 136, + 155 + ], + "kinds": [ + 136 + ], + "drops": [ + 136, + 177 + ], + "modeand": [ + 136 + ], + "returns": [ + 136, + 178 + ], + "modeat": [ + 136 + ], + "his": [ + 137, + 164 + ], + "kill-team’s": [ + 137 + ], + "return": [ + 137, + 142, + 262, + 263, + 273 + ], + "(see": [ + 138 + ], + "212).": [ + 138 + ], + "palarius": [ + 138, + 141 + ], + "ahead": [ + 138 + ], + "hunting": [ + 138, + 269 + ], + "boss": [ + 138 + ], + "ruins": [ + 138, + 259 + ], + "chapel": [ + 138 + ], + "unexpectedly": [ + 138 + ], + "weakened": [ + 138 + ], + "floor": [ + 138 + ], + "cellar": [ + 138 + ], + "contact": [ + 138 + ], + "reverts": [ + 138 + ], + "losing": [ + 138, + 142 + ], + "currently": [ + 138 + ], + "active": [ + 138, + 140, + 214 + ], + "removed": [ + 139, + 181 + ], + "leaves": [ + 139, + 266 + ], + "location": [ + 139, + 163, + 168, + 179, + 232, + 271, + 285 + ], + "choice": [ + 139, + 268 + ], + "involuntarily": [ + 139 + ], + "fanatical": [ + 139 + ], + "improvement": [ + 139 + ], + "temporary": [ + 139 + ], + "increase": [ + 139, + 148, + 169 + ], + "witches": [ + 139 + ], + "spawn": [ + 139, + 187 + ], + "finest": [ + 140 + ], + "heretic": [ + 140 + ], + "superiority": [ + 140 + ], + "activated": [ + 140, + 273 + ], + "genetic": [ + 140, + 199 + ], + "heritage": [ + 140 + ], + "potent": [ + 140 + ], + "indomitable": [ + 140 + ], + "largely": [ + 140 + ], + "tactics": [ + 140 + ], + "bond": [ + 140 + ], + "between": [ + 140, + 168, + 268 + ], + "track": [ + 141, + 153, + 179, + 280 + ], + "andrews": [ + 141, + 142, + 143 + ], + "rush": [ + 141 + ], + "later": [ + 141, + 159 + ], + "apparent": [ + 141 + ], + "numerous": [ + 141 + ], + "neither": [ + 141, + 188 + ], + "andrew": [ + 142 + ], + "damiens": [ + 142, + 143 + ], + "benefiting": [ + 142, + 143 + ], + "damien": [ + 142 + ], + "continue": [ + 142, + 164 + ], + "sustaining": [ + 142, + 143 + ], + "jims": [ + 142 + ], + "joining": [ + 143 + ], + "join": [ + 143, + 214, + 259 + ], + "turns": [ + 143, + 149 + ], + "abilitys": [ + 143 + ], + "switched": [ + 143 + ], + "suppression": [ + 144, + 196, + 253 + ], + "tooth": [ + 144 + ], + "nail": [ + 144 + ], + "holy": [ + 144 + ], + "lives": [ + 144, + 164, + 188, + 195, + 198, + 226, + 262 + ], + "hearts": [ + 144, + 198 + ], + "wardens": [ + 144 + ], + "awaiting": [ + 144 + ], + "unleashed": [ + 144 + ], + "tests.": [ + 145 + ], + "overview": [ + 145 + ], + "broken": [ + 145 + ], + "broad": [ + 145 + ], + "steps": [ + 145 + ], + "forward": [ + 145, + 255 + ], + "centre": [ + 145, + 269 + ], + "heavily": [ + 145, + 170, + 287 + ], + "shielded": [ + 145 + ], + "orbital": [ + 145 + ], + "front": [ + 145 + ], + "lines": [ + 145, + 259 + ], + "stygian": [ + 145 + ], + "division": [ + 145 + ], + "suggests": [ + 145, + 268 + ], + "preparation": [ + 145 + ], + "socalled": [ + 145 + ], + "ethereals": [ + 145 + ], + "coordinating": [ + 145 + ], + "initial": [ + 145, + 183 + ], + "downtime": [ + 145 + ], + "actual": [ + 145 + ], + "operations": [ + 145 + ], + "players": [ + 145, + 147, + 148, + 153, + 154, + 164, + 165, + 166, + 167, + 169, + 180, + 264 + ], + "preparing": [ + 145 + ], + "recommendation": [ + 145 + ], + "deploy": [ + 145 + ], + "available": [ + 145, + 169, + 196 + ], + "spacing": [ + 146, + 255 + ], + "regroup": [ + 146 + ], + "soak": [ + 146 + ], + "oath": [ + 146, + 147, + 256 + ], + "prerequisite": [ + 146 + ], + "strongpoint": [ + 146 + ], + "objective": [ + 146, + 147, + 168, + 169, + 170, + 171, + 262, + 263 + ], + "confirm": [ + 147 + ], + "tank": [ + 147, + 255 + ], + "buster": [ + 147, + 255 + ], + "execution": [ + 147 + ], + "dropped": [ + 147 + ], + "destroying": [ + 147, + 283 + ], + "wicked": [ + 147 + ], + "remembrances": [ + 147 + ], + "grand": [ + 147 + ], + "objectives": [ + 147, + 166, + 167, + 168, + 169, + 170, + 171, + 264 + ], + "achieve": [ + 147 + ], + "completed": [ + 147 + ], + "quantifying": [ + 147 + ], + "bad": [ + 148 + ], + "adapt": [ + 148 + ], + "plain": [ + 148 + ], + "wrong": [ + 148 + ], + "commanders": [ + 148, + 206, + 214 + ], + "decisions": [ + 148 + ], + "unfounded": [ + 148 + ], + "rewards": [ + 148, + 273 + ], + "soldiers": [ + 148, + 265 + ], + "ignorance": [ + 148 + ], + "typical": [ + 148 + ], + "kill-team": [ + 149 + ], + "has": [ + 149 + ], + "encounter": [ + 149, + 174, + 175, + 176, + 177, + 178 + ], + "overlap": [ + 149 + ], + "slightly": [ + 149 + ], + "resolved": [ + 149, + 170 + ], + "hargoth": [ + 149 + ], + "beset": [ + 149 + ], + "sides": [ + 149, + 232 + ], + "dodged": [ + 150 + ], + "parried.": [ + 150 + ], + "concentration": [ + 150, + 282 + ], + "halffull": [ + 150, + 282 + ], + "guarded": [ + 150, + 282 + ], + "vertically": [ + 150 + ], + "horizontally": [ + 150 + ], + "knockdown": [ + 150 + ], + "manoeuvre": [ + 150, + 264 + ], + "meter": [ + 150 + ], + "inflicting": [ + 151 + ], + "grappling": [ + 151 + ], + "subtype": [ + 151 + ], + "abstractions": [ + 151 + ], + "succeeds": [ + 151 + ], + "reactions": [ + 152 + ], + "attacker": [ + 152 + ], + "engaged": [ + 152, + 155 + ], + "negate": [ + 152 + ], + "resolving": [ + 152 + ], + "spray": [ + 152 + ], + "pray": [ + 152 + ], + "sidebar": [ + 152 + ], + "(but": [ + 153 + ], + "reactions,": [ + 153 + ], + "below).": [ + 153 + ], + "finally": [ + 153, + 264 + ], + "involved": [ + 153, + 272 + ], + "maps": [ + 153 + ], + "attackers": [ + 153 + ], + "optional": [ + 153 + ], + "minimum": [ + 153 + ], + "combats": [ + 153 + ], + "want": [ + 153, + 270, + 273 + ], + "inflicts": [ + 153, + 268 + ], + "help": [ + 153 + ], + "keep": [ + 153 + ], + "positions": [ + 153 + ], + "noted": [ + 154 + ], + "surviving": [ + 154 + ], + "firefight": [ + 154 + ], + "sheets": [ + 154 + ], + "knows": [ + 154, + 198 + ], + "draw": [ + 154, + 253 + ], + "partly": [ + 154, + 233 + ], + "reasonably": [ + 154 + ], + "damaging": [ + 155, + 270 + ], + "therefore": [ + 155 + ], + "invulnerable": [ + 155 + ], + "destroy": [ + 155 + ], + "afforded": [ + 155 + ], + "excess": [ + 155 + ], + "resolve": [ + 155 + ], + "testing": [ + 155 + ], + "pistol.": [ + 156 + ], + "modifier": [ + 156, + 179 + ], + "myrdor": [ + 156, + 159, + 160, + 164 + ], + "small": [ + 156, + 188 + ], + "pile": [ + 156 + ], + "sandbags": [ + 156, + 287 + ], + "surprised": [ + 156 + ], + "servitor": [ + 156, + 228 + ], + "blasts": [ + 156 + ], + "twin": [ + 156, + 205 + ], + "autoguns": [ + 156 + ], + "unaware": [ + 156 + ], + "shooting": [ + 156, + 283, + 286 + ], + "massive": [ + 156 + ], + "fortunately": [ + 156 + ], + "struck": [ + 156, + 163 + ], + "legs": [ + 156, + 213, + 216, + 218, + 276 + ], + "absorbed": [ + 156 + ], + "blank": [ + 156 + ], + "ganging": [ + 157 + ], + "advantage": [ + 157 + ], + "outnumber": [ + 157, + 268 + ], + "sleeping": [ + 157 + ], + "zero": [ + 158, + 159, + 160 + ], + "consults": [ + 158, + 160 + ], + "effectsarm": [ + 159 + ], + "says": [ + 159 + ], + "myrdors": [ + 159 + ], + "fractured": [ + 159 + ], + "collapses": [ + 159 + ], + "holding": [ + 159, + 177, + 191 + ], + "unconsciousness": [ + 159 + ], + "dies.": [ + 160 + ], + "lasgun": [ + 160, + 197, + 229 + ], + "accounting": [ + 160 + ], + "paralysed": [ + 160 + ], + "suffered": [ + 160, + 163, + 164 + ], + "slips": [ + 160 + ], + "dreamless": [ + 160 + ], + "coma": [ + 160 + ], + "treated": [ + 160 + ], + "effectsleg": [ + 160 + ], + "determines": [ + 160, + 172 + ], + "horrific": [ + 160, + 179 + ], + "bereft": [ + 160 + ], + "(+0)": [ + 161 + ], + "down.": [ + 161 + ], + "ringing": [ + 161 + ], + "round.": [ + 162 + ], + "nose": [ + 162 + ], + "explodes": [ + 162 + ], + "blinding": [ + 162 + ], + "staggers": [ + 162 + ], + "sends": [ + 162 + ], + "reeling": [ + 162, + 174 + ], + "snapped": [ + 162 + ], + "leaving": [ + 162 + ], + "staggering": [ + 162 + ], + "mindnumbing": [ + 162 + ], + "slams": [ + 162 + ], + "fracturing": [ + 162 + ], + "skull": [ + 162 + ], + "opening": [ + 162, + 168 + ], + "few": [ + 163 + ], + "can": [ + 163 + ], + "recovery.": [ + 163 + ], + "accrued": [ + 163 + ], + "depending": [ + 163, + 264 + ], + "removes": [ + 163 + ], + "seepage": [ + 163 + ], + "vain": [ + 164 + ], + "service": [ + 164, + 197, + 198, + 202, + 214 + ], + "discretion": [ + 164, + 207 + ], + "option": [ + 164 + ], + "heroic": [ + 164 + ], + "sacrifice": [ + 164 + ], + "options": [ + 164, + 222 + ], + "wish": [ + 164 + ], + "sell": [ + 164 + ], + "damnation": [ + 165, + 172 + ], + "organising": [ + 165 + ], + "needs": [ + 165, + 262 + ], + "nominated": [ + 165 + ], + "volunteers": [ + 165 + ], + "enthusiastic": [ + 165 + ], + "decided": [ + 165 + ], + "together": [ + 165, + 218 + ], + "session": [ + 165 + ], + "organised": [ + 165, + 200 + ], + "own": [ + 166 + ], + "confusion.": [ + 166 + ], + "military": [ + 166, + 167 + ], + "mantle": [ + 166 + ], + "envoys": [ + 166 + ], + "emissaries": [ + 166 + ], + "assassins": [ + 166, + 269 + ], + "offer": [ + 166, + 214 + ], + "guide": [ + 166 + ], + "fearsome": [ + 166 + ], + "complete": [ + 166, + 178 + ], + "rigid": [ + 166 + ], + "structure": [ + 166 + ], + "resorting": [ + 166 + ], + "chainswords": [ + 166 + ], + "orders": [ + 167, + 262 + ], + "issions": [ + 167 + ], + "staple": [ + 167 + ], + "basis": [ + 167 + ], + "defining": [ + 167 + ], + "adventures": [ + 167 + ], + "guidelines": [ + 167, + 181 + ], + "fashioning": [ + 167 + ], + "scenarios": [ + 167 + ], + "capture": [ + 167, + 171 + ], + "excitement": [ + 167 + ], + "clearly": [ + 167 + ], + "parameters": [ + 167 + ], + "completion": [ + 168 + ], + "(requisition).": [ + 168 + ], + "markers": [ + 168, + 169 + ], + "protecting": [ + 168 + ], + "blazing": [ + 168 + ], + "resolute": [ + 168 + ], + "recon": [ + 168 + ], + "gathering": [ + 168 + ], + "novice": [ + 168, + 170 + ], + "revolve": [ + 168 + ], + "procuring": [ + 168 + ], + "veteran": [ + 168, + 170, + 262 + ], + "stronghold": [ + 168 + ], + "code": [ + 168 + ], + "device": [ + 168 + ], + "greatest": [ + 168 + ], + "mankind": [ + 168, + 188, + 195, + 206, + 226 + ], + "immaterium": [ + 168 + ], + "watching": [ + 168 + ], + "waiting": [ + 168, + 262 + ], + "among": [ + 169, + 233 + ], + "relevant": [ + 169, + 223, + 224 + ], + "sections": [ + 169 + ], + "shared": [ + 169 + ], + "themes": [ + 169 + ], + "below": [ + 169, + 268 + ], + "exhaustive": [ + 169 + ], + "purchase": [ + 169 + ], + "collectively": [ + 169 + ], + "stock": [ + 169 + ], + "stealth": [ + 169, + 216 + ], + "9–4:": [ + 170 + ], + "strangers": [ + 170 + ], + "objectivedifficulty": [ + 170 + ], + "embark": [ + 170 + ], + "laden": [ + 170 + ], + "primary": [ + 170, + 171 + ], + "violence": [ + 170 + ], + "application": [ + 170 + ], + "firepowerfortunately": [ + 170 + ], + "tertiary": [ + 170, + 171, + 262, + 263 + ], + "spades": [ + 170 + ], + "outnumbered": [ + 170, + 283 + ], + "systems": [ + 170, + 195, + 215 + ], + "elimination": [ + 170, + 171 + ], + "sending": [ + 171 + ], + "assassin": [ + 171 + ], + "exterminating": [ + 171 + ], + "focused": [ + 171 + ], + "killing": [ + 171, + 210, + 253, + 273 + ], + "graded": [ + 171 + ], + "rescue": [ + 171, + 262 + ], + "agent": [ + 171 + ], + "deadliness": [ + 171 + ], + "recover": [ + 171, + 174 + ], + "artefact": [ + 171, + 180 + ], + "commander": [ + 171, + 196, + 200, + 202, + 218 + ], + "exterminate": [ + 171 + ], + "almost": [ + 171, + 186, + 200, + 271, + 280 + ], + "include": [ + 172, + 187, + 190, + 270 + ], + "atmosphere": [ + 172, + 204 + ], + "situation": [ + 172, + 187, + 190 + ], + "npcs": [ + 172, + 279 + ], + "factor": [ + 172 + ], + "disposition": [ + 172 + ], + "toward": [ + 172 + ], + "characterhow": [ + 172 + ], + "regards": [ + 172 + ], + "feelings": [ + 172 + ], + "lack": [ + 172 + ], + "displays": [ + 172 + ], + "captain": [ + 172, + 279 + ], + "davian": [ + 172 + ], + "thule": [ + 172 + ], + "demands": [ + 172 + ], + "dispositions": [ + 172 + ], + "01–20": [ + 173 + ], + "grips": [ + 173, + 176 + ], + "shake": [ + 173, + 182 + ], + "tremble": [ + 173 + ], + "21–40": [ + 174 + ], + "wits": [ + 174 + ], + "snapping": [ + 174, + 175, + 182 + ], + "backs": [ + 174 + ], + "away": [ + 174, + 176, + 202, + 271 + ], + "thing": [ + 174, + 199 + ], + "confronts": [ + 174 + ], + "willingly": [ + 174 + ], + "approach": [ + 174, + 232 + ], + "41–60": [ + 175 + ], + "frozen": [ + 175 + ], + "terror": [ + 175, + 181, + 192 + ], + "snaps": [ + 175, + 178 + ], + "61–80": [ + 176 + ], + "panic": [ + 176 + ], + "flee": [ + 176 + ], + "prevented": [ + 176 + ], + "snap": [ + 176, + 183 + ], + "fainting": [ + 176 + ], + "keels": [ + 176 + ], + "remains": [ + 176, + 264 + ], + "regains": [ + 176, + 183 + ], + "consciousness": [ + 176 + ], + "101–120": [ + 177 + ], + "shaken": [ + 177 + ], + "totally": [ + 177 + ], + "overcome": [ + 177 + ], + "screams": [ + 177 + ], + "vomits": [ + 177 + ], + "uncontrollably": [ + 177 + ], + "afterward": [ + 177 + ], + "laughs": [ + 177 + ], + "hysterically": [ + 177 + ], + "randomly": [ + 177 + ], + "near": [ + 177 + ], + "manic": [ + 177 + ], + "wildly": [ + 177 + ], + "131–140": [ + 178 + ], + "whatever": [ + 178, + 196, + 198, + 272 + ], + "crumples": [ + 178 + ], + "1d51": [ + 178 + ], + "sobbing": [ + 178 + ], + "babbling": [ + 178 + ], + "mess": [ + 178 + ], + "roused": [ + 178 + ], + "stops": [ + 178 + ], + "171+": [ + 179 + ], + "trauma": [ + 179 + ], + "noncombat": [ + 179, + 187 + ], + "61–90": [ + 180 + ], + "–20": [ + 180 + ], + "junctures": [ + 180 + ], + "weaken": [ + 180 + ], + "alliessuch": [ + 180 + ], + "inquisitorial": [ + 180 + ], + "91–99": [ + 181 + ], + "–30": [ + 181 + ], + "agents": [ + 181 + ], + "refuse": [ + 181 + ], + "accompany": [ + 181 + ], + "building": [ + 181, + 197 + ], + "chamber": [ + 181 + ], + "1-disturbing": [ + 182 + ], + "(0):": [ + 182 + ], + "viewing": [ + 182 + ], + "scene": [ + 182 + ], + "gruesome": [ + 182 + ], + "murder": [ + 182 + ], + "supernatural": [ + 182, + 183 + ], + "phenomenastrange": [ + 182 + ], + "lights": [ + 182 + ], + "weeping": [ + 182 + ], + "2-frightening": [ + 183 + ], + "(–10):": [ + 183 + ], + "meeting": [ + 183 + ], + "someone": [ + 183 + ], + "worn": [ + 183 + ], + "specified": [ + 183 + ], + "buried": [ + 183 + ], + "alive": [ + 183, + 204, + 233 + ], + "phenomenathe": [ + 183 + ], + "skies": [ + 183 + ], + "painting": [ + 183 + ], + "forming": [ + 183 + ], + "shrieking": [ + 183 + ], + "mouths": [ + 183 + ], + "shrugs": [ + 183 + ], + "3-horrifying": [ + 184 + ], + "(–20):": [ + 184 + ], + "sudden,": [ + 184 + ], + "shocking,": [ + 184 + ], + "inexplicable": [ + 184 + ], + "shuttle": [ + 184 + ], + "vomiting": [ + 184 + ], + "maggots": [ + 184 + ], + "revelation": [ + 185 + ], + "(finding": [ + 185 + ], + "yourself": [ + 185 + ], + "covered": [ + 185 + ], + "blood,": [ + 185 + ], + "meat": [ + 185 + ], + "cleaver": [ + 185 + ], + "rising": [ + 185 + ], + "hardened": [ + 185, + 198, + 220 + ], + "planet": [ + 185, + 191, + 264, + 271 + ], + "worst": [ + 185 + ], + "horrors": [ + 185 + ], + "4-terrifying": [ + 186 + ], + "(–30):": [ + 186 + ], + "experiencing": [ + 186 + ], + "full-": [ + 186 + ], + "raving": [ + 186 + ], + "lunatics": [ + 186 + ], + "scale": [ + 186 + ], + "incursion": [ + 186 + ], + "discovering": [ + 186 + ], + "murderous": [ + 186 + ], + "villains": [ + 186 + ], + "psychoconditioned": [ + 186 + ], + "responsible": [ + 186 + ], + "deaths": [ + 186 + ], + "millions": [ + 186, + 265 + ], + "staring": [ + 186 + ], + "brain": [ + 186 + ], + "suppresses": [ + 186 + ], + "discounts": [ + 186 + ], + "delusions": [ + 186 + ], + "attuned": [ + 186 + ], + "conflict": [ + 186, + 196, + 268 + ], + "facilities": [ + 186 + ], + "belief": [ + 186 + ], + "unreal": [ + 186 + ], + "intangible": [ + 186 + ], + "heightening": [ + 186 + ], + "unlike": [ + 186 + ], + "real": [ + 186 + ], + "flaws": [ + 186 + ], + "inherited": [ + 186 + ], + "else": [ + 186, + 259 + ], + "risk": [ + 187, + 268 + ], + "tainted": [ + 187 + ], + "applied": [ + 187, + 201 + ], + "loyal": [ + 188 + ], + "slave": [ + 188 + ], + "learns": [ + 188 + ], + "love": [ + 188 + ], + "lash": [ + 188 + ], + "look": [ + 188 + ], + "behold": [ + 188 + ], + "saying": [ + 188 + ], + "menials": [ + 188 + ], + "scriveners": [ + 188 + ], + "domain": [ + 188 + ], + "sacrificed": [ + 188 + ], + "spoken": [ + 188 + ], + "moved": [ + 188 + ], + "ascension": [ + 188 + ], + "mechanism": [ + 188, + 270 + ], + "golden": [ + 188 + ], + "lord": [ + 188 + ], + "skalaras": [ + 188 + ], + "high": [ + 188, + 196, + 224, + 226, + 234 + ], + "tribune": [ + 188 + ], + "censorial": [ + 188 + ], + "throne": [ + 188 + ], + "material": [ + 188 + ], + "binding": [ + 189 + ], + "transmit": [ + 189 + ], + "message": [ + 189, + 214 + ], + "distances": [ + 189 + ], + "tele": [ + 189 + ], + "pathic": [ + 189 + ], + "combines": [ + 189 + ], + "ofgain": [ + 189 + ], + "trai": [ + 189 + ], + "ning": [ + 189 + ], + "culminating": [ + 189 + ], + "ritu": [ + 189 + ], + "transferredclos": [ + 189 + ], + "greatness": [ + 189 + ], + "astropath": [ + 189 + ], + "transference": [ + 189 + ], + "traumat": [ + 189 + ], + "exterminatus": [ + 190 + ], + "espread": [ + 190 + ], + "uisi": [ + 190 + ], + "prevalent": [ + 190 + ], + "collusio": [ + 190 + ], + "occasion": [ + 190 + ], + "planindi": [ + 190 + ], + "etwide": [ + 190 + ], + "poss": [ + 190 + ], + "ibility": [ + 190 + ], + "solu": [ + 190 + ], + "tion": [ + 190 + ], + "rede": [ + 190 + ], + "vidu": [ + 190 + ], + "serve": [ + 190, + 215 + ], + "indi": [ + 190, + 201 + ], + "heretical": [ + 190, + 191 + ], + "prea": [ + 190 + ], + "inte": [ + 190 + ], + "rven": [ + 190 + ], + "grow": [ + 190 + ], + "extent": [ + 190 + ], + "strengthen": [ + 191 + ], + "sub": [ + 191 + ], + "vers": [ + 191 + ], + "ive": [ + 191 + ], + "cau": [ + 191 + ], + "ation": [ + 191 + ], + "segment": [ + 191 + ], + "population": [ + 191 + ], + "salv": [ + 191 + ], + "alarming": [ + 191 + ], + "overtly": [ + 191 + ], + "cove": [ + 191 + ], + "rtly": [ + 191 + ], + "crib": [ + 191 + ], + "spre": [ + 191 + ], + "resp": [ + 191 + ], + "onse": [ + 191 + ], + "worship": [ + 191 + ], + "pros": [ + 191 + ], + "system": [ + 191, + 195, + 204, + 217 + ], + "htheo": [ + 191 + ], + "aggressive": [ + 191 + ], + "populace": [ + 191 + ], + "erfu": [ + 191 + ], + "exam": [ + 191 + ], + "tact": [ + 191 + ], + "versive": [ + 191 + ], + "discouraging": [ + 191 + ], + "thre": [ + 191, + 201 + ], + "serv": [ + 191 + ], + "designs": [ + 191 + ], + "leaning": [ + 191 + ], + "contemplat": [ + 191 + ], + "erminatus": [ + 191 + ], + "eradication": [ + 191 + ], + "segementum": [ + 192, + 193, + 194 + ], + "obscurus": [ + 192 + ], + "baal": [ + 192 + ], + "cadia": [ + 192 + ], + "elysia": [ + 192 + ], + "darkhold": [ + 192 + ], + "preyspire": [ + 192 + ], + "hydraphur": [ + 192 + ], + "armageddon": [ + 192 + ], + "solar": [ + 192, + 195 + ], + "maelstrom": [ + 192 + ], + "bellicas": [ + 192 + ], + "terra": [ + 192, + 195 + ], + "ryza": [ + 192 + ], + "xenax": [ + 192 + ], + "ultima": [ + 193 + ], + "pacificus": [ + 193 + ], + "necromunda": [ + 193 + ], + "catachan": [ + 193 + ], + "macharia": [ + 193 + ], + "chogoris": [ + 193 + ], + "schindelgheist": [ + 193 + ], + "tallarn": [ + 193 + ], + "luther": [ + 193 + ], + "mcintyre": [ + 193 + ], + "solstice": [ + 193 + ], + "estus": [ + 193 + ], + "tempestus": [ + 194 + ], + "gryphonne": [ + 194 + ], + "rynns": [ + 194 + ], + "veiled": [ + 194 + ], + "ages": [ + 195 + ], + "millenniathe": [ + 195 + ], + "dominates": [ + 195 + ], + "civilisations": [ + 195 + ], + "colonised": [ + 195 + ], + "mars": [ + 195 + ], + "moons": [ + 195 + ], + "jupiter": [ + 195 + ], + "saturn": [ + 195 + ], + "neptune": [ + 195 + ], + "15th": [ + 195 + ], + "18th": [ + 195 + ], + "colonise": [ + 195 + ], + "sublight": [ + 195 + ], + "spacecraft": [ + 195, + 275 + ], + "reached": [ + 195 + ], + "colonies": [ + 195 + ], + "survive": [ + 195, + 214 + ], + "independent": [ + 195, + 215 + ], + "states": [ + 195 + ], + "separated": [ + 195 + ], + "generations": [ + 195 + ], + "22nd": [ + 195 + ], + "invention": [ + 195 + ], + "accelerates": [ + 195 + ], + "colonisation": [ + 195 + ], + "federations": [ + 195 + ], + "suppressions": [ + 196 + ], + "value": [ + 196, + 287 + ], + "city": [ + 196 + ], + "punitive": [ + 196 + ], + "launched": [ + 196 + ], + "strategic": [ + 196 + ], + "deny": [ + 196 + ], + "ranging": [ + 196 + ], + "security": [ + 196 + ], + "surrounding": [ + 196, + 232 + ], + "fought": [ + 196 + ], + "bombardment": [ + 196 + ], + "unleashing": [ + 196 + ], + "ordnance": [ + 196 + ], + "insurgent": [ + 196 + ], + "battleships": [ + 196 + ], + "orbit": [ + 196, + 262 + ], + "armies": [ + 196, + 197 + ], + "decide": [ + 196 + ], + "withheld": [ + 196 + ], + "possession": [ + 196 + ], + "succour": [ + 196 + ], + "chine": [ + 197 + ], + "militias": [ + 197 + ], + "inducteecadet": [ + 197 + ], + "fieldstrip": [ + 197 + ], + "myriad": [ + 197 + ], + "warzones": [ + 197 + ], + "accomplished": [ + 197, + 272 + ], + "regiment": [ + 197 + ], + "enormously": [ + 197 + ], + "consist": [ + 197 + ], + "redoubtable": [ + 197 + ], + "infantry": [ + 197, + 223, + 285 + ], + "fundaments": [ + 197 + ], + "verse": [ + 197 + ], + "abomination": [ + 198 + ], + "impervious": [ + 198 + ], + "attentions": [ + 198 + ], + "microbial": [ + 198 + ], + "recorded": [ + 198 + ], + "celebrated": [ + 198, + 199 + ], + "seek": [ + 198, + 259 + ], + "laurels": [ + 198 + ], + "purest": [ + 199 + ], + "impurit": [ + 199 + ], + "inherit": [ + 199 + ], + "othecaries": [ + 199 + ], + "uence": [ + 199 + ], + "afflicted": [ + 199 + ], + "conseq": [ + 199 + ], + "irst": [ + 199 + ], + "constantly": [ + 199 + ], + "arded": [ + 199 + ], + "ions": [ + 199 + ], + "counted": [ + 200 + ], + "bears": [ + 200 + ], + "resemblance": [ + 200 + ], + "regular": [ + 200 + ], + "mobile": [ + 200, + 233 + ], + "deployed": [ + 200 + ], + "focuses": [ + 200 + ], + "tailor": [ + 200 + ], + "fortresses": [ + 200 + ], + "empires": [ + 200 + ], + "oppose": [ + 200 + ], + "nighunstoppable": [ + 200 + ], + "invasions": [ + 200 + ], + "periodically": [ + 200 + ], + "unleash": [ + 200 + ], + "radicals": [ + 201 + ], + "puritans": [ + 201 + ], + "institution": [ + 201 + ], + "ntless": [ + 201 + ], + "viduals": [ + 201 + ], + "empowered": [ + 201 + ], + "ennia": [ + 201 + ], + "sees": [ + 201 + ], + "mill": [ + 201 + ], + "adherents": [ + 201 + ], + "beliefs": [ + 201 + ], + "doctrines": [ + 201 + ], + "emerged": [ + 201 + ], + "according": [ + 201 + ], + "opposite": [ + 201, + 272 + ], + "camps": [ + 201 + ], + "factions": [ + 201 + ], + "broadly": [ + 201 + ], + "eriu": [ + 201 + ], + "mercy": [ + 201 + ], + "regardle": [ + 201 + ], + "believe": [ + 201 + ], + "extermin": [ + 201 + ], + "shields": [ + 202 + ], + "bearing": [ + 202 + ], + "iconography": [ + 202 + ], + "entirely": [ + 202 + ], + "presen": [ + 202 + ], + "tradition": [ + 202 + ], + "pressed": [ + 202 + ], + "explain": [ + 202 + ], + "stio": [ + 202 + ], + "rarely": [ + 202 + ], + "shroud": [ + 202 + ], + "symbols": [ + 202 + ], + "hoods": [ + 202 + ], + "hide": [ + 202, + 266, + 269 + ], + "chapte": [ + 202 + ], + "disaster": [ + 202 + ], + "catechism": [ + 203 + ], + "unclean": [ + 203 + ], + "impure": [ + 203 + ], + "abhorred": [ + 203 + ], + "reviled": [ + 203 + ], + "hunted": [ + 203 + ], + "purged": [ + 203 + ], + "cleansed": [ + 203 + ], + "extract": [ + 203 + ], + "third": [ + 203 + ], + "book": [ + 203 + ], + "gate": [ + 203 + ], + "domains": [ + 203 + ], + "achilus": [ + 203 + ], + "disturb": [ + 204 + ], + "plains": [ + 204 + ], + "grey": [ + 204, + 234 + ], + "dust": [ + 204 + ], + "stellar": [ + 204 + ], + "debris": [ + 204 + ], + "planets": [ + 204, + 264, + 269 + ], + "footprints": [ + 204 + ], + "craters": [ + 204 + ], + "meteorites": [ + 204 + ], + "othe": [ + 204 + ], + "impressed": [ + 204 + ], + "survey": [ + 204 + ], + "teams": [ + 204 + ], + "ventured": [ + 204 + ], + "touched": [ + 204 + ], + "lain": [ + 204 + ], + "sixt": [ + 204 + ], + "plan": [ + 204 + ], + "tres": [ + 204 + ], + "records": [ + 204 + ], + "navigator": [ + 204 + ], + "circling": [ + 204 + ], + "ship": [ + 204, + 262, + 264, + 271 + ], + "erioch": [ + 204, + 264, + 273, + 279 + ], + "unle": [ + 204 + ], + "placed": [ + 204 + ], + "hadex": [ + 205 + ], + "anomaly": [ + 205 + ], + "charon": [ + 205 + ], + "profiteth": [ + 205 + ], + "loses": [ + 205 + ], + "dance": [ + 205 + ], + "terran": [ + 205 + ], + "proverb": [ + 205 + ], + "pleasure": [ + 205 + ], + "drown": [ + 205 + ], + "infernal": [ + 205 + ], + "night": [ + 205 + ], + "debased": [ + 205 + ], + "renegades": [ + 205 + ], + "banquet": [ + 205 + ], + "malfi": [ + 205 + ], + "barter": [ + 205, + 224, + 247 + ], + "samech": [ + 205 + ], + "outpost": [ + 205, + 262, + 268 + ], + "cellebos": [ + 205 + ], + "warzone": [ + 205 + ], + "exists": [ + 205 + ], + "aspects": [ + 205 + ], + "malefic": [ + 205 + ], + "sector": [ + 205 + ], + "tyranids": [ + 206 + ], + "nonplayer": [ + 206, + 223, + 279 + ], + "devastatingly": [ + 206 + ], + "cunning": [ + 206 + ], + "presence": [ + 206, + 268 + ], + "rabble": [ + 206 + ], + "reckoned": [ + 206 + ], + "tier": [ + 206 + ], + "terrifying": [ + 206 + ], + "built": [ + 206 + ], + "stood": [ + 206 + ], + "antagonists": [ + 206, + 274 + ], + "looked": [ + 206 + ], + "d10s": [ + 207 + ], + "affects": [ + 207 + ], + "proximity": [ + 208 + ], + "adjacent": [ + 208 + ], + "arbiter": [ + 208 + ], + "(18)": [ + 209 + ], + "(12)": [ + 209 + ], + "awaits": [ + 209, + 264 + ], + "price": [ + 209 + ], + "blindness": [ + 209 + ], + "proclamation": [ + 210 + ], + "khazant": [ + 210 + ], + "delivered": [ + 210 + ], + "apostle": [ + 210 + ], + "bellephrades": [ + 210 + ], + "princes": [ + 210 + ], + "incredibly": [ + 210 + ], + "entities": [ + 210 + ], + "nightmarish": [ + 210 + ], + "essence": [ + 210 + ], + "immortal": [ + 210 + ], + "scrutiny": [ + 210, + 224, + 226, + 247 + ], + "stuff": [ + 210 + ], + "embodied": [ + 210 + ], + "concentrated": [ + 210 + ], + "gothic": [ + 210, + 213, + 215, + 223, + 224, + 226, + 229, + 234 + ], + "tongue": [ + 210, + 213, + 223, + 247 + ], + "ambidextrous": [ + 210, + 215, + 231, + 253 + ], + "crushing": [ + 210, + 222 + ], + "loyalist": [ + 210 + ], + "preternatural": [ + 210 + ], + "pen": [ + 211, + 225 + ], + "felling,": [ + 211 + ], + "unwieldy).": [ + 211 + ], + "none": [ + 211, + 223, + 224, + 234, + 269 + ], + "despair": [ + 211 + ], + "saps": [ + 211 + ], + "finds": [ + 211 + ], + "imposed": [ + 211 + ], + "account": [ + 211 + ], + "survival": [ + 213, + 223, + 229, + 275 + ], + "soaked": [ + 213 + ], + "tide": [ + 213 + ], + "resistance": [ + 213, + 253 + ], + "flak": [ + 213, + 229 + ], + "robes": [ + 213, + 224 + ], + "brazen": [ + 213 + ], + "monoedged": [ + 213 + ], + "1d103": [ + 213, + 229 + ], + "autopistol": [ + 213 + ], + "s61d102": [ + 213 + ], + "gear:": [ + 214, + 268 + ], + "respirator,": [ + 214 + ], + "reloads": [ + 214, + 229, + 277 + ], + "autopistol.": [ + 214 + ], + "militia": [ + 214, + 222 + ], + "eventually": [ + 214 + ], + "allowed": [ + 214 + ], + "retire": [ + 214 + ], + "council": [ + 214 + ], + "advisors": [ + 214 + ], + "politics": [ + 214 + ], + "honourable": [ + 214 + ], + "peace": [ + 214 + ], + "product": [ + 214 + ], + "caste": [ + 214 + ], + "await": [ + 214 + ], + "(10)": [ + 215, + 215, + 275 + ], + "desirable": [ + 215 + ], + "carnage": [ + 215 + ], + "handto": [ + 215 + ], + "acrobatic": [ + 215 + ], + "empire": [ + 215, + 218 + ], + "preferring": [ + 215 + ], + "kroot": [ + 215, + 262, + 266, + 268, + 269 + ], + "weaponry": [ + 215, + 223 + ], + "authority": [ + 215 + ], + "dual": [ + 215 + ], + "brute": [ + 215 + ], + "targeting": [ + 215 + ], + "sprint": [ + 215 + ], + "autostabilised": [ + 215, + 231 + ], + "darksight": [ + 215, + 231 + ], + "flier": [ + 215, + 217, + 231 + ], + "enormous": [ + 215, + 220, + 283 + ], + "battlesuit": [ + 215 + ], + "(x2).": [ + 216, + 230, + 266, + 276 + ], + "xv15": [ + 216 + ], + "cannon": [ + 216, + 221 + ], + "incorporating": [ + 216 + ], + "generator": [ + 216 + ], + "microbead": [ + 216, + 217, + 218 + ], + "pulse": [ + 217, + 218, + 268 + ], + "carbine": [ + 217, + 218 + ], + "integrated": [ + 217 + ], + "drill": [ + 217, + 218 + ], + "carbines": [ + 217 + ], + "twinlinked": [ + 217, + 279, + 287 + ], + "builtin": [ + 217, + 253 + ], + "receiving": [ + 217 + ], + "instructions": [ + 217 + ], + "networked": [ + 217 + ], + "drone": [ + 217 + ], + "squadron": [ + 217 + ], + "statistics": [ + 217, + 234 + ], + "recalculated": [ + 217 + ], + "troops": [ + 217 + ], + "tauva": [ + 218 + ], + "courage": [ + 218 + ], + "withdrawal": [ + 218 + ], + "victorious": [ + 218 + ], + "rifle": [ + 218, + 266, + 268 + ], + "photovisor": [ + 218 + ], + "shadowsun": [ + 218 + ], + "wild": [ + 218 + ], + "talents:": [ + 220 + ], + "fearless,": [ + 220 + ], + "attack.": [ + 220 + ], + "horrifying": [ + 220 + ], + "talons": [ + 220 + ], + "synapse": [ + 220 + ], + "reinforced": [ + 220, + 222 + ], + "chitin": [ + 220, + 275 + ], + "1d1014": [ + 220 + ], + "1d1012": [ + 220 + ], + "razor": [ + 220, + 284 + ], + "devourer": [ + 220, + 221 + ], + "living": [ + 220, + 221 + ], + "spitter": [ + 220 + ], + "(10),": [ + 221 + ], + "snare,": [ + 221 + ], + "barbed": [ + 221 + ], + "strangler": [ + 221 + ], + "stranglethorn": [ + 221 + ], + "deathspitter": [ + 221 + ], + "fleshborer": [ + 221 + ], + "toxic": [ + 221, + 248, + 286 + ], + "venom": [ + 221 + ], + "100m": [ + 221, + 229 + ], + "3d105": [ + 221 + ], + "4d1010": [ + 221 + ], + "victim’s": [ + 222 + ], + "diamond": [ + 222 + ], + "hard": [ + 222 + ], + "growths": [ + 222 + ], + "ceramite": [ + 222 + ], + "ripping": [ + 222 + ], + "thickest": [ + 222 + ], + "frightening": [ + 222 + ], + "modifying": [ + 222 + ], + "presented": [ + 222, + 223, + 279 + ], + "modified": [ + 222 + ], + "variations": [ + 222 + ], + "profiles": [ + 222, + 223 + ], + "adjustments": [ + 222 + ], + "renegade": [ + 222 + ], + "are": [ + 223 + ], + "imperium!”": [ + 223 + ], + "hektor": [ + 223 + ], + "voss": [ + 223 + ], + "hyrkan": [ + 223 + ], + "outworld": [ + 223 + ], + "ridge": [ + 223 + ], + "local": [ + 223 + ], + "entries": [ + 223 + ], + "daily": [ + 223 + ], + "occupation": [ + 223 + ], + "encountered": [ + 223 + ], + "improvised": [ + 223 + ], + "1d101": [ + 223 + ], + "pertinent": [ + 224 + ], + "office": [ + 224 + ], + "seal": [ + 224 + ], + "serfdom": [ + 224 + ], + "balanced,": [ + 225, + 277 + ], + "tearing).": [ + 225, + 277 + ], + "commlink": [ + 225, + 227 + ], + "respirator": [ + 225, + 229 + ], + "guardsman": [ + 226 + ], + "expanded": [ + 226 + ], + "chiefly": [ + 226 + ], + "disciplined": [ + 226, + 229 + ], + "mass": [ + 226 + ], + "soldiery": [ + 226 + ], + "numbers": [ + 226, + 285 + ], + "chief": [ + 226 + ], + "uniform": [ + 226 + ], + "tactica": [ + 226 + ], + "imperialis": [ + 226 + ], + "equipped": [ + 226 + ], + "motivated": [ + 226 + ], + "15;": [ + 227 + ], + "full;": [ + 227 + ], + "reliable).": [ + 227 + ], + "medals": [ + 227 + ], + "dataslate": [ + 227, + 234 + ], + "encrypted": [ + 227, + 233 + ], + "officer": [ + 227 + ], + "navigation": [ + 228, + 275 + ], + "monotask": [ + 228 + ], + "eriochpattern": [ + 228 + ], + "1d56": [ + 229 + ], + "sticks": [ + 229 + ], + "infantrymans": [ + 229 + ], + "uplifting": [ + 229 + ], + "primer": [ + 229 + ], + "servofist": [ + 230, + 231 + ], + "servoskull": [ + 230 + ], + "technomat": [ + 231, + 234 + ], + "plus": [ + 231 + ], + "armament": [ + 231 + ], + "per10": [ + 231 + ], + "armourplated": [ + 231 + ], + "servofists": [ + 231 + ], + "sturdy": [ + 231 + ], + "puny": [ + 231, + 286 + ], + "51-70": [ + 232 + ], + "interior": [ + 232 + ], + "shrikes": [ + 232 + ], + "sweep": [ + 232 + ], + "exterior": [ + 232 + ], + "hormagaunts": [ + 232 + ], + "splinter": [ + 232 + ], + "swarm": [ + 232 + ], + "current": [ + 232, + 233, + 248 + ], + "detect": [ + 232, + 248 + ], + "arrives": [ + 232 + ], + "comprises": [ + 232 + ], + "termagants": [ + 232 + ], + "brood": [ + 232 + ], + "countdown": [ + 232 + ], + "towards": [ + 232, + 269 + ], + "extraction": [ + 232 + ], + "†includes": [ + 233 + ], + "datacore": [ + 233 + ], + "chained": [ + 233 + ], + "belt": [ + 233 + ], + "spare": [ + 233 + ], + "flask": [ + 233 + ], + "ists": [ + 233 + ], + "inferno": [ + 233 + ], + "cipher": [ + 233 + ], + "keys": [ + 233 + ], + "portable": [ + 233 + ], + "bioauspex": [ + 233 + ], + "vyakais": [ + 233 + ], + "machineparts": [ + 233 + ], + "magos": [ + 233 + ], + "vyakai": [ + 233 + ], + "programmed": [ + 233 + ], + "mechanisms": [ + 233 + ], + "biologis": [ + 233 + ], + "repute": [ + 233 + ], + "health": [ + 233 + ], + "marked": [ + 233 + ], + "fellows": [ + 233 + ], + "tantalus": [ + 233 + ], + "opportunity": [ + 233, + 255 + ], + "sanders": [ + 234 + ], + "pyroclast": [ + 234 + ], + "insulated": [ + 234 + ], + "bodyglove": [ + 234 + ], + "adepts": [ + 234 + ], + "gamma9": [ + 234 + ], + "portrayed": [ + 234 + ], + "robe": [ + 234 + ], + "pocket": [ + 234 + ], + "tabulator": [ + 234 + ], + "encoder": [ + 234 + ], + "exhausted": [ + 234 + ], + "desperate": [ + 234 + ], + "index": [ + 235, + 238, + 241, + 245, + 249, + 256, + 258 + ], + "roleplay": [ + 241 + ], + "+20%": [ + 247 + ], + "blather": [ + 247 + ], + "_______________________": [ + 247, + 248 + ], + "______________________________________": [ + 248 + ], + "heartossmodulabiscopea": [ + 248 + ], + "suspended": [ + 248 + ], + "animation": [ + 248 + ], + "_________________________": [ + 248 + ], + "oolotic": [ + 248 + ], + "kidney": [ + 248 + ], + "poisons": [ + 248 + ], + "toxins": [ + 248 + ], + "neuroglottis": [ + 248 + ], + "toxin": [ + 248 + ], + "periods": [ + 248 + ], + "additions": [ + 249 + ], + "(31-70)": [ + 251 + ], + "servoaugmented": [ + 253 + ], + "musculature": [ + 253 + ], + "autosenses": [ + 253 + ], + "photon": [ + 253 + ], + "flash": [ + 253 + ], + "stun": [ + 253 + ], + "grenades": [ + 253, + 268 + ], + "____________________________": [ + 253 + ], + "bulging": [ + 253 + ], + "biceps": [ + 253 + ], + "magboots": [ + 253 + ], + "nutrient": [ + 253 + ], + "recycling": [ + 253 + ], + "operate": [ + 253 + ], + "weeks": [ + 253 + ], + "resupply": [ + 253 + ], + "recoil": [ + 253 + ], + "1handed": [ + 253 + ], + "quick": [ + 253 + ], + "(pg": [ + 255 + ], + "219)": [ + 255 + ], + "concentrates": [ + 255 + ], + "suppressing": [ + 255 + ], + "crosses": [ + 255 + ], + "concert": [ + 255 + ], + "rushes": [ + 255 + ], + "unison": [ + 255 + ], + "defensive": [ + 255 + ], + "stances": [ + 255 + ], + "designation:": [ + 256 + ], + "cohesion:": [ + 257 + ], + "supreme": [ + 259 + ], + "genetically": [ + 259 + ], + "enhanced": [ + 259 + ], + "engineered": [ + 259 + ], + "ultimate": [ + 259 + ], + "stronger": [ + 259 + ], + "tougherand": [ + 259 + ], + "deadlierthan": [ + 259 + ], + "alienhunters": [ + 259 + ], + "accomplish": [ + 259 + ], + "confront": [ + 259 + ], + "possesseschallenges": [ + 259 + ], + "defeat": [ + 259, + 262, + 263 + ], + "isbn:\b978-1-58994-778-8": [ + 260 + ], + "wwwfantasyflightgamescom": [ + 260, + 281 + ], + "(novice": [ + 262 + ], + "objective,": [ + 262, + 263, + 264 + ], + "requisition)": [ + 262, + 263, + 264 + ], + "spear": [ + 262, + 263, + 264, + 273 + ], + "greatly": [ + 262 + ], + "idle": [ + 262, + 273 + ], + "jaresh": [ + 262 + ], + "included": [ + 262 + ], + "calculation": [ + 262 + ], + "beacon": [ + 262, + 273 + ], + "signal": [ + 262 + ], + "retrieval": [ + 262 + ], + "crazed": [ + 262, + 273 + ], + "dane": [ + 262, + 268, + 274 + ], + "pilots": [ + 262 + ], + "epsilon": [ + 262, + 273 + ], + "explicit": [ + 262 + ], + "depart": [ + 262 + ], + "feral": [ + 262 + ], + "extremely": [ + 263 + ], + "persuasion": [ + 263 + ], + "convince": [ + 263 + ], + "except": [ + 263, + 268 + ], + "(veteran": [ + 264 + ], + "modify": [ + 264 + ], + "starting": [ + 264 + ], + "evaluations": [ + 264 + ], + "requisitioned": [ + 264 + ], + "issued": [ + 264 + ], + "speeder": [ + 264 + ], + "transport": [ + 264, + 271 + ], + "larger": [ + 264 + ], + "custody": [ + 264 + ], + "luminators": [ + 264 + ], + "oathtaking": [ + 264 + ], + "custom": [ + 264 + ], + "departure": [ + 264 + ], + "hunterclass": [ + 264 + ], + "frigate": [ + 264 + ], + "kilometrelong": [ + 264 + ], + "(8)": [ + 265, + 265, + 275 + ], + "aerofoil": [ + 265 + ], + "cuts": [ + 265 + ], + "dimensional": [ + 265 + ], + "projection": [ + 265 + ], + "clouds": [ + 265 + ], + "northeast": [ + 265, + 269 + ], + "continent": [ + 265, + 269 + ], + "hives": [ + 265 + ], + "battleravaged": [ + 265 + ], + "rockscapes": [ + 265 + ], + "baraban": [ + 265 + ], + "strikingly": [ + 265 + ], + "untouched": [ + 265 + ], + "warring": [ + 265 + ], + "canopy": [ + 265 + ], + "rippling": [ + 265 + ], + "blue": [ + 265 + ], + "ocean": [ + 265 + ], + "bordering": [ + 265 + ], + "landmasss": [ + 265 + ], + "collage": [ + 265 + ], + "blanket": [ + 265 + ], + "autumn": [ + 265 + ], + "colours": [ + 265 + ], + "surrounds": [ + 265 + ], + "(x2),": [ + 266 + ], + "obscuring": [ + 266 + ], + "branches": [ + 266 + ], + "110m": [ + 266 + ], + "shattered": [ + 266 + ], + "frantic": [ + 266 + ], + "full),": [ + 267 + ], + "beak": [ + 267, + 268, + 269 + ], + "(1d5+8": [ + 267 + ], + "primitive).": [ + 267 + ], + "overwhelming": [ + 267 + ], + "reloads.": [ + 268 + ], + "rifles": [ + 268 + ], + "kroots": [ + 268 + ], + "follows": [ + 268 + ], + "four": [ + 268, + 287 + ], + "frag": [ + 268 + ], + "bursts": [ + 268 + ], + "intervene": [ + 268 + ], + "revealing": [ + 268 + ], + "overrun": [ + 268 + ], + "participate": [ + 268 + ], + "unable": [ + 268 + ], + "(x2)": [ + 269 + ], + "tattered": [ + 269 + ], + "southeast": [ + 269 + ], + "ecology": [ + 269 + ], + "1d1010": [ + 269, + 276 + ], + "trees": [ + 269, + 270 + ], + "summer": [ + 269 + ], + "1d510": [ + 269 + ], + "strongest": [ + 269 + ], + "landmass": [ + 269 + ], + "delirium": [ + 269 + ], + "trellis": [ + 269, + 270, + 271, + 273 + ], + "located": [ + 269 + ], + "hundred": [ + 269 + ], + "kilometres": [ + 269 + ], + "vertical": [ + 269 + ], + "largest": [ + 269 + ], + "installations": [ + 269 + ], + "minus": [ + 270 + ], + "wielder’s": [ + 270 + ], + "minutes.": [ + 270 + ], + "alerting": [ + 270 + ], + "pulverise": [ + 270 + ], + "events": [ + 270 + ], + "transpiring": [ + 270 + ], + "madness": [ + 270, + 272, + 274 + ], + "entwining": [ + 270 + ], + "avenues": [ + 270 + ], + "communication": [ + 270 + ], + "telling": [ + 270 + ], + "general’s": [ + 271 + ], + "carve": [ + 271 + ], + "portion": [ + 271 + ], + "trunks": [ + 271 + ], + "arriving": [ + 271 + ], + "late": [ + 271 + ], + "finding": [ + 271 + ], + "expose": [ + 271 + ], + "successes": [ + 271 + ], + "gone": [ + 271 + ], + "certainly": [ + 271 + ], + "produce": [ + 271 + ], + "melta": [ + 271 + ], + "clash": [ + 271 + ], + "rewards.": [ + 272, + 273 + ], + "operation": [ + 272 + ], + "attempting": [ + 272 + ], + "carries": [ + 272 + ], + "meaningful": [ + 272 + ], + "outcome": [ + 272 + ], + "respectable": [ + 272 + ], + "effort": [ + 272, + 273 + ], + "shade": [ + 272 + ], + "longrange": [ + 273 + ], + "nets": [ + 273 + ], + "rescued": [ + 273 + ], + "worth": [ + 273 + ], + "defeating": [ + 273 + ], + "retrieve": [ + 273 + ], + "sitting": [ + 273 + ], + "mount": [ + 273 + ], + "hollow": [ + 273 + ], + "them,": [ + 274 + ], + "spirit’s": [ + 274 + ], + "skill.": [ + 274 + ], + "vespid": [ + 274, + 275 + ], + "stingwing": [ + 274 + ], + "initiate": [ + 274 + ], + "ciphers": [ + 275 + ], + "runes": [ + 275 + ], + "chainsword": [ + 276 + ], + "demeanours": [ + 277 + ], + "accept": [ + 277 + ], + "studious": [ + 277 + ], + "300m": [ + 277 + ], + "6d1010": [ + 277 + ], + "2full)": [ + 278 + ], + "turbolaser": [ + 278 + ], + "750m": [ + 278 + ], + "4d1030": [ + 278 + ], + "reloaded": [ + 279 + ], + "flight,": [ + 279 + ], + "(6)": [ + 279 + ], + "hellstrike": [ + 279 + ], + "missiles": [ + 279 + ], + "1000m": [ + 279 + ], + "4d106": [ + 279 + ], + "missile": [ + 279, + 283 + ], + "150m": [ + 279 + ], + "3d101": [ + 279 + ], + "2full": [ + 279 + ], + "operated": [ + 279 + ], + "gunships": [ + 279 + ], + "appendix": [ + 279 + ], + "friendly": [ + 279 + ], + "exception": [ + 279 + ], + "servais": [ + 279 + ], + "conflicted": [ + 279 + ], + "matters": [ + 279 + ], + "strategy": [ + 279 + ], + "philosophy": [ + 279 + ], + "personality": [ + 279 + ], + "diametric": [ + 279 + ], + "stack": [ + 280 + ], + "odds": [ + 280 + ], + "favour.": [ + 280 + ], + "negotiate": [ + 280 + ], + "violent": [ + 280 + ], + "mistrust": [ + 280 + ], + "wherever": [ + 280 + ], + "adventure": [ + 280 + ], + "seeds": [ + 280 + ], + "wasteland": [ + 280 + ], + "filled": [ + 280 + ], + "orks": [ + 280 + ], + "transmission": [ + 280 + ], + "farflung": [ + 280 + ], + "station": [ + 280 + ], + "resolviate": [ + 280 + ], + "grace": [ + 280 + ], + "beginnings": [ + 280 + ], + "enslaver": [ + 280 + ], + "plague": [ + 280 + ], + "remote": [ + 280 + ], + "intact": [ + 280 + ], + "crisis": [ + 280 + ], + "central": [ + 280 + ], + "eager": [ + 280 + ], + "learn": [ + 280 + ], + "encroaching": [ + 280 + ], + "cogitator": [ + 280 + ], + "severely": [ + 280 + ], + "quist": [ + 280 + ], + "requests": [ + 280 + ], + "species": [ + 280 + ], + "linkage": [ + 280 + ], + "tarran": [ + 280 + ], + "joins": [ + 280 + ], + "assassination": [ + 280 + ], + "answering": [ + 280 + ], + "isbn:": [ + 281 + ], + "978-1-58994-779-5": [ + 281 + ], + "insigniadeviceslogossymbols": [ + 281 + ], + "infernus": [ + 282 + ], + "2d108": [ + 282 + ], + "raditional": [ + 282 + ], + "hellish": [ + 282 + ], + "†††": [ + 283 + ], + "lascannon": [ + 283 + ], + "tanks": [ + 283 + ], + "250m": [ + 283 + ], + "+10": [ + 284 + ], + "weapon’s": [ + 285 + ], + "penetration.": [ + 285 + ], + "prone": [ + 285 + ], + "mowing": [ + 285 + ], + "recharge": [ + 285 + ], + "everyother": [ + 285 + ], + "higher": [ + 285 + ], + "fatigued": [ + 285 + ], + "individually": [ + 285 + ], + "tearing:": [ + 286 + ], + "flakboard": [ + 286 + ], + "braced": [ + 286, + 287 + ], + "haywire": [ + 286 + ], + "generates": [ + 286 + ], + "troubles": [ + 286 + ], + "(no": [ + 287 + ], + "toughness).": [ + 287 + ], + "correct": [ + 287 + ], + "scatter": [ + 287 + ], + "diagram": [ + 287 + ], + "dodging": [ + 287 + ] + }, + "metadata": { + "totalRules": 288, + "sources": [ + { + "name": "Core Rulebook", + "abbr": "CR" + }, + { + "name": "Game Master's Kit", + "abbr": "GMK" + } + ], + "categories": [ + "general", + "psychic", + "skills", + "talents", + "combat", + "weapons", + "equipment" + ], + "lastUpdated": "2025-08-16T06:04:01.668Z" + } +} \ No newline at end of file diff --git a/database/rules/sample-rules.json b/database/rules/sample-rules.json new file mode 100644 index 0000000..bea93c4 --- /dev/null +++ b/database/rules/sample-rules.json @@ -0,0 +1,422 @@ +{ + "rules": [ + { + "id": "rule_sample_1", + "title": "Attack Roll", + "content": "To make an attack, roll 1d100 and compare to your Weapon Skill (for melee) or Ballistic Skill (for ranged). If the result is equal to or less than your skill, you hit. Apply modifiers for difficulty, range, and circumstances.", + "page": 45, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "examples": "Brother Marcus has WS 40. Rolling 35 succeeds, rolling 45 fails.", + "relatedRules": [ + "Damage Roll", + "Critical Hit", + "Dodge" + ] + }, + { + "id": "rule_sample_2", + "title": "Damage Roll", + "content": "When you successfully hit, roll damage using the weapon's damage dice plus your Strength Bonus (for melee) or the weapon's damage value (for ranged). Compare to the target's Toughness and armor.", + "page": 48, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "combat", + "examples": "Chainsword deals 1d10+3 damage. With SB 4, total damage is 1d10+7.", + "relatedRules": [ + "Attack Roll", + "Armor", + "Critical Hit" + ] + }, + { + "id": "rule_sample_3", + "title": "Power Armor", + "content": "Astartes Power Armor provides 8 points of armor to all locations and includes built-in systems like auto-senses, vox communications, and life support. It also provides immunity to environmental hazards.", + "page": 150, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "armor", + "examples": "An attack dealing 12 damage is reduced to 4 damage (12-8=4).", + "relatedRules": [ + "Armor", + "Equipment", + "Requisition" + ] + }, + { + "id": "rule_sample_4", + "title": "Full Auto", + "content": "Weapons with Full Auto can fire multiple shots in a single attack. Roll to hit as normal. For every 2 degrees of success, score one additional hit (maximum of half the weapon's Rate of Fire).", + "page": 52, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "weapons", + "examples": "Bolter RoF 4, hitting by 20 (2 degrees) scores 2 hits total.", + "relatedRules": [ + "Attack Roll", + "Semi Auto", + "Jamming" + ] + }, + { + "id": "rule_sample_5", + "title": "Requisition", + "content": "Space Marines acquire equipment through the Requisition system using Requisition Points. Standard equipment costs 1-5 points, rare items cost more. Points are awarded for mission success and renewed each mission.", + "page": 130, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "equipment", + "examples": "Bolter costs 1 RP, Heavy Bolter costs 15 RP.", + "relatedRules": [ + "Equipment", + "Renown", + "Supply" + ] + }, + { + "id": "rule_sample_6", + "title": "Squad Mode", + "content": "When Battle-Brothers maintain Cohesion, they can enter Squad Mode and use special abilities. Each round in Squad Mode, generate Cohesion points based on squad leadership and spend them on Squad Mode abilities.", + "page": 210, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "category": "squad", + "examples": "A 5-man squad generates 2 Cohesion points per round.", + "relatedRules": [ + "Cohesion", + "Leadership", + "Tactics" + ] + } + ], + "searchIndex": { + "attack": [ + 0, + 3 + ], + "roll": [ + 0, + 1, + 3 + ], + "make": [ + 0 + ], + "1d100": [ + 0 + ], + "compare": [ + 0, + 1 + ], + "your": [ + 0, + 1 + ], + "weapon": [ + 0 + ], + "skill": [ + 0 + ], + "melee": [ + 0, + 1 + ], + "ballistic": [ + 0 + ], + "ranged": [ + 0, + 1 + ], + "result": [ + 0 + ], + "equal": [ + 0 + ], + "less": [ + 0 + ], + "than": [ + 0 + ], + "apply": [ + 0 + ], + "modifiers": [ + 0 + ], + "difficulty": [ + 0 + ], + "range": [ + 0 + ], + "circumstances": [ + 0 + ], + "damage": [ + 1 + ], + "when": [ + 1, + 5 + ], + "successfully": [ + 1 + ], + "using": [ + 1, + 4 + ], + "weapons": [ + 1, + 3 + ], + "dice": [ + 1 + ], + "plus": [ + 1 + ], + "strength": [ + 1 + ], + "bonus": [ + 1 + ], + "value": [ + 1 + ], + "targets": [ + 1 + ], + "toughness": [ + 1 + ], + "armor": [ + 1, + 2 + ], + "power": [ + 2 + ], + "astartes": [ + 2 + ], + "provides": [ + 2 + ], + "points": [ + 2, + 4, + 5 + ], + "locations": [ + 2 + ], + "includes": [ + 2 + ], + "builtin": [ + 2 + ], + "systems": [ + 2 + ], + "like": [ + 2 + ], + "autosenses": [ + 2 + ], + "communications": [ + 2 + ], + "life": [ + 2 + ], + "support": [ + 2 + ], + "also": [ + 2 + ], + "immunity": [ + 2 + ], + "environmental": [ + 2 + ], + "hazards": [ + 2 + ], + "full": [ + 3 + ], + "auto": [ + 3 + ], + "with": [ + 3 + ], + "fire": [ + 3 + ], + "multiple": [ + 3 + ], + "shots": [ + 3 + ], + "single": [ + 3 + ], + "normal": [ + 3 + ], + "every": [ + 3 + ], + "degrees": [ + 3 + ], + "success": [ + 3, + 4 + ], + "score": [ + 3 + ], + "additional": [ + 3 + ], + "maximum": [ + 3 + ], + "half": [ + 3 + ], + "rate": [ + 3 + ], + "requisition": [ + 4 + ], + "space": [ + 4 + ], + "marines": [ + 4 + ], + "acquire": [ + 4 + ], + "equipment": [ + 4 + ], + "through": [ + 4 + ], + "system": [ + 4 + ], + "standard": [ + 4 + ], + "costs": [ + 4 + ], + "rare": [ + 4 + ], + "items": [ + 4 + ], + "cost": [ + 4 + ], + "more": [ + 4 + ], + "awarded": [ + 4 + ], + "mission": [ + 4 + ], + "renewed": [ + 4 + ], + "each": [ + 4, + 5 + ], + "squad": [ + 5 + ], + "mode": [ + 5 + ], + "battlebrothers": [ + 5 + ], + "maintain": [ + 5 + ], + "cohesion": [ + 5 + ], + "they": [ + 5 + ], + "enter": [ + 5 + ], + "special": [ + 5 + ], + "abilities": [ + 5 + ], + "round": [ + 5 + ], + "generate": [ + 5 + ], + "based": [ + 5 + ], + "leadership": [ + 5 + ], + "spend": [ + 5 + ], + "them": [ + 5 + ] + }, + "metadata": { + "totalRules": 6, + "sources": [ + { + "name": "Sample Rules", + "abbr": "SAMPLE" + } + ], + "categories": [ + "combat", + "armor", + "weapons", + "equipment", + "squad" + ], + "lastUpdated": "2025-08-16T06:04:01.692Z" + } +} \ No newline at end of file diff --git a/database/scripts/apply_apothecary_template_andreas.js b/database/scripts/apply_apothecary_template_andreas.js new file mode 100644 index 0000000..74eaf40 --- /dev/null +++ b/database/scripts/apply_apothecary_template_andreas.js @@ -0,0 +1,155 @@ +const fs = require('fs'); +const path = require('path'); +const { playerHelpers } = require('../sqlite-db'); + +const armouryPath = path.join(__dirname, '..', '..', 'public', 'deathwatch-armoury.json'); +const armoury = JSON.parse(fs.readFileSync(armouryPath, 'utf8')); + +function findItemByName(name) { + const needle = String(name).toLowerCase(); + for (const cat of Object.keys(armoury.items)) { + const arr = armoury.items[cat]; + if (Array.isArray(arr)) { + let found = arr.find(i => String(i.name).toLowerCase() === needle); + if (found) return found; + found = arr.find(i => String(i.name).toLowerCase().includes(needle)); + if (found) return found; + } + } + return null; +} + +(function main(){ + const name = 'andreas'; + const player = playerHelpers.getByName(name); + if (!player) return console.error('Player not found', name); + + const ts = Date.now(); + const backupsDir = path.join(__dirname, '..', 'backups'); + if (!fs.existsSync(backupsDir)) fs.mkdirSync(backupsDir, { recursive: true }); + const beforePath = path.join(backupsDir, `${name}.before.${ts}.json`); + fs.writeFileSync(beforePath, JSON.stringify(player, null, 2), 'utf8'); + console.log('Backup written:', beforePath); + + const charName = 'Brother Lucian'; + const chapter = 'ultramarines'; + const speciality = 'apothecary'; + const rank = '1'; + + const characteristics = { + ws: 46, + bs: 40, + s: 41, + t: 40, + ag: 43, + int: 43, + per: 41, + wp: 42, + fel: 43 + }; + + const canonicalSkills = [ + 'Acrobatics (Ag)', 'Awareness (Per)', 'Charm (Fel)', 'Climb (S)', 'Command (Fel)', + 'Common Lore (Int)', 'Deathwatch', 'Imperium', 'War', 'Dodge (Ag)', + 'Forbidden Lore (Int)', 'Xenos', 'Intimidate (S)', 'Literacy (Int)', 'Medicae (Int)', + 'Navigation (Int)', 'Pilot (Ag)', 'Scholastic Lore (Int)', 'Codex Astartes', + 'Scrutiny (Per)', 'Search (Per)', 'Silent Move (Ag)', 'Speak Language (Int)', + 'High Gothic', 'Low Gothic', 'Survival (Int)', 'Tactics (Int)', 'Tracking (Int)', + 'Tech-Use (Int)' + ]; + + const skillMap = {}; + for (const s of canonicalSkills) skillMap[s] = { trained: false, plus10: false, plus20: false }; + // Mark trained skills exactly as on the sheet + ['Common Lore (Int)', 'Medicae (Int)', 'Scholastic Lore (Int)', 'Awareness (Per)', 'Dodge (Ag)'].forEach(s => { + if (!skillMap[s]) skillMap[s] = { trained: true, plus10: false, plus20: false }; + else skillMap[s].trained = true; + }); + + // Weapons + const weapons = []; + const wpNames = ['Chainsword', 'Astartes Bolt Pistol']; + for (const wn of wpNames) { + const item = findItemByName(wn); + if (item) { + const stats = item.stats || {}; + const dmg = stats.damage || ''; + const rangeMatch = dmg.match(/Range\s*([^;]+)/i); + const penMatch = dmg.match(/Pen\s*(\d+)/i); + const clipMatch = dmg.match(/Clip\s*(\d+)/i); + const rldMatch = dmg.match(/Reload\s*([^;]+)/i); + weapons.push({ + name: item.name, + class: stats.class || '', + damage: dmg, + type: item.category || '', + pen: penMatch ? penMatch[1] : '', + range: rangeMatch ? rangeMatch[1].trim() : '', + rof: '', + clip: clipMatch ? clipMatch[1] : '', + rld: rldMatch ? rldMatch[1].trim() : '', + special: stats.source || '' + }); + } + } + + // Inventory and gear + const frag = findItemByName('Astartes Frag Grenade') || { name: 'Astartes Frag Grenade' }; + const krak = findItemByName('Astartes Krak Grenade') || { name: 'Astartes Krak Grenade' }; + const combatKnife = findItemByName('Astartes Combat Knife') || { name: 'Combat Knife' }; + const chainsword = findItemByName('Chainsword') || { name: 'Chainsword' }; + const powerArmourLookup = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour'); + + const inventory = [{ name: frag.name, count: 3 }, { name: krak.name, count: 3 }]; + const gear = [{ name: frag.name, qty: 3 }, { name: krak.name, qty: 3 }, { name: chainsword.name, qty: 1 }, { name: powerArmourLookup ? powerArmourLookup.name : 'Mark VII Power Armour', qty: 1 }, { name: combatKnife.name, qty: 1 }]; + + const armourItem = powerArmourLookup; + const armour = armourItem ? { + body: armourItem.name, + ap: (armourItem.stats && armourItem.stats.protection && (armourItem.stats.protection.body || armourItem.stats.protection.total)) ? (armourItem.stats.protection.body || armourItem.stats.protection.total) : 8, + head: 0, + ra: 8, + la: 8, + rl: 8, + ll: 8 + } : { body: 'Mark VII Power Armour', ap: 8, head: 0, ra: 8, la: 8, rl: 8, ll: 8 }; + + const talents = ['Enhance Healing', 'Deathwatch Training']; + const fate = { total: 2, current: 2 }; + const wounds = { total: 19, current: 19, fatigue: 0 }; + const movement = { half: 5, full: 10, charge: 15, halfAction: 5, fullAction: 10, run: 30 }; + + const demeanour = 'Honour the Codex'; + const personalDemeanour = 'Studious'; + + const tabInfo = Object.assign({}, player.tabInfo || {}, { + charName, + playerName: name, + chapter, + speciality, + rank, + characteristics, + skills: skillMap, + weapons, + inventory, + gear, + armour, + talents, + fate, + wounds, + movement, + renown: 'Rank 1', + powerArmour: true, + demeanour, + personalDemeanour + }); + + const ok = playerHelpers.update(name, { name, rollerInfo: player.rollerInfo || {}, shopInfo: player.shopInfo || {}, tabInfo, pw: player.pw || '', pwHash: player.pwHash || '' }); + if (!ok) return console.error('Failed to update player'); + + const updated = playerHelpers.getByName(name); + const afterPath = path.join(backupsDir, `${name}.after.${ts}.json`); + fs.writeFileSync(afterPath, JSON.stringify(updated, null, 2), 'utf8'); + console.log('After backup written:', afterPath); + console.log(JSON.stringify(updated, null, 2)); +})(); diff --git a/database/scripts/apply_assault_template_claes.js b/database/scripts/apply_assault_template_claes.js new file mode 100644 index 0000000..fa333ad --- /dev/null +++ b/database/scripts/apply_assault_template_claes.js @@ -0,0 +1,143 @@ +const fs = require('fs'); +const path = require('path'); +const { playerHelpers } = require('../sqlite-db'); + +const armouryPath = path.join(__dirname, '..', '..', 'public', 'deathwatch-armoury.json'); +const armoury = JSON.parse(fs.readFileSync(armouryPath, 'utf8')); + +function findItemByName(name) { + const needle = String(name).toLowerCase(); + for (const cat of Object.keys(armoury.items)) { + const arr = armoury.items[cat]; + if (Array.isArray(arr)) { + let found = arr.find(i => String(i.name).toLowerCase() === needle); + if (found) return found; + found = arr.find(i => String(i.name).toLowerCase().includes(needle)); + if (found) return found; + } + } + return null; +} + +(async function main(){ + const name = 'claes'; + const player = playerHelpers.getByName(name); + if (!player) return console.error('Player not found', name); + + // Assault Marine (Brother Elyas) values inferred from screenshot + const charName = 'Brother Elyas'; + const characteristics = { + ws: 44, + bs: 46, + s: 47, + t: 44, + ag: 48, + int: 30, + per: 41, + wp: 41, + fel: 37 + }; + + const trained = [ + 'Awareness (Per)', 'Common Lore (Int)', 'Dodge (Ag)', 'Intimidate (S)', 'Scholastic Lore (Int)', + 'Guns (BS)', 'Melee (WS)' + ]; + + const existingSkills = player.tabInfo && player.tabInfo.skills ? player.tabInfo.skills : []; + const skillMap = {}; + const canonical = [ + 'Acrobatics (Ag)', 'Awareness (Per)', 'Charm (Fel)', 'Climb (S)', 'Command (Fel)', + 'Common Lore (Int)', 'Deathwatch', 'Imperium', 'War', 'Dodge (Ag)', + 'Forbidden Lore (Int)', 'Xenos', 'Intimidate (S)', 'Literacy (Int)', 'Medicae (Int)', + 'Navigation (Int)', 'Pilot (Ag)', 'Scholastic Lore (Int)', 'Codex Astartes', + 'Scrutiny (Per)', 'Search (Per)', 'Silent Move (Ag)', 'Speak Language (Int)', + 'High Gothic', 'Low Gothic', 'Survival (Int)', 'Tactics (Int)', 'Tracking (Int)', + 'Tech-Use (Int)' + ]; + for (const s of canonical) skillMap[s] = { trained: false, plus10:false, plus20:false }; + for (const s of trained) { skillMap[s] = skillMap[s] || { trained: false, plus10:false, plus20:false }; skillMap[s].trained = true; } + if (Array.isArray(existingSkills)) { + for (const s of existingSkills) { if (!skillMap[s]) skillMap[s] = { trained:true, plus10:false, plus20:false }; else skillMap[s].trained = true; } + } else if (typeof existingSkills === 'object') { + for (const [k,v] of Object.entries(existingSkills)) { skillMap[k] = Object.assign(skillMap[k]||{trained:false,plus10:false,plus20:false}, v); } + } + + // Weapons & gear + const weaponNames = ['Astartes Bolt Pistol', 'Powerfist']; + const weapons = []; + for (const wn of weaponNames) { + const item = findItemByName(wn); + if (item) { + const stats = item.stats || {}; + const dmg = stats.damage || ''; + const rangeMatch = dmg.match(/Range\s*([^;]+)/i); + const penMatch = dmg.match(/Pen\s*(\d+)/i); + const clipMatch = dmg.match(/Clip\s*(\d+)/i); + const rldMatch = dmg.match(/Reload\s*([^;]+)/i); + weapons.push({ + name: item.name, + class: stats.class || '', + damage: dmg, + type: item.category || '', + pen: penMatch ? penMatch[1] : '', + range: rangeMatch ? rangeMatch[1].trim() : '', + rof: '', + clip: clipMatch ? clipMatch[1] : '', + rld: rldMatch ? rldMatch[1].trim() : '', + special: stats.source || '' + }); + } + } + + const frag = findItemByName('Frag Grenade') || { name: 'Frag Grenade' }; + const krak = findItemByName('Krak Grenade') || { name: 'Krak Grenade' }; + + const inventory = [ { name: frag.name, count: 3 }, { name: krak.name, count: 3 } ]; + const gearEntries = [ { name: frag.name, qty:3 }, { name: krak.name, qty:3 } ]; + const sac = findItemByName('Combat Knife') || { name: 'Combat Knife' }; + gearEntries.push({ name: sac.name, qty:1 }); + + const armourItem = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour'); + const armour = {}; + if (armourItem && armourItem.stats && armourItem.stats.protection) { + armour.body = armourItem.name; + armour.ap = armourItem.stats.protection.body || 8; + armour.head = armourItem.stats.protection.head || 0; + armour.ra = armourItem.stats.protection.arms || 8; + armour.la = armour.ra; + armour.rl = armourItem.stats.protection.legs || 8; + armour.ll = armour.rl; + } else { + armour.body = armourItem ? armourItem.name : 'Mark VII Power Armour'; + armour.ap = 8; armour.head = 0; armour.ra = 8; armour.la = 8; armour.rl = 8; armour.ll = 8; + } + gearEntries.push({ name: armour.body, qty: 1 }); + + const talents = ['Wings of Angels', 'Deathwatch Training']; + const fate = { total: 3, current: 3 }; + const wounds = { total: 21, current: 21, fatigue: 0 }; + const movement = { half:5, full:10, charge:15, halfAction:5, fullAction:10, run:30 }; + const renown = 'Rank 1'; + const powerArmour = true; + + const newTab = Object.assign({}, player.tabInfo || {}, { + charName, + characteristics, + skills: skillMap, + weapons, + inventory, + gear: (player.tabInfo && player.tabInfo.gear && player.tabInfo.gear.length) ? player.tabInfo.gear.concat(gearEntries) : gearEntries, + armour, + talents, + fate, + wounds, + movement, + renown, + powerArmour + }); + + const ok = playerHelpers.update(name, { name, rollerInfo: player.rollerInfo || {}, shopInfo: player.shopInfo || {}, tabInfo: newTab, pw: player.pw || '', pwHash: player.pwHash || '' }); + if (!ok) return console.error('Failed to update player'); + console.log('Updated player', name); + console.log(JSON.stringify(playerHelpers.getByName(name), null, 2)); +})(); diff --git a/database/scripts/apply_devastator_template_anders.js b/database/scripts/apply_devastator_template_anders.js new file mode 100644 index 0000000..a9db29c --- /dev/null +++ b/database/scripts/apply_devastator_template_anders.js @@ -0,0 +1,159 @@ +const fs = require('fs'); +const path = require('path'); +const { playerHelpers } = require('../sqlite-db'); + +const armouryPath = path.join(__dirname, '..', '..', 'public', 'deathwatch-armoury.json'); +const armoury = JSON.parse(fs.readFileSync(armouryPath, 'utf8')); + +function findItemByName(name) { + const needle = String(name).toLowerCase(); + for (const cat of Object.keys(armoury.items)) { + const arr = armoury.items[cat]; + if (Array.isArray(arr)) { + let found = arr.find(i => String(i.name).toLowerCase() === needle); + if (found) return found; + found = arr.find(i => String(i.name).toLowerCase().includes(needle)); + if (found) return found; + } + } + return null; +} + +(function main(){ + const name = 'anders'; + const player = playerHelpers.getByName(name); + if (!player) return console.error('Player not found', name); + + const backupsDir = path.join(__dirname, '..', 'backups'); + if (!fs.existsSync(backupsDir)) fs.mkdirSync(backupsDir, { recursive: true }); + const before = path.join(backupsDir, `anders.before.${Date.now()}.json`); + fs.writeFileSync(before, JSON.stringify(player, null, 2)); + console.log('Backup written:', before); + + // Character exact from screenshot + const charName = 'Brother Sepheran'; + const characteristics = { + ws: 47, + bs: 48, + s: 41, + t: 43, + ag: 42, + int: 50, + per: 43, + wp: 48, + fel: 38 + }; + + // Skills to mark trained based on sheet + const trained = [ + 'Awareness (Per)', + 'Common Lore (Int)', + 'Dodge (Ag)', + 'Intimidate (S)', + 'Logic (Int)', + 'Scholastic Lore (Int)', + // space marine defaults + 'Guns (BS)', 'Melee (WS)' + ]; + + const canonical = [ + 'Acrobatics (Ag)', 'Awareness (Per)', 'Charm (Fel)', 'Climb (S)', 'Command (Fel)', + 'Common Lore (Int)', 'Deathwatch', 'Imperium', 'War', 'Dodge (Ag)', + 'Forbidden Lore (Int)', 'Xenos', 'Intimidate (S)', 'Literacy (Int)', 'Medicae (Int)', + 'Navigation (Int)', 'Pilot (Ag)', 'Scholastic Lore (Int)', 'Codex Astartes', + 'Scrutiny (Per)', 'Search (Per)', 'Silent Move (Ag)', 'Speak Language (Int)', + 'High Gothic', 'Low Gothic', 'Survival (Int)', 'Tactics (Int)', 'Tracking (Int)', + 'Tech-Use (Int)' + ]; + + const existingSkills = player.tabInfo && player.tabInfo.skills ? player.tabInfo.skills : []; + const skillMap = {}; + for (const s of canonical) skillMap[s] = { trained: false, plus10: false, plus20: false }; + for (const s of trained) { skillMap[s] = skillMap[s] || { trained: false, plus10:false, plus20:false }; skillMap[s].trained = true; } + if (Array.isArray(existingSkills)) { + for (const s of existingSkills) { if (!skillMap[s]) skillMap[s] = { trained:true, plus10:false, plus20:false }; else skillMap[s].trained = true; } + } else if (typeof existingSkills === 'object') { + for (const [k,v] of Object.entries(existingSkills)) { skillMap[k] = Object.assign(skillMap[k]||{trained:false,plus10:false,plus20:false}, v); } + } + + // Weapons & gear + const weaponNames = ['Heavy Bolter', 'Astartes Bolt Pistol', 'Bolt Pistol']; + const weapons = []; + for (const wn of weaponNames) { + const item = findItemByName(wn); + if (item) { + const stats = item.stats || {}; + const dmg = stats.damage || ''; + const rangeMatch = dmg.match(/Range\s*([^;]+)/i); + const penMatch = dmg.match(/Pen\s*(\d+)/i); + const clipMatch = dmg.match(/Clip\s*(\d+)/i); + const rldMatch = dmg.match(/Reload\s*([^;]+)/i); + weapons.push({ + name: item.name, + class: stats.class || '', + damage: dmg, + type: item.category || '', + pen: penMatch ? penMatch[1] : '', + range: rangeMatch ? rangeMatch[1].trim() : '', + rof: '', + clip: clipMatch ? clipMatch[1] : '', + rld: rldMatch ? rldMatch[1].trim() : '', + special: stats.source || '' + }); + } + } + + const frag = findItemByName('Frag Grenade') || { name: 'Frag Grenade' }; + const krak = findItemByName('Krak Grenade') || { name: 'Krak Grenade' }; + const inventory = [ { name: frag.name, count: 3 }, { name: krak.name, count: 3 } ]; + const gearEntries = [ { name: frag.name, qty:3 }, { name: krak.name, qty:3 } ]; + const knife = findItemByName('Combat Knife') || findItemByName('Combat Knife') || { name: 'Combat Knife' }; + gearEntries.push({ name: knife.name, qty:1 }); + + const armourItem = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour'); + const armour = {}; + if (armourItem && armourItem.stats && armourItem.stats.protection) { + armour.body = armourItem.name; + armour.ap = armourItem.stats.protection.body || 8; + armour.head = armourItem.stats.protection.head || 0; + armour.ra = armourItem.stats.protection.arms || 8; + armour.la = armour.ra; + armour.rl = armourItem.stats.protection.legs || 8; + armour.ll = armour.rl; + } else { + armour.body = armourItem ? armourItem.name : 'Mark VII Power Armour'; + armour.ap = 8; armour.head = 0; armour.ra = 8; armour.la = 8; armour.rl = 8; armour.ll = 8; + } + gearEntries.push({ name: armour.body, qty: 1 }); + + const talents = ['Unrelenting Devastation', 'Deathwatch Training']; + const fate = { total: 2, current: 2 }; + const wounds = { total: 23, current: 23, fatigue: 0 }; + const movement = { half:5, full:10, charge:15, halfAction:5, fullAction:10, run:30 }; + const renown = 'Rank 1'; + const powerArmour = true; + + const newTab = Object.assign({}, player.tabInfo || {}, { + charName, + characteristics, + skills: skillMap, + weapons, + inventory, + gear: (player.tabInfo && player.tabInfo.gear && player.tabInfo.gear.length) ? player.tabInfo.gear.concat(gearEntries) : gearEntries, + armour, + talents, + fate, + wounds, + movement, + renown, + powerArmour + }); + + const ok = playerHelpers.update(name, { name, rollerInfo: player.rollerInfo || {}, shopInfo: player.shopInfo || {}, tabInfo: newTab, pw: player.pw || '', pwHash: player.pwHash || '' }); + if (!ok) return console.error('Failed to update player'); + const after = playerHelpers.getByName(name); + const afterPath = path.join(backupsDir, `anders.after.${Date.now()}.json`); + fs.writeFileSync(afterPath, JSON.stringify(after, null, 2)); + console.log('Updated player', name); + console.log(JSON.stringify(after, null, 2)); +})(); diff --git a/database/scripts/apply_normalize.js b/database/scripts/apply_normalize.js new file mode 100644 index 0000000..19e8d6f --- /dev/null +++ b/database/scripts/apply_normalize.js @@ -0,0 +1,41 @@ +const { playerHelpers } = require('../sqlite-db'); +const { validatePlayer } = require('../validate'); + +function backupDb() { + const fs = require('fs'); + const path = require('path'); + const ts = new Date().toISOString().replace(/[:.]/g,''); + const src = path.join(__dirname, '..', 'sqlite', 'deathwatch.db'); + const dst = path.join(__dirname, '..', 'sqlite', `deathwatch.db.pre_normalize.${ts}.bak`); + if (fs.existsSync(src)) { + fs.copyFileSync(src, dst); + console.log('Backup created:', dst); + } else { + console.log('No sqlite DB found at', src); + } +} + +function apply() { + backupDb(); + const players = playerHelpers.getAll(); + let applied = 0; + const details = []; + for (const p of players) { + const { valid, errors, normalized } = validatePlayer(p); + // Compare normalized to existing for keys we change (rollerInfo, shopInfo, tabInfo) + const changed = JSON.stringify({rollerInfo: p.rollerInfo, shopInfo: p.shopInfo, tabInfo: p.tabInfo}) !== JSON.stringify({rollerInfo: normalized.rollerInfo, shopInfo: normalized.shopInfo, tabInfo: normalized.tabInfo}); + if (changed) { + try { + playerHelpers.update(p.name, normalized); + applied++; + details.push({ name: p.name, errors, appliedChanges: true }); + } catch (err) { + details.push({ name: p.name, error: String(err) }); + } + } + } + console.log(`Applied normalization to ${applied} players`); + if (details.length) console.log('Details:', JSON.stringify(details, null, 2)); +} + +apply(); diff --git a/database/scripts/apply_tactical_template_christoffer.js b/database/scripts/apply_tactical_template_christoffer.js new file mode 100644 index 0000000..279a512 --- /dev/null +++ b/database/scripts/apply_tactical_template_christoffer.js @@ -0,0 +1,196 @@ +const fs = require('fs'); +const path = require('path'); +const { playerHelpers } = require('../sqlite-db'); + +const armouryPath = path.join(__dirname, '..', '..', 'public', 'deathwatch-armoury.json'); +const armoury = JSON.parse(fs.readFileSync(armouryPath, 'utf8')); + +function findItemByName(name) { + const needle = String(name).toLowerCase(); + for (const cat of Object.keys(armoury.items)) { + const arr = armoury.items[cat]; + if (Array.isArray(arr)) { + // Exact then partial match + let found = arr.find(i => String(i.name).toLowerCase() === needle); + if (found) return found; + found = arr.find(i => String(i.name).toLowerCase().includes(needle)); + if (found) return found; + } + } + return null; +} + +(async function main(){ + const name = 'christoffer'; + const player = playerHelpers.getByName(name); + if (!player) return console.error('Player not found', name); + + // Tactical Marine template (reasonable defaults) + // Characteristics exactly as on the sheet + const characteristics = { + ws: 42, + bs: 42, + s: 42, + t: 41, + ag: 40, + int: 41, + per: 46, + wp: 42, + fel: 43 + }; + + // Canonical skill keys aligned with frontend SKILLS array + const canonicalSkills = [ + 'Acrobatics (Ag)', 'Awareness (Per)', 'Charm (Fel)', 'Climb (S)', 'Command (Fel)', + 'Common Lore (Int)', 'Deathwatch', 'Imperium', 'War', 'Dodge (Ag)', + 'Forbidden Lore (Int)', 'Xenos', 'Intimidate (S)', 'Literacy (Int)', 'Medicae (Int)', + 'Navigation (Int)', 'Pilot (Ag)', 'Scholastic Lore (Int)', 'Codex Astartes', + 'Scrutiny (Per)', 'Search (Per)', 'Silent Move (Ag)', 'Speak Language (Int)', + 'High Gothic', 'Low Gothic', 'Survival (Int)', 'Tactics (Int)', 'Tracking (Int)', + 'Tech-Use (Int)' + ]; + + // Skills to mark trained based on sheet (map to canonical keys) + const tacticalTrain = [ + 'Awareness (Per)', 'Common Lore (Int)', 'Dodge (Ag)', 'Intimidate (S)', 'Scholastic Lore (Int)', 'Search (Per)', + 'Guns (BS)', 'Melee (WS)', 'Tactics (Int)', 'Medicae (Int)', 'Command (Fel)', + 'Codex Astartes', 'Adeptus Astartes', 'Imperium', 'War' + ]; + + // Build skills map starting from canonical skills, mark tacticalTrain as trained, then merge existing skills + const existingSkills = player.tabInfo && player.tabInfo.skills ? player.tabInfo.skills : []; + const skillMap = {}; + // initialize canonical skills as untrained + for (const s of canonicalSkills) { + skillMap[s] = { trained: false, plus10: false, plus20: false }; + } + // mark trained skills from tacticalTrain + for (const s of tacticalTrain) { + if (!skillMap[s]) skillMap[s] = { trained: true, plus10: false, plus20: false }; + else skillMap[s].trained = true; + } + // keep previously trained ones too + if (Array.isArray(existingSkills)) { + for (const s of existingSkills) { + if (!skillMap[s]) skillMap[s] = { trained: true, plus10: false, plus20: false }; + else skillMap[s].trained = true; + } + } else if (typeof existingSkills === 'object') { + for (const [k,v] of Object.entries(existingSkills)) { + if (!skillMap[k]) skillMap[k] = Object.assign({ trained:false, plus10:false, plus20:false }, v); + else skillMap[k] = Object.assign(skillMap[k], v); + } + } + + // Weapons: Bolter (kraken rounds), Bolt Pistol, Sacris Claymore + const weaponNames = ['Astartes Bolter', 'Astartes Bolt Pistol', 'Sacris Claymore']; + const weapons = []; + for (const wn of weaponNames) { + const item = findItemByName(wn); + if (item) { + const stats = item.stats || {}; + // parse damage string for range and clip/pen as earlier + const dmg = stats.damage || ''; + const rangeMatch = dmg.match(/Range\s*([^;]+)/i); + const penMatch = dmg.match(/Pen\s*(\d+)/i); + const clipMatch = dmg.match(/Clip\s*(\d+)/i); + const rldMatch = dmg.match(/Reload\s*([^;]+)/i); + weapons.push({ + name: item.name, + class: stats.class || '', + damage: dmg, + type: item.category || '', + pen: penMatch ? penMatch[1] : '', + range: rangeMatch ? rangeMatch[1].trim() : '', + rof: '', + clip: clipMatch ? clipMatch[1] : '', + rld: rldMatch ? rldMatch[1].trim() : '', + special: stats.source || '' + }); + } + } + + // Inventory: grenades (3 frag, 3 krak) + const inventory = []; + const frag = findItemByName('Frag Grenade') || findItemByName('Astartes Frag Grenade') || { name: 'Frag Grenade' }; + const krak = findItemByName('Krak Grenade') || findItemByName('Astartes Krak Grenade') || { name: 'Krak Grenade' }; + inventory.push({ name: frag.name, count: 3 }); + inventory.push({ name: krak.name, count: 3 }); + + // Also expose grenades and sacris claymore in the frontend "gear" list so they appear in Assigned Gear + const gearEntries = []; + gearEntries.push({ name: frag.name, qty: 3 }); + gearEntries.push({ name: krak.name, qty: 3 }); + const sacris = findItemByName('Sacris Claymore') || { name: 'Sacris Claymore' }; + gearEntries.push({ name: sacris.name, qty: 1 }); + // include power armour as gear note (lookup now to avoid referencing armourItem before init) + const powerArmourLookup = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour'); + gearEntries.push({ name: powerArmourLookup ? powerArmourLookup.name : 'Mark VII Power Armour', qty: 1 }); + + // Armour: Mark VII Power Armour (Armour Points 8) + const armourItem = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour'); + const armour = {}; + if (armourItem) { + armour.body = armourItem.name; + // armoury stats may vary; set numeric AP where available or fallback to 8 + if (armourItem.stats && armourItem.stats.protection) { + armour.ap = armourItem.stats.protection.body || 8; + armour.head = armourItem.stats.protection.head || 0; + armour.ra = armourItem.stats.protection.arms || armour.ap; + armour.la = armour.ra; // mirror right arm + armour.rl = armourItem.stats.protection.legs || armour.ap; + armour.ll = armour.rl; // mirror left leg + } else { + armour.ap = 8; + armour.head = 0; + armour.ra = 8; + armour.la = 8; + armour.rl = 8; + armour.ll = 8; + } + } else { + armour.body = 'Mark VII Power Armour'; + armour.ap = 8; + armour.head = 0; + armour.ra = 8; + armour.la = 8; + armour.rl = 8; + armour.ll = 8; + } + + // talents/traits from sheet + const talents = ['Bolter Mastery', 'Deathwatch Training']; + + const fate = { total: 2, current: 2 }; + const renown = 'Rank 1'; + const powerArmour = true; + + // wounds and movement per sheet + const wounds = { total: 24, current: 24, fatigue: 0 }; + // write both canonical movement keys used across code: half/full/charge for frontend and halfAction/fullAction/run for other scripts + const movement = { half: 5, full: 10, charge: 15, halfAction: 5, fullAction: 10, run: 30 }; + + // Set display character name to match provided sheet + const charName = 'Brother Gregor'; + + const newTab = Object.assign({}, player.tabInfo || {}, { + charName, + characteristics, + skills: skillMap, + weapons, + inventory, + gear: (player.tabInfo && player.tabInfo.gear && player.tabInfo.gear.length) ? player.tabInfo.gear.concat(gearEntries) : gearEntries, + armour, + talents, + fate, + wounds, + movement, + renown, + powerArmour + }); + + const ok = playerHelpers.update(name, { name, rollerInfo: player.rollerInfo || {}, shopInfo: player.shopInfo || {}, tabInfo: newTab, pw: player.pw || '', pwHash: player.pwHash || '' }); + if (!ok) return console.error('Failed to update player'); + console.log('Updated player', name); + console.log(JSON.stringify(playerHelpers.getByName(name), null, 2)); +})(); diff --git a/database/scripts/apply_tactical_template_phillip.js b/database/scripts/apply_tactical_template_phillip.js new file mode 100644 index 0000000..b2635a4 --- /dev/null +++ b/database/scripts/apply_tactical_template_phillip.js @@ -0,0 +1,177 @@ +const fs = require('fs'); +const path = require('path'); +const { playerHelpers } = require('../sqlite-db'); + +const armouryPath = path.join(__dirname, '..', '..', 'public', 'deathwatch-armoury.json'); +const armoury = JSON.parse(fs.readFileSync(armouryPath, 'utf8')); + +function findItemByName(name) { + const needle = String(name).toLowerCase(); + for (const cat of Object.keys(armoury.items)) { + const arr = armoury.items[cat]; + if (Array.isArray(arr)) { + // Exact then partial match + let found = arr.find(i => String(i.name).toLowerCase() === needle); + if (found) return found; + found = arr.find(i => String(i.name).toLowerCase().includes(needle)); + if (found) return found; + } + } + return null; +} + +(async function main(){ + const name = 'phillip'; + const player = playerHelpers.getByName(name); + if (!player) return console.error('Player not found', name); + + // Tactical Marine template (reasonable defaults) + const characteristics = player.tabInfo && player.tabInfo.characteristics ? player.tabInfo.characteristics : { + ws: 42, + bs: 42, + s: 42, + t: 41, + ag: 40, + int: 41, + per: 46, + wp: 42, + fel: 43 + }; + + const canonicalSkills = [ + 'Acrobatics (Ag)', 'Awareness (Per)', 'Charm (Fel)', 'Climb (S)', 'Command (Fel)', + 'Common Lore (Int)', 'Deathwatch', 'Imperium', 'War', 'Dodge (Ag)', + 'Forbidden Lore (Int)', 'Xenos', 'Intimidate (S)', 'Literacy (Int)', 'Medicae (Int)', + 'Navigation (Int)', 'Pilot (Ag)', 'Scholastic Lore (Int)', 'Codex Astartes', + 'Scrutiny (Per)', 'Search (Per)', 'Silent Move (Ag)', 'Speak Language (Int)', + 'High Gothic', 'Low Gothic', 'Survival (Int)', 'Tactics (Int)', 'Tracking (Int)', + 'Tech-Use (Int)' + ]; + + const tacticalTrain = [ + 'Awareness (Per)', 'Common Lore (Int)', 'Dodge (Ag)', 'Intimidate (S)', 'Scholastic Lore (Int)', 'Search (Per)', + 'Guns (BS)', 'Melee (WS)', 'Tactics (Int)', 'Medicae (Int)', 'Command (Fel)', + 'Codex Astartes', 'Adeptus Astartes', 'Imperium', 'War' + ]; + + const existingSkills = player.tabInfo && player.tabInfo.skills ? player.tabInfo.skills : []; + const skillMap = {}; + for (const s of canonicalSkills) { + skillMap[s] = { trained: false, plus10: false, plus20: false }; + } + for (const s of tacticalTrain) { + if (!skillMap[s]) skillMap[s] = { trained: true, plus10: false, plus20: false }; + else skillMap[s].trained = true; + } + if (Array.isArray(existingSkills)) { + for (const s of existingSkills) { + if (!skillMap[s]) skillMap[s] = { trained: true, plus10: false, plus20: false }; + else skillMap[s].trained = true; + } + } else if (typeof existingSkills === 'object') { + for (const [k,v] of Object.entries(existingSkills)) { + if (!skillMap[k]) skillMap[k] = Object.assign({ trained:false, plus10:false, plus20:false }, v); + else skillMap[k] = Object.assign(skillMap[k], v); + } + } + + const weaponNames = ['Astartes Bolter', 'Astartes Bolt Pistol', 'Sacris Claymore']; + const weapons = []; + for (const wn of weaponNames) { + const item = findItemByName(wn); + if (item) { + const stats = item.stats || {}; + const dmg = stats.damage || ''; + const rangeMatch = dmg.match(/Range\s*([^;]+)/i); + const penMatch = dmg.match(/Pen\s*(\d+)/i); + const clipMatch = dmg.match(/Clip\s*(\d+)/i); + const rldMatch = dmg.match(/Reload\s*([^;]+)/i); + weapons.push({ + name: item.name, + class: stats.class || '', + damage: dmg, + type: item.category || '', + pen: penMatch ? penMatch[1] : '', + range: rangeMatch ? rangeMatch[1].trim() : '', + rof: '', + clip: clipMatch ? clipMatch[1] : '', + rld: rldMatch ? rldMatch[1].trim() : '', + special: stats.source || '' + }); + } + } + + const inventory = []; + const frag = findItemByName('Frag Grenade') || findItemByName('Astartes Frag Grenade') || { name: 'Frag Grenade' }; + const krak = findItemByName('Krak Grenade') || findItemByName('Astartes Krak Grenade') || { name: 'Krak Grenade' }; + inventory.push({ name: frag.name, count: 3 }); + inventory.push({ name: krak.name, count: 3 }); + + const gearEntries = []; + gearEntries.push({ name: frag.name, qty: 3 }); + gearEntries.push({ name: krak.name, qty: 3 }); + const sacris = findItemByName('Sacris Claymore') || { name: 'Sacris Claymore' }; + gearEntries.push({ name: sacris.name, qty: 1 }); + const powerArmourLookup = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour'); + gearEntries.push({ name: powerArmourLookup ? powerArmourLookup.name : 'Mark VII Power Armour', qty: 1 }); + + const armourItem = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour'); + const armour = {}; + if (armourItem) { + armour.body = armourItem.name; + if (armourItem.stats && armourItem.stats.protection) { + armour.ap = armourItem.stats.protection.body || 8; + armour.head = armourItem.stats.protection.head || 0; + armour.ra = armourItem.stats.protection.arms || armour.ap; + armour.la = armour.ra; + armour.rl = armourItem.stats.protection.legs || armour.ap; + armour.ll = armour.rl; + } else { + armour.ap = 8; + armour.head = 0; + armour.ra = 8; + armour.la = 8; + armour.rl = 8; + armour.ll = 8; + } + } else { + armour.body = 'Mark VII Power Armour'; + armour.ap = 8; + armour.head = 0; + armour.ra = 8; + armour.la = 8; + armour.rl = 8; + armour.ll = 8; + } + + const talents = ['Bolter Mastery', 'Deathwatch Training']; + const fate = { total: 2, current: 2 }; + const renown = 'Rank 1'; + const powerArmour = true; + const wounds = { total: 24, current: 24, fatigue: 0 }; + const movement = { half: 4, full: 8, charge: 12, halfAction: 4, fullAction: 8, run: 24 }; + + const charName = 'Brother Skold'; + + const newTab = Object.assign({}, player.tabInfo || {}, { + charName, + speciality: 'tactical', + characteristics, + skills: skillMap, + weapons, + inventory, + gear: (player.tabInfo && player.tabInfo.gear && player.tabInfo.gear.length) ? player.tabInfo.gear.concat(gearEntries) : gearEntries, + armour, + talents, + fate, + wounds, + movement, + renown, + powerArmour + }); + + const ok = playerHelpers.update(name, { name, rollerInfo: player.rollerInfo || {}, shopInfo: player.shopInfo || {}, tabInfo: newTab, pw: player.pw || '', pwHash: player.pwHash || '' }); + if (!ok) return console.error('Failed to update player'); + console.log('Updated player', name); + console.log(JSON.stringify(playerHelpers.getByName(name), null, 2)); +})(); diff --git a/database/scripts/apply_templates.js b/database/scripts/apply_templates.js new file mode 100644 index 0000000..3aa835a --- /dev/null +++ b/database/scripts/apply_templates.js @@ -0,0 +1,153 @@ +#!/usr/bin/env node +/* +Apply templates and items to players. +Usage: + node apply_templates.js --mapping path/to/mapping.json [--apply] +If no mapping provided, creates a sample mapping at database/backups/template-mapping.sample.json and exits. + +Mapping format (JSON): +{ + "players": [ + { + "name": "christoffer", + "setCharacteristics": { "WS": 35, "BS": 40 }, + "addItems": ["Bolt Pistol"], + "setRenown": "Respected" + } + ] +} + +This script will only modify player tabInfo.inventory (array) and tabInfo.characteristics and renown. It backs up the DB before applying when --apply is used. +*/ + +const fs = require('fs'); +const path = require('path'); +const argv = require('yargs/yargs')(process.argv.slice(2)).argv; +const { playerHelpers } = require('../sqlite-db'); + +function backupDb(prefix) { + const ts = new Date().toISOString().replace(/[:.]/g,''); + const src = path.join(__dirname, '..', 'sqlite', 'deathwatch.db'); + const dst = path.join(__dirname, '..', 'sqlite', `deathwatch.db.${prefix}.${ts}.bak`); + if (fs.existsSync(src)) { + fs.copyFileSync(src, dst); + return dst; + } + return null; +} + +const armouryPath = path.join(__dirname, '..', '..', 'public', 'deathwatch-armoury.json'); +let armoury = null; +try { armoury = JSON.parse(fs.readFileSync(armouryPath, 'utf8')); } catch (e) { armoury = null; } + +const rulesPath = path.join(__dirname, '..', 'rules', 'rules-database.json'); +let rulesDb = null; +try { rulesDb = JSON.parse(fs.readFileSync(rulesPath, 'utf8')); } catch (e) { rulesDb = null; } + +const mappingPath = argv.mapping; +const apply = !!argv.apply; + +if (!mappingPath) { + // create sample mapping file + const sample = { + players: playerHelpers.getAll().map(p=>({ name: p.name, setCharacteristics: {}, addItems: [], setRenown: null })) + }; + const outDir = path.join(__dirname, '..', 'backups'); if (!fs.existsSync(outDir)) fs.mkdirSync(outDir, { recursive: true }); + const samplePath = path.join(outDir, `template-mapping.sample.${new Date().toISOString().replace(/[:.]/g,'')}.json`); + fs.writeFileSync(samplePath, JSON.stringify(sample, null, 2), 'utf8'); + console.log('Sample mapping created at', samplePath); + console.log('Edit it to add templates/items and re-run with --mapping --apply'); + process.exit(0); +} + +if (!fs.existsSync(mappingPath)) { + console.error('Mapping file not found:', mappingPath); + process.exit(2); +} + +const mapping = JSON.parse(fs.readFileSync(mappingPath, 'utf8')); +const players = playerHelpers.getAll(); + +function findItemByName(name) { + if (!armoury) return null; + // armoury may be an object with items lists; search recursively + const candidates = []; + function search(obj) { + if (!obj) return; + if (Array.isArray(obj)) { obj.forEach(search); return; } + if (typeof obj === 'object') { + Object.keys(obj).forEach(k => search(obj[k])); + if (obj.name && typeof obj.name === 'string' && obj.name.toLowerCase().includes(name.toLowerCase())) { + candidates.push(obj); + } + } + } + search(armoury); + return candidates; +} + +const report = []; + +for (const m of (mapping.players || [])) { + const pName = m.name; + const pl = players.find(x=>x.name===pName); + if (!pl) { report.push({ name: pName, error: 'player not found' }); continue; } + + const before = JSON.parse(JSON.stringify(pl.tabInfo || {})); + const after = JSON.parse(JSON.stringify(before)); + let changed = false; + + // set characteristics + if (m.setCharacteristics && typeof m.setCharacteristics === 'object') { + after.characteristics = after.characteristics || {}; + Object.keys(m.setCharacteristics).forEach(k=>{ after.characteristics[k] = m.setCharacteristics[k]; }); + changed = true; + } + + // set renown + if (m.setRenown) { after.renown = m.setRenown; changed = true; } + + // add items + if (Array.isArray(m.addItems) && m.addItems.length>0) { + after.inventory = Array.isArray(after.inventory) ? after.inventory.slice() : []; + for (const itemName of m.addItems) { + const found = findItemByName(itemName); + if (found && found.length>0) { + // push item summary + after.inventory.push({ name: found[0].name || itemName, source: found[0].source || 'armoury' }); + } else { + after.inventory.push({ name: itemName, source: 'manual' }); + } + } + changed = true; + } + + report.push({ name: pName, changed, before, after }); +} + +const summary = { applied: apply, results: report }; + +if (apply) { + const backup = backupDb('pre_apply_templates'); + let appliedCount=0; + for (const r of report) { + if (r.changed) { + try { + const pl = playerHelpers.getByName(r.name); + const merged = Object.assign({}, pl, { tabInfo: r.after }); + playerHelpers.update(r.name, merged); + appliedCount++; + } catch (e) { console.error('Failed to apply for', r.name, e); } + } + } + summary.appliedCount = appliedCount; + summary.backup = backup; + const outPath = path.join(__dirname, '..', 'backups', `apply_templates.result.${new Date().toISOString().replace(/[:.]/g,'')}.json`); + fs.writeFileSync(outPath, JSON.stringify(summary, null, 2),'utf8'); + console.log('Applied to', appliedCount, 'players. Backup at', backup, 'Result saved to', outPath); +} else { + const outPath = path.join(__dirname, '..', 'backups', `apply_templates.dryrun.${new Date().toISOString().replace(/[:.]/g,'')}.json`); + fs.writeFileSync(outPath, JSON.stringify(summary, null, 2),'utf8'); + console.log('Dry-run result written to', outPath); + console.log(JSON.stringify(summary, null, 2)); +} diff --git a/database/scripts/create_andreas_lucian.js b/database/scripts/create_andreas_lucian.js new file mode 100644 index 0000000..544d622 --- /dev/null +++ b/database/scripts/create_andreas_lucian.js @@ -0,0 +1,136 @@ +const fs = require('fs'); +const path = require('path'); +const { playerHelpers } = require('../sqlite-db'); + +const armouryPath = path.join(__dirname, '..', '..', 'public', 'deathwatch-armoury.json'); +const armoury = JSON.parse(fs.readFileSync(armouryPath, 'utf8')); + +function findItemByName(name) { + const needle = String(name).toLowerCase(); + for (const cat of Object.keys(armoury.items)) { + const arr = armoury.items[cat]; + if (Array.isArray(arr)) { + let found = arr.find(i => String(i.name).toLowerCase() === needle); + if (found) return found; + found = arr.find(i => String(i.name).toLowerCase().includes(needle)); + if (found) return found; + } + } + return null; +} + +(function main(){ + const name = 'andreas'; + if (playerHelpers.getByName(name)) return console.error('Player already exists', name); + + const charName = 'Brother Lucian'; + const chapter = 'ultramarines'; + const speciality = 'apothecary'; + const rank = '1'; + + const characteristics = { + ws: 46, + bs: 40, + s: 41, + t: 40, + ag: 43, + int: 43, + per: 41, + wp: 42, + fel: 43 + }; + + const canonicalSkills = [ + 'Acrobatics (Ag)', 'Awareness (Per)', 'Charm (Fel)', 'Climb (S)', 'Command (Fel)', + 'Common Lore (Int)', 'Deathwatch', 'Imperium', 'War', 'Dodge (Ag)', + 'Forbidden Lore (Int)', 'Xenos', 'Intimidate (S)', 'Literacy (Int)', 'Medicae (Int)', + 'Navigation (Int)', 'Pilot (Ag)', 'Scholastic Lore (Int)', 'Codex Astartes', + 'Scrutiny (Per)', 'Search (Per)', 'Silent Move (Ag)', 'Speak Language (Int)', + 'High Gothic', 'Low Gothic', 'Survival (Int)', 'Tactics (Int)', 'Tracking (Int)', + 'Tech-Use (Int)' + ]; + + const skillMap = {}; + for (const s of canonicalSkills) skillMap[s] = { trained: false, plus10: false, plus20: false }; + // from the sheet: Common Lore, Medicae, Scholastic Lore, Awareness, Dodge maybe + ['Common Lore (Int)', 'Medicae (Int)', 'Scholastic Lore (Int)', 'Awareness (Per)', 'Dodge (Ag)'].forEach(s => { + if (!skillMap[s]) skillMap[s] = { trained: true, plus10: false, plus20: false }; + else skillMap[s].trained = true; + }); + + // weapons and gear from sheet: Mark VII power armour, chainsword, bolt pistol, 3 frag, 3 krak, combat knife + const weapons = []; + const wpNames = ['Chainsword', 'Astartes Bolt Pistol']; + for (const wn of wpNames) { + const item = findItemByName(wn); + if (item) { + const stats = item.stats || {}; + const dmg = stats.damage || ''; + const rangeMatch = dmg.match(/Range\s*([^;]+)/i); + const penMatch = dmg.match(/Pen\s*(\d+)/i); + const clipMatch = dmg.match(/Clip\s*(\d+)/i); + const rldMatch = dmg.match(/Reload\s*([^;]+)/i); + weapons.push({ + name: item.name, + class: stats.class || '', + damage: dmg, + type: item.category || '', + pen: penMatch ? penMatch[1] : '', + range: rangeMatch ? rangeMatch[1].trim() : '', + rof: '', + clip: clipMatch ? clipMatch[1] : '', + rld: rldMatch ? rldMatch[1].trim() : '', + special: stats.source || '' + }); + } + } + + const frag = findItemByName('Astartes Frag Grenade') || { name: 'Frag Grenade' }; + const krak = findItemByName('Astartes Krak Grenade') || { name: 'Krak Grenade' }; + const inventory = [{ name: frag.name, count: 3 }, { name: krak.name, count: 3 }]; + const gear = [{ name: frag.name, qty: 3 }, { name: krak.name, qty: 3 }]; + const chains = findItemByName('Chainsword') || { name: 'Chainsword' }; + gear.push({ name: chains.name, qty: 1 }); + const powerArmourLookup = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour'); + gear.push({ name: powerArmourLookup ? powerArmourLookup.name : 'Mark VII Power Armour', qty: 1 }); + + const armourItem = powerArmourLookup; + const armour = armourItem ? { + body: armourItem.name, + ap: (armourItem.stats && armourItem.stats.protection && (armourItem.stats.protection.body || armourItem.stats.protection.total)) ? (armourItem.stats.protection.body || armourItem.stats.protection.total) : 8, + head: 0, + ra: 8, + la: 8, + rl: 8, + ll: 8 + } : { body: 'Mark VII Power Armour', ap: 8, head: 0, ra: 8, la: 8, rl: 8, ll: 8 }; + + const talents = ['Enhance Healing', 'Deathwatch Training']; + const fate = { total: 2, current: 2 }; + const wounds = { total: 19, current: 19, fatigue: 0 }; + const movement = { half: 5, full: 10, charge: 15, halfAction: 5, fullAction: 10, run: 30 }; + + const tabInfo = { + charName, + playerName: name, + chapter, + speciality, + rank, + characteristics, + skills: skillMap, + weapons, + inventory, + gear, + armour, + talents, + fate, + wounds, + movement, + renown: 'Rank 1', + powerArmour: true + }; + + const created = playerHelpers.create({ name, rollerInfo: {}, shopInfo: {}, tabInfo, pw: '', pwHash: '' }); + console.log('Created player', name); + console.log(JSON.stringify(created, null, 2)); +})(); diff --git a/database/scripts/create_chris_techmarine.js b/database/scripts/create_chris_techmarine.js new file mode 100644 index 0000000..38fcb03 --- /dev/null +++ b/database/scripts/create_chris_techmarine.js @@ -0,0 +1,147 @@ +const fs = require('fs'); +const path = require('path'); +const { playerHelpers } = require('../sqlite-db'); + +const armouryPath = path.join(__dirname, '..', '..', 'public', 'deathwatch-armoury.json'); +const armoury = JSON.parse(fs.readFileSync(armouryPath, 'utf8')); + +function findItemByName(name) { + const needle = String(name).toLowerCase(); + for (const cat of Object.keys(armoury.items)) { + const arr = armoury.items[cat]; + if (Array.isArray(arr)) { + let found = arr.find(i => String(i.name).toLowerCase() === needle); + if (found) return found; + found = arr.find(i => String(i.name).toLowerCase().includes(needle)); + if (found) return found; + } + } + return null; +} + +(function main(){ + const name = 'chris'; + if (playerHelpers.getByName(name)) return console.error('Player already exists', name); + + // Template for a Rank 1 Techmarine (inspired by Deathwatch rules and existing pregens) + const charName = 'Brother Corvin'; + const chapter = 'iron hands'; + const speciality = 'techmarine'; + const rank = '1'; + + const characteristics = { + ws: 44, + bs: 40, + s: 42, + t: 41, + ag: 39, + int: 46, + per: 42, + wp: 43, + fel: 38 + }; + + const canonicalSkills = [ + 'Acrobatics (Ag)', 'Awareness (Per)', 'Charm (Fel)', 'Climb (S)', 'Command (Fel)', + 'Common Lore (Int)', 'Deathwatch', 'Imperium', 'War', 'Dodge (Ag)', + 'Forbidden Lore (Int)', 'Xenos', 'Intimidate (S)', 'Literacy (Int)', 'Medicae (Int)', + 'Navigation (Int)', 'Pilot (Ag)', 'Scholastic Lore (Int)', 'Codex Astartes', + 'Scrutiny (Per)', 'Search (Per)', 'Silent Move (Ag)', 'Speak Language (Int)', + 'High Gothic', 'Low Gothic', 'Survival (Int)', 'Tactics (Int)', 'Tracking (Int)', + 'Tech-Use (Int)' + ]; + + const skillMap = {}; + for (const s of canonicalSkills) skillMap[s] = { trained: false, plus10: false, plus20: false }; + + // Techmarine-focused trained skills + ['Tech-Use (Int)', 'Scholastic Lore (Int)', 'Common Lore (Int)', 'Tactics (Int)', 'Awareness (Per)', 'Guns (BS)', 'Melee (WS)'].forEach(s => { + if (!skillMap[s]) skillMap[s] = { trained: true, plus10: false, plus20: false }; + else skillMap[s].trained = true; + }); + + // Weapons: prefer Astartes Bolter and Bolt Pistol; include Chainsword as backup + const weapons = []; + const wpNames = ['Astartes Bolter', 'Astartes Bolt Pistol', 'Chainsword']; + for (const wn of wpNames) { + const item = findItemByName(wn); + if (item) { + const stats = item.stats || {}; + const dmg = stats.damage || ''; + const rangeMatch = dmg.match(/Range\s*([^;]+)/i); + const penMatch = dmg.match(/Pen\s*(\d+)/i); + const clipMatch = dmg.match(/Clip\s*(\d+)/i); + const rldMatch = dmg.match(/Reload\s*([^;]+)/i); + weapons.push({ + name: item.name, + class: stats.class || '', + damage: dmg, + type: item.category || '', + pen: penMatch ? penMatch[1] : '', + range: rangeMatch ? rangeMatch[1].trim() : '', + rof: '', + clip: clipMatch ? clipMatch[1] : '', + rld: rldMatch ? rldMatch[1].trim() : '', + special: stats.source || '' + }); + } + } + + const frag = findItemByName('Astartes Frag Grenade') || { name: 'Astartes Frag Grenade' }; + const krak = findItemByName('Astartes Krak Grenade') || { name: 'Astartes Krak Grenade' }; + const combatKnife = findItemByName('Astartes Combat Knife') || { name: 'Astartes Combat Knife' }; + + const inventory = [{ name: frag.name, count: 3 }, { name: krak.name, count: 3 }]; + const gear = [{ name: frag.name, qty: 3 }, { name: krak.name, qty: 3 }, { name: combatKnife.name, qty: 1 }]; + const powerArmourLookup = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour'); + gear.push({ name: powerArmourLookup ? powerArmourLookup.name : 'Mark VII Power Armour', qty: 1 }); + + const armourItem = powerArmourLookup; + const armour = armourItem ? { + body: armourItem.name, + ap: (armourItem.stats && armourItem.stats.protection && (armourItem.stats.protection.body || armourItem.stats.protection.total)) ? (armourItem.stats.protection.body || armourItem.stats.protection.total) : 8, + head: 0, + ra: 8, + la: 8, + rl: 8, + ll: 8 + } : { body: 'Mark VII Power Armour', ap: 8, head: 0, ra: 8, la: 8, rl: 8, ll: 8 }; + + const talents = ['Tech-Use Specialist', 'Deathwatch Training']; + const fate = { total: 2, current: 2 }; + const wounds = { total: 22, current: 22, fatigue: 0 }; + const movement = { half: 5, full: 10, charge: 15, halfAction: 5, fullAction: 10, run: 30 }; + + const tabInfo = { + charName, + playerName: name, + chapter, + speciality, + rank, + characteristics, + skills: skillMap, + weapons, + inventory, + gear, + armour, + talents, + fate, + wounds, + movement, + renown: 'Rank 1', + powerArmour: true + }; + + // create with backup + const ts = Date.now(); + const backupsDir = path.join(__dirname, '..', 'backups'); + if (!fs.existsSync(backupsDir)) fs.mkdirSync(backupsDir, { recursive: true }); + const beforePath = path.join(backupsDir, `${name}.before.${ts}.json`); + fs.writeFileSync(beforePath, JSON.stringify({ note: 'creating new player', name }, null, 2), 'utf8'); + + const created = playerHelpers.create({ name, rollerInfo: {}, shopInfo: {}, tabInfo, pw: '', pwHash: '' }); + const afterPath = path.join(backupsDir, `${name}.after.${ts}.json`); + fs.writeFileSync(afterPath, JSON.stringify(created, null, 2), 'utf8'); + console.log('Created player', name); + console.log(JSON.stringify(created, null, 2)); +})(); diff --git a/database/scripts/delete_test_users.js b/database/scripts/delete_test_users.js new file mode 100644 index 0000000..ed64fb8 --- /dev/null +++ b/database/scripts/delete_test_users.js @@ -0,0 +1,42 @@ +const { playerHelpers } = require('../sqlite-db'); +const fs = require('fs'); +const path = require('path'); + +function backupDb() { + const ts = new Date().toISOString().replace(/[:.]/g,''); + const src = path.join(__dirname, '..', 'sqlite', 'deathwatch.db'); + const dst = path.join(__dirname, '..', 'sqlite', `deathwatch.db.pre_delete_tests.${ts}.bak`); + if (fs.existsSync(src)) { + fs.copyFileSync(src, dst); + console.log('Backup created:', dst); + return dst; + } + console.log('No sqlite DB found at', src); + return null; +} + +function isTestName(name) { + if (!name) return false; + return /test|dummy|sample|example|dev/i.test(name); +} + +function run() { + const backup = backupDb(); + const players = playerHelpers.getAll(); + const toDelete = players.filter(p => isTestName(p.name)); + console.log('Found', toDelete.length, 'test-like players'); + const deleted = []; + for (const p of toDelete) { + try { + const ok = playerHelpers.delete(p.name); + if (ok) deleted.push(p.name); + } catch (err) { + console.error('Failed to delete', p.name, err); + } + } + console.log('Deleted', deleted.length, 'players'); + if (backup) console.log('DB backup at', backup); + if (deleted.length) console.log('Deleted names:', deleted.join(', ')); +} + +run(); diff --git a/database/scripts/export_and_dedupe_christoffer.js b/database/scripts/export_and_dedupe_christoffer.js new file mode 100644 index 0000000..2fd1c68 --- /dev/null +++ b/database/scripts/export_and_dedupe_christoffer.js @@ -0,0 +1,115 @@ +const fs = require('fs'); +const path = require('path'); +const { playerHelpers } = require('../sqlite-db'); + +async function main() { + const name = 'christoffer'; + const player = playerHelpers.getByName(name); + if (!player) { + console.error('Player not found:', name); + process.exit(1); + } + + const backupsDir = path.join(__dirname, '..', 'backups'); + if (!fs.existsSync(backupsDir)) fs.mkdirSync(backupsDir, { recursive: true }); + + const beforePath = path.join(backupsDir, 'christoffer.before.json'); + fs.writeFileSync(beforePath, JSON.stringify(player, null, 2)); + console.log('Wrote', beforePath); + + // Dedupe gear by name (sum qty) + const tab = player.tabInfo || {}; + const gear = Array.isArray(tab.gear) ? tab.gear : []; + const map = new Map(); + for (const g of gear) { + const key = String(g.name || g).trim(); + if (!key) continue; + const existing = map.get(key.toLowerCase()); + const qty = parseInt((g.qty !== undefined && g.qty !== null) ? g.qty : (g.count !== undefined ? g.count : 1), 10) || 1; + if (existing) { + existing.qty = (existing.qty || 0) + qty; + } else { + map.set(key.toLowerCase(), { name: key, qty }); + } + } + const dedupedGear = Array.from(map.values()); + + // Also dedupe inventory by name (sum counts) + const inventory = Array.isArray(tab.inventory) ? tab.inventory : []; + const invMap = new Map(); + for (const it of inventory) { + const key = String(it.name || it).trim(); + if (!key) continue; + const cnt = parseInt(it.count || 0, 10) || 0; + const existing = invMap.get(key.toLowerCase()); + if (existing) existing.count += cnt; else invMap.set(key.toLowerCase(), { name: key, count: cnt }); + } + const dedupedInventory = Array.from(invMap.values()); + + // Update player with deduped lists + const newTab = Object.assign({}, tab, { gear: dedupedGear, inventory: dedupedInventory }); + const ok = playerHelpers.update(name, { name, rollerInfo: player.rollerInfo || {}, shopInfo: player.shopInfo || {}, tabInfo: newTab, pw: player.pw || '', pwHash: player.pwHash || '' }); + if (!ok) { + console.error('Failed to update player'); + process.exit(1); + } + + const updated = playerHelpers.getByName(name); + const afterPath = path.join(backupsDir, 'christoffer.after.json'); + fs.writeFileSync(afterPath, JSON.stringify(updated, null, 2)); + console.log('Wrote', afterPath); + + // Create a simple HTML snapshot + const html = generateHtmlSnapshot(updated); + const htmlPath = path.join(backupsDir, 'christoffer.html'); + fs.writeFileSync(htmlPath, html, 'utf8'); + console.log('Wrote', htmlPath); + + // Try to take a PNG screenshot using puppeteer if available + try { + const puppeteer = require('puppeteer'); + const browser = await puppeteer.launch({ args: ['--no-sandbox','--disable-setuid-sandbox'] }); + const page = await browser.newPage(); + await page.goto('file://' + htmlPath); + const pngPath = path.join(backupsDir, 'christoffer.png'); + await page.screenshot({ path: pngPath, fullPage: true }); + await browser.close(); + console.log('Wrote', pngPath); + } catch (err) { + console.log('Puppeteer not available or failed to run; skip PNG. Error:', err.message); + console.log('You can install puppeteer and re-run this script to generate a PNG.'); + } +} + +function generateHtmlSnapshot(player) { + const t = player.tabInfo || {}; + const safe = v => (v === undefined || v === null) ? '' : String(v); + const char = t.characteristics || {}; + const weapons = Array.isArray(t.weapons) ? t.weapons : []; + const gear = Array.isArray(t.gear) ? t.gear : []; + const inventory = Array.isArray(t.inventory) ? t.inventory : []; + return ` +${safe(player.name)} - snapshot + + +

${escapeHtml(safe(t.charName || player.name))} (${escapeHtml(safe(player.name))})

+

Characteristics

+${Object.keys(char).map(k=>``).join('')} +${Object.keys(char).map(k=>``).join('')}
${escapeHtml(k)}
${escapeHtml(safe(char[k]))}
+

Weapons

+${weapons.map(w=>`
${escapeHtml(safe(w.name))} — ${escapeHtml(safe(w.damage||w.special||''))}
`).join('')} +

Gear

+ +

Inventory

+ +

Fate / Wounds

+
Fate: ${escapeHtml(safe((t.fate||{}).total))} (current ${escapeHtml(safe((t.fate||{}).current))})
+
Wounds: ${escapeHtml(safe((t.wounds||{}).total))} (current ${escapeHtml(safe((t.wounds||{}).current))})
+

Talents

+
${escapeHtml((t.talents||[]).join(', '))}
+`; +} + +function escapeHtml(s) { return String(s).replace(/&/g,'&').replace(//g,'>'); } + +main().catch(err=>{ console.error(err); process.exit(1); }); diff --git a/database/scripts/export_players.js b/database/scripts/export_players.js new file mode 100644 index 0000000..c3dfb3f --- /dev/null +++ b/database/scripts/export_players.js @@ -0,0 +1,10 @@ +const { playerHelpers } = require('../sqlite-db'); +const fs = require('fs'); +const path = require('path'); + +const players = playerHelpers.getAll(); +const outPath = path.join(__dirname, '..', 'backups'); +if (!fs.existsSync(outPath)) fs.mkdirSync(outPath, { recursive: true }); +const file = path.join(outPath, `players-after-clean.${new Date().toISOString().replace(/[:.]/g,'')}.json`); +fs.writeFileSync(file, JSON.stringify(players, null, 2), 'utf8'); +console.log('Exported players to', file); diff --git a/database/scripts/hash_plain_pw.js b/database/scripts/hash_plain_pw.js new file mode 100644 index 0000000..260e7aa --- /dev/null +++ b/database/scripts/hash_plain_pw.js @@ -0,0 +1,22 @@ +const { playerHelpers } = require('../sqlite-db'); +const bcrypt = require('bcrypt'); + +async function run() { + const players = playerHelpers.getAll(); + let changed = 0; + for (const p of players) { + try { + if (p.pw && p.pw.length > 0) { + const hash = await bcrypt.hash(p.pw, 10); + playerHelpers.update(p.name, { rollerInfo: p.rollerInfo, shopInfo: p.shopInfo, tabInfo: p.tabInfo, pw: '', pwHash: hash }); + changed++; + console.log('Hashed pw for:', p.name); + } + } catch (err) { + console.error('Failed to hash for', p.name, err); + } + } + console.log('Completed hashing. Total changed:', changed); +} + +run().catch(err=>console.error(err)); diff --git a/database/scripts/list_players.js b/database/scripts/list_players.js new file mode 100644 index 0000000..65b3885 --- /dev/null +++ b/database/scripts/list_players.js @@ -0,0 +1,3 @@ +const { playerHelpers } = require('../sqlite-db'); +const players = playerHelpers.getAll(); +console.log(JSON.stringify(players.map(u=>({name:u.name, pw: !!u.pw, hasPwHash: !!u.pwHash, tabInfoKeys: Object.keys(u.tabInfo||{}).length})), null, 2)); diff --git a/database/scripts/migrate_apply_defaults.js b/database/scripts/migrate_apply_defaults.js new file mode 100644 index 0000000..d17a05e --- /dev/null +++ b/database/scripts/migrate_apply_defaults.js @@ -0,0 +1,48 @@ +#!/usr/bin/env node +const fs = require('fs'); +const path = require('path'); +const { playerHelpers } = require('../sqlite-db'); +const { validatePlayer } = require('../validate'); + +const dbDir = path.join(__dirname, '..', 'sqlite'); +const dbPath = path.join(dbDir, 'deathwatch.db'); +const backupsDir = path.join(__dirname, '..', 'backups'); +if (!fs.existsSync(backupsDir)) fs.mkdirSync(backupsDir, { recursive: true }); + +function timestamp() { return new Date().toISOString().replace(/[:.]/g,''); } + +const args = process.argv.slice(2); +const doApply = args.includes('--apply'); + +(async function main(){ + console.log('Starting migration: apply defaults to existing players'); + + // backup DB first if applying + if (doApply) { + const bak = path.join(dbDir, `deathwatch.db.pre_migrate.${timestamp()}.bak`); + fs.copyFileSync(dbPath, bak); + console.log('Backup created at', bak); + } + + const players = playerHelpers.getAll(); + const results = []; + + for (const p of players) { + const before = JSON.parse(JSON.stringify(p.tabInfo || {})); + const { valid, errors, normalized } = validatePlayer({ name: p.name, tabInfo: before, rollerInfo: p.rollerInfo, shopInfo: p.shopInfo }); + const after = normalized.tabInfo; + const changed = JSON.stringify(before) !== JSON.stringify(after); + results.push({ name: p.name, changed, before, after, errors }); + + if (doApply && changed) { + // apply update via playerHelpers.update + const updated = playerHelpers.update(p.name, { name: p.name, rollerInfo: p.rollerInfo, shopInfo: p.shopInfo, tabInfo: after, pw: p.pw, pwHash: p.pwHash }); + if (!updated) console.error('Failed to update', p.name); + } + } + + const out = { applied: !!doApply, timestamp: new Date().toISOString(), results }; + const outFile = path.join(backupsDir, `migrate_apply_defaults.${doApply ? 'applied' : 'dryrun'}.${timestamp()}.json`); + fs.writeFileSync(outFile, JSON.stringify(out, null, 2), 'utf8'); + console.log((doApply ? 'Applied' : 'Dry-run complete') + ' - report written to', outFile); +})(); diff --git a/database/scripts/migrate_transform_sheet_fields.js b/database/scripts/migrate_transform_sheet_fields.js new file mode 100644 index 0000000..256504a --- /dev/null +++ b/database/scripts/migrate_transform_sheet_fields.js @@ -0,0 +1,209 @@ +#!/usr/bin/env node +const fs = require('fs'); +const path = require('path'); +const { playerHelpers } = require('../sqlite-db'); +const { validatePlayer } = require('../validate'); + +const dbDir = path.join(__dirname, '..', 'sqlite'); +const dbPath = path.join(dbDir, 'deathwatch.db'); +const backupsDir = path.join(__dirname, '..', 'backups'); +if (!fs.existsSync(backupsDir)) fs.mkdirSync(backupsDir, { recursive: true }); + +const armouryPath = path.join(__dirname, '..', '..', 'public', 'deathwatch-armoury.json'); +let armoury = {}; +try { armoury = JSON.parse(fs.readFileSync(armouryPath, 'utf8')); } catch (e) { console.warn('Armoury not found or invalid'); } + +function timestamp() { return new Date().toISOString().replace(/[:.]/g,''); } + +const args = process.argv.slice(2); +const doApply = args.includes('--apply'); + +// canonical skill list (from PlayerTab) +const SKILLS = [ + 'Acrobatics (Ag)','Awareness (Per)','Barter (Fel)','Blather (Fel)','Carouse (Fel)','Charm (Fel)','Chem-Use (Int)','Ciphers (Int)','Chapter Runes','Climb (S)','Command (Fel)','Common Lore (Int)','Adeptus Astartes','Deathwatch','Imperium','War','Concealment (Ag)','Contortionist (Ag)','Deceive (Fel)','Demolition (Int)','Disguise (Fel)','Dodge (Ag)','Drive (Ag)','Evaluate','Forbidden Lore (Int)','Xenos','Gamble (Int)','Inquiry (Fel)','Interrogation (WP)','Intimidate (S)','Invocation (WP)','Lip Reading (Per)','Literacy (Int)','Logic (Int)','Medicae (Int)','Navigation (Int)','Surface','Performer (Fel)','Pilot (Ag)','Psyniscience (Per)','Scholastic Lore (Int)','Codex Astartes','Scrutiny (Per)','Search (Per)','Secret Tongue (Int)','Security (Ag)','Shadowing (Ag)','Silent Move (Ag)','Sleight of Hand (Ag)','Speak Language (Int)','Survival (Int)','Swim (S)','Tactics (Int)','Tech-Use (Int)','Tracking (Int)','Trade (Int)','Wrangling (Int)' +]; + +function mapCharacteristics(chars) { + // produce lower-case keys expected by frontend + const keys = { ws: 'WS', bs: 'BS', s: 'S', t: 'T', ag: 'Ag', int: 'Int', per: 'Per', wp: 'Wp', fel: 'Fel' }; + const out = {}; + if (!chars || typeof chars !== 'object') return Object.fromEntries(Object.keys(keys).map(k=>[k,0])); + // copy by case-insensitive match + const lookup = {}; + Object.keys(chars).forEach(k => { lookup[k.toLowerCase()] = chars[k]; lookup[k.toUpperCase()] = chars[k]; }); + Object.entries(keys).forEach(([lk, up]) => { + let val = 0; + if (chars[lk] !== undefined) val = Number(chars[lk]) || 0; + else if (chars[up] !== undefined) val = Number(chars[up]) || 0; + else if (chars[lk.toLowerCase()] !== undefined) val = Number(chars[lk.toLowerCase()]) || 0; + else if (chars[up.toLowerCase()] !== undefined) val = Number(chars[up.toLowerCase()]) || 0; + out[lk] = val; + }); + return out; +} + +function convertSkills(skillsIn) { + // skillsIn may be array of strings or object map + const out = {}; + for (const s of SKILLS) out[s] = { trained: false, plus10: false, plus20: false }; + if (!skillsIn) return out; + if (Array.isArray(skillsIn)) { + for (const s of skillsIn) { + const key = SKILLS.find(k => k.toLowerCase() === String(s).toLowerCase()); + if (key) out[key].trained = true; + } + return out; + } + if (typeof skillsIn === 'object') { + // assume already in map form + for (const k of Object.keys(skillsIn)) { + const key = SKILLS.find(s => s.toLowerCase() === k.toLowerCase()) || k; + out[key] = Object.assign({ trained:false, plus10:false, plus20:false }, skillsIn[k]); + } + // ensure all standard skills exist + for (const s of SKILLS) if (!out[s]) out[s] = { trained:false, plus10:false, plus20:false }; + return out; + } + return out; +} + +function resolveInventoryToWeaponsAndArmour(inv, existingWeapons, existingArmour) { + const weapons = Array.isArray(existingWeapons) ? [...existingWeapons] : []; + const armour = Object.assign({}, existingArmour || {}); + + if (!Array.isArray(inv)) return { weapons, armour }; + + for (const it of inv) { + if (!it || !it.name) continue; + const name = it.name; + // armoury.items is an object keyed by category; search each category array + let fromArmoury = null; + if (armoury && armoury.items) { + for (const cat of Object.keys(armoury.items)) { + const arr = armoury.items[cat]; + if (Array.isArray(arr)) { + const found = arr.find(i => i.name === name || String(i.name).toLowerCase() === String(name).toLowerCase()); + if (found) { fromArmoury = found; break; } + } + } + } + if (fromArmoury) { + const item = fromArmoury; + // stats may be in item.stats: { damage, class, source } or similar + const stats = item.stats || {}; + const damageStr = stats.damage || ''; + const cls = stats.class || ''; + + // heuristics: if stats.damage looks like weapon or category contains 'Weapon' + const isWeapon = /Range|Pen|Clip|Reload|RoF|Tearing|Melta|Flame|Shotgun|Bolt|Pistol|Rifle|Cannon|Gun/i.test(damageStr) || /weapon/i.test(item.category || ''); + const isArmour = /Armor|Armour|Power Armor|Carapace|Shield/i.test(item.category || '') || /armou?r/i.test(name) || /power armour/i.test(name); + + if (isWeapon) { + // extract simple fields from damageStr + const rangeMatch = damageStr.match(/Range\s*([^;]+)/i); + const penMatch = damageStr.match(/Pen\s*(\d+)/i); + const clipMatch = damageStr.match(/Clip\s*(\d+)/i); + const rldMatch = damageStr.match(/Reload\s*([^;]+)/i); + const rofMatch = damageStr.match(/RoF/i); + const specialParts = []; + if (damageStr) specialParts.push(damageStr); + if (stats.source) specialParts.push(stats.source); + + weapons.push({ + name: item.name || name, + class: cls || '', + damage: damageStr || '', + type: item.category || '', + pen: penMatch ? penMatch[1] : '', + range: rangeMatch ? rangeMatch[1].trim() : '', + rof: rofMatch ? 'RoF' : '', + clip: clipMatch ? clipMatch[1] : '', + rld: rldMatch ? rldMatch[1].trim() : '', + special: specialParts.join(' | ') + }); + } else if (isArmour) { + // place power/carapace armour into body slot by default + armour.body = armour.body || item.name || name; + // if protection object present, map head/arms/legs + if (stats.protection && typeof stats.protection === 'object') { + if (stats.protection.head !== undefined) armour.head = armour.head || stats.protection.head; + if (stats.protection.arms !== undefined) armour.ra = armour.ra || stats.protection.arms; + if (stats.protection.body !== undefined) armour.body = armour.body || stats.protection.body || item.name; + if (stats.protection.legs !== undefined) armour.rl = armour.rl || stats.protection.legs; + } + } + } + } + return { weapons, armour }; +} + +// Add pre-gen names if requested via a special flag file +function ensurePregens() { + const pregensFile = path.join(__dirname, '..', 'pregen_names.json'); + if (!fs.existsSync(pregensFile)) { + const sample = ["Brother-1","Brother-2","Brother-3","Brother-4","Brother-5"]; + fs.writeFileSync(pregensFile, JSON.stringify(sample, null, 2), 'utf8'); + return sample; + } + try { return JSON.parse(fs.readFileSync(pregensFile, 'utf8')); } catch { return []; } +} + +(async function main(){ + console.log('Starting sheet transform migration'); + if (doApply) { + const bak = path.join(dbDir, `deathwatch.db.pre_transform.${timestamp()}.bak`); + fs.copyFileSync(dbPath, bak); + console.log('Backup created at', bak); + } + + const players = playerHelpers.getAll(); + const results = []; + + for (const p of players) { + const before = JSON.parse(JSON.stringify(p.tabInfo || {})); + const tab = Object.assign({}, before); + + // characteristics -> lowercase keys + tab.characteristics = mapCharacteristics(tab.characteristics || {}); + + // skills -> map form + tab.skills = convertSkills(tab.skills || []); + + // fate defaults + if (!tab.fate || typeof tab.fate !== 'object') tab.fate = { total: 1, current: 1 }; + else { + tab.fate.total = Number(tab.fate.total) || 1; + tab.fate.current = Number(tab.fate.current) || tab.fate.total || 1; + } + + // ensure renown normalized via validate + const validated = validatePlayer({ name: p.name, tabInfo: tab }); + tab.renown = validated.normalized.tabInfo.renown; + + // powerArmour normalization + if (tab.powerArmour === 'true' || tab.powerArmour === true) tab.powerArmour = true; + else tab.powerArmour = !!tab.powerArmour; + + // resolve inventory items into weapons/armour fields where possible + const { weapons: newWeapons, armour: newArmour } = resolveInventoryToWeaponsAndArmour(tab.inventory || [], tab.weapons || [], tab.armour || {}); + if (newWeapons.length > 0) tab.weapons = newWeapons; + tab.armour = Object.assign({}, tab.armour || {}, newArmour); + + // ensure talents is string + if (!tab.talents) tab.talents = tab.talents || ''; + + const after = tab; + const changed = JSON.stringify(before) !== JSON.stringify(after); + results.push({ name: p.name, changed, before, after }); + + if (doApply && changed) { + const ok = playerHelpers.update(p.name, { name: p.name, rollerInfo: p.rollerInfo, shopInfo: p.shopInfo, tabInfo: after, pw: p.pw, pwHash: p.pwHash }); + if (!ok) console.error('Failed to update', p.name); + } + } + + const out = { applied: !!doApply, timestamp: new Date().toISOString(), results }; + const outFile = path.join(backupsDir, `migrate_transform_sheet_fields.${doApply ? 'applied' : 'dryrun'}.${timestamp()}.json`); + fs.writeFileSync(outFile, JSON.stringify(out, null, 2), 'utf8'); + console.log((doApply ? 'Applied' : 'Dry-run complete') + ' - report written to', outFile); +})(); diff --git a/database/scripts/overwrite_phillip_characteristics.js b/database/scripts/overwrite_phillip_characteristics.js new file mode 100644 index 0000000..2d215a6 --- /dev/null +++ b/database/scripts/overwrite_phillip_characteristics.js @@ -0,0 +1,39 @@ +const fs = require('fs'); +const path = require('path'); +const { playerHelpers } = require('../sqlite-db'); + +(function main(){ + const name = 'phillip'; + const player = playerHelpers.getByName(name); + if (!player) return console.error('Player not found', name); + + const ts = Date.now(); + const backupsDir = path.join(__dirname, '..', 'backups'); + if (!fs.existsSync(backupsDir)) fs.mkdirSync(backupsDir, { recursive: true }); + const beforePath = path.join(backupsDir, `${name}.before.${ts}.json`); + fs.writeFileSync(beforePath, JSON.stringify(player, null, 2), 'utf8'); + console.log('Backup written:', beforePath); + + // Tactical sheet characteristic values (from attached Tactical image) + const characteristics = { + ws: 42, + bs: 42, + s: 42, + t: 41, + ag: 40, + int: 41, + per: 46, + wp: 42, + fel: 43 + }; + + const newTab = Object.assign({}, player.tabInfo || {}, { characteristics }); + const ok = playerHelpers.update(name, { name, rollerInfo: player.rollerInfo || {}, shopInfo: player.shopInfo || {}, tabInfo: newTab, pw: player.pw || '', pwHash: player.pwHash || '' }); + if (!ok) return console.error('Failed to update player'); + + const updated = playerHelpers.getByName(name); + const afterPath = path.join(backupsDir, `${name}.after.${ts}.json`); + fs.writeFileSync(afterPath, JSON.stringify(updated, null, 2), 'utf8'); + console.log('After backup written:', afterPath); + console.log(JSON.stringify(updated, null, 2)); +})(); diff --git a/database/scripts/report_db.js b/database/scripts/report_db.js new file mode 100644 index 0000000..b98e297 --- /dev/null +++ b/database/scripts/report_db.js @@ -0,0 +1,48 @@ +const { playerHelpers } = require('../sqlite-db'); +const fs = require('fs'); +const path = require('path'); + +const players = playerHelpers.getAll(); +const total = players.length; +const names = players.map(p=>p.name).sort(); + +const renownCounts = {}; +let rpSum=0, xpSum=0, xpSpentSum=0; +let rpMin=Infinity, rpMax=-Infinity, xpMin=Infinity, xpMax=-Infinity; +let charStats = {}; // key -> {min,max,sum,count} + +players.forEach(p=>{ + const t = p.tabInfo || {}; + const ren = t.renown || 'None'; + renownCounts[ren] = (renownCounts[ren]||0)+1; + const rp = Number(t.rp||0); rpSum+=rp; rpMin=Math.min(rpMin,rp); rpMax=Math.max(rpMax,rp); + const xp = Number(t.xp||0); xpSum+=xp; xpMin=Math.min(xpMin,xp); xpMax=Math.max(xpMax,xp); + const xps = Number(t.xpSpent||0); xpSpentSum+=xps; + const chars = t.characteristics || {}; + Object.keys(chars).forEach(k=>{ + const v = Number(chars[k]||0); + if (!charStats[k]) charStats[k]={min:Infinity,max:-Infinity,sum:0,count:0}; + charStats[k].min=Math.min(charStats[k].min,v); + charStats[k].max=Math.max(charStats[k].max,v); + charStats[k].sum+=v; charStats[k].count++; + }); +}); + +const summary = { + totalPlayers: total, + names, + renownCounts, + rp: { sum: rpSum, avg: total? rpSum/total:0, min: rpMin===Infinity?0:rpMin, max: rpMax===-Infinity?0:rpMax }, + xp: { sum: xpSum, avg: total? xpSum/total:0, min: xpMin===Infinity?0:xpMin, max: xpMax===-Infinity?0:xpMax }, + xpSpent: { sum: xpSpentSum, avg: total? xpSpentSum/total:0 }, + characteristics: Object.fromEntries(Object.entries(charStats).map(([k,v])=>[k,{min:v.min===Infinity?0:v.min,max:v.max===-Infinity?0:v.max,avg:v.count? v.sum/v.count:0,count:v.count}])), + missingPwHash: players.filter(p=>!p.pwHash||p.pwHash.length===0).map(p=>p.name), + samplePlayers: players.slice(0,5).map(p=>({name:p.name, tabInfo:p.tabInfo, rollerInfoKeys: Object.keys(p.rollerInfo||{}).length})) +}; + +const outDir = path.join(__dirname,'..','backups'); if (!fs.existsSync(outDir)) fs.mkdirSync(outDir,{recursive:true}); +const fname = `db-summary.${new Date().toISOString().replace(/[:.]/g,'')}.json`; +const outPath = path.join(outDir,fname); +fs.writeFileSync(outPath, JSON.stringify(summary,null,2),'utf8'); +console.log('Wrote summary to', outPath); +console.log('Summary:', JSON.stringify(summary, null, 2)); diff --git a/database/scripts/reset_pw_andreas_chris.js b/database/scripts/reset_pw_andreas_chris.js new file mode 100644 index 0000000..58ca859 --- /dev/null +++ b/database/scripts/reset_pw_andreas_chris.js @@ -0,0 +1,35 @@ +const fs = require('fs'); +const path = require('path'); +const bcrypt = require('bcrypt'); +const { playerHelpers } = require('../sqlite-db'); + +(async function main(){ + const names = ['andreas','chris']; + const backupsDir = path.join(__dirname, '..', 'backups'); + if (!fs.existsSync(backupsDir)) fs.mkdirSync(backupsDir, { recursive: true }); + const ts = Date.now(); + for (const name of names) { + const player = playerHelpers.getByName(name); + if (!player) { + console.log('Player not found, skipping:', name); + continue; + } + const beforePath = path.join(backupsDir, `${name}.pw.before.${ts}.json`); + fs.writeFileSync(beforePath, JSON.stringify(player, null, 2), 'utf8'); + console.log('Backup written:', beforePath); + + const plain = '1234'; + const hash = await bcrypt.hash(plain, 10); + const ok = playerHelpers.update(name, { name, rollerInfo: player.rollerInfo || {}, shopInfo: player.shopInfo || {}, tabInfo: player.tabInfo || {}, pw: '', pwHash: hash }); + if (!ok) { + console.error('Failed to update pw for', name); + continue; + } + const updated = playerHelpers.getByName(name); + const afterPath = path.join(backupsDir, `${name}.pw.after.${ts}.json`); + fs.writeFileSync(afterPath, JSON.stringify(updated, null, 2), 'utf8'); + console.log('Updated player:', name, 'pwHash set. After backup:', afterPath); + console.log(JSON.stringify({ name: updated.name, pwHashPresent: !!updated.pwHash, _id: updated._id }, null, 2)); + } + console.log('All done. Password for andreas and chris set to "1234" (hashed).'); +})(); diff --git a/database/server-mongo-backup.js b/database/server-mongo-backup.js index b66a9eb..12adbd5 100755 --- a/database/server-mongo-backup.js +++ b/database/server-mongo-backup.js @@ -1,8 +1,11 @@ require('dotenv').config(); const express = require('express'); const cors = require('cors'); +const path = require('path'); const playerRoutes = require('./routes/playerRoutes-sqlite'); -// const sessionRoutes = require('./routes/sessionRoutes'); // You can update this later if needed +const sessionRoutes = require('./routes/sessionRoutes-sqlite'); +const shopRoutes = require('./routes/shopRoutes'); +const rulesRoutes = require('./routes/rulesRoutes'); const app = express(); const PORT = process.env.PORT || 5000; @@ -11,6 +14,9 @@ const PORT = process.env.PORT || 5000; app.use(express.json()); app.use(cors()); +// Serve static files from the React app build directory +app.use(express.static(path.join(__dirname, '../build'))); + // Initialize SQLite database const { db } = require('./sqlite-db'); @@ -32,9 +38,28 @@ app.get('/', (req, res) => { res.send('Deathwatch Roller API is running with SQLite. Use /api/players for player data.'); }); -// Use player routes +// Health endpoint checks DB connectivity and players +app.get('/api/health', (req, res) => { + try { + const { playerHelpers } = require('./sqlite-db'); + const players = playerHelpers.getAll(); + res.json({ ok: true, players: players.length, sample: players.slice(0,5).map(p=>p.name) }); + } catch (err) { + console.error('Healthcheck error', err); + res.status(500).json({ ok: false, error: err && err.message ? err.message : String(err) }); + } +}); + +// Use routes app.use('/api/players', playerRoutes); -// app.use('/api/sessions', sessionRoutes); // Uncomment when you update session routes +app.use('/api/sessions', sessionRoutes); +app.use('/api/shop', shopRoutes); +app.use('/api/rules', rulesRoutes); + +// Catch all handler: send back React's index.html file for any non-API routes +app.get(/^(?!\/api).*/, (req, res) => { + res.sendFile(path.join(__dirname, '../build/index.html')); +}); // Start Server app.listen(PORT, '0.0.0.0', () => { @@ -42,4 +67,9 @@ app.listen(PORT, '0.0.0.0', () => { console.log('Using SQLite database'); }); +// Keep the process alive reliably under systemd (avoid accidental exit) +if (process.stdin && typeof process.stdin.resume === 'function') { + process.stdin.resume(); +} + module.exports = app; diff --git a/database/server.js b/database/server.js index ab475d5..fcbef84 100755 --- a/database/server.js +++ b/database/server.js @@ -1,10 +1,20 @@ require('dotenv').config(); const express = require('express'); const cors = require('cors'); +const fs = require('fs'); const path = require('path'); const playerRoutes = require('./routes/playerRoutes-sqlite'); const sessionRoutes = require('./routes/sessionRoutes-sqlite'); const shopRoutes = require('./routes/shopRoutes'); +const rulesRoutes = require('./routes/rulesRoutes'); +// const rulesRoutes = require('./routes/rulesRoutes-simple'); + +console.log('Routes loaded:', { + playerRoutes: typeof playerRoutes, + sessionRoutes: typeof sessionRoutes, + shopRoutes: typeof shopRoutes, + rulesRoutes: typeof rulesRoutes +}); const app = express(); const PORT = process.env.PORT || 5000; @@ -13,8 +23,32 @@ const PORT = process.env.PORT || 5000; app.use(express.json()); app.use(cors()); -// Serve static files from the React app build directory -app.use(express.static(path.join(__dirname, '../build'))); +// API Routes (before static files) +console.log('Registering API routes...'); +app.use('/api/players', playerRoutes); +console.log('Players routes registered'); +app.use('/api/sessions', sessionRoutes); +console.log('Sessions routes registered'); +app.use('/api/shop', shopRoutes); +console.log('Shop routes registered'); +app.use('/api/rules', rulesRoutes); +console.log('Rules routes registered'); + +// Serve static files from build directory (React app) +const buildDir = path.join(__dirname, '..', 'build'); +app.use(express.static(buildDir)); + +// Serve uploaded avatars from public/avatars +const avatarsDir = path.join(__dirname, '..', 'public', 'avatars'); +if (!fs.existsSync(avatarsDir)) { + fs.mkdirSync(avatarsDir, { recursive: true }); +} +app.use('/avatars', express.static(avatarsDir)); + +// Catch-all handler for React Router (must be after API routes) +// app.get('*', (req, res) => { +// res.sendFile(path.join(buildDir, 'index.html')); +// }); // Initialize SQLite database const { db } = require('./sqlite-db'); @@ -37,27 +71,11 @@ app.get('/', (req, res) => { res.send('Deathwatch Roller API is running with SQLite. Use /api/players for player data.'); }); -// Health endpoint checks DB connectivity and players -app.get('/api/health', (req, res) => { - try { - const { playerHelpers } = require('./sqlite-db'); - const players = playerHelpers.getAll(); - res.json({ ok: true, players: players.length, sample: players.slice(0,5).map(p=>p.name) }); - } catch (err) { - console.error('Healthcheck error', err); - res.status(500).json({ ok: false, error: err && err.message ? err.message : String(err) }); - } -}); - // Use routes +app.use('/api/shop', shopRoutes); app.use('/api/players', playerRoutes); app.use('/api/sessions', sessionRoutes); -app.use('/api/shop', shopRoutes); - -// Catch all handler: send back React's index.html file for any non-API routes -app.get(/^(?!\/api).*/, (req, res) => { - res.sendFile(path.join(__dirname, '../build/index.html')); -}); +app.use('/api/rules', rulesRoutes); // Start Server app.listen(PORT, '0.0.0.0', () => { @@ -65,9 +83,4 @@ app.listen(PORT, '0.0.0.0', () => { console.log('Using SQLite database'); }); -// Keep the process alive reliably under systemd (avoid accidental exit) -if (process.stdin && typeof process.stdin.resume === 'function') { - process.stdin.resume(); -} - module.exports = app; diff --git a/database/server.log b/database/server.log new file mode 100644 index 0000000..e7e6c0f --- /dev/null +++ b/database/server.log @@ -0,0 +1,18 @@ +nohup: ignoring input +SQLite tables created successfully +Loading rules routes... +Loaded 288 rules from database +Rules routes registered +Routes loaded: { + playerRoutes: 'function', + sessionRoutes: 'function', + shopRoutes: 'function', + rulesRoutes: 'function' +} +Registering API routes... +Players routes registered +Sessions routes registered +Shop routes registered +Rules routes registered +Server running on http://0.0.0.0:5000 +Using SQLite database diff --git a/database/sqlite/deathwatch.db-shm b/database/sqlite/deathwatch.db-shm index bce2e9eabb13941457042627aa516ea54f95cdc9..3ae2a2585860d21d807db85537d335e59f9bc3c1 100644 GIT binary patch literal 32768 zcmeI5dAv!e}p4s%}bs7(_KTs*usVtn*f>TPVh*|?WI+aG8D{4~u7GnT|yQe*bm znmtZtES0e|#&Q^QTBq~+IeluQi}L7QJgbe(&$avc`}sM2V16#1pPy^@^Y`;}`cTGa zxp{TY*PCk~+qlx$@!2uhc#gL{7h8O%bvmz~pWgBF{>(M-dye7e+siMf zId(CF`8$p4*Rgi~e)&4R%hTyyJU>6z?)!LQFq8gq>7 z80<6AKIiP535@OHgzD>;qn)dv#3*KT#f`asz4-^r&5g&7#f`%+mr!~AU4P#C2g}p- zXY=|u;|sMv$2#2f=j9UP!`15Tb)Dasy%*T~puJ{vQvymr2`B+2pahhF5>Nt4KnW-T zC7=Y9fD%vwNNt4KnW-T zC7=Y9fD%vwNi&R_C+_{lt7#jcpgcZl*yTf>6npOSdc|of@N5NRal)( z*n(|%6A!blw7kx9?=*{D=M3Tux(13T1c-3+PI*f64tX@PAgfu!A&*(>ps;z*xg5%) z0xF|AYM>q(q7_=B4Q{{y+>Zw^0uSMFJc03;h-WYv&tVo`#cOyS3-Jct#7eBj2iSm( z_z0iiQ+$E1upb9-5U24I&fqM5#yOnF1zf}>{DNN*&Pb+UTXtltSZ8_TSkJ~2jG9J* zBp_x@p(tcCD-IMfs}@v571T!~w8cP-#KV|?r!WJvF&~S}+DPx6XeWD3`vKX6-m+}J#v}VaAHsr zRZ$a-(G(rg6@4%WL+}X3U=pTa4qm`wEXBK6gU#5AUHBS@a2a`6pEvLpc4Z$9;4qHm zQ+$>$Z~@=oD!$7Pxt(9~TOQ#BUS_1EkW7+I@=GBpBNe5V)YGdYF-)|0ImQ=p4E1&X z#mm}gQvWr9P5g>S?ZQF2DS<>sAcFsF6rLWU!L)yAuZc#g+eOCsgP7EN=O7Uuo+wF@BM^S zGR-y42t>0co3k}L@J5cI{a0Pxlt5x3P)qOoiKWy!&c6`2m5*`}7jp?$@*S?@dT!+B z{DM1pfQR@K&+r^C@fZHe2uUtcl2$TEv}BR2l2-~!afy*qQclWC1*su*q=__@7W(}7 J3+2Rh;y2q2S{48R delta 258 zcmZo@U}|V!s+V}A%K!q(K+MR%Adn8E6@b{qVfn^I*Ta8It~>IAab>oE{G+B*6AU-r zAXPokC@=t-`yUBFg*VnOW!(IP^O)J@51c~0lmECHZGOaghH3II4+$XS8Pnt+-ZDVO zJ&wtrLO>#W7$+YK69FGc_;XC-!rL}ge0Ks(nAJhN{`r=1Q}{mRjKw(C0)@CapT6V%BswKS-I4z z5>AjnW^Fe!oYU>LVLW!v0eU!`=GZW7-R{$En#S$%%mI&0yY171X`7z$AJ{YY!Fb&B zi}y0KGGE>jDoPmHL`rosUwrq){o?nnH{y%9`fdGhuRZvG-czf+q!xcZ_|(7oC*r8-hVeX`oUU%@7KGAJ~a5-1Fz`)`snXZTi{I%=&uRcFlpA_5cXM&rr zPd;(2KI>*eeX@QMmu)*RJ5`4I_WFgzEA>fw{qJwDx4(I~ea)`3^HU2T`?GF-rD^AU zbMb7Le~_Yi;r!I}^a47q@9^`@+$~P|g>A3dapnQgc3g7vVKywF;b@qTEr&uecZ{W@h_+|Tm+DY<|56x;o}y?dvR zo_yVb@}imBuXayA8V+96?CQmf^GEg_J5oOS*s*Z@(bL7lXCL#6ddIni1|v*9NX&y& zZewhckV(NRnhrN-!_#lPXS}v$%a(VI-Q9-q%*+k=Z2VE%>r=BA!|Y;n9$-Cz0bqd5 zOS8Z-cCZnqGc)+S0(pC=a~LQtZ4rtv6WnZbX{}*lF8C=oJr%{!zGU9bp2y!2=DFsj zFu!AdrhPpcim>44r{)%?n(^kX9_QS`;-1JH8sb;N{6cfqP48ZJBQ#eaehIkK?e#qV zA`ofo6M8|LJJb3#6+6X8^x67-3HpSOWthhA>+7@tzWvvh)(iCqC(~P(+2=)RbO6Lg{-3$pHC}t=mMuSXVMX(N^xKQgvRoeno+=AaEXiaOQF*#?%0Ol zQfzYz+h*O=^uo4_H@>>gQ=V`aL$M9+xC0E3bD;($E`Kjp5E1YLXxLW56zrToh z!+oyFU}tlBaof=-&FMA}XJYWCY^ENg^{R_~qJA_6iES%U0+cm}`$YX@bLq_47>Z-i zom=(2(L=9VFe2^^XNx%3_O)>G6?%QcyS6fjrMUu*d0VsGRxV9XZ(BGU!eV{B@jiNR zfjq{WOQ#MzcH;8P6o35OmHg;ZQ7-x8(=)TmoDBT5J$J?EIo0sH7x=OHLwnb|*qiIV z>W+Fl{wK8qwR^X0*}G!9&@jkwgYj03Vm*hacAnU||Lm@O@6)5N8joGQ^Smgce6lw2XA_^qtiZqgA&ocPHX)D@NC+eZ5&{WKG^Z5RF*Xozv zHqsR*3|jTa3$b2c0ROhF&I|m%PygJX*FRYNn^Z5b4)pYALLecK5J(6l1QG%XfrLOp zAR&+tNC+eZUK|MAC=htz>ILHY0&DXE7vAx$*PI#n=I>OTFEF3Z7kF_fLE_>^5`lES zKssLl+eX*zn#Fd!s%^5B+X(CHx1wX;BzEOvTWLC9Ae}GJJ~`yMwwA8$PJaF;L#*Fc z9`{GmbiP13Um%??uy*3kja}U7e1X+-fztT`&-tfwdDyzsJdD>D~wc>%#0 zT{&9W9ys#Ii8Ci2e`L>8IAj(t6h(GWA31a7@QDkTj~+MbQE$)igXc5P_MAIBT`V25 zmv^i`iSc=yJGkL|fxY30yFUD#UXsoic=0|UCe9K934w$_LLecK5J(6l1QG%XfrLOp z;71pMjpqxz?}a#DU?`%wdcMHdw@m)`&wjP{mBR!3YOeS9Y7>7r@ui86O}uYnZsNrF zUyc94_`e?i@7KJ?L{_YO6Ojt|M9dj`Kd`1^yuHuy_}?;1QecxdpBfj=Mk-GR>!l7SBoynP@H zymnx`|J(gv?f-QDKk2{T|JMFp{jcgD?E9~MztQ&(`{w&j_I;x7p5DLgQy4<}NeCna z5&~-oZ0&idd+q%!>g3AQscH~yv)cPAsPV0b4JAlcd(X|Ngqy7P?h0yrzg~~%5&>*Wo`T5iWCaoO zv<)+t;vp55LLuhNu3?O8Ie(% z9jYM8Ng^8-_dHlZ6qB$s!%TLdnn)YU%IuK}BAH~cP-U|H)kK&+G-2OnqOf?`CiIqM zd#i~I+=}es3Zj`Lrop7m_EZo>)Oft&HQRYJBH=dMQ9*9XmSV6?A zwoF4vn*CHYQRAB=d#Hj)Ckbx|qq8?`CgKHV@I!c|S!Sz=vO#fAvzbV31c7s%>1raz z2`f_-L_H~VgG0e&HBsT4JQEc}89g~+G~?Ao)*wP=tbz!)0B+$EXf=^FxG@>&B*HP` zf7y`u=4-2o0s)U^Ke?F*?c*B$R%8!U6IFw8mA$5d2n8bzPFVKpN+Pulu2lA_3L@kQ zCk4IziE1Lc6*RlQf{6I58%F5tmDNN90LZhxnaEq35Z(BF)x>DLEZbH=L;#=-fqVXV zH4&kMlkCSTh-#9V2DL2PT1`YOgR6N(1raeDSqMVp%PWcKHX`)0%|y6yDH=kv?B2~p zia>{mWNmg&1re_egz-X6?yew$A>9xd%1bMW2mk_>eOCn$3_&#!I_~Ts5{tAY#ubT- z>5d9wE6@p;{gw(Mi(Zo=KYU3C5$_`u@Fp=`QrYV(i13=wc(~Nv9YipMoijop?WEaA zClM4Ay@^JM?5iNc9N;jJ!1Y!T5nrK02mn2mL^uo$bLf6~&qG7&auaaFkrxugY-E15 z+E`4OSLX$4zwr63+xTZ68Xml(_PVYw*T(Pe`Bd*S6H8<79(Y&JO!ukL*Y-DuF7!Vz z`rig0?|JpWf9N|s^#Ap~apbO{*LHn*_-Drcx4{p0Pjvt1{_pmEWBh*{`T2=P|F87@ zeBYMgT|M6!{$B^bIk02s)7?Ke@`t1U%lO|Po$vih?=$1y8u=e4J~#Sc&&}&O6d`Su#RAG=OFjHzzSV5!-f#k+Y>q{qe;X@IeF{B96QBTk#_ud+A#NJjfr8TDT zPEu=0>7{Z^7p%0(SVQ1Wh}Vh<=V>V%)r`|JrwC(KcwVTIDD!alsoKL`jtMU{vT!N{ zRg#BbI0jgj)`Cf5&}~^*LOB;oa~<-c!03b*r8hz`ye~Q8B6Kco!Ko6)3o1n^R0z&# z>ka1y95_)ZT{s>{sRE$j+G+H`g;5+>>}>Z^Qko0!X0@kA1XECv2hY%l$Q?qvvUm%< zmCPzny)QHz1|dP_1#YS+-_h!Y8m^3^KqxC5DW&s;p`H_70!GPj1uqz}7_Zb4 zXqBo&7RhMIA8GZX(5VEFOqX71!mM}BS)!EDKIevO@Xd@5Wl3`eAsgxQLI{jkx*(W& zW2+ZQA-@uAhnxn8sL+U$H0LBTZv-(Oy#?y5^<0-U7+2sy3?fyKE6e>)wR+*UfF?1I zk!yncQj$BVw9K6$!TTI{l_d`z=u#CBPetLGl)OM9;8oBMwQ*5~l^8u^+6JQ{&;^wc zk+aM&=qvcbSMUd**Itrf&?WUb)6np|IN0iia9L_a%c5|&DS#t{Ia1`R5Vo{n*?A8k z8|R2~xuINpn`_)t7M^fb9BB2Tz%6n|NQ&hIU5TO)P)Q}h1of=&7FY*XQdSCCm_Wf` zsq&l(#<>#Gw0aRV5aMmT8g~#xLpH`z%B6JBd4w=73*nfRrQkrXUo2J0oajt1B(^C3`sqSXt}bLlkh3llXZRFmR6TGKMXQxqX*xVqp@ z@*I$=q9mGo^aDr=V@jFxRxdKZ9F3MxQ>_ijiC~`O9zvGz0q`0HIFis;qcC<{&Aj6l zUJMK|e3!L*k?OJ%t;RDbE$-dV1luM zI}QuyifVXV0#+Tw;}{Q$s}d~?TKSVJxIokh2^77+FAC~7rCxdidy9<0J*cu!0bZ-n zt_Vy+{LW}-M^UmM9%%IflYvl}2o4^i@X#?hP6l&@z2Q>0ds}iiUU)aykAq23L?dcMfZU5y24=3Vs}AqKF!$pz{85ijx(WQP7byW4=qB(0*`>s z!_RQzqY>uD!N8$HvVgPjWv;>P0EI0E7^O6wG-APe)^vARJap3Pd_&@D^#PC=oSj;gFV_ z0!Awk!ecC~w|RlzMA;Mp6 zX@Jb4 zr$k%|rM48Q0!$X37`6_0tZ-nml`CjUJRCKQEr%9L`Qz;o5qO#$hEIX1EHn%ZnNXP{ zh0zWf5F{pBX%YOoREpsTfRGSw#J{dUTDO{B@2nYzckfR6~nxya`n!qu5 zj+h(-B7i9*g?2gkAC4^ITALSm7Q`TJ@-k>q=8lp=3Nz8scVmEs z0#K!dZV@G4(dGruMZ9zf7qDKiiKj0NtTgdI1bQW)z|0mo5)OC;00dwJPtzHT{+TxJctOX;5M~F5JX;yd?U9=tB{=G9-b)Ri%_ja4r3y?Lx>p={E@INTnO?V zT$NKNBCyd0gF;z(fKx#lk7pY~cn^d*4B5&c zyn~LkWQ1JH;(-Q(g@qtfG8W;n5Zb%wA%hEeM1f=|l}N&4UW9Zbz6ml3oQ@KOf z7Ys?Vf*_ES3E+#M$aDzkDL!ezZV?X!@>hYm4LrOdJr^Z9nTXHftMdYf|M$I1|J?oL zAEbGKG%t|m1=74gnioj(0%=|#%?qS?fiy3W<^@`7ENNaK%?qS?fiy4hcYR)9E2ah3 z-be6(k6ruHzyE{LzZe^OcWq1G%W4x(jQ{HRma*y4FOAkmo*e$|VKVrw!QBJDF!aIx zxAuK*pbM9zpM*d{AR+K0g23|D<*~uq^4RMi!i4^9P7zl24H2&^gd zxRQ^84~Esw90eT?Ye`tij*Mw6BcR-dW7&XUtsaX+C5n?!t>3}qO;Btx7`J;=a8uE= zeDCsTWRL^JqQu-imSRwdkCh=TFqK$_@Wf*(Uc>?fTEwLZ@QeKQgx`>fmjz8+I_~&(2RREH=wB%x~m!{jQhwEUmOx zG(i#jRu%DfmnA#6yqO|`nYGO~9UR5>iY6#x@2VndlpKXJpfW{b^~<5QP!9Fz* zr-(WxEZhmyIHC}N!kb_LG7m{n+7&|zM?G;VS^{cB)qW!4g%?Y1nGSQ>3sz0eFPysxKDY!X!6>Imrthm5p28ZtIjCtKHQuQ%MW#r z*Y4i3Ww~$VWl(i{pI+U4QRy!+Q$fFLqak`v8ke@z?_av_Ej!gRq=I82@&#@a~Uzl&A=>JS`sQ7>4T79;C zu*pfB8?x=d>{J=IN?ce(g)_a5O%xjrKiL%zo@j3vNc#xt3+J)mhOInL)OYy#X71v~ zo^7w$apnOal=cyvNc#x3x!E%T8nV4!gqh%Gn@e$z4L&Z+1wZAcr=pdCcF`>?I_z5l zW!}x6M_b&LGuONn=6B4`tbMBp3x0lTZn0H*U!QUFQ>|@HbNKe2xbdmo_Z*gmo3n0u z_qtnpH|>|Ep`f#8&~e-a44_W>ae zVs7DzKRe~yA1*bQW{bG34OdOgF1Xp&*y5*|=0$K4xr?7lw}?}e;$OZwKfkmx7_x4& z7J8m-;_R5%?{$h-aNN)G`zg8q)Xoz-_n+OB@7>`aIdows-h8ywIC*4=9=!VSg@cbA zx$@}VgHyXnnDHm(7WXvFBYNKvb6{Oupm=j1UX0jrxC6(_bXnXVh9`(;Ukv*QmIu^W z?LKg_vditpDLSpKZtD@z^pSm6ng<_0})5Y1Py+{qgQ(6b{Xph`mu3f-9CcP zrhNoIDvzLPoC$%1KtdoPkPt`+Bm@!y34w$_LLedVB1NF1Uf{-rg8KgV5%k8fuAVP& zz3a+TZ+quQe`ajro3-AFPu3>>Y~qtRUEp87NbyK)B?J-z34w$_LLecK5J(6l1QG%X zfrLOp;71C9vF@I&-3wu10R<%swfEi8+wPZU_m-)}FtgD8 zc_1|2wfd#EjdaC>2d3Q>6rCuLHk>c8?cct2pnUtYkEMEnA1Sp;gG~q|1QG%XfrLOp zAR&+tNC+eZ5&{W~p`;|FSy|4G-+A<-K35P5j}+mnJ?o z@xF<r=wpR z{mkgkjXpK%Mt6_CdUSZ?Pey)gfJJcLHJ|u_k8T{_x?+^ak;4clnYw+CQp}{)_{(Rtf2R=VY z20lFS_JJ_)+JW)@Z})$-|I_{dr2l&VTl;tQzp8(*@4xo_M&Cc|o9{c>_ldrHdjGOd z_5L0Pk$w^a34tFW1h)1()V+4diaNP^$Vx+Ln$_NaGb+(GtG%y+N+tzsC_%E?du~Q0 z++?+PS5WCBmkmYn-S>7<>7-+|GRZ}QQI*x6siyLV;w-B@T|w2cXUTb1 zdv-Hbs7cBjmdmX6_DU*Y4JkoguAquZX&NN*{L`=Kd8lhW&U8|MN*aps>}{1qK^sfWWJfB9 zDq^do&JN#<$SBPYRS@MQkqwJ`9;_gWN!XcTCOc3~qzz?d_DBVhOfp!gGTHuWB1|8e zux~R_*h!d!u_W7DO=RF!WDi#m%_K1mCT+H-f+(WKTbRSnn-K}O*^UY#G=Vh)hVrIr zB8Eb2_Qnb#iwp@#v!ALaYJ8Jq4^#hpAi^zxTlfT8O=Jyj zOh!71aE$n0HYC3J+G?Uez@ynuZYDzexQ4$K*#p%?)nHs@uc;tH!AOG>mc6=?NNs~F zmA$Hh2zkOuL2rMenuu-%&F-%tBL3=z5juNiH4y;-@~m$r@|Gq_h5nq;OyEz7o66A{bcYF<%6M9fAOf)M%gN+PK)|x^svv?Ps3tnn)xn$UQ-)ZHCKFoa`r zg=i2Yr6Zk0P)zhD8X>Z;f(Ubf!$1PpTR}v8g$^MA^i&ezFf`1e`{g|k4Xw*fzzs)U zND#A;`C*Ged|+6e7vK+k=QsGisW-%Z1g!f=t>^xU&-Q+0VsWA|{>S6L*!#wT9Ru&` z|CRAK_x=3%OUHhzZ_B`c7<+gB1A}+;ogUjg`q!hM>G>C<^P}5G{!4#z7fff=ez$??=wB$={_>_+QDxQet7Wlc>nbCcN&3*dzZ($ zOU8m`j$3App)M3mN-lI+P^!zo47ZZyg_T}QlN)c#(v++;#Bvj)4!-vORyRfIxfP{F znk%&|a#Mzadg5~<1lQcsLaIU&K{P7}v8-fHJLNnpbm?WTYVU1z6N1h?bwpW`Q^kZg z&LA(;xppS^obkemf(9=OSuo|P5?&%FXMz_zh+t~(X?3HOv7rni&m}RXvpScBQ#>e- z939cf%7PlAf}zY9o=XK3bjUS#1<7Sz)Shm0Q|Le(2iHn*tr;&ZWu+=}TLf1I!?=zd z=v-M9B+nfo3cy)e3M=shQhRr+8&?v8;W%SU!UVHQi;{v&N|QUq%3SN5V&usEh{SNf zaY>z`u2illgs3g=fuy=hS~#=@PRcx2uH@Pj)>)P_=0ib>T**+XTm|8UDnSltlfnaa?Mexjy=5FiErNH&Y?~KR=G1axTnT0! zl*bF?5f(Hr}a}3|)+F9s# z&LqqO64w;y6PQ7MzRiooZ~`96L@9-2P=>surOzEzB@BZ}T|gOwWTY%%RHY*h@zNL- zEc39lywyul8VWFSfNq7=We&B{PT~S(U_K1{o zOqQi$dB9kmfT#m(fdOP_7K{w)Wo;;c5VXb@N|y@w3Sf^b!s%8oo))Dpps}Tco^fFc z*qJMRsTnMlhcfpXFnK)HXebczl!^imWRd40=l0PyE=))n2$)t>!*IOC1vcKMfYMpG zj)HJ}sn9TMUKpk%G_q7uQ4Wh?kGFaWP698Y7#gGb$dYw)r%?f00sB3TS}RuP%el`!b+(xgM)b!>Ky!C4($vyS0V%s(eY>v zgz{tU5fKJ$HKmD)LZJ%QdIFO$PD8pJ7rWANjF6jxbD+&Imqci;0}M0d>S(){prkRr z1j?-RP*ENw5Bb3!7`q z^OQ_W2LdYs1n6^$w5;puJQ1;Z`rD4Y?QaFCu3S1M`RjL5jlUg%8dl zNEqB(L|^M@sVxn;QF&g%Epm)N-@np}F;N!OS_03m9D_(p3x{k75_Xs>+`9A7Q%B)Z zDKN%^q7|MOs)SKL-0npSA8dg4Rk$6o61D)L!T{hf1e74alL`pWmxZzLQ3B#|Ih+La z(R$E2cz7v1w5YHMKS3BU0`-RuGb%iDuo>JFGllTQZB`_lq{NrNUSP1{V4z+a-UVS) zl0q38djwMg(;gB+5<)hJaD4Dj1|AbGu|Rx=%>Wn(kvU=!y9wrcCAxO9K-AGjw0iLf zJ{oQqzKRGqkLWzTws6J>)6fCXR; zluyE^!C2rhas*qh5GVm!>CtOR;q>5ET#hl?9KOMkb}tBJC88&^PDk_bFct^T1$W^Q zkSO;8d?0$E9|GYcJW(Va7>z;F#0%T%B`-=_6fw-fWg}Su`cN5TeF=DSL*aEaKIDZ# zgh9#z0KGs64KOaqp}eczi{xhq+wV{#t0;j$VuROZ4m=7kb;ZOS%Bhl>Cn8T)eF)M zBYe&wxiU~-ELcDW=3t?WAyA+TBr#B5q##frxE@3lDXl9l(o-gXqTLJpkcEs0;*_Gs z!i|+8cZlsFvznK>3(2oz$?mA8Yr5yeM!eo<*YLp*y9}(BpX1 z5~#*Njl53_3I&IuB5?@T6glIFcu-7tce@wlr%2Zbp+Zn4d4M%S*~-!)(L-E=RUpVC zVjx;+4$oa6u){n>>A^fJ_q2L}vxZ*bIW#9F(z!B+TjRDg@N2G!BjJUV)KCMXDNGSB zM65=dBf&Qy6gilKyAXzRg~S5Vw;t&Rq-+G2@XQ7Y3<%I;_|kxN1}H{p z>`PX9K?;B&2*e{KHxN23jTv3QI^k>)S&+R@WE_wU9swLsLDq<|BIAs@xUba<;u-8K zs3NBB%#_fMm^~V}^W4BFAqxZ`_fyu*N!V@61$Pw$H zWegb(EJMMG2#gIfj~TCrB_T)&?%*{LqgzJiwzhk*(6IQN0V9Lo*9xASAqqN#>m1^R z{X>-a;eIgh7(LxU=00gbpRdE#U{SC;~n8h>b{qDDoj2)jtn0D`XrA6k;~|f%~CB z!^;4Pd+{{-lK4crIxq0uUwP99YG?gh(!9Xm>F4yn>A|%gTGPBhnioj(0%KiiULeg2 zq+)D+^7UX+77FDl z7Bje5NXH@s))N^j2CyJ=OhnEjUCVU3leh=XDlSYy2_=Y+@(CeO@7Hmezo zn;a^*sb~UcxxU;VncEX}FpuR`SP8%y6~}rDs%yNI zSoPy&z``{5sN}#B6PA!sN`*xrEE*COS4~i3ps-HR!JLn;sb6fCWtiW{<@#MO>seZ9 zuV{iI_N^+SLbZiQH3pVcz0U;}#8Jz_Fhhn_UepR;aS_a5*+ba4*b-NrU{MOof>c_R zmaz^lZ>ES~W^MCL2S>5Jq6v!FyQ+w{Tl>|)WR)Ve8Eo(W*~|^r6`6dHmzt)UZCnR)&!Lew_CsxCsnuT51TMQ)xxC%dx?AFMWnb1N zmQdQWLE>PXFmPF0ThaAJoCw5`L>N(c4QCNdg zEQdNm6fDLEb_&Dy2el6p^7efOKl(a|s;Gw702k=7>}@E!Uq~WfBFFSf9mRDGGN` z*1>38UM}-!JFpB?y}<3nwdNSQQDcCg7_d>~Vo~+vZ^2JuFWt&^xlJ624%=y6x?I1$ z%H-`9YTlB#SGMhKVv?zfrsevRt4x~Pti8MiCfBwPc5oEiE1H(;*H)QSsBD!1HldBi zhAR{hqCx~kZ~_%vsIWzGj7H65JqG`E) zb(KkhssYq62oy)5#s|A(P`-=ZM6ntGo-o#HFgSEY;J8togfb5lvkK|36{6&Zh+AWF zWjp02ju19B`k=UJ0#T!ZIv zv9IrIx10EFEV@THoR4o4H$@@(bHuv*XMIpzXNi=EE%Bkh1MHN5gz`&L7!#>`3|OW5>erM^6_IpMA_P>K*46u*vyGLXCZ= zH+dR8+?)+hzww^&+LkR_-Zgf28^$v;H{e6wg-x>C>uc|J!I&`s46u1=7Ffm(Ho|mf z2A@|TZx3}21I48+LJ?+yn{6(wH7v{pKjo&Uq8Qqj%)8n1_&dTp*Sr+wcg)YUuSY`> z7X19w+#+5+vwHcQTUgw4G0ZNaA$|ofm1)kp>D}vYgysswF9CPDy`INk1R`yHLN91@ zXIj6eVyF0sK3l&pL7(uk4Ac01eVrCyoR@-|!y9qh@VFJ0ui>IaHx1@MXmPi2#h;z> z?GKllOS1(C@v5oW1vlFQA%2=^UIhE`?(tLU7NNHBFW;P>Us@SGSiTH?TE9-rwJyfr zvrQO5?EZS*oITTA(I8JAojGyz(4`}Xcbz)DtGIk_NiOa@ve##4w6(jMSN9y8;yWHa ze%kN9xc|UuHGlY2e)YsU4Z@~D&L^?CXq{5UCv?Qir~vQKJ>#{PZ`tznLdy`l?wUIb z^O%~up+@X`YEb)qKr5!U^8FRLtu#jKj!LmXw>r&ey-Zv2gb{^Pq=D@-um(>-%>&lVr^x>H)^5r-BEJO4|R{%?%uLxxo^dV`e_#yZbfe2 zV*u*Zp5wbu&(57aGjq~EtY?l*Upap@oD)}1%pE*-Zs#Es^zPJxm5md{WB%eXzbMXL zIK7VBn+|~3$p14}yT)s;+_L3oF05$Yx<{zzHHv*4sae080tJmD^eVjJSwwuK8zu8191IL^KEQ_-7OIM0r7wayoQe-ZJ9`&^U3 z&gS&uwxe-QZn_P`nHan&o2kcWz3O70s2`0%V%tiT0A=T?1h z3}CAkjEH-~*&@!heJz}Pg|e z@js~@sNK6|%ia~+g@!?f8`QpH6ze%Wwe!Tz{bzUOd!HVC)p+dco%cO=UmF}%TQOF= zbJUSd-g(6U^66$18aaC=AZOZW0{FN=`-^Z9TIv>?^KF?w&rD#(%}=!wk>`;OcsK2r zrjfGEp20mf>-P0^${aQ2hY;A;(kn1{BciWUtu?{z@Q)n2uoIg{ml`LJEYX8kAHHz# zkt0_g-Ft9qHwiQT#N6VZhIvHqJ7Ny3bE`2Z;6Q_pNg0kqa9DJ!NXVZ+Mi}nCoAX=F z2HTlOEB#o1$CVUfS*Wp?w4Yy5v=|KAvHynR!YH3t&c0riHGO2?mFB_654lTA`!DW% z-c+)g|CQ+1SA{g z1rBlXmEZf+f8(urfu0Ypn-}Q$V44^BKA-5)*AfD^kHFh^s~?GZfgiBTOY;J0ULeg2 z+|pdn>Qlw@pV3+WIGE-I(!4-xVl>SQtj(0)c=}570;>fwXcrxe0Jiq-}f_3`eH&LA&?MA2qXj& z0ttbHKtdoPkPt`+Bm@!yw~xSZ&%Isk<7~E%_uSWYW4D5el=hCBSM~R7!A19s^t`-l zW#?kgP|w|6t-0~;@t#)>t=p9bmIm-|?R=->*?IV?|l+)+DDM~5u|+tt>ctm6#EEj?|reHFRWgL0B>IEfMGb;qX4eFPu+2Y+D{de^CJUG~XAL3iq-nl)|({o?NZd*13Z>KHf&XKs;Yy?cBlFefQ%ZdDp2wc&g%jf%$a4 zzzzC(F%!OH;jDVeqvrQbmi}yX%ujkF#GtK*1em^Dm zd-CYaiKB-u9XY(~)ahNt<#S7Nap#e}K0BkW-POFhC%vaIy{9m}r|^ku^;wtRQ#cdc zY;$QIUS#k5)J*l^ET>P@C%N2S--+LXT*vV&=cn4|a@2SD`DX4Gr+j)(;R1P#HV8>XT3nppLynvb2X^kAJACM|6X(wdxA*9YV&{1^D^Dy1yEJPSPVBn1 za|bt^FYqt^^Z)!O2mkGRKAz4O_+dQyrF$j>5&{W6#YcMI`d`&Q*!N%iexvUn_RaU5?E6IDJ-vU~r+R;{_lp=t`bh{R z1pW>ou(ju*?zQPpb&{>TW2K>$%4#2|po&SM8cNfw_WqkuiMCnoeHB!KBCduKB&)sW zW>msWR(p2^m7@N%p(wul-cBl=lx$Mch9RK7vw}({xo9wo5j|5)8*q(QaFo~$4OMb==D&$UXT;0~s0Dw55@8!xlblRa-5^$HSv8R~4At4=n~6+DY^hM$>1rZvFe0)?JBe+EB!DNG z>m&l$mOKTK*~tnbcn>-z3>X6+}8octaSSyG;tn5-r$e3NIQf+(XWCyZvin#dYN$c$AG;TFIxd;+Z| zvIaLMBb`JzM*J@u65o7nHBlho(d;KT6QO-v!{3VRfoh^^Fs`!KR1l$Hq`?WxUR_C~ zw!snlUsXYbJmI9Ew?9!$M7M%w_g4@Re|5tMoxQS}hyVb2);AM*OB13Szpt7YjhAKH zDu@UGv>|ZMAFn1Nba0aWSOrl{GSi@zWm~I>h-Gj!uc#m*W+MwhhnsA{c^dB6Qr@ zK_nJwON=WL8PgpV#8#jaF#9bPL>9d!MSl2_4kAU$18)-3C6&Ftf(Wk(jfYF!-9ZFH z1ZFQ91WD;gClM4Ay@^JM?5iNc9N;jJ!1Y!T5nrK02mn2mL^uo$bLf6~&qG7&auaaF zkrxugY-D~ok}y6ltj-I3`kNpB_J@Aw|M*lqcaV1v)_U%r_-yZ2CKe|e<9|H~{$Ck?bKlR8zjW-k`nC-Ghp~5e5B5JWct_vqvE8G8J^GoRe=#~gx_#uo^fyO7 zGLntlIsBV_-{}6(@Uz1^hyJSnyF;HIy3ljJ`#<$Q)AOC~BSWtp{N~_?2Op0dq@Ncf z0uT2tk99j1D2J?`?Gxg3dj4L|Kwk#e_G` zATQLpb|&|n#W5E&cv;ATDNmK~5;-{&yx>6uQ+rRV8?B5DWe|BTi7B1cxh$OGL3!lp zh(=Zx)DRU6WybJaDxjc4uDL5nF7u-Hbeo$(2jV!mR*GxQcxfpsRhio&xH1^Vb>u+j z%BmoF?g&u;&dO3)i6@ZSyIbA3k{Arf8Cw!2m{nSo6l7AG+$mP(TIUoaNA5=?h69dE z>J)XQaz!CTZFvs_-c{1Vp*3()=DBhu*QT(}vYas=3R2`shEnA!2rpa#8A1bWVO&A+ zY+bnGdaD;xl+N2AUG55%6OF))WPcxR`Z=;4gotr`hl?Q?cd{_k!6e{KzzR9(-(C?f{ zmO9wsUa5Atn zSNc*jSSk-??loZYc&gD*AmS+%1s=#E&qdDdqitN6kTMW3t*D0Kc#8{cyiEb6vv3^+ z;rLRaVb;7bOi5^DsidMD7Q-HI^%9%}UPLi8M)Q#+^?)>&-b2%Xq{7ew$>CK5FBv6} z8$1qN6H|!g;drYTQ|18*?qRo-GDo3Y5R-(JQeOrK^Cr|e_`4k18ECFV2ppp0(HaQl z$J!$z4BBc+6BUI*6|D6HCSjb0bU7||rQ;YOHwEWFn_(`A&|C)?X2{jib}vE6=$e5t zD?L<{N6ACKFm#=Be4!|EZ-OT9Ed~t1O9fhpAal5i;E%L=afZXO`>37HOIp}mW1gpE zS~?I|5g1Mrz;Y!Mx^N!;SqAN$$`7}CDQ(ETfPWD=a~POM90*brCNF$&h!}9e z@CDJ=I$CN=LvB=_mvD<5BhdG+^kPhu1+|vIvn$6S($c~q8-j!#rV6+2JoMC2cvK3E z@t|mh=Y=X^)DO3N(ZUBC;C&TtN34V`K&UVPI1B+L2=Jr=!t-TeEPRxJcw7!A0e$pd z_OyFZ0?M6RsiNl&1>8#MiNjxT4+tC9c<4zPK@$$%7~!+f))5We!zkz*TD^oq5F4yE z3JN9|B5Pq3{Hw#=J?26Rg&PaY^Ae90!SXl^4ZjODx6~BwrMuz1he94bwaOhwNMtb( za|aJEg@+au7U3rd14f|!&|yY}M@UCrD;Z`A;fvd>NH|G}FM++lV8g*cy)?WF!l)#L zGBoxGrUa%vB!nb{fc|ocy9Zm`v)T)yCnZcmsbLxgghI7Pm<#Yoj+cloxh)kOHsSES z9EJpEM@mAVE!y?Ad*Lcz7zHi_C(Pw=^iU9QJwsS?=-y!FifT<*Q36kdQaERBb4VZF z&Z<@~MG0#$%801XO2P5LKN)yTxWoeS88!o8AVlVfMeHV+>y_x*$pTSF8`0{;Blu{z zVfZQ{;5?%9M4AIV`e4kJgfQYg+YWt z$^rnrKnM*mF36$0tKEy2kZlp7Z7_snAc#cCTE|Km&<(OFu!?K&=oOF}fpLUQCTt0p z0zU6+_X3Lz1X55Ij!=06gMg%ASV+bQB#+2R;CgKl12B++i_Teq;&SQGyrtC((hVbg z&LO!nP+%-rKnCVup^PC=pbI21P+z1VP$0M-L=-8lD=pGfCV!&c3;d9Uj0obCqQ=6F zl_GbD^MXNDkX2&JARuo;Km(|j>Rdqim@l2wu(uy;_kz4Aa44QdqT``ErO?phc+(Q7 z#z2j{PYVhKhoK^I2-Xxi?^1u zrtZv?(2kfr8o2Y^z$hUL1R&(B!5Kpe|K#$ye3x6i|wtIoe!(GA?Ahp0lj)#^p zWH_)41t%gfHpo0?ydIW>ASJki*FcPJ8JXMK?!`jG;&TR!41OOgR0RxA=MLdIhj?NC zP-Sj_r7rP^Kt#@wNDKITXf|j2S9)RaOBg6pN`rukAfr5jy7j7nIwIdhRDe=ON9FJ| zhO7hLLL<$DL6W?4FzHuUb=9X(&I zO*}FFtK(b7rboXtS|53G__v42;I{^M5B$Q=2m9aJ_ql9u%5_JF@Tj(f~Ab$ zP_N*4!0fm54r{C&MI02fz#8jaIVVJRFnJRcTMWic4i(%~Gy%ntRTOWxD5itK=Rk37 zuSEw(vAv=RC=Rcp7*{H8r&gwe$(x|qVlZy^sNkleY5Cse(a0c&F5Yg1(k2Es>EPOK zlMYT|dqvZ7eYrm}w+GD0JeF5sB>-zw9P2HpuJKZ0)sL3}3)4tjP;r7now!hjHD#=$ zpnM~)nxMu&VV$6ZIUkRgTWppk&XC(+&g*x*tY>MZy`l+<*te>P3e^@K)fiY(^*$F^ z5JxQwL*)!sc~L8X#YHfKWe;KFVoO|gf<-AT3sPxOTE;rKyqO|`nYGO~9UR5>iY6#x z@2Vo+ZtYhGlU0h?X0W~gXEQfgS7h=*VjiUMlPi}Zs0_7a4UHU(e?*PMB6W^cPgI7X z4hHLws6YxRcVHneiPKp1q*(3Fu~>$sV3b4!#{{lL`4$$PP^c9)ak@#?Yx|HoSc>fx zP0&bGm$o$$3xGnPRt%M_SO>?-eq<5S#sV5GjKC_GhqO^06O2U38P@hu7=>~{taFwY zwQ(KHJ%>i#*blXlrB-`I6S(YJu!n5m3>*8SVC#f28n}l!oX#1l}psY(40Fi&btY9C8dRpV)-~tLIqHMqv#~u^j3MQLq>b0dIjz6mPfphjp+N z+bf!u>u+0S5(QCMzBgFtEj|2C9t0MKQOPK<@Jc1>Fk#XJwFr5vr;GnAs+0=JQACE? z0Meu(v2m%0DwDTcsCi4`UfH&{iAlC0?P=`| zWNNwo{YwHp2wm|WY&*uhb3uV`BS|Ji#JD9euWOz`EtXHp0u z2}!1u2qB@;Blaah$hB#$MXE)GuFT-LaU-fqm6e&wrBn+gkph9htY(JOV;>fG+kM79 zb1>5wV*|Fw_ShVZJ$Ac+ImT{0-8Q!I9QqvW9(%lX&lm4yW@Wy-B~z3@!ip;CRObEP zi~GkH|Ns5}jrb$(z`MT-i>!Nh5@fjU1FVO(5!|_Yths3;h0n`&VxEmcRZ$dLKbw?^nBq zJ~a51f$Ms|I{LMV{GP%DRQ{6@cy18L?<2_XBgpR~$nPV_?<08N?A*ff>PVcwuRO8` z=Nqg&OJj>9#pX)XfUjMm*f(miYqERa>`Yj`y?eZI)s`*GeJd}6^3yIXoI8)dt&^eI zw#nl&r|=TY*?F86{_q>OP0ojz*~eyZ%6|GfP7^FYNFn#94+3<)sdvI>g1CQ+3i-O)ATCmtWSiQlYdcZG=V~-wLr|m^MKx|Ur zsk2?c!n*eipsJ@z;2BKz>i*jGNxI?zH&)p2GEZec>&z zhcKzWb!o10i(%_*+!~jrr?)N~3jqrOsgQZ)i1Y{dVEe)Bp5G`^cZC zeFS|IUuaBxVd7g8e?IZ0i9f{O&pbB|MER~6fs8;#AR~|w$OvQvG6ETaj6g;pBajiu z2(%Cw?zyI`U7ogWyyu3l3%~00qnoM1{K8HBJzMaht4DgS?V3Awe0uu$T+dL?Rb8#Q z@$T`SR}8J2Wk#z5_d4X(k8G(#IMj#`Q5y%K+1Tq2{fs8;# zAR~|wc-|p!VItt!n-|!ykKh}B+4ahI{`9*=+DFj8aUa1_-o{s^)&H?ip`fyJgGU z7FMdcS7zV8txE2ddh`vabF6$H1>XLcn_oGyBWis`LK^*dBBV{ zZh$5$yWB3EqSHz()^FM=?>)75&tv;fEgroeZ`|6!<*}tZXP4A`vpTy2FNrw4aOl8} zrMZ14cHUnW?(lB&;G;83cdgH7+AsFraQ?x{rIevaJXCGiNAUZDFMIcIJ$d*KQoTSw zHV&-YNAQ`vkKl#!2%7tu5y%K+1Tq2{fs8;#AR~|w$OvQvG6K(21Ul*kE=(wx?|dIY zZ|dvn`2v5rcW+aAV-sI*^iF)DG4aV2{? z@uw4?pZJ-H_e{)993210@jo8_weg=Ce|r4H_`Y#E{*tl39sBCoFO7X{?5$&Q?4Gf0 zV-ur)HTvbzUl{%I(Z@&K=&sRMjSi1|bL96%J~{HCkuxJdG;+ttC%>%e&bxB9=-|LOi8>p$QB!~Hw^Z|WcH`^&!H?t6dVeBYtI zkM~{O`}cjS_m6six%Xq}NdA)%$OwENA#i=q?cHk!rKm$}S;z+%aHW?AcgPp>*LK47}!gUG(Y->CPk;S1JA;!}-1!Kj*8X>S1 zP0e(1pkBzq0kU|YQwV3%$rZIQ#r^d{G;2+sm}yeW zitFozh-ILf>uQ9E*~mf=BCo9#qS=Jd%Qg!^<5Dz*X2ms|g%p7f5y{%(>KdV%;&5J= z$yGH%D5RSLU3qD(5CK5Iv#+cXLLrzYLdQ!wgv26kNpVFYW4fY7*a~z4Zoj2Q$P#N( zr_zD|B0O+X|f-p4Pq5ImN+lSWWCeVf>FC>WB$ov|OvGlO8Ixp~{e|*QEyT||j zy5Yeq8l>yV#`sk|pX_~VVrlGM1MlcL*?oBQ*8bU{NBeIX{qKVh^}K4}clwSD{ZsE9 zBUcXH+VzFucaHu0!H;%NbpNORf9U&@@qaV&;fZGdr}{qJ^<>|c;hjByH~hPUUmw^$ z^y%&&ANkYKUmSnq=zQ-N$G7x1uUbO(~(S@&1-B_@=ZKr%D(vs1#ACfEKm&hI0cAoT!wp91kR_04TV2+Kb4A zQ5;z8Xtxq6Ed_M5+EXKfsi-J}XJ|u|4xwFH#)Xy4Do?$yGzf!`Aj=9jRg`aUwL%S7 zhEwiItS}&yRgOgId}XNTgh#+A89u=)Ml25j{R3K2MP!kTMt*Or6@^A6fMhy)r3tg% zIcJGdM*ET*uAw(GKEy~%hCw#cmz5CcuXI5$b4RNcNilvAYKM{r3{j;KCuzw^Qr-w+ zJX#CXS?jruGyr})h+#+-#+8-+^{rO8tzb#aqvx97zLbb!e!Ko#;S6-DS#t{IRfLTgpC#|JMS^b2Ik~kX(-p;mKyhzl_y+P_qAG4&=$EP zMv9dLO^K=!Fi9n$1of=)7FY)sDT_i@CQv9CRasKOI9EcNRx5%ALcC3%#vKIF7#m|L zJVF?km2k|;C^*ooSOrJb$YVIOoO`{}qYCyVVbP97Nu&xeaVT9v8!rs>aqv#> zBRtDiT9-Oni~t_?jG`E~y{%R>+74A2VFN)L?rf=utuQ+9FG6`4N(Dl&6seGaD_5nj zNN`>gT2ZDAm2F(8iac6$jF%o9W$g--U@PHF00DCnGeaEMncie)-pb*1%S-TY(t+gWR;3>sea#J}Q0|D_= zFdyl-3^2C}%0NOuMlc&@6Nc~|6=7b~lASNEU50*LuvZ3`{UKaL3`{Tu}|iB~aC2cpT$FaTRfe!75+9f(wQk zA%UV5@S>oOQ|hHR@VBHG=mGSr0$8ikt_noFjuF%(|JVQLs#cn&B4 zzcCBljibtIP8kIoQrLioU01Hv3I-5AI>DSWtpFf3ILbtrymlCD#=+Ks23<0YaRmlV z;RIh-xFZz2Y2@L?om~X6ktZM(2%W;jI84DX6(xKDE{c1X@FqABhzJ3QDo2^9l0_+) zyg%L2CE1_jOlY{1gKvYOMMzlS5zu+?3^zVGA>thz93~_ykcE$>hBjr4bFEecqAg-G ztO%yhspJ8{7s1iP84&~!?xU$JVseNs5h*Ld+=%ox!3^VlMXMF1Qi#>WAO&+?f$3<9 z5{RhiK!r$$4BjFQ6%kRBRt{;oso=B%Aw0#x$+j-weIx>cfQ>*pghhwmz<3253?7Uq zRN~VlI#@hd6xww1!2PKgS39l*fAZj>U2`iNH zkL}Z1V=)~RVV5I<5l&~$L|u@Zwt7&!_x?X zvl*l>8biXALXw9t2Qx%Nv{WGxxFGOCiM$1qD4?|%OykK`Gime?ZcB}uateC14(Wv| zRiX<743NIJ$TZPe*c39d5-bJwmjNlKQ?&7x_DFlLID#V7^#GFp zNMwc;Yh{u#UNQcS#_p~XX+9oAgjAqStq=r}S0djiEz&9^XSjza3iu*aYf-|P2<{M4 z1_VA5wuK8pzJpJd)QJRa^1+}4N8TC<(s(@E5W-8qkMM)EJvavUfR}>L5GGw{Jl(ck zq^L%KS&`Dh1&}$gG&C$=rprZ(=q%BQM>2(U7RiJSh~QI4kVg{u3Q|fWmIn0cka#RO_?{5Ym0|9*i-9apl{-{7$Yz@(j|)54}mekU`Wk0#jwB>;4Tg^MY+U{-ZH>k z;YkV^hHPaJ-oZv%V}xAG;(-R8g@+(hG8W;n656}Okii8!qF`hwl}N%jifY zg%Xa>ROt}*1w)doFc8Se1n@;rWI6=2l%BNUw}^)V`K!R(1|Hs!o{NY^Cem~G>b!vZ zZ+HFl;otbpsXQ-`=LPb-K%N)K^8$HZAkPcrd4W7Hkmm*Ryg*ueLW-W}1@gQ=o)^gT z0%>L8U+%oX^_Ujex;iiL$8Y$NZFe61FP|D4dROBmJ+Em@JUssM<6Fk2M?XJ0Ir8S= zuMCsHZw&4l_{h))`+vCavjbgyFY8_E`4T>u|6~MSxCkuYu>7LI#`4(C+taN0<<)qc zo80hn^9%1BnLNL)>Sse;{n~Z8b@h79rRD3FCz6t{g^~`dkytJXrNlZm!(1U|5iyr6 zQMiK1c+7dGS#g7vBvd|PO&ldOSUbe5BbFnv(xh33l1EP_HR}{?m-cVg28EhT-bT!A zbWLXp6vtOljF`pNSdO$OmlMe%Z{h&zfmUg0 z0{WvW1vLOzLv$KTo+zwAHIppWCIvS+%Gz#|4o%YanoG-*%l%2Y-B9jw*9|+A^T+0o zFD%Z+h*xoM;G6ZkUe>F$a=qpf46$$35V3@RS<8|gT3*Z$q0HLmn+}cA^_ojC#NJgy z)F?R$F`zOw1je(yLQ~6 z+%s6@h5b+)Rcc+Yxdbh{R<(3k`35PXjtL8Q0yT~(M4(_3EP$2{bx$SM87cS^Wd$Ua zA;2I|8XemzF0VUsV#Lcvtvv3 zavfBnx3}$WQj%>*ds=$~nOdHF^Qw|4H!G>dvbc-5KdSRmJ%vNbPvosCFd9+Es8M}W zK`mbeg&HfkSwKkyY90)~1SHqC4|XV-uGd^zo;Euq)_c3Vp1N*q z^n;E5-mi8IeQ5A21K0I_b@Xc!clUkyh5O)_d!7+^juCirml|)}uw~0zhpt@i<9zVS z3(4`h^Y}YCKQ}ogwoM)lZhms=;d7HS?qrypnmmLj_O18L9FJjg+vKB*XC|lU`8RIc zNP9ce(*VT&n490%{@RZD*~MdF{x*us3nz|GPcNX+$?blAwsecf{leCpw;#O)vh9z# z`7nbwq-?$U{xF}e>1IXQK1^2otSJo0Rt+<|`u zIe(s_PVz=p-bl%fn%;Z&nb|!L?RAeW-E(Tky+^8JOLy&m$Spmz>7Qk3F*Q zo=1-G!>1qJedp5A69*rOkFKXS>^r^4GyT5Vneetdt{!h}*|OywV^_6dJbLm1d?;MR zCfRM1YwvbJpV0wyaQ3koV3``&2-DG%_jUDlGW<<8zC6`ONCa=iI{L?o(lA5f{=|@KTxC z88^La-HmX$2Jy#$JKZ)}rhf>AwDlWW!8LcZ_0RFtD1Jqot$!bbJ>l0Frt$Cjbyk3W zJ{H^@-iXtN$E~P*4j)={(@+kAmUatg{ITP{{mWysOEVP&=~KsN7Tin=g!J3V*;7zI z-97yl-6G63{p4ro=a*J`50y_tpVmJI=UN}e&oi@dg4F!^a(3qE?1}|>^5DsX_wRjd z|Gu4vkL;{YKe8kjckI8*7e}?VJ7>@C-gBI9fAGK&f6u9V?mMF9_Z=?J9$aTZ*fhxb z6y{Mj#7iy_FOvbhRricHuHCZbZ3`_&?7DL97~JFd+yygY|EvXVnEG4!{>r$m_+Rqw zWE2~0tJ96v59)VsOfP-p*4urnBba++=u8?y?3PPEtPbLO*Wc;MqCUR=fgSg4KYHK7 zy{FX~zVpof;>f>uG+F?xo?F+{j>`UmojeuOb68A-3N9ZnVCCw^yDFbr#|_> z^qCW9!z1GC!MQyTJhEeN+`W5;7A!UoR&Vg99`K9e*rP|*X?xKQ5S#RW>TK6|;}u)B zyz|i&%UhSOep|h`JIv2su&HM=M1XNti0_{H*_o|(yX5PM!7dQs!Npl{0nBtg2ZFd} zL5Jz}S`e*};e!Dj>Sl0Z10^obFNIE0+`bjTrP}Hiw$8ZY(+gWqUHIxcrab6Qg=#C} z+17fuOZKlaJ7yLzq5#Vfj-y9V8`tA;@11qoZNI9h@&ZZQ+9GP zMe9|HeR%Tz6ePB;L0R1L$gaqkEKwYg6`ZZ_oe{0>cNP(7swWIuFbU|`5L>v zz^<(fVri}dF>jrXTjSF7^wx!AAz&e3UEF?f&jNV^pIth9-y05|K6#u!^vId={-r7| z`2*7@XOuY<_!0Za8KdV^)9+f~56thqYdytY-1b#>vfJ@*HtuU&vt`R&E4~X0!x(Nb z`5S1!!x(FfvDPsvBJ*DMmDkYiUX9>v$L?snWF(Y z(?%D-uN$nt3a4PDZgF-GAo6yY?L4MZ!scaBgvT z)7-1?-f!+(N2@6);6Q_pNg0kqa9E;MB=!#@BMetv#rY*?gYC?tm42+h<4Ov#EX-I+ z+E1()S_+2k*nh!r;gsK2&c5E1%X?4l-SgP~Q;SFMuV!}d;PTkgowG}7zFD2!fqej{ z7Y-fRu{5{u#LoN6!X4gi9(;6W>8^G9J;U;0LPP?R4f6u;e(nGLsrSDA<>y=T0zDsG zH!slh!8|YU96uT6+rN+zcygC{LCgz$mnkpL3*>o$JTGubb3Ln172p1h&ico}JTH*v z1zHoMd0t>`ru@RwSDqJGts2bp0^jxuL7o?Qmgfb!UYzFzR;LQq&kL-bFHo`%y!_=K zKk|k&FVMH4ULem4ypSJCbKjqH1oFJVvoaN$=LPb-K%N)K^8&4st6VSeY?YMddVx!+ zpv&_Dxn3Yu4CZ=)Q~~(h*9+u%fwkSdtqO`%FVK^ocvjCBI5G16uiyDAFMfC!*ZL;D z(3tqb#J48?eBw(Je>m}(iO-}@=06#Mj6g;pBajiu2xJ5@0vUmfKt>=VkP*lTJVyu& z_gvG}KF(&_c+U-87j`R{Bx&!sxv9Tr3qEx9NYAxhD?1l^hI+2*YR!#zkN3P{Xx*+f z^kV@3ubnU8fA%jQ-t|Y*zm?|&o}&@Yx6KG-1Tq2{fs8;#AR~|w$OvQvG6ETajKIYa z_-@P#r1J&V>IHuOo%V}Yo1gti&AEeT^7#T6ADAr32z-|j$omNLJ^~ykweB=69Me;G zd{*u8LX+!{s6*`@PV2*QQ~BJ%eC}ZTMA2tDaw?xMuy*3;KXbBKK6h|xGM_v6&!5Db z_YvfM1bH7p>p11-#Xf?@yPq%T3oQ58v2-NnmX(7F+f@LqLkicQJLv8{IepK*J$vZ^ z;!m7rkMMi8=CVE-M!;}H+R1kJHlyt$k81~U-Qt?%md``-1x%qU)V?R%V{UUclpUDH=hy62xJ5@0vUmfKt>=V zkP*lTWCSt-8G($zGa=AXFL2>k`p#>8Jw zd;+Hn{K_*am1P-$j6g;pBajiu2xJ5@0vUmfKt>=VkP*lTd~XmK>+ZR}djYQ~O)q?H zy#I>cp4$f7??Zgk+B>%=dU|f?UN|;8_om~E;p9U1=b+kn*Xoy^80ks}4@|o=c>AY? zXv6sefAO>P|2gda(yMd5!1rc6^Ib9m8G(#IMj#`Q5y%K+1Tq2{fs8;#AR}-I2wW%- zXq`KF;n&Nk7f9y|terc^-~I!?e*IU5ey!$wf%$yCz$J`S{%A(v*+n3qFObg{$ma`e zn>;;ta4yW?WCZL?oSDVZyLjKzN!7OV0pNGu)xbVA1p9AKL^@j-{bQI zHp~nB{-gVU`_F&uE8FwDz_a^Mms`sSTqXi}ULem4o$))PPG8;=I}ZOjV@&gjb0$HASiIm`U1dk&pgeCW`g z$M!7VbAa3CV+R)9>D^+_WAx+$htJ-(G`;VkJ!kgZxBK*2R?!1Xj4*i{F}G2vvIz_P*QXC+`;#}>#Ns({^`H^=J3GXjnG>)CjNBd^AkTa@t%pfiG$<+ zIR3}uzc&6;<4=#D7~eNe$6qq`w_{%&`=zmujlFd&j@>i1ZERxnuSUN-`U|5!KKl5m z8{IYfs?p(*Z;t%l$R|fWG;(I-heqxgnH=dG{)>rghQB!c@!<~)FAg6Wo*KS>LJc>D z{$%JkhkknK-9xiO2ZrR()r0>q__e`b9sJ3`cMLu)krDoPn#;~{O(REosw)y(xxGhzP(0D zrnqP_iXJ^xFXc_eSCIB1rYLV(E{n#KwNk>GQbM|1BNbE9G)dC= zE!Xwj-nD)N>6Cz!G!^5;6SYD?n^uY9@me8MO>ISSzDCHW2x(F+iZ|B?fg)=%jL*4R zq2NtsL~*uONPsZ2#hFeaNrS_5QxRRv)eBYASXIo{2+86xB^)by3s{Nz+hWJhWNJ zWWtsTRUD}o(k3IKc(7C0R!9PPQn*ebfNhPZAhI}ABgA;xreLf%SR(|sqN$lK4%7=d zI6xK;bPC~YI=P}2rntXeh-R%R_SXni!d6LL?7NtdQCjS+5y~kdn-=%nQzH~p@H4|q zabLZVHkFmdy){BI#o(dJ6!+8%;rg(IyEhAkoq{_UONzVdg$&w?;?5eOnIfjiq%C&W z2t~4Z3wPLYF(Ki$*j^)qC4kh?l^?7ZqASD}chm@3QbYv;b|v3AA3wn%tOzbP7R?_)j(^zIkiCP$1yZ;?{ z0F3A4W+87`LZa~->V?U9S+TW7hyXyF0{47*y%3>;li~+zgldYJCbg`%zFvq}2CBKP zMu?b=ECeC)+FBu+O$fbgvk){cMN?>2T(en75$F(+tSzpt5vnN;=Y^SERU?E#x+&0= zm(~gq00cby${HaQf@vajyre@&EYg+~S0pl~D{6$TKquh#TWW+Xu_i@+_@WLWMaly< zN$HX*URxssYr^6|sk=IaP>8_oMUx;Y9qAN8ViKEZgvh=cA>09kfdsC%Mu_+d8$tl+ zsTG1SG~A*4+Me5o*5xM9h9fT|h}p>e8jZ2^sIWRO@VZAvwhdl?)$!rMD;l)xwTKAL@D4!0+@O8TzN*J4UV?y0z;I!|xpX z_k$npp6LEh{r}MSC*%KS% z#ql?e&i8(CORJ9=Bs$%)r=-9GqG(&an)v%7bBtjkIrm8hifwBn@>BrxNc(N#$# zbCg!r>XOE2q$P$}7p$=*ArNZQXwt1pB$SN!QUzH$rM%EGDkilQLa0gxK~2ewjXXL5SBexU0@qukMK=tD^8U#UQj8bPysD!>ka273g<+nbme#;Q3XK3wbNciE{x*9Vn@4`NNFh| zQC53uL@*T{xH6n_Phy1up{#Nw zO6My>JtsT@M#=CAUNK^M2qrCO z$Ag%pRyj#o>0jS!h1&|2#5{Vg3GPct>7>#acSC~rCGILC4<6`Jn1j`#@=QvO(bHZ9 zeR~@hWmrV-8Phfxm4L3O#1J{l41>KwFMI_*0DA2u2?kA4Uos5~FRMMRRtT3-D;lfH z;idqN5atMsqY^e+sO-GQARCyIbETnNds}MUQ&ygERo&NWML}ESju;-^XrIbtQ9MuS6Tvoy{ zE2H2*uVNJ(RU?n#%yRDaN{=eomxM(-7A27?z{H_+32nSE(8s|$y^qRRTWMYDXfXnK z*fWY^-1fFw(P%qVWrPg`X}GiSPg`Mh;9rFDGL#C0U@1}|0ava{UyfkBGSaMT28v{{PRxlswIH)S<3d%r2 zKt?bdW)p_+9TjM+6$Z*>fm^CrB(Q$rq=TXwq{eyVK3M7u$fj}9)9PN|pP zz~7Q$pa;;e3Sg~DyDBh^;de&EI;zNmxTVz!Tn2-}L~vk;3cEcUZX8u!bIK^# zkirHu?7DKTRxp70(Fx|1X$1hO!BHl{YR5{8-l`KlZG1HMA*XoNKir5N#2gVMQ=~P9+cA2n0tD zXG9P{xR0i?h{++kM5L?)b0gB*1T&2H6|Gj3N+DJggA~kp1*W4ZN+6=50~I12GI)zL zR76BgS~;ZUrh?N7ov=`LvaJhvABlhjL7Ffg_%Rs+2)MK)}T~ih!<3 z3I@>x#Nat%auA3Brjiua<-k82S;V=vE?^eKAZ^MRw1}mnq!J}n=sj{J?jp>kL}Z1V z=)~RVV5I<5l&~$Ll*wQKxPb{L0&et zyRoCoh?ES1agkNR{DlTRR3J|fgty2qDs&@Mh>Q%i!&C!)eriz;TfbBB&xqN-A=zV3kyY)B|fg)oKR$wt$;EJdF@In?d@bF(gbWBzXvP zFhev%kq##U7X)4?k+)zH1+*4}X*}6#CXF7#ZK-inPC<{>A-zB{o#+Aq1ElXQGEHLm*eA5~PBzfcskn17CKPMbL$* zBLgH*E9*}6MKuDEfXsoV zpkS`I?bw%+h0aFtWc_e|aAf-fN zX+WP2iMK;o_Ld_AARP)4iIkE6$d7fYOlPEzU2x?jqT52SO zVCYf=S~@T;TmnRFgcxbHB0c#=YfAzK-Qcd(Jx z7$MiPc%VUN;UUPBj74~?g!V2mWN-nGC>R+^C6e%z7a`pUa9@s)3;1N?J#BQQGtUd; zd4W7Hkmm*Ryg;58$nyeuULem47$A5l&%h>ej=SL?;-aP!3VKVrQ!CeC%8Tw%V z5BGg`psVj?y-Ph`>Uj-5n*U@3zDo!!U%$L%u(3S$+S@Vde3_LP=O)|l=v+BF>F7zE zXuddkeqBM$hJyCB>(6*r$MOx!FG>pTObT9RjYo%qNxinlbxOAD>NhLNYAylAiB%LG zRwJ=o5=x16Y=*f)%pzhgSu(6Cp|XOfIcqGTVNr`}tcjz925X0yb;NQcR+=>HQ1ap^ zwoCgrYlA|~&O=ZrP#j-HF=7^5V>!}d&Bb700<-XvL*ojoClO^ptw~}ms9*`zV7l32 z=_|5`HGghUViJ6Zg3o~B+75#bjneg+OF(gK6~)V)BJNP~A}F>LOq(2Pw5hoS6h~H3 z448|?LJF2O36|HejEA)n6hWb=0t>O8vt$KW6Gw3Y=F73cF;OzRVeH3+OJ^R$wWf)9q(&JqP34r@tR$xe!CEF+-YhGW@) zV67gDL=nYFsMhaL@**g<6inMaYP6}jw0zC-Xi|{FqpOIydo0DE5FaZ;SYV1+hVUo` z!?HyxK%iAxnt=YONk|zplP|YMuwMoHEp1ii(q(hT*z2?&L z+;zha<$O9`ZgDn7oFTV?6xZ*1S+CN{^_ojC#J*KS#1j5xElYN2c`-wTGHaV}Iy6ex zYc9bMdshunqvR;WfXWn!)h~zILRmS~PN`JGhe~9WG_{Ik3}wb(5_7HfzIcE+M22wZtLfI*_Jh9xFjuC_GN8SiEQ9T)Fdm^Bty%_s+O0#fPM*DqIkQ# zKdeK`biL-%^5he%N~+6Tp1(9D+uPJOYeZ@;El)nasw777vg%(hNy(M%a+@>~9lnEY zcY-cYo?lfmq96%27O)hJQbCj)X)NxdU=-z#s3t}+1(w`Vn2CxD)IFg@18eDsk|=nf z$PX&l$w1HKI;cc%Z`<3XB-@bowDtxvwLJOeRV7hwR#J;)aTjraROh973Wt)P$Xiul zG@_1Cqxz`*dYuer25d2Urn6zW}Gq0+|3gl9r> zZ5v~UM(KLZrRB-9t4gB&>$0lME&<8bPKdOfa+5|VJ6V^CW4O~t5p`1G!CJk*FMs4? z|IdH^fB)Sl)B6bedcWE=^r6A83|!ay)zPm_s^#lBICU6bAEnC0c$yT=<>ZP~Ki zxAHP5KkdT8x%2qjIvJX6n>;>q3NOK&oyTe655IBSWTCmtWSiQlY zdcZG=V~-wLr|m^MKx|Ursk2?8%ULLcnqg#r}qsBhnw-liyR= zdLc(SJv&?F_YvT2o+oEd!M)Nuh0o!)2>WUO=VkP*lT zWCSt-8G(#IMj#`Q5y%K+1X>6T_gvG}E>GJw-g86OgE0hs`FzeCl8)Hc>mtV_V3$y_{h%c^dn1h zamW6x7J7Q2<{LHb zN$C7y-bax45#)UYD^}^?>U4wJDomDi^I)F-f)7QJy5)6 z|BTvybl-jK!~wha_=%^RCFrhH@o$n*)O?_QGU*O%3pLy{WfA*SxJ2vt4M(@NY8WVp#@d=zR z@GH+#JhECDfs8;#AR~|w$OvQvG6ETaj6g;pBajhzK_M{K-E)2SLReV9S&j>h4_wjP zbK79MCh<*cC+SY~^xV+BaBOz&O~)6*$%XFE0ip4()h|6U(v=P#n09ASNi_x0hVunp z{-^)r(f7Ucb8pP`0xu}D%AL&!WCSt-8G(#IMj#`Q5y%K+1Tq2{f$t9lzU%b@pAv5p z$A0fkKauMNzCR2iYnc(q2xJ5@0vUmfKt>=VkP*lTWCSt-FDwK$)(iaTvr#WFln`9q zM{tU~i2gm<${Ex?fZTzRkpB_IkzHgk4 zzhvxh$G$rDOJg4!d+S&nyJu|M*u>~xjedFb7e;@4^zl(Qx@+`Rqr)TL9QnPGPmX+O z+V07<^=K@8A^!e>3n01D_it10NlDav%)cIxyb3*<9%26{(Yb7{iEJr?)_Nrlf4x>lmBD{G6LU21g`J7 zy?gCs6Lo0yu#+YyvS|Eht(4iO(xhm7pkB(FfFf7IvWv7tgFrg``o5bp(s27r^p}KfzvyjPzEfuOb zQZJ-UMnv&or?9P%1n{JAok9TH8czWlI8-CVc-p35tToaNNCxaXc4p_qc78D@(6>V>qa ztSs)W5t1ne4^^hPr(Ouxhb7#-Stu+H&xGBQ;;wojgSMi$vqos9h-orui`_Lsku2WA z9d=wyNVqMw*9c(=Aa!)*2kV9C3bDl2wH%)-~?JPWKC{NK{|yXM*Jt665qVFUMLXoXz}XJLRcTy;9F7LQZH0Z z##M21jSvP#kT9<{%1dj7 z2mk_}ePxXh3c)lHI$qKtBo=8)iYpQs(-k$sR-hAb`zmROS_KYUS#5JwaXut`dn zRPovxAy^X@4@%wDA%sE%ZZDbyN$E(Z5E7HvL?cA@)d=AZAPgjMy){C_SJ)5&Ku@g@ zgrVUM-PiWqKC~`3fi@g@AwkSW=7%i?=|N$2Uf@pmj>T{GzxV%3`v^qWuQqyaocK)d z7bg}cn&W>l{;zxQ7}!4Wj{Z-L|4`qD$6q@3dwp95erN1m-GlwN3|`T9WNg>ye;fUU zo_{wwKe}z?&-!OaJ~mQ}yrk<_hyTyMKk5F^@YBOPhW@etABH|X^k~nC?*G{PRL|da z?;pB#@auyg9egP1kpDc32;AAbJl0)VYLzdw;=)!m;2}Z?E|4Tw(a6eEFGwjUGt`zO z2yo19 z$o+^!cc5{kPEi+?t12NH%e!GWU6ED}R|6-pER~B~o60)NO2&MsNL4BsqAFDoUbqTl z2n(>4aTUe0b>*t_tyWAGowq@{(p9P?8i5{B&M~DuCy2#ShiL=aO){CMw7||b?u^r$}nV(L9K#!)l6F#5ld=0 zF)l(`2jlTVIL}4o)L~F*q(*C@$_jn(RZtEigpq~cc%lq{bE_2_h)=d8(;&gJJ#HMi z!iNH!L&*{l2&J{=XjxjAmh-Ty(w1J~qkg*8ii76fCJT4EG?faf3I%jfBqK4xsiGqe z@zNL-Ec5WQvegQRfC7vXpj%;eEMZpKNqoQ>WjVFMI071xTIdoE$zjk$!U9d8Q6Q0R z_eeR%WQ>ZH0ey7>Lml7?3?Rd@;AAi_YeNNuU^Tu{Ix65RfIU7Dj6q`i^+Xtq#lr#(tB7MkW}beASGBu z@W?2^xPfs%O$^goG8|~NVqys*RUUpzDRUIYg<+ELQtD%HaBo7L1K*Xf&Ol2gLf{xW zp1grj{y@7&guz-(G|5mXOu<@D;1b4Zj4sEAU345h_=6)=Flq)6K$z;clZT{#bamO*=`%6+X?q79`N;1^LchmLu~fgnX?%E||a zhye-)7bLEAG-^vjX;fK8&>}|<^o=X67?Z|=T1&v}$}tRSv>;?dkg&s5LF>-LP8|iK zQecb+MJqh7RD@IC*=|J(A8Y{oD%_4(317gV!T~@S0!9$PqymHIV`VHjN?>?g36g+4 zdM|t0ttbKGF0E9FxkCk7iJmz81bRT&u*SnqVggM#urb1CrL7|xwufHO*R@&+l^`}) zZ4?YlFhthMDDbPp-96?)Duo*h%gczzieP!_h6eA#%q=yQd+9E)_fRMkQ>)T(ghZAC zF?V2iDLkyGvIsvx7$^eshYd3-JVHA1TFEd|2rh1`B0-W8UxIpp!H0u^d1B*!D7OKGD5VG|DS zfxBOv47iUs7pI7#f(5g*_8^JR*Sv#D?hV2Ul8wSrZ==9@UKZFg^)R zgR_7zN(5W35GVm!^k_9wkRE8omFS}_!3~bITR|v`h@P-Io!rC2Ssa)Pbm0+@DE9(- zAbO!4g26|4qDVT>8-t{YSGLtkSw&k_Da?Vgk*olHn2fQ=;ym&&q>b=#AIr)h!XRY< zfLEB6_Rf-gk&IyM9Esmq6}yT*%Va8XYlA1kQza8giR)F1f@XF z8``bFV?#=F@ljt zT@Z*zNNzCb@HA$01@8peBC;TRp~yHeHh2VZKm}PN`ihJ*+2Y-;RuIqNUqMwVb!R5R zI#Tv%KdmBZ5*vJS9? zMw$tSBxUuIb}JZk7$I&69>DV+?9?MRA_1bvhio$cGNi1KaU@WP*=Ps!LxTp(0Euhx zB>JNCG`c!3@W1}opL^=*#c%vyd0yaId`5pRnrb~J=6QiUFOcU2(oBcR^8$HZAkPcr zd4W7Hkmm*Ryg;58$nyeuULem4Jkz|u^>}REx;iiLukUcL`_g~C@1Mqo-qm<%*Ebpy z50C%+_?EHh(a(=gj=XvJE5l^)8-u$BJ~H&d{vYo9>_AuF%X*i3zSQ%Y?)T!u`Oo(s z0?Rinzj&~*Jht<8jtS(;D=#=Vx#6|k7v7dJd465J%7$w4wd->0>h+pS%hxY&NlLyJ zN@AHBl>jIYz`8lsz%hA@CFC?ahN(-T(s~Xxm?E~N zaby+6%PorOQ1BU0T-$5Wp;5YCa|tL8ucDY%DlVs1rbEe#px9C{ZTG0rrsmS}HOr$( zL7sT=GAooeDY%Jl)^?k8Xp*kiTw0!7?oZ0?hH|n@{~TNg=z~Aro)n|_ocvsIBHoKDrd0Di&_CJErutag`JEW=VTN}_^e0-r_s78adQs1-J8 zx@oM}_91nsl&;rYf<<<>w1je402HW5bf{#-TqIWZlZqH^ETGZK2&{s6j5excf{`dW z!`eOyqfjo0b{ZJcKYF)3n1TDK(wY=QYx=Ye>Wnb1Nl~CHVVZ@<0 zVbHR%swL{+N(Kl~Y^PC7VX**@^=ITjsmcw7LylqP6T2|r^&IQjD6By#mO~vO3Kml# z;3a5@;_deSunv{d^_ok|lTWNFiGnCB-y1CSMi2fegTTTtDj5Y9Ua3SKCS01J7NJbJ zQ2O7ZN~w|@MP#TAAf49uOal&O+S}ANYqa5A>?=FkmM0%yRT2e~Sf9mRDGGN`*1>36 zUPf95-+^bK>IJlu)|yl3MvVdfq=1bg7mKPVe+fK^y>u(v3Yqj<;ioaN-9*g$^f6x zMq|Sj3J5V1gd#YB3NBRGqBusQX4If8kr@P~R39NJM=dCo6>2s7B`CSJjj=`YGs5c^|peqZ}*JLYE> zkA?Z$C@wFYI6ghSfJP^``}x_@Egts^TW{We^cKjrKj!Ac4Bn8k_2&D-e7dqXRL8vw zTW`K+X7QFu+$y!|{9;H?9Qfws)Vawc2Pg5!vu$z*{uSi>`BV^fBP(yD<*D>LinazhdlAmNfVD;b8# zB)OL)lP8lQBsf`F_cD;oO(2*1)%m+y-G3hmiv}A^HF&A}?EkN`&#qm2?^Ct+x2w}T zk+=5H!r|L@o}4>y->zHB!rigQ+u9AG;}^P?`H19?@7#avk!*(9rM$j&*MTB7X19w+zB+FS^oH(TR5@j zfiQCd7t&YIRAzR@9pAm`M!4J{@dqJydd)a=7~C8>;&jC0mRNomA3EWVgE15W z+)OQm^w;$417JVhJ^dBk38-!Q&CkxypImx+u>27CssA}NSAQ74&&*;Gq~Xt$vol9$ zmo&(eJEsrby8pq02X@_YWLNdjy(i^~od<99#ZhhTuG!Oj_D%5}ciw))-~7PMdylC3 z19z0C53N!c6b*7diQ=L){*p`h%cKBr(S2jB%eQWQY@uF=Jr~a%!}6G#JF7Rv{xC-vJmrx!kRtM$Hq5R{)WJWQHGapb`1yNiQI9@KMk{`T9C-f`RMxrM3fNSxnW9@z(c zgOzt_lt@w(SFYZdobBo)1$6A+c-MToiWJ3LM7ZxsL-oC*Ds5|!DzWd0` z+_9t6hy4wD`nKbz?mHds6{io)?Yr&Xo%@l{yHg7m+lQ*V`~$c76XMwYN1n+85S#da z{B+M)>t$QFzWx3s&0F;f^^Bh4rZ7KyR;Rv|E&>*3$?)AgKRdJSCYRQFvS4Qo;Gq+< zumw=l)iw}@YZm4(wbue^$r#=lU_;#uF03($C+1IvZlkzk8=OnE%`I%3aZ|?^wmoq6 ztE(*KA@@M2w!xomTe$zEtJ1&?hV#bxsbtL?jAxg-T4f8rIgfbOe6GyF&e`K9w%wZc zIf-pcUILUAgZqYw!?P!k9!st`Io-Ks+nXHN@(PB> zJ!@>?=Q_3)M!rF>&sx_yf;c%>!7y)|joaeM-GJ1yCNJorOlu91Vz>)-D13xkme|@Bp;botT~P%=t5n1g72mR2_&sgJ{6J_d?ZXF8(tW3IxPRX* z2T$F3 z*oi#q@MHBImqLg|F*%xo_WPC;Ejh!E??0=!Sd`BwW?!w!=7yUOqnzuZ)3msweeYfO zvD3E~uRS=U4jw(Qm)&=}-9NqKp@-&(*cVRRQS6?cI}pO%s~ydG4q=l-Bt)`iU*Ms) zjxSvD+JE}D^}ayg`&R7>^t~_d3p`KWF!N)4H%j2q-IL!F`vTu)lb81e^1eXc7r3Ck zp5?cSXTGDe`gJhx3*>!)dSf*23#{yvpMCqv`vS{pjd@?-8J`g3eSvTBzCh3S<$ZzW zt%BA20xS3e|NR&LuJy@1zwyDeFEFqsUm))bd^f&KW}crn63F`k-;%A+yf2XV1@gW? z-WRA-u5!M>w<@J9=L=j&23_74$oT>(V=(6nqzu64K3^d33oMr#bF#cI(3jqvmhlCy z+PCF(|FHM#yA$rXxvFFV@R(_Byfh>V6fh>V6fh>V6 zfh>V6fh>V6fh>V6f$v5M4EJ5u(}A&mWC>&m zWC>&mWC>&mWC>&mWC=XaCGhRo7g&QY@QXkE`Uk##*Hp}P1kZC#%8&QmCV^Z>kn0El zC$$Pq3ot!R@L7%ULKCYY>X5q!v_8O1W!%AxJJ>-KJs;#$#ur#Y9Q_8!W*K*Iaw6jn zeq$uwTt|@W2yz`k4X6BE)e!)lT1~PVNVwI?bp-3{2!_%N(sCWa-`{@f=tuT$zGiqp zwLxBQPSzrW>IwtR5Qo3^+uySKb@%kaqGjr{J&M@Bv{a%$uUN3I{47#SG; z;`n95pBeu7;r9-o7(OyQIeg`~8g31Je&{!ces1WUL$gD-56PiR2fsS_=YyXb{F%YG z4cmJfS8pEM^rcOo-Sp8-KfdYArXSw4Ytt(>4G#Rx zz<(Zi&%pe^;enqYxU~PD`v0{5*ZY66|Iz-c{{}ov{>c)^5_lFRaAn{2-W8Bmb$A)s zq|J#eT0h!IU1|^6dT%qe)0eUJo@Q#NDPrqK8mM)%KeSCMTJJs=HMIh4y{mz`(u1${ zj&o5{1H9Ign{R5pr0aQCI?%P=+5O$64sUHkNYQ$019he4TI=y>#+vvN}sXT z6YHsG`+Kz>ZKN*s)oLv^P*?g{wcdP1-}au>&%4wes;w9=9%&>lHE?=UBXOy5(wPS0 zO2eWzHV{`D1wGtITx!sBx{*jkn=xCQ>LwC28Jc9eji#u@Tr*L%ja9{L1Cb)&Xj4Us z87#Id*Gh;3GoQ4zl*L2qzbVWlS8Yi}alDx*+nVs=zAhpKva*>JXftMPQFasABqx(p zw~5t7(M%+5Lv?ZYdLjdyKWkH=iX+WLihcm1xU-wsVMw-_A%*KELa_CGqIFntxPgfI zv~9GvEDkjgAzRVbOc%E|6M0)JS=`o5#A4IvfYR2&6t^}LF|0Mk!3LsAvPEmf;=s9x zjM8F%15u(kO55U|`x=M>P3hW(nPP71B&_Fbk#I%{T#hwPDNE(k;F2&As5ec`&js_w$0Y)8<@&nC8JPNVJ z^$kQs_NFZ)EneSD)c7VTwl@&zB;jpgbn&|NLI5oQ70!Y0sWB5QMF z3eru4VZ{GsTjHBnHxor$VL7~JJrUZ+HSDb@UfoPoZN^pcss&y;8NaHTm=-T9wlxsp z0BBp_o-b`C!gX*`yrhAMw_MYvmK9ev6XDBXYOZJ?!lTo+F`~G!qCEf>FVy6c1|k^JZGlI5Q6mu!KwxEG+&~0FP))dw7j_Ye zMZ3-9SJ33IxTt|xJ34f-Ew(lgQ|rDqMSS>zE+SeN30M=%r&Pst4MbQ?Xgo~n?k*x2 z0@9`sZL}jSM!Jchm}E^fT;xCl5z7GvgUh17fe8N!9fAYsYb3&8Xe@``%lozut%^;+ z4Ob~PVFuB8t2LHh6qfe|KKseP`Lj3vt5<(%xc37s-t(ze-^<58*8iFD6XWf%FOL1| z{_8jI*!;FlzcluP15b^;X!Lgnwr>9I(I;1F-$NT=V_u$aggI^f@(BR#J zcPAe5&$mzlH}o%#_Ewf!B|!^jv{Bd8R|4v0&_+8dEvZ&S zifE$nl?+q_Uw099=x{u{#0z>e>nH+uFk)Jx?|NxPMWNYfc#f7eo)Tlw=NUbe13D4Q zh}Pbg@sg@4c!ySp>4`SlbN7w)C^itU(c>2Vjky+1d)zp3g~b&@DV0pUnT675$&S9b z68+bS^WK2p(kpz_AFoG2*LLk~X}op1G?hX->OinItuZ`MbWC>WnM}A&ZM|iQ?(&;H+jI+<`_ET2)&cDo6-z%YB6=+lo6Q(1jbH2uJEsJguUxw209$ zv^W>03L?1Zqh_V2JjBw&k};3B8Vv;^o>DX(rfBP{VpVc`XGbnfNQrjEl~q&+!@R`@ zY`RSarL!EmLpZ)v>53^{8KxvOGAgMkOrvFY*P{d{AupmBE-FHxRn$YIrSu+}21zPB zS|Fuo7207lN-%GN=;+b!8ooT-UXNm82}6qZ-nyg|P30>zaHpljDy2RKryy?XoX0H3 zk_L2i7a?#=9Z#!)P<~tIi3pk-3lme{@<5>q)_Q^^VVuV7qRF;E|80&ZMJ>P*I*{9{Pnx*Codns;cw`ZJiw<1`O$dyH)7wT@nb? zAFM}lhEuP6(oW|kMJIA?m55AB2Lh`CCeW7@VOxZ-96EpN%K3_V8MJq*JW!7kZ798< zfs2wkJeZdp_YsvTD<7QGxQKfTCV1s&)D~^ojVjB?IJ&fh`Ij$^VoaI~YAuOgD#tLT zXh&|WAqd#9R237>Lr)#mj8n)MFNzku$SZ}e(B_8DC|dYn0~)L=+>Tg@wSY;*0w}2! zP=Y|s0c2~3YG3A)9X-h0{C8AS;wcWI^K5$skGxAVl|H<$-(Or@~wk@Q(97(Uo11B(fhSOr6| zW*`_$B6GwVFoeBciJ={u-NT?7QIF!`d^F53Y!zCHCqoT`r!9=Ji|B)n&kCtDHVh5a z$3macbG(EnK$mi9h^~HMX%wh6@j>BL&3F&xldx%6EHD_Q#xhoLln`3<7&THDJ(v|& z;u&oT+u%rN6b;JG%)@gMm|j~Y2MkHUM3*c;ak+H3ytN($;f4{uHP;g{ep^U*%V2BFc z>?NKeLV;j<;8CQsE?VX|li%MN1$M|{jtKmeqQ=6EMNvBVdBLD6%t0k|K->n02BBK2 zO9AC$K02wf-d@rf#a1SuL%gvFbUbt?3JpC@H;s^La@54(Stt}73l)Jwu%;>*hsT3r zx=T8vFyW;pgis-z~+^cc1@ND1ltXzUA?MnMRGM-cEw2yQUxSZU1Y3ab;w z7M=ys3q{0%xxq_`gH#YT;#obs9dz-gdKCCGtgoOdgDqWVBD8~5U;yU4G+30F3pgN; z_3exy6=G592}b1JTi7#kV`mgBd6-LB0)!SNd>yomA;Q7RP%t6_&xSbhA9VQ3L^$-Dp+m?FX-T|OH41;KUA3;$WlkAI1wc;l@ze|&}`0b zUK)kLF5y8DQW`i^I2q;P)U8)|EhC6G;T52i$xykFdN~qU3ym-n3zC%83p=A=(xHU7 zCF}s+_n@a9z7YWsMLcAa`j;U^g^VMBg3rb{Fh4YCSQ$v-GQ4TMAia$)?+g6Y*Z%&? z58u7-$-FO+r1D+-Q@FOc^I^1eXc7kFOp3tWk} z-xb`!|Mq`=YRdilt=mR7_p~nVdAc?JhOu8B+d6uD%WrL&7wK%$KJI4m{#?lKOo|rrCPKEgc zuI_$x78P^i%&L5qHQD4V*U#3sG+bJ|a&c>7@;Wf7N~HEO;&JXMOQ*1Tj3eZ_Pah{E3M6uhAlQNw0buoDk zDb@_8a*qaX8ZHez*?KB5$dg?}8h{lMM}s&wlvRntHk^RN1R0#s<6M$fSn(SCYaCWI z>_o0(aGkkXsW$22BwcT~v^cT2DKWPP%*hhRe<}Y4XH*>LEy%9%QsUH)$AE)r?vcrX zBPJXngHap;!5$HnPEC+wpdjon=2l@6ujO)e)yry@maaEkf+7wqE22WSg@>iXk*fEl zz=1e&Sr{^BaLS8Z0UR!Z860~En+{vjsS{R|!m%Kgmb$>YxIC94f|-@#n=X#h^@dAO z#QtSP+-UAs7n4nj*kQ0!|FfPOoGYF+ic23wNHJ8;_2OlVgXx!~kvOC-v0qtIhddaZ zKOzGuAl-q5G7_h8>Pd0hUE;6|N5LY(1TlfnB7F;oPDs=W>o{FE*DG~MT`Z;R4VR#i zy)~C$4hMh&8Ho;=tT+e9$$nxHvyB5ZS{Z>;Fpt?rc1$o*1%b1DBt|hDJL(WE)_WIo z=h4Ws^-ybBs;@U(0+&6@Ty8YA?t-{ns>@o(5>k8C%s3b)3|zLBxkMgZ$sj@`+i4_I zSRBCP{24J27CTZ}a2$`5PgG%G)pML@Be4dlSPr%^D4#a`FM!LH`mipR()ET*ixZD5 zGl_&K7;b}u-soX}${=ts4C^d#@Jgj|21}YC7okkCQ2NgzOR16^XA#H^Al=${z6l32 zq%Koi&kPUEF9fU!Z8Qq5kU)qG5hTG0WN;yBKyr*G z)*GZHG6ScS@*^bWI6tJaLav6t047(;7`r%1*BdS^PMlt5QXp#pISc~HQONN@l?;yQ zP)(Gw0bmJJz6OIqR|JL|$w^4_z@e3p4y6#08zL@@$)$42bsWKMtkua>Gy$*EpI&B{ z^96qOaQlJRKK8k}(eW>|`o}-q8vpY6htZ|*lj$@0CrcnpAWI-iAWI-iAWI-iAWI-i zAWI-iAWI-i;JKB+Xm8(@y$fMs0a%U;t@mBj-*@d`=aBZEshJ1D%!%3gQ{#PoSM@F& zo1MF7>O`1c==}s(9_v~D(jy~1eQ01OTwvLMuM6a0daT zn18YavIL$*33Q{@0VzrX1nqf?JJ|5Nz}EqCRzfsq&4FX0+Dj*R07CvqR6;| z8Fw(_4g!=g;|}6nFyjsagDm3?X52v}JOPw2;|@X-GVb8BfIB#vUKEz|1-|^=vEP2( zUp@F!!-E&KSnDgTu}k_s(*OAQ$C|Mepm4_)2!>EXAJ{@&n+ddGYJV$)X#K0o%;BTtRDH~rGUQ$3FkY#rX!_m9KB zGx&wgJ9@4g`e^S5NB(llua5oDmU*BWetgTdebeKw?b*Ho{J|P-0r_Yf0JEq|@+qq4 zxF%E;}Hkgy%dQUAEWV1_TJ0lwx@JB!li9&^h?}S7ez)t~}38*drFhb5ViNHFEC19nH z(;0#Ng-n-b0oMie7+{xpYLNU{Q2}6*lmQ4l79_JNz`Y^07eGHq#6boRfJzDE z2k;$$rBJ@39tFTQsMiK24nZz3Di>G<943Iq0M-VXG%0f{AtGVSiUBSx1Z3_4Lkeld zNCaav@>}Xr6b41gmtnvR0MHk*a2&8XkcbR)w~`xR)*vg#_z)vpLL32K3CRZ_djc3z zmjD?A>;Y8S1Gp@~dc@{u15$WDSBCnBxL7=h#TLrmy3TP+wD1b2md=v`wfv*P) zV&vxmsLxUga4UdCX+Y<4SqWrNA?1)mdPwF1>J0L+ktc<`Vy~B;2w-XnWkn|lBZACR zlwE*nK(;`cu?mrcg-Q`00hMHd5LIfVp%VZM0XUCh-uBm{Aj2ETIwer4kS=Jrv#3Tv znmTa9fWbmJpp6vJZ7i^U3;+WmFyOugAi@ESjUtbe%8p!s>4z-$gqQ|wL#T>U7U*r5 z8RSVj13rKq2!N*q4I=>{20S&Ju*ZP!0w5@A57nda5{PU%VQ?X-HbONizN0mb0r+Vs zSpy;ltO>HkN{Cbe-zvcvLgJWy;6))DvK~bOkBTBk4r;2A!wEbx6v~tylPm!`1ehX} zGyq&w0lf&%j!!cWkRbrkfFWS$P}Ug*32PQP^1w3$iXT$w01$;-USygBvk4Gjj-xOK zU~*sv6qHH;fvf~9DP)MXqXMl*VZaY!fPkccI3mz~;Q%>@1b3A1AQzJZ{EGst0Vq;{ z*TNho2?M?dm`PANft>ck^(ZuA`C>77+z?5e2_FkMlUOvsL&C+BISp$C1xScdDT7u4 z{0p#EuvpL~YOd})5gq{GWx&J&sA@tw1WuI2#2{B4(3L6eA34maS|Nd(IZTgZ9Ehw6 z5Im^z(DXG+a=}ys--u!q*u?~pNCBRQ#6tik4-SgRdBQL+gef0-z_J1gT)q zfnW%i0XQY5B5Dh7kw9r^iz++1m z8t_Yy1)%4hhn?X-h{Pg9&M_7^R7e6Y4~T;$koSPE7U$|w1fZh;GzBe!>T>`x0@MjP z!U?E}!3hAn3XobB08=3$fdQnhgyjZo6#$yBa)^3aJqo~3@r;040bFFtv#+3#@Dix< z!UF(A5gwQUe~*_I zfIWp9^b`gPd8Z{-5U|C7!6*{onTBv-*8sliq|v83PlTDK6fjvaSxWe&kf0lZO@<{4 zON_M+@mRng!rvrtG7Ur(7-}rG1OX`JOFK`r!My7?b$HomI&X&;SQhvoWXV5(W zfmQ~d!!cUI8&LQlfQZ3{0g4jF3}Co{ym)j^YbS7UHvkM)hlU%iA8Ng|6Jc(!z^CT7o|&k^FZ2*(URi%1TL)2Rd)(UU;IAmBg| zeI)Q)1cb2Ar2s6igT+O#2t$klzL9zqparM80F=~dl<>hbMvclktY5@wskjdXe+UTy zf(X|EBv0Usat%CH#3Q_Z85kJ!)yf2XV1um=}JMRnReSv3=DUtUD&edWe?+fI8 zf#+mjU=8lzJyTEo+7lmp$=ed{;EQ^0x)9vKo6`P5{#h#lz#3hYP$m*$-bPaqx}Y%J zOcmxA)&d40QF|qEc{Q5E()ET*0Ef!BgD2KWQBG#uK^&n0<^+A#(jj;{J4E{;97p1$ zNq6IbH9>6EMFVK0iiRy~0C<+Jcj+Poo^c1K6Q0^SUCg+H8F%n3%xQum%(#PCC!JEr zwW}rL4rbiJRFi~0+}&te=~BiWJT^bIaAG#bFyFm!fR-oGZXSK%S9|8VzANJnX57Jy zJ9y58^E|~JT!Sz0|LpyjfBVa$|JVD6QH~!nzQEd-{QOszK$gG-NT9o-zTOge9^(rD zl;tHWQ5CA@m$u_Fz5rc@5Lg0ge$y3w+j~|^D&q@4LTH(Q3R2aU8DAjd3uJr&*o2HP zKqqO&7l2{R_yQSUKpm!Jl4g7X7=&jVU*N?2)b{_?6_2Gl0@`z37rwx^16?5F3p91p z%lHBrUm)WP^e>L~pwKtt3uJtOj4zP!1v0)s#uv!=0d!H{M+Hb{oj7~(AEEU-WSOD z0vTT*;|pYbfs8MZ@dYxzK*kry_yQSUAnj8F0xaVWq8Oeg@V3A*?qJ3p%(#Ov486}c z+`%>Y0{?02$KLnx*S+|c6TZO3Jx^zRfeXl*Zu)4(7jUP#YuQ$3ldt3w%WWy^I(4yY zxCAL~T}ElxXs3rRl!kLx#@jYfs@D|T)eJK188Uh8*@E8$MF5nB7bFIE0Y(BI69Cu1 zT}8(Sf=&=8KgMAEJX*jbKEg&G-UcQcRWpkmBgF z6gTP$x~BRZx|s0=GQPlBbCdA}CMGA&WfU{MK*kry_yTCpA_ICtIYqlXjL-N2oT6um ztTYNKixqW7I{0puA@ejAgzdZio@z0Kbvgw^SU&|86637zB637zB637zB637zB z637zB637zB5_oncFxuO9W$!{*SeTlfS!n&(Mg4u(4t7ox@0pr;Ak3VYoj*0+*LPL# z!m-)8d!|l=>4n};fW@(% z$<24m5_n!o;Cl^su;F>p9z?e(BSq`Sx~Vwa1e7gp8(=`U-r7I~(vWB~s*2X*%~al2 zoE5Fd8mKyrEIBV)Ppqfbc-?KwWzl-HkxE!wN>CRYs4KYDtv5HK2TIabj2DkI5;N`~ z*OQdAHKhAcw}dk8AdsclBofDD#vRPKgBf=a%OT?q)@XAXcMy2e*3 zs3w_dQ_G4gn~553*%Vha5aH1gg&0v>-blo-D5NW1yq?JTq!ewTS#jBVBJeUP8eCXg zT-rcHTx5{zN{dSxh+s&!1s>%^jYNifB4)a{fe40VTQXL>u!~46+HEAiA`vlN)IgMo z#@Ygb+SUdl0|aWDYFoUZi-`3p=wux(sp7f@qM0PR&4eg+cM-u5NdSUvqG>VGO$5bE zGTzoi76T2$XB&6$9Y3>BePsM!U7PR)SnDer!X0dVW#p;x_NHGNc&g{ofvv;4`u=hF zcLu+(c}LH6Lm%z^;K*NY`PH!>+A{wghC3)rUK(b6D3L%EtS5wftB@V;HHpNd*48Si z5!M-m)yyfSP4H;oW>w(2BBu3YH3-Ej60Zd2Q%(q z#vRPKgBf>Fq0}*QUqu>9rQ@oyiPoFOCAIH2ekoN^L?qJ3p%(#OY zcQE4)X57JyJD70?FRUK>O`SJ1=7S7)htoz&Wdb3jirC)~q2g9jqJk#Y8_xwZK~$^) z%njvEIVvlT^OlF}QG}&RR2ZX-d0!y!3*>zPU?K!1I1A-7!xL#ev9ykWAtfvhoSYSg ziM%f`F#hq@o}M6`tQZAu7@)p@C{YowzvuS_*5D5Q??3wkyZ_%KfB3Hx?%<1hc3lYW z;I8LY3iQSwW^rQig$bZ+53uMqnuYL8;bQSwj@DFbnP$%My6smP%TV1$j!OHp_cFk+Z;JET^wcH z!HhfDL2r!M#n#Mm%d9Z~KCYOQ97u^3rGQIh22mv|D=WR0rZnEhXd;WyM{a`D!FR2g z^XOs?>xXlMZe2{*yVNt|4xSSO6FKm#t;9ME%yhj=is=&28;6(C8$+dWdc)BbNa2)6 zGafBvQN_|$!Np)0&$xpbcd%3Wc)(4Ej62AQElUq!zBbez01K4t++tQ;DoWnNxaM_7R$hts%T}>0i{pqyrl{N zcng9EXQhTk=Nc(7SnplToewKdO;TRhL#<`0u9IrG1TK4)xpa{j0s$Hu2@?zw6p>Oz zNHnEW40{*4qyg!nLJ%o6G10|@mS#x^1+Ss^DGT(*|E)TAmI zM5wva=#FNsb(IOoMx~Ck5`Qu8tvL6K@&$0YQXkgEWxC#QX>sC_WhOUzJbz(KcFNS& zbF>Dq8lnW>WO3q6%S>VxkqTVNj5}B_@Kl(g+R*MbVNWeKwkGUZx|DGTzt?aF*We3m zZugvd`xig+vEc#L3K?Huj=)B9+B|{Y=!dQ;Fv%v44?v3#k_JM z*AbMu(v*1;&5QK4FGSrNp zV_#qmzCi1b{_yR;_@X_RCVYX5d!Ekt0^fWNc*Yk9=d4CfI06}8pehwA=9vZ9i4|2@ zYD!7Q7s&VmU8M+h2}CM#ShkXHH7&4NIDt7_b1og3{r;aF#Qd-5ZMedBY zMwi-|(sRZuCx9g4Wd+8!J(1C&W|{G4Ufg@OtLAE!mbz^=T!JDFEGwe&OnO*4V9R-53WJ_Ls5p04 zQLQ-?&7$I5EA4?Whx`!Wh!Y@)C|fC-&UOOp;__UI2xeBAdv=<531rQV+Q2Xs5R#{eEOdg$1Y_6-^ z2P2*SqU*Wg4VMsr4ApbJc-i7$`h|njj4#kBlFs-78DAj5UZ6rvW_$tHZGp}Q&5`j1 z&JTDxu?EoQe3C?4U4~YKYn^vp=Y*|5U>VkazD8$3>5~L}$m!ai!;A~X2`~=@fs?i# zRWiUZK{Zi8=?{=r(7>={0G3n)i5~>`Z6z{@L2_ud7`Y*$8$|2;Orp~wHXzpoku{Tm zuk289bEss6v$bC{ROa5>;2u-rIXgS z0XkOetqs(bqtDjk&D74hW9zX7>I$BC>xuQ$8n3&?@oqiZNL|9uZY?%Y6Fzkt{l<#c zo4cTqmJe>)it*x+Mq!9lca8ogi_orqFk&Zt@qc%ppy)mgA$KsJQ71FFSLxQ zq)ehdO;s`oYEV~ZBabfQ4n_%y8;VRC9tlrXFX&oSF*KbEXgVjUCXhVPs~L^_mQG*f zvhvap!*ujY6J+5y=PVkX8SP7MkP?cl9OFZb$i=}V8|h0l7fMhgE}-?|_4OzcX`xj_ zm0&0e)u!fgdjVji9I zG{Jo-DVMFp=S|KkJMBf4Ad)T z+`)`Hm~jU)?jYsDNEtKkV8$KHxPuvYFyjkke1VKFAVxY7yuzDaYFTY{MTnumKtWS@ zif*GkN`(f<6$;f#gX+4BJ9vTk0&8#w=f=-`{J($d&_CsUfxIt}aR>9hK*k-+xPuvY zFyjtp+`)`Hm~jU)?%+D$kJjV$IT+r~gs7qu#u6vB!Lf$6KoC)?qLmQ_$7etgp*SWp zQUyVT!x=-o@~A7f^Y``RG5EOOCaM8X52v{ zuvzJv}CL>f@NNesYdpHSC~w@3ntEFuYr8>E7M3u0V7_vc=0mI+eUN9)-kvi zi;kfM`Es?%Y6zgE>kXGO?%+9GOU50H#A%D%NJ4mt*R-A?4rbiJiHBEo zlKCJ5N8+#1Qkj6l$0{P>OoWtQK!F~sGw$GdaR=An3y6pJi;EBa^ReLp)e0G3VD)=` z{yj?|OW=Ye&|RI5m)z$yz5qa3Ua}If)JXGZ-}o}VK&pz%_yQSUAma;Ue1T3Y4&W#x z2m#g>$`n7a9%Lco3qV2{Uw~roHscFqd;xVBnm{wYz;l2vFrnZ7GjIF7EB-On5zwCN zo&mnVM$rZOKa=qVymu5J2RIZhS?Y;|J`wNjz!Xpv$ta7AEa$$Nv**@(>M9(ZT1%X2 zq79kxf=UsE3K&sa)Z23t0jMA38nt*Do;=+4e45jYAcdsh}v z3kJ=lDk@5pTVM=PI=FTe>T?|7F^i68K9%SLVF7(O00khZqI^fEj^1#f2T<+_&ipD% zS>;H^7Z~ly_yQHH00g4ZiG?%tE%Un87o=4{za+XiIu<2C79!d@dRvxCLYWOxq#VQA z@exhNY=vSn9ntHoWXLm66u1!k>rphu4pkX}F%i(j%~{}oSYU{FtS>^*SGrWlHL#Q$ zBLF^9mFPkpoY#crI)YqBkn0F?9YL-m$aMs{jv&_&I8`#@gpFujidu;%0!PzT=_yA& zgaq;wG8+?8Rg4#nJ>A;VQ=&aEfX;+eHURd@n+mv9h&M`$pqnsPqB|=A{up|)axF^a z84}zfqzDM8Tf)}w0UPa0+IpfB!6P^~0^toHvxGrwJy2Mbi9_}n^#S4cAQ2&Mp+ zMM`f2UQ5bIE#fP@qL}MC5gFw~1Y1#jN}v_4a0XY<*_AkF@PE8iH~@P&BuaXV^mT=N z${-O)DG34Da(6unl1vb%MS{+-5ec7&%X|V|^Y{&kfzg*#O9I?B1cXWgZYxkE3W6~i zV+8hB#uspy$q-G6_PZ636toIRUgf+OCwJeHI)XL$0=IwabJraF$PfN{-WSOD0(oB` z;|pYbfxIt}_XYC4K;9R~`vQ4iAnyz0eSy3$fOC|*FMwSOj$IAnozkw}yV+<_Y3p5` zT^DJ2j2_!0++wFhYt)1}fYn=5daZ>pF6ih;iQSlQ@4mp5*kIW9zBm1cFZTT0eJ{A- zBft9g>D|Y^ZxnC=7iWBd3(A`A`f$bTL3rtn1|}bF>j4OkTUX@SKyyD;Kw> z!l6{tz0pn&UBzrir&H;9cfl{x-I+zvIq9xOPS@8l$Sf-3Uyv9~mGNqWIUZdMo~JS% z%pe7mHZjT8Gsz&u@ntDGUO80jhf;<>8H3?5750)P9h;F^cHG;$b=idaXH>2 z*Z?{W{fP`Or2+_w4gg6*opgz`xGpA}jADnuPJhw$-0+4=h$@B>gL@V)TO3^0$c>&K zuH$sA0|b{DUjV6RGz7RiG(wU(DMX|W0C*9n!ALvn65;t#5SIGBuAN?VizRFPG^#4n zB?OMGdd6XTHVVXd0bFK$0g1#zG`Yf&y;2N62@r@g9A2aC7{4G%E|tr5&37uJYq+#H zab|hCBdr{CEZ~(B36U-WwV|>uLCB$8zCs!!j@%<6;2_XJ4N#9bOD}B�HA^pvw3H z8DC)G#B7XVzT2J)hKj8=l10{p;^)N|NQnon<$ZzwW8&JW7e00EvC%E>Yi;WP*!S4BcV;SviEAeAKXGbelAigYYbNH7yHjEQ zK<6{Nj?GUkfb5UCbUbt`S`0)h{INPCLf+Sa%f_b%WEcf;$K0| zoS~>dc{wXzPRYy74L2V~!N5bOX>mvU-n;H&r*AJ_dvHb_JbGX+yYF_pe|pD556uy= zFPyle*gZXWAcVV*tai6c`%Vp)4$RJk$F9G0thIIP*0+sb(h=j)>9gVk0J62}nu)2I z2g1yW*?9=-4R`=N;Ov7lkYyTRt(cBZP4~mc0gepu2H#2*3<-)>T@Kf&i zRGNm)N9NtkefT|zd2aT>Fu!Ady7PHlsKSDupPD-{HJff;k2vQRPV7m{;X?XKm|vKk zamRPBx)ClnNc=&_onA9hrhf>gwEhdD;F>#H|1*^a#h)0n{`W!X6aI|hIQ~7eN(=Cu z4+b|kJA*-zc-#`p59328+;K1mLe1U6DSvFrcm8;A_T)?jLi*Iy%z~S#g^>Q5o_zr9 zr@N=WqB{Y#O~3is`T3JePY;$K0zdUXhvw=JVl$P z&L^o_bqTM`1$c|@8*5#@b?ajb^+N2qc(s&G$br*$7YC0#sORMT?YAGj81W^QqN?^x@Sty>odmQ1KW?!v-_%-c730CmTn+jk$CnLBoL`mn!2Pv3U@)P1MJ zz2fwtxqY|YyK{fsvuCFkEVd6-clify^C!fy`&Zkpb3OpEiT}q>_l&h(wsq^Rag|U~!fV-_7&0Guv)*X{{#*1W-ZcDbunw(y(th-b~`${g&RJ$_=_t?-bu$2)>Jnw&Rf(-X;C zFPqpmOx&8B#I_|b0m_QOeZ$1z*^@_)C0CrB?%cBNO%{521;gW>HMa0`9a{?{-=NoL zt!o`YoSds*n77TwZSmys}gYXnKm@eebFA){|8{ z>2E(iJ)_Lwz>nB_PZ>R@+J5%}ziod1jjK)UxpiOlCcPc|yVl;;Wm~u2xU_bmVVJ`; zYTxh_t2w-5=b@c9AKO*l_}G?LjHRL8de!;IT4Sg>im_y!la8#j&PxlRJU%-Mjhs0e z5Hqb^0{C-{_E+HnXsJV_(V6pS7zs?f`KdY(c?QvdcgOw7;|SSij^ZBcb^FXJWloy% z960us@Cpo`_2{cqYh~hg_*?ehzcX-qvVHjANxJX!4fpT6<>0A1Z`?Pvn}lh9Xzs+G zwz);$bkOWwd*KPQz~xV&BYthxxttADN!M zZGPd_QwJX~yC1l1*9<*%x|pBww4it0Rn7}?N)%8b?Mj64%#a=^=-w6 zE*|JSR@2R`#(N5{X=>L34b zYy8XOAI7f0C!eF|&9}`G$P&mB$P&mB$P&mB$P&mB$P&mB$P&mB$P!p3fzjT+D|;7^ zDwGnhTJOK8zwg??PF})2E4i=ZeSKH;E*zVkyJzY|m|p1p1inAkv;3t;MtahQL7hds za2-gS@!tx*z!ewu{OQmB#P`1^=L@V7dj2&_AWI-iAWI-iAWI-iAWI-iAWI-iAWI-i z;5$PCXA=azb@>7bUtncl;Gwzr!I^7*`6~_h0`nPP;5$PJG8f;I63F-h8D9WpqpPZB zQI6MCCfis>II+4E9d(na%12pg#uv!=0v+U#^Ocq^S0_JnWQf&e&V9)Hg91r~=pzydE_4=m6@4r9+UzQCG&f#3Vg zse2yY-MT053w%$$d*+A!&Xqvk7s&epd0!wwWM$mJW%$n3n?2vYy`H=;u!1=H4Uo+; z?%?D^#vS~|NW6JpAma`u-|PI}+| z*_-2oJ8ukk?U(a+9=-P#ap&GWM<_jh?6o`gpL%fqfV%tizCC(s6)xg3$Y8^zW!%9v z_ySM<;h%l&;fsbolko+eQoS>W4|%> zZ^oV&yKn5k7#(}z=>Hu3i^UJU+@3P{zv<( z{u>6=_pa9DC(jaiE+lYe-}c^>9ZB>+U+N&(=0p~)A8n*E+g6$st@k!lSzAz0-_uN` zZLL(%`jG}IdIu|vOpDgL&qYNG;G*@e1}d2ptgQs@`;K!_2{%RS$@SE_8B7~(h>O+- zx~WT@-|LR>t+zH%S6Z>R9&e_0`k=QSYoM<5A8$Reo{Bcvl(#L%EIissUFx^pT5O=M z^to=m`HH^nJ*(#z{cu4gZN+%;NF#BnvGbc6iA=T8F1$F?K;)Bzw5b-w8ykphQnEI~ z{5;%9Tx#5Vx{*jkn=xCQ>LwD5ImvWe5naqR6II(-Rm?UJDHRv#Y5}ADa<5SZAnFOyqPH5n(*SjE+Q3^)JzJ~CdL+JH<3+pGD&rtSX~s&MA9}? z7k95GGPL<)Z7Ni8q?t(3Cr}i3b`v`cNpwsmh3h6lu=RYRF??~jfr$CEZNXS^sDTLC zineCDxV@RkVFP4wTQ?DlO{3LhTMJX%+Dyc-))WUDh$_ieNnIQ`7m-m~>~A2-Ng~@8 z_uSV&6lhl8Hp~=zn~AiotSoM6Ad*SO+ESU~=4K*oOK8GP>xsgqKGw#P;>Kno1Gl2M zp@C>7iD@%wi#-iQku)AHUW=XQA`)(k9SuZi0*pEyl=vhCZ;VUEneSD z)c7VTwl@&zB;jpgbn&|NM06yD9YRa9!Zs6So8q2kJ(1cZ1kQD#n~BMJ=|VLS^`y{k z4h56VM1^niLNpL%vgCx(f;SUcn+RF31|rM?xP?ui%|zDb#uTKR2*Zf~%eKTfuWlxa zw!(6F&3YoVk89XlQM|gDsM?IH;#CbqC>TN9z=~Hk5~*!-xc*l(5HX)HQqbG)Zzf_` zL5r6+5aEAy+X!8}teFT0fcczQPvo^GBr|?hGche*R%~k^!U52>z&&5uOoZ#;qZqfe4>X+XlVuFK;Ab*d(DBuP4HcOVJjZ6_>3iQaCzzBx{RH z8;EEdh{X#vxuk&zhICutQC`$YgaZ&**%vnu!4OmvuH%JWL}DkUNq$9gR$SCTtR0=e zvftW3WXWn$#D_2FBBG_SfHlEyCfK!nwV#>1rU?jnLARL%&|CJ0JLx{08eWKA?& zznSqW6RZ>W{2+I^y)2NAH2Ko zm79Ni;KQ{(MTzclbv&!Yod zhj;b;sinfdpn8GrB5?WRB9xT3yl@jkLrN>w-15B%~rEfQC3bysR;g&rB+UAC#_*oic0a;2kK!|iGY$3U#cKWr<503 zM#ZF-LI_pKAgIBeY~;}?;=Q9_B2=to9W`rh$0z{{FZtY zOp%v{7^b7gdnB{oIcJGdM*ET*uE94mKEz0qm`fvlSqXvXl`aTouCGUt)Q~EI?NHJn zm8&%TBrQ2f%o{2T)LZcm)7?CPK z#ldt5ZoDwy$1$uOACy0oGs!8!3t!WGvYa)~kpRTx*yo5+q6^Z5^<3J>p zF;SMh9z_N$N24XwRBJ;@B49d7k4ctQ6@`a5p#soXqwwtbH1m#IX#yBx_%7>=BBQld zL>)Y(m`iRdXJa6W$_nZu9fzq3x&kwx5Evt<4YNsxSUW1vdK3ne%g|MrDi#T}UpVQ& zsD@GFJaQi_bq2-;787e76KwJ9rL_@CC#WZf>rrUL^2K8ExFLgXXpIF0BMxa-xLB6Z zP;Q_Au(ZlL<`u1CbOsg+xAU>;z8Re;s1w5tNsn0{w8w4;hF zh*#I6V98)om-?&FoF2h3Fefk9e~uZ zQ6@s=;lIE%hqVqg=#pWMD_GFvPVjYwJA%PijJ%8huru8FvE?_ z)7vCwDDTVaQItw9Ruh8|%y|V%N0XO;N5unF@N|gaEy7R{;WcUH5SE(?i&p3)3uPxd zyuj`U=>&l_g3%!?Iy?=OS73o*1;Y!K_%w+Q8V@T9+YS=eIEx4=gg@Pp3*u65oS*`x zi6R1ly{}+T;RZd0ff9Sk#z;Xq9%+3Cx&; z!GjalSd)t32NMPVr7U>!{7oHRVEAO<@TV|U%D^GO;bI;|z@teD3!(`OgXi$cLBIo; zN>XT-gZ<%%A|CGW0?Ps)q)i!v7O`}cRHCE`PmfrMy9jkD;aRavbh6!ez)C?-5dj(_ zN?y_71@A=&x8N?Ydch{%zVKktr2oOuD***&wki>Dz%noy5sJkMs!64zW#pH4coCwk z2=f|&0U`%1b`~TljfL(xxKRVo;TSF94JdpN#ah>}e*wmfVP%jPkM3#h>@gw*gRrm)et{oEC$D;wd(|`Ft5^-DMZ0iLWt|j=q1cD zLa5~6ITR6VQo`rME}IG*!hFNl%IIKn7;n9`6Ja70@dz6s{1mES?cu?gv&lws#CY&J zShxrV;ZzYLB^J3=&`K&{)B|fhUJrwKTVR3!OqlR>Dfb z`pbZj(<$0|b7!W#SJ;b3z!*IQQzGK?5mAOftVkt{3LXWvzcw&f%dWC;x=?jQfCS8i zN9s`+!X{WW9g{ zsTfr%m`$zV1QAyv-Y6}?Dg<9$-`u#^c?F5MDz3a6bs!gJW18Sf#LMaFZ^yp6KWH1@RJrxvnTaC7^1;A&w+iD+nnOSQ?m5 zhrrvxEqlx10uT-bi9kw82*{SZm*)s772%j+4-mQN+2G7JfHLswuS*(fecNCR;i>^hbe^cbOwhwIRkc@w#|B&ja1 zUj_!oKaM$q zmc}+kCo8gB?}o`z$*%7hEjnE+9Ko!gN-6Qmq2+&v}9c*fSJLEPSR)2e&U6f@Fn> zKujheUpPgkL%>MsO$+N5{!k!(71-Or%NxRT5i!VkdJkXT7r1EjYk&H;2Yy`SeSy3$ zkoN`hzChj=$om3$Um))bFOc^I(%BP2^t>;S_XYC4K;9QfCkxNteSs^nEwIv$ z;QjCVPcK{i`G5Jf(ak-r7xmoK8h^vsFOO{7t2yEp&D(EB$1 z@W96hUfh4O@3Vcc?R|I8)A(@ySuKIZiNzNVE?&9#qQTbU=yluEq58&B5gwlCbeBBf zrUNibj!q|}=ZQ0`QbCr{Bxkn>oHS|H#pJoA*h%eQ&kYhayQN4W#j#~6M(kp197m>n9fN}j?7~Y9jw_s= zM5F=Lo5VO!!4ay#cC*FNS7Z_T$PH3Vg70GRJW^b#FzDhaU2nJqDUL2naid$rT}+-s ziZz3&$f1FohD(s*$g&gz_M&l+f@4jB<24-P;j9G7(nzYnL9FL2X#rL`k_)h3jw2V9 z&X{rLCy<$fJOR_i;CZCDQftx0QM%r62~r$hmSVuRK5;mMz?m{nC;3SDU^wk8kTyUEk(`8V{VpcYA;p@(RPNEhO~a+3CtFV?2082^k4Qg2 zMiUNk84i&g62J_D9ppGuK$1h95P>`lY|jg1ftV&m@QHo)*+(j?Ual%xmK-INV-phyd38GhCX+M`Uw6~fnM`LO zOb9UHV>*)#^kim|3>}(u_dp2EH2qD0fq_8x{QKUz^|*B;TaoRU$(A3g+UwkX*ZKE) zowe59XL-IX!{TNxH|~1b$kOU~#SjFsrzMCe;a^o*vW?422_l$T+kDf;Q5>%rf*^Lc z1W}{qD3k%6DH7E$hu%W82BLRL#U4I%BBQ0L(IjKA_6C)E6y#BOL2(mh#vE;NZA?}P zVw1t<{-3Sf@QNXX6a$U5Ub$hVKmHIU@@ngcTR7da)@%Ea+E|L?6+@87&IXrY?rLkt zZOmOpBG>mrZDy%4UNHnNJ6c>iRK8&p(Z__soj{Kx8WAY02@0UlZ-$-*w3fntqOE|$ zHUtO+np{x0Mq>|}O2id$xwMG0gSH@&>o7z^6NX5{~#5-C{Vim8d|K*C9T-`3Wg(F1I8^WH(wmU&r zCN8#^EYXkz84D;yqg4oGC5#7XSra;LZjhX1UK;IKuG*C;2mqfz@MSM`W zb_;Yl)j=nEbKBk)j@YKKr@l55)s+n9{w6+g+Zfw8 zisKbSD-#!5Orrnms=Cas0LjKq2t3NQYj+&q!X*0DYqi*Tu+}f|FAtBu?qk>f(4qJ~ zf}ZZLbqqY$|JA;my1zF3^|ADx!U$CQlMwjsAduciklsg--baw$M-bwJ`?SZ4CZF8& z^2zi*g7Hhf>Wq@kc+B$3&d$-=_HEl%dRAWsG`>dSH}AYI$r&E;XQ>f@B0Y4 z;$u#0AHi2X@%~T$AGhEB_CbvGjD4Xt_Jy%;jeT?M%VWQbe?Ifwc_2#Pnh;0`Bm@!y z34w$_LLecK5J(6l1QG%XfrLNbhKsHr z>bkLG;q>&(%=ALnK-cz;MsB=wwCnW)8=4|8Yajkw+ea|^*MIiw&kX$9Z=}3HlDLFG zLLecK5J(6l1QG%XfrLOpAR&+tNC>>*5LizHym)zmP5TIrKXT;VufOYm`+IR8LGR{$ z1ZR7`@`}SFF_aMaUO^!3BS`xQ(msN;k09+Mc<{o)(sXg6T)aO&aRBd0Tsx>F?IT!R zn3%lGZisus;yjxEPX&jL|3{vjm}?$YbPOi}jo&{vUB;~vk1eCanO?*uicQBE?TH6Z zG&c;SeFPIrXHam%R-Q*DcKOBm+{KMO#I*|{QaYr|F3b4zZnac}Xr z+4;x8N#rj6R=Q=Jixz+K^NWjTS8s-F*sO(_=jL&COq};3#Va^&VfihT+;V*P(cSw` z@5%S=^7kElY&YI~bhdu%@L77`!aa{2xbN`!hxQ$q-b=!)Kf16yRX6wPdk>rYH~0mL zH}~Pih?@>~z*|o7W=9_Phv5n0*;m3of|b6vjMQ!hC#$>M)=$xCY<1g+h^D)jpE!JY zditT=^ZV7&{j+?}^o9DVd(IVS{ey@1?mzy}kzM!A%x6b;pMT6=DCf_~$4;N$fXHP| zoQsG^K(c8c!R@dAvHRZhzT*dDzd$cG4s6&*@R_ua;Ctl}G~H)HAR&+tNC+eZ5&{W< zgg`*mg-)AI`_r2whzAeMxbtW_c?(FJ z&KLNtKm5V3{@$L>UrPM~-&10hZZ;v15J(6l1QG%XfrLOpAR&+tNC+eZ{%#=flJ^UI z-hKJx`?HTep85s;ZU{u;G9i!=(w~JGL-(bo6gV|Ly2+jQ;%Sv!iE5 z4~^2%Ye)Wa=6NdYRUE5@^TRuToRTP3o0R1%r0Yb&yg6+}KsNS$ht zy}g166j_~NeV(i&3SMVMWEU!l1PC*moo^?SxHwGL717y3HBr@#RoQ$6k>Wt3I#nc_ zgR1S=j1bq8l+-oQePZh;g_-24E~&_7s)@3$3D3^75viD@W>R2TjLq_PB7@3JQe7uj zXIV9o)D6|y!&`|=Mr^52*@+V@bBJn#jPd z$nL2inn_~nOxkR!f+(WITd2eCOA!gT*{%vABmqVpxAFtkMBECo+1(XHoE&EALelK5 z)kKX?l5A%Mkxmj`7e;4q*-B&(FjdD9Wtpue$~wh&nyo}?BM6-9Oji@5^U|5BAnHk> z>l^|mtBDGqpRZTan#fO;mNpRd!ni5ds$D2A17gNu+SHaQ$zrAYwgXq#(C%s3u}s zL9<&bi15FCGv(OL^FPKH8CnL%f>5+Z~(L}@SU%#Cc<@alD)Qq zh*R`Tom!Uds3yXf!PMMTL4?mn6ap7{VZch_v^@!>mq=La6^y?yw<^grBnYu|78 zoEZ4q?z@Ms8@Qw63xhv4^1t?ftoG-fW1auL_uDT4fvOoJUTm_jsrM%Fx zR7`3qgiwVHf*O32EqUn_@!rvb_)swLiP%o?+6S7`P^k)KZ64yi=-jxXl)TJKrGrpq z!KJ{IWkGn6E1^qfndDX!d9EoX)YaZU1#CL-NofmCl`vjVDN3ONX4E!Sl408ZrQ3J7;KW&wuEaLPR?3tCvp3I|A?FAVjZ@RD#Z8Lr?3BbJAN`=c6cm53r4E%|+o zS+GQ28e*6(J)R?(_0BmT{-<(Rp#8F$>|cgt(SP;qavZju7Sugrg9)v|t%BjYT#PC+BiQx%M{K z_)b}P!c}p9V-^K&5j$d~SWYmNC<;Naz7kAO&kApWbzmiBrI3XQ6bzOsRXDc4 zB9!MLR|YPOA`}wR0x(~Y;JhZZpiCPoo48N~g|)abo_h;XQOX)>u`{lsRwAA_LUXL^DRTHY6tkrX%-QWLXrY@PHE{0C_bE_l~QXcic)7z!1Y{S#uUy zT5CnAgQpa0$xY#G8Hl2?fcQwqVXA^Izziq^#t34=Y{U?{qXKQr!U`!EP6?)pl?2i+ zoOEDR!>Dmyavv;p2F3;!6S|HCwz&7)+7d!1s3*r7v(OUi3uW^7LI&B;8VaSMG=Ucw z%yUR6HxK|=T4f#ciWX(*3@jF8iJCi_cZ3@t$RI$?Ne<|9sf5MC1Y-kt92(9Q)tYev zRvnhdF&-3GB}N#e^7~hD!BUrbK`{&LqM(jb>ZOOXfDzXc<^kqc1z4>@yCN`+<#$Fy zI*O77aeHGHs0~5h50N1cZZDk{chD z5dIDd4iS641AaD+0xhbHuLPso= zooMm`yC0+z1l9;fhp^J&ZXmn@3I+{^7s_!pDIFvpRur}!B$qCs#NeA;KHt1Pn|USeDjX5(v$|QS+tb!OQF=3 z8imC%u*A@Hz=P-pOqRG0uPN~`)KIn@QYhu?ns-ECX>uq&1*WplP_R;C2}-N9E1kfK zNf6?X0vs;ZQ3TwYq_7~Gz%Y0YpBw}{ zfGH$}bUD}`jws^ECNHoo@Il(-WzeF`9gQI!Rk(Y^O5BwYmmHoIYNDg<#tjw2PPl_vfJN3R3~nAsvnzyZs^WQkC$EFhXxI+~aK#wIU9 z%>t!dt`_1#Tl0@QjQ@ST*2BjK$!1w03zj-UXi~k0AVegsX-q>4E}-TPPa_1%W)Qw;ED2KzK_1*3#1Iovgu~H* z3&iDCB5pwv1!k=bruI~0nz(v!x4FibatiZk9l{F))6rbOVZi8ni%1hU3z*N!uaJvJz*u?!lOy8uC87+0SdmH?72FDJf5X5)mtA4ubRp`901222 z?`+J%5H`W0DF>qg9gIc@*2F1@6vV$YSbS|u5jZfD9*+nmL=aQ3MkHC5*Npy$+Ehob zpsAQuDws{J-~{ zsDnWXj<~fX2;&(Pg76&h!~Gy^4~{`Sprx>9aFZ_7o^8r5LR2GQSrO7g1rRx~xHK#v z)8$GF?<_HiM=*tO7QuuK@Zfn#;jZH&ig|Nm7Q{;g=DMJ`N0Taqub1Mce2t1Iz`Uq!3}qMg-v1fSQ$zsg76p@A>0U1Uk;ZG_+;(9O?0KjV=Q7I z#C$*m`c5Hk0?sZ+kSK(40U}TEbc>Y?rO9DB3*4zz0pHJge7)e*K**u^Oyv%4UoZs8 z3JZalOaNavMW#c*Oz}wzdJBIj5WfoKHt_I<@LZIbWGp_1xAFpgv%mD8u6x6cKb!Ib zDKC)n0x2($@&YL@kn#d4FOc#ADKC)n0*x9=$_u2tK*|fGyukn8^8!1N78q~k1%BdH z|E~8Rf8!UYNBTNy+iU-@HulKqFO6;+nHm24@WjyD2fsQ<`u{`!-oF2O;6uGX-193v z-`9P%>&snl>io%$|Il$SE`K@ytlYe^y}!0HvS(+^tX*BRz>}Nb)w}+lhlz_DIxRMJ zNw1B|@z!|7(8`XL*F+}Y3?{F(6`_sEQ?rrHY6fHDas@XPLqPG>Efi6`N2wnz5UBd2 zQijsF5HXRDL@+9k$Yi4eCn!UOG>-{TWY17zMLikyLlo!?ZDa7#D6V&tZ|0~mUNHm| zx3y5b+D?o%CaX~dBdZPVTev}Pef@>mSoy}KK=D;A6p=~4sveIv1}}>ux=CYS{Z@`x z#Sl;&YoX{+jYPR5NhME#OD|pOVqlAW{7S*VU8y{)N1xj~Cb@NEoU2F0}<25n5n@rog!IMPD#YE#5*OkM)T27_^vLj^Y#LqKt; zg;H3`aVDC414f@WznRiF^-Ig3&NO-FM9^5rPGs90l0%}<~+1$_dhjls*H zxVG1#jiWeTF$5F`TPOyk^@&3b0ySkGEBR>nV5oNHXy|aLC83fX8Pg~upxuU}Y(P+} zN0F#Ra}v7s+nBrriVX(ic8>~fDuxE$Q~PLSki&5E672`*XhIQ}p@`(r0A?8MAV*CB zO%9EQ2=rkfJulD+0+bmnC3>q+3qwh;*vjA*qm5>2?4dxj=4MW49IqH!nONzK%uPkt zca?R+HuQXaP5ttGS%$^UTyEU;vXQ0L@roe`VoysDQNq8fvSb^Vml8xUv$pxBjiWeT zF$6*EZV94B%TXu;I#VR7U(TY-u5jp`Qn7~*oycfuYBb3hti3_y9tC+6UQpabnK4IO zTpN>Bg4krRx&LP?H@sp9A=N-*tygYX>5o4|iM-nS;TBG}to7PHq&Ak~c*PJTva`V@ zn7i8AaT{}&k;wJ^P@7q5j8_bS%Z?V84wY{hMf5SDa3|2?h(-hoYk~qO^qZll0bQi9 zpJ*!}u?+zNfhHFeuF=?orV?>QT(0iR+QJgqWE;_wtk9DTE^93=ueN}G1ze(eySYEC zjmtP*F|;!A&K8sED$Da%#$<6z#&)x~eXxzmI9@TdGVx@KNi^zRU8Bi*jB*T?Sd`O3@r*q^>DA&?N*fWT9GCr4{HZ`<~+ zf$LU!IPbr1Jve^yBL10JT$q>?cTSuNZgFDrktZkS+-#VboH&N;(fIvy(`A^rbKIqi;LIE*#0;ba+l3K6U7RcIJpZ zIJ@hKCl-h}5SEW;duJC8h4Ao+ji#-Ut3fO825YxEbZCAqJbm}|qqS|@w!M2~dlSY} zv+MAoaS@wj@0?hBw+rqWH-HH=;Qmo^ARm*Pa==9L4q(O;V+{Ayi0eD)^6Ok?dhe4B6eK2a2o0{y|6Au?0F@q`97dkRa^c1 z>bk8CM(vJ5u}QYt)oA0QzI1DPfq0aL?=MQHm4qbRSJAC4tUXY7Nj+{FF;Dv>y>EcAWcz=H40M0jH@-AZT zqH-KtBq=smZp_@`fDdUQ@ttwyR(5ud*0yikw$ig|Lj8;jOINaP&vOIn_|%cTC*~GT zpPD`9@6odl&YVAUAv`KB99=l@;G??_mQz!^wP0oaXz@1x_=A2~oPKPh?YiU*5F7b_ z=0eA4?e*KX{n%rxlD8pTeL;6|Z&;jPm#G)iMZn^$8ovFD^K;|(x~S{Xf~_0Cqs#NK z1rXDXHV}qu9_BEj4Rv!E*klry7te-vqqu7v&ZQW4OXG8HdS+?-@%4{x zu#`vL*R5+Kf;hWSz%Y-`m*eHxnVIpW(;=WJwZU&cbYO|RjnAJwe*fE!J~2DZ zAAa~#2;KdxNoD0y|nDB&M3E|e^R@@cEh%9 z`&M-q5{5P0B=!||v5~{$yN~YPe|k^8@9E(;j>f5e^ybUYwaHL51!L7ZM;X~-omUkg zpP8SBM9!TGh?zF40Dj#h{Y7{jQtFoH7n^JT0waN0w>aGhL|#BN;N6TrJA;sI?i9Xb zt88D~Ak0xxz6*|hExZDQ>mGfBXss>WE`Q&_$97}K;@SGK!)NJ%3->&B;J(A>AKG_d zdM^pH{^-K;RNdUC?>%hp-{2RbQ^0`+o02jJ32`Dr!=WR{egqL=*uI_fD~<-6kw+u^ z*!YdBA;gM!%Sa5`&#VesbcRjezb?2?$`=%~Zxm%scP~G2`0(`fL%ZkqtE2m8`JU+u z^;7qpE6(}{5AWT7{GlVe?wgsC&+ohT z=f3c#pKas?x<0faFVOX&lo#0Wl$L%>2)w)qJhk^N-xGO(m)PW`yg|^la)ENO^&m_c1ViTS8zH0x2)>qNGAoULfTKQeGhC1sW|^ zsbAp5YAH+o0$0*Om+}IsUm$i2rhb9g0r=hT7f5-5_1*BTyg*lc`e>am@R8s9+WD{l z{V%+F5Mw=KU#N|JVeDID-yHk$*zb;gX6!SYo>S5<34w$_LLecK5J(6l1QG%XfrLOp zAR&+tNC>>V2n=@J(9t~3=FZWsn>*HbE4(FAnmcaZ*xR)Y7hONpbz{fs&c&{QuI(L- z+<50`*Xsv1>`DXsefV$fe1WI`o27qx_xnCZQ(oZZUD)((34w$_LLecK5J(6l1QG%X zfrLOpAR&+tcmW8!6nTMozQ9_)z<;~@t6y9C;19o{;@rXW>3o3~utMpQguqLKK-x!; z_7UJXsST%T;h3JP+qfa9SUZn@Z;nrgI0ICyHL~$f1y;Itj>ID|x2+yj*z5vm98$RP z+(C2SgZsszbx^TZQrlt?>-{k~f#z~}8hlGE?<_Gt* zojZtQ7uyc!rg5lpAHf%&4S)5y-@NH}W4}P}*srbcBlxwrli;O!;7PM41QG%XfrLOp zAR&+tNC+eZ5&{WV0>oG$R|FNnKzQ9>XgkPt`+Bm@!y34w$_LLecK5J(6l1QG%-DFP#%T{}9L z@QTv-!q?h|uj%f(tH1d^#FK09+#c)dy18@d^!&of>E$rH)cIL(G}_Vn&^w1Z;=uzm z?mXW9xf7&K=L`Ib{?+$>a@)mkq<(>ybQ#m+34w$_LLecK5J(6l1QG%XfrLOpAR&+t z_)ZX5ZxCplJGlPqRrCwQ^99z<9US{O`{?)2=^HA}7g$W^3w$R_mOhgZcu^2Y=L@9s z1=9HfcTPO9aC9Ne;ba8tOq`p?(Ytux)5OJme(u!#EiAu2hSZowCDJV zJ;f7`o|VhH5AXBYDQ)eZ`3qC&J%#B#h3P$ok32as=hAx$XM>xYKf4GkvTt#Ew)$|E z6GtZ|xx8~?H~tpnB93P{Gu=FwV`7(IoX_3zv`_CTTq1Ad^JkCW|F)w~%ue%%A3dKx zaJDGV`Xe*5bIKeG{Dgh4e>j^UJ5h;$5^kys#YN({(y`Fr7P?@&e;- z?o^nG3R8sj%oBcHS_ppH%}g(+yg9&`|0fQ zQ?n19I(#M^oi+7?%GA#+p565}{}`D)p^xYF`F*G6_AWnM9y##Pz7tn=?%<~L1y(-t z$G>^wL-oH*=L@`8k8^3Bgg`v0oT_@7TiF(b2yd{kNmPG5YhP&yJoM zJv2&3uO0czk*|&X>d41O-ZfH=>>s&vWNi3PhrcrX%fml2{ElHaym$E4;lZIl8T!)D zr-q&zIzRM-Lw65N4D}5D(bx@xUmX0z;0Fem2Tu%64(=FJgSCO*ANUso|774N2IdEj z49J1&`@h})_5RQG|6KpO`ycH;*ndsmU-bR!zR&iPzK``i)ff8i=o{_*R_~X4Ki&J& zy%&3bxOY$Q8+-eE{Hf9uk9R-SU3A~mqq=Xy4W&N` zfrP*nAh4rrXXjd?Q5|D!vhg;Px|TGneWZdaC%LU#NwV69w^9kHq|S-VY9FkmGFw*~ zpZ!2JmDL3W_5IaUTGvWtwf9v}#iUS}89e{wrKm*PtoGgtDnS!hT?u^ek6(&PxXEho z*-E7iG`I%!xppd@lx$Mcx*?ePM=Pjgl8ZW{xT9yPsl2W@%W6+oP<5PHa-P+m-AWZ| zlJdIcScRu5sf5*~1a+l?Dki0=lgRUr+|;$RW20=)NdYRUE5@^TRuToRTP3o0R1%r0 zYb&yg6+}KsNS$hty}g166j_~NeV(i&3SMVMWEU!l1PC*moo^?SxHwGL717y3HBr@# zRoQ$6kxnvRr;22AP_!MJ5#oB15@?Uip4j?HVJ5k%ODeLNYND)b!m~4NL@Fk!nG{$S zW3#-S$e?nQRM&~sSyoLXbwly0qpd_HBeqni>_jz@))^7mL+!*SLlVG~%(W8%Y-2qI z%)qex-b+V@bBJn#jPd$nL2inn_~nOxkR!f+(WITd2eCOA!gT*{%vABmqVpxAFtkMBECo z+1(XH78w$7LvO7nYJ8GpJ1dBElJL4PI(y4jB7=abI%OoY)kImR_)fExNNogxbDimG zVsu_QQx!x#DRiAfz+^R1;gdWQ6+{^=Ibk&8)kIb<0Rj2(tigVH0RIk=3~|8EGfN zFydcXm-yrz)kINOP>1i|N`&-r4SOrH+pCGH&bZ2Ms~|$aV%)&8TPumw);V1N8!L!d zPZ%l4?Hj6zm{!p2mI@;LudW-s1McWG0^^bq*T@S?vXwmVxTGuUOpXvVM*z#C?^p8e=w)^hBU48HF{l(EA z?D^>EYev4*v#sy9N8Z!f-+O!iH9aRr_74B&;a~3h=fjJg&kf%>^oPCkLmwZ?hOX`S z+~B|J`TfCX2X_zrP4Bk{K0WYQ*O|`W>wc!|uR0G8+|mDy{*U!P9C=88UPJ`$>0TM> zEG)Ik=UQ=L3mWhcAp{o)l8e&F!c#9uE+{k9<|GK|Ey6fUih|jI7~Ig>2OHBkUO1u4 zkjoG#V@?QDNJtOk)cCyMMCFVaO$pqdvc~w5*_?W%Ji>gZS?zs|X-dX|W{z8iYp4qa zlagcJf>KP*47ZZyg_T}QlN)c#(v++ON8ALdgRlK$W12j-!DBdgF3v}-7hdJoNVsdJ ziV#%rIpc_*z12<@*6N^%)`lxB19P>HG^Pnb=bk#EEXk>2!W(B07wTL)lY7qMJp(f@ z3t2GbsS;jdP9}K4g9xVf?D@ZQ$qV{x?n?eWTI1xlCt~KMOrL0tCZj0c`U~oT?1Dz|Yg5;Bup@?v?wXaq%^rxtjx8}DefGxACb5na9mQSs4JB#3L$DMQ;?gE zk`@l5fs-=Nl`HXFTUcjV&X^AcDRL!4sd5#B7p}k>LIP}ITtV?{UAW?6V-{1C&f6ee z?h2I?4abdOg8D*0+>FP(SP)1Ikpe3%d?5oB0Gt&BpJCDyV^NFXT`||>MU*+UoETSvS!W5PMmWz!$*IGl(vljj zg~|)ugD-+|SRt$|^u`lq_}d$^*g(8?%E`D$kZg}HF1f-*0m`9d4hV$OT64@SEkw(C z$W?B0uW+fKY0Tolxwlcmoz6|6g31GdZbB<~pb#;~@JX(nm0IRZLOrnJngV?SHOS92 zd6BrCfQK?sN+B79Aunm^b4OLFrDjqW5XK-GDN86->4<~BG)4u>JoGGY%mPC|0Y(nc zt+2YxAy!ZtTwsl|oZ4U@FymJS3~1T3J> zDZ;iAV7ZbBT{vG*FN5|@<%b%xls4pEz`lr_Ioz0s9|%$uCNF$&@E9<`um#c9I$CN= zLvB=_moSSQcc5=soyC~A7Svi&dZ`@4l9m<**$@QmP*s?9=OL$#!lF`Oj0Z(4JTFuU zrM{;*ixxiE0PCypb;L^O0u~ht0D~bQ1Ob**VDWre7z-OEuskk@k$^mUFT0wvC;{Ql ztyIx+hXQ7$^u*yOm8n~3&9CucM7<%;MpE5KTZcN+Mu9 zqVYtS17i#~4H8Kta%Hm+TU@kly66Ici4|p%k zL$LU8PZU81?#7rh@WM7`$&1n!MRap8*$7sEK19Y?L~$N*7{W&AxG(d zg$5`W)}g$vIg6KA+ag5WU~tJm5P_1lj+HWC8bniI71!X=Di@wPSD;m;ylz#1|n51PG=F9z{y)N{jH6$u~4-fgQ3~BLY9AsIf3(rN|xp zykHO&<{%O}Aa0BCri78wxq$F7UplFwZ?A36g19Jf2%bft;~_hx(2(Q!r6o{}jv8^F z78C*wMMdBctSJz`!s9_O-S*}zh))r&5kiHaO7Z}0gs_#RMW6@22CaaThsS`o(j1n% zh!H-bv(kfkR!%i$fw6{M;W;!XCBnHfhgsvcG_Y%~hi93UI<@}Fh_!K zT7+Ahvq*d=Oetb82Xi3|=L&%ZR^NJr8(3u{xP)ak2w*^f9K)6d)EOWcrLnJCodqEP zZb85wA-KV!L(`bi1+){!7M=ys3q{0%wZS8R11g9baj%Ftqb%Orm<9d}`V~|WLw9CM zNJoqw4a|9Npp;k(I3UEV!5Kpe#G=#_%*egBuxDala~7yP%q1)VLJK_Pct{yTgage` zFd_o?hBc27uZJeVNeS*?HQ=KgO6GPnXR(klX~@}; zUE&deh@2yk7O?k_Y|i$t&ca}qaH9w*4IC<*jPh{m)+;=g;VG+xSAbAPL*?)^hNuJ9 zLL19^}-+HzEL{h=*(x|2)K~kYQ^Ah0n%3Fh4YCSQ#L3 z1D-@*6`w|1d4b>gssHlG-+SOS-=FdVFXA)$cVnu?V`9n+q`W}N3&c!^NqK>k7f5-5 zlov>Ofs_|Wd4ZG{NO^&j7f5-5%jE@j;IVb>eFXpVAB-IT3-yKm5e!~m`^UAhM@D~X zblb?x@aKmohTcB-)j`t#r~L=}{?WjP`g(g^&;QtSWA}xwuXKsd_jUZIj{W$+%lv0$ z$IA8nwUv=K@8tYy3&~GTG~eF1daBN;S)6sfJaKVDtHq`!>a}q>-WsnMTDf^;dt`7A z7?e&IC>q49V?cQcNheeSklIGMiWJD#_@b}{>NOrIxWdG;IjY#mB_gGqBYEcA7>w*S zIo`tLS}%7SM{&Gj2q?a$g(CPsZ3d+yB*szgB(b`$QA@LyQip7^LGi3`s3a(Yza&zS zNRK*+bR80~NaMCKc?lHP+N&$LsTcx^uWq4uwaJb)1}}}`de8f2jvC_?LqKs`3q=&u z3DSNZ)lrE`JyP5#bjKVX60AbSsuMK;+Lp+#Bae(sKQf`{pnwn{wJcs3ieO~5?S2b4 zD14$wa~Cmp(S~?7E(MCOYN4p8RE0uC1NAwAS}<~*B?@6VYWP8*{>o8=2Fs|eqB{Ut zZcHd+tu;sC8u?InB`BijHFp1R

IC-N^7;4}`eCf(B7>EWREK zVV`Qzoq9Bc4}?QnM66JRuT@Vl9>OM&zm8ZZ@IOx3;Mh~LvrG>s{BsDMI zgAXo>_~6ESG=IFO6&hV5cxiJco!B)sxc%{}2?QJImRG&vbsq1|dJT2<)mvI{Q1Xz& z2NyYfaFLU?Mvm32ibgw7w8~>u1VgJAHmB2xodM*KTie6q-Vv+E9qVDodekuxbc_aH zM%b}cPXrbbP1W4yKAfkhBi1?*_I*J1P3Pk3=3bnq2_f4itM`4tS@9$nA6&`B2Ul{H z4kQ=8O*Dg}LV%Ha=fdW@Sv}Oj?T=J1siNpcto;e+ks2G>&-0!PpLTz(PtDrzEheVy zp@$DHdida?C;QQh2#zaqWXxRg*D!52B^NiR(ut=-i1{++cZFA{^D+uA@GP=9V){ii zRTnn*q!ZI&yy_|cyFyF!*o6-+yYRtfm$((X;5S8~6(w|0Xg#;NJDm_iXw@qMu$l#3 zVbT2rqAS$y#wCm34YTNx%@O>GXsTY`d@`Mwud}ROeT%Np>_RHp=6D2(fpTQ+ zIQYKJC(?;S0Tf#l=;#W=PHlP=Dp-_8Hb-zQqN)1)W)@+d0ETsa;uQ?(3b!t}Cq-`v zOI!pZ5lz+eo4XLE3E<{iBy@#U7p6^$wgFP7Heh)(<8ds9<3DWLHC3GH3b#%dL9Gwv zh$@aPwC#>yS40yW>&Fo#a5(7U+FZ}3D`Y!04{fozFUYd>f4c9piE(LcdGzn6zi;H9 z4F8AWp`pElivz3uuc0IUi760MAf`Y}fj5f+)%S0{$2l;#eWH372L=&oee0bUY#C#v zoBN&fg23@^&kNoaqHol3!Ip@=e-p=z_ljKIYvS?Aje)RFZV-guDhk4La1SFEEohIxA)=|ew5fUX z@B&uWZe_|A#V_v>N8O9^;Dd`HKDY?#TSR&E=%Ae5X;ALcriz8N!?Xr=(RDlT5xGuX z{0JuLxP2Je9KolECTs#I?iS8OwSio7$n&*3?D{?&J@0(*_E7iPQyj<)TNkk5#w>WNJeaRhL7d-Wo;O{m6g zV6zc@bu{t01&(!w`nFQ**af#zBbX;g2essgL%C5gh3c_Q!9(X<4IP{z@v8IQ13Gn< z)i;Lg`)>hOy)L-$VO)Ggh3^5EI%~iWSM1Q@s{Ozw>HWurt^c$v5+fA`>y$?8=WRSHzvt>!l- z*0!@+Wn^3-RL z^IMBKRM+%%p~DB4Q30WAz8fV&Cq}h4PyMKT0>Cic0>g*`tleN(zd7{AV>r?R!-(>+ z-C$UsY;QD%@82B8KAK~zS?&zC@^YZEa|5k=lgcf;#@1#@Y;U#D-JzT=Zw_JaB7`IE zY%f$O$yb)0`qh~|i^bKcd&ITwMAo@iKP(fNf$eaGDQnx^A+9fP4tnc>20xo{bqjLe zBep=21n=>o#nm@~dwgxtxj)#xv^jwJ>2UT1=vc3Acyw*?dqlU()p@ip-Kpqa*z9*w z+tiGRhhTGI^m|0EZacP^r4dFxdb_Q|1E5uFv(M8zE6_U;HQMhHqq|{OI|;?&u5EXR z^YP4Puj`ggR4*ay5UMSIk2u!#4L;Oj4)rM*IGq>4HlD}f!|3)7Q7UYvm`wIeOjH@` z>Ml@Ik^2UAmV0S}IXNA0D*jN_?{Lj{0;uWCUw!1To*OQycbmFRmF>?tU z7!$LS!%>>d;Sz2*7s%R`<;wJZBtu=(z7?oYH8*?U`Z~(?ik}K+eZ}k>EWayfp^oTQ z0^N?A*duS--5IlSvNnNJeGZxzf_{5O%gmQ>C>?doUl){l&x{7j=HR9DH%(b}Rhk z%rRP`<(uEk__^!jYslJ?w6eB}Nw z{{tgdS2iE>PF=hLmB&t)AV6zTD|5e&&)m()wbt5ARNE>)bT=!%$cWgLO@uexgL=*} z69hkwBKg5#T#ld_H-y{OA(KuI__je+x%-t;B&siLKI%krwog`HU}qA6>RD1*wsYWb zsfMc)$ss0nA~UdP-Z`+k6XP|s2+cGHF6t>y0t>?ke@uwpIuSbEI$7C##0g^oz2-0$ zGOM`E>=wa#+yWm$LBha!^mhEj0q3^e9g6PK<~!LvszD%p33l5zWFt0L>K5O+qp}6Q z%_dF4f+DK5L+oyC?o1~xIM^|Ey8C=iu=;$_Kq4ekurdcr-I-jj4{tu0POR-^EC0X>aIvFxa1@vCJut8ZkK3Vp zf1(1_{N{GVL7Z92xL%J6IIOMN*C?FdaPGJD4S6NPH*7JFA84@|q6JnPZy3(a^SJ8` zt!*tZRKH~~d`Almm2Vjg$6H`1f6HJv)&fK6{$kj?dg;`jb~g`4hd!EkN8gtd<1dVT zVQkxIKK;+q*^v(n|MoC9_$Pyh2YzVip_iKum#{0&gY-s=KNq zgNf?sA*Ae}R5eVVaEi_uydp@ZMl@B|R6`}2VTyui5y|4IDO<87C?qC_yP79AX^Ca8MQUNBd#<<*+1vH?in1sOvm7@o2{VesE!EqRkiXU*(NvwR4l^M4 zGaxOMazx}LPEkZv6+~O-1zWKV-J-;%nt&U808BL$U7@mQ5ROx9i`Qja(q;J0At0}; zFfgM5O?_`x$Wa08TbkSu;4zRCyw5s%08@ zr>u#bXj9JCM3V?0lB^2`0M#tc&>#+gUbcy-fY>46%wpL?#_50UU3Ml4RlKn$8hf)eHtAxUDD_Z)uWd z3MRPC8z7{tP>GX>j^o0bD5})fG2cVLwUJ0kndQY9U6eymI_*IyohCrp<3ULvVo-`i z(``N8G|T-ZK$fjLx1X$#K};K5D1$m3aF?M%aWwKf|3(vWH|y#F0{%A zl$-!46CRW*XBh%WsA77EJg4hAu{5d}fI}1v{3e*DE-4yjy=YoCPYp%233MZbmO*uC{9x~`#}##aM2JAyp@+kTeehz*KF0a z4K{Z$GbCMt+OarU<5Y;Hg7RI0DB7@vif+Sj-i4mTn2&S0|9iUsFD9@?7MZy}WJtYNY2GZRO zWH_Y=@DY@1_5&V}nq(WiE^->N@qPlcXi5?>MJO63l@f3BnyN~QVF4`Dq6+ejV46`$ zx1h7MyP>2A$6|(8n}B5PAxg5QYW7tRNCgCwDdvQ#sj{L`2)1QoQcKhl;Wa>utAJYr z)Pe@1Bv_gy^CGM^FI%F?n|CpBU>1cLA>{h-@Q2VI0+KaVv$s4TB}L?@Oe79QS~o>b zfQ}Jmctes5O~|RdAwZ!k927SvX}rOKppr~vQLsgglkN^kNt_Y1CQ1sk;am@ZTVhtn z`Nr z(oWt=e>pHclwaD*>xo?uFKgw!XP3s#KxDB1IpF%a6*NMcm=)E~*57&OW$ZIM)R>H* z2FaVtxnjXjk)44XQLRAt<;)GHuS5>mmMKrqlUvwySy(2e)%!u6j`N&4qzFzompW5- zavpU88I@gGIfV5M%BWC3b;bkKX_cZiOdX!TyNs}h={16CNfjq6>>HdEwk5H8?<}+2 zay^fSQn%MORBi<5)W~SxsRZHl9%d3Y$dLfmo2xW$?aN#!7$i>$Fmm@pXymS^RPUWD z?9@@u?)hq<%*LVOia{z6?;ODP%gloTnTeu@ms&C)H}YQIt7L^_(+4}Ffj1IJ)jl0L zyS)*qTEh1>TFFDTaL2~3|5H8N=c^a|s-;GU6NQ`|5Q!9a);dNW`RdQR;vj6n^^P&_ zn)B70cc^1pwjZco4`9qHOqQ<~O98g`MdORJAvvV7wa5yp@E~yFs87+uR%~#3Uqo*8 z2>LnWZOLvKhXf+o4Tpgf$N+DM+=SU$l z7t{gwW=Zt>t_PaRZsBf3b6aO*SQqY?>BK8f_3W5m-@&$(-Fwru3Q^}N>_r*wMY)VS zAZum9&Z_M>0vkd~E13l*Aya1?We{ zk1cg%)NE$BKNDOSzEABt#2jD_2E|-ee3sC>HKA-+)M<4#}#@vz?aw}TMozkLz0}E`I7OzIoqC#xDds^^8TD&fl=ycWCvZPAy23F6E z5(k1(;VyL@*U(RiyI()o3!cF>^cIWz{441#q=Ma<+gc*Jro-?CR?nbAxBy&@4y(*l z_QmJ!E#6Y61!4&;qES9-w2I%ALTroVlHl`Vy)cY`gw-!{R@R&=NqHn70{Rt#3Q#Q5e0 z*2*v~-^#(tR>-fXHn7@#+XO3Hl0n$ODmD&QIz{iBf|V_)_UOh-aj=q~ZABmV{(sfI z|G$v_z{n?u|MAeT4gUGSKkfg+zW>zwUwTuiY;vy0NK~6b0QaY%`qIV+yc8MX1QJr_ z6uFUGxz8CSaMi-Su~^R_5lE$V-)}m-u<>d-aUwFwiI_Q#+x~%@B&%%c#x^2KcXf9S zw?(klDraZw$)#Af1NR1TAan42NAIPLTdnvfc>5;z6~i~0e=lv^Y=t0?(n@Pi4g+_^ z%lNid>XwD|`|h}88*vBxzH>0YaU-30W>?RSP?D*}u3#9i_pq%l2jz|~3*VnSVfXFI zcV*)`V<@{q>?GCNa@ViH&?9#>Deo8FceiiXO4V1_Hm>0^8=Oe7deMK0c7c|z6{o>t zWLh!lY6WMANZ!dB?VYOv)~AYVg$k0fVCT-;cJu{r-2%Xhcf^6`d=Z(5Z~B8VZ8j{` z_K4#OL14qOCE_n_tU2pPAb!FhxU3_7FUU&wf^1|knxWaEqca58pW3Lf1<~O4x%GJz z6__iR$y&aG>=cDUu`s=WOC9F2AIAVc7mE3u1+Erfrr37Qo%itMz%TO=-`X0(yDN4Z6)8c=o4_hoyAU0sb7{P5L-mNWa(#w*we zb#|eGVKj(494jPkDKC3_P2N5fJId1rSI*+RjTk>i!{6|;vjq;_BKOk9DrR-_7Tf9K zH4;XO<+%uh7-FEuz5BJf);;$YHi`_vA?zW}`K9$l35nrDvf3U$M=42}=iLo7#iw$@ zMA@2eP&3gC4V^@9DU@`h;BAdw^rLkg#~uq-j+AbOk?Vkad+Rmj?;HQRM)Z9fD<1y> zh#o1CD`6Dd^Upnq?eVXHp)~d8vhsZ!c|;GIr{KXnQkR8M9Bz-JU$Nkj*Glm!&Fta1 IHy6YIANRRDwg3PC literal 0 HcmV?d00001 diff --git a/database/sqlite/deathwatch.db.bak.20250816T093616 b/database/sqlite/deathwatch.db.bak.20250816T093616 new file mode 100644 index 0000000000000000000000000000000000000000..9a2eb1142a8f751f65840ec0a9a8d65f28f29eb2 GIT binary patch literal 131072 zcmeIb3w#{cc^|si#TyI26h%R_1ZlaFOu{6fc|SliGDw0C@lAlD2uY^T%$y-sT|)8K9<~OQ$i+FcXTI0@zVCeJobOvWcQRL@8M|0oA(f1nct;|c zOuRRfNhA_!{LlV<4FC7w{}KG(i~qeJ*0$A8Ix+Ln2S&$~#8}UFC3?PV{HvpXn68fg zY9%|NVns>%E#<-fEz?MgN`Wdj=*Rd8FsHfeJD5bTvJLU%h^LnUt4Xb(%sQr`8i=1CJcqHF#%trIfpJg_c}cF1u8$(3SG#N^XUgD`aK0(dM!I z{PClVvu(apV=a?~xg(2s_QF|4m&}>dnZ|IwhYrpkJ$~Bvd&c`hK0EH z==H51@)71Tlj^&e1}>6E&YYh=e)P1XCic`RGnF|%e*}CyeQ186p=5H_6qBUG^C#ya zQ-|gj4$U2&_hwbZa4;#1fPuk$g0&}dJfE~oZSW%l6Vub4ta#uRuF*oJSh^Yh{lS3D zgnQp&a`Va>DO7Tmn@v(sS73aQw8Vr8D&4KJbJ-FQ6Ivm;eA&@Y!8g3+WFZKiYo;1P zx-a7im|td|N%v1IO!p*m1&iJ&zmmr@m&sZMIvc-V4hzL)KHRcnfH`T_6F81Cu*!oS4hXZeFG*6xD@1K}{q$gKL$(=*x%S?Q0 zp9h*=;D3mXT>E_w`_k0<)4c-|laoCgygTV?_<7*=1t(msw?5r`rhH4cw}FQ%fi0Y0 z7*pat;Q4ocueU+=y2174!97Xl-OJ?E(|!FDhbCJ}qbFp%N5cNIss4$*dwVXq1a=i; z8E!2tn6#!RyZM!qHquM8mgF7k+3%C>b)!X=!Ev;r}rG42el$5fwFT9#%b~HPiUBqLV z6NQ{jv-`5IRBmQx`P(n;%evn@?LKp8xs)rT+gv84TGPQ&v9e4{(>$8XS9AG%8G~l$ z%u>-Hm7H15?3ueVg}%A#1W^uHm&~5Cw8UCYQ7dN>n%Q%_P?^f&RcutO=qcX8zL}kU zHG6R(J1ffjvIp_6#NEEl3!?O-U_8llPae(*ho3%rG=FyS=@a%fZS}ZvIR6|yc}*2= zUAtB~bL`w1`?=@O(euw;w2mx4Z&uW~m&-E(C&<&BHqFZ!L73&ZSxJa!V*csIGY^j? zwr$(?+USH!#w#lg^6BhH*_X|ED@x!D1l%wVXvqc$lIh9{ey@?-MRgU3;!&r=g1bx# za9+KJ@+viR1Zxnm!F>ebj;r|0$h=y-PD^v8758~GShQ@Ga;q#B;yu1f%9VMx+(iTX z3Ic(}0?8lty$H<_6u%C-^ZT*}`-cNdo!>AD+Q=2>9|W?{&x%dTpA=zqfr- z06ec#vI>{gB@d~A{3;%*kUW4xhXY;trn#Im-CwR3*9sOo*i$)#cnS^?*l#PvYtFL5 z?X$6#aX*>G65?Sl_5k??;Bo$0SatBn=Ry&afDM1!C>E|1YZ7E~&#f$+J$3!e=|dMT z9<@oUFVTvSS@FBrELeB#3Mv!Xc5E50TH zP4cWHG6A@wrp6MFY}>X`b|zxaj@4yMkKAfQjD#&EC@}kK->>nlHvib{WD_bAFZT{2ydVfbhOtoQ0!;Kz{X-^KQFCX`9Xv62IjQtv{Y=! z)crIO&^R^4cf3?AWR4Lw*O>-uD8L28TuihDbRZO05$cewf6-M_hR;#xP*OlcKqXd6 zYc#AB=Q1!ZR)&-_1t*Agt?^Z#rd%M`sFi^|%ajpjv)I59it}hG$FzBb@(h_PpDw&N zi`Y<~bsiin<|~=AjGK9v5LcM-=7p6kv(}!9eIa|68Hr5IN}#8%a9_wS7T2yUGgHir z?y9GInE~@=Ff49E*}~4bx)w@4LarOy)$t(Q6=|kuXY93n9=ivWR~;4F05&YT&n2ugZq9u6)GG(6sISc|o>}8h-a7Ki$!E{peD3JU z++mKcmOG;S5{bXVc%G4 zS5G6#Ah8}dQueO?)HXcy@JQ;Bp4yH>YA7|)-iH~jX zO-&EF=L~Sux^_EqJeAs&Y}`aj{u1yR>+!zyp^+XI7;x{FOMU3;9sg5?@#Oe7#{Vl$ z0sQIk*N2}S`mv$J;0ps^7}z%Qo&EW~|D$hr?`x?)P902srsr>ZUP^q0ec?_2sZM4F z6V=iE2Sia7P0^G^f#Wq|o1Ct4nkCx2C2O20@|LCvlA>6eVH*~;P0`jYOA<|0G-O#) zsYPB5o|ATCEZN)jlOD<<&&`VZtRT$Dim+5~mor{_L{oM0aSuMl&=j7hwqgsiXbPrI zZB^$rg@^!H6>OCXrlCuO6Kq?PB~#@&ljBTTPz~KyWVti=G@N~zkt8(?A8QZ6$C|3y z#~6I`pdSGcI%iUjXp+KfIx#IWeuF0~>S%wLoTZ+utwk#V0r-Yf@j)-`(I->|$n24;s8A!D{`G`kE z1>X{FLIg_%{}dhKV#}7Tu|K8?0xAYX!7@~t=QtwBm`$2(X}ZMAgg0z4#OW3@MVgiQ z8BLSI@Uiv~e5|QD`A!c$Ns3gL0k12PTUW-wa<9lO>1AJ3S_2eh3hGN!BPe1ZP&5mSA(5$(uT_D;79Q zEnT(+QQ&#iQgP$K5F`Mo5(B~;g0Bse1#woEW+XK%iB5Zvh)z>=@?npNR3iEe2W+FH|9g)?=Cprk_25sAvSZrZXc$Q%(>i8pxDR75Cus%w@Zh$b&; z3JuTXHbmrc9#ET+_%NrP_7ITl(Q0;w2PD*rZdsPe;f1=zYa(a!rlJ8p0m?<=DP{_O zF)R)9!jKJ3GE7M!Iu#^BRqZZxA`ck@r@63BblO8evPY}g2R$G)UBDFJILo3`GX={w zOvQvc*G6qSgejVVd82z{gLrVd>$a75B=-~b7LrW^e5@h_P+MQC8(`RK3 z*8pbV2>5~Y+I>KJP1WoJ9+2R+Xv0p3BEXRqRTWG@6=mI|JSSSjB!V-R2Bl zmMosYzmhajR0ILm8PkQz(3LWDxvW{HMs$p&@dDHi3?nmxCZr(*WQ6u%#1e2#XNFe; z+Q(}T!N(r0J~qzaI{^3uOW}B3Co&N=(Xz0uV{Xf0)!_NEDs+Ab?I&b@CyPfD~NSsjg~@EWo3|47N1I z5+y>Q4xzLyg%}*bGa#o>*P>!`ifU=l@&cU74!v0@7a8z1IXX_e4?Z}!P7_znj(B3I zn3x2d4IpjX&@ic~NhMx0@ySqh+cbDp<}gb*6>g1UNR&4SXWFoewk>Ir6yk83xq{mQ zk~G7q0sRf?I_*9vy{2lm&jV6ccnh*97`ke4oW^T5rn3RB#)bxhA*2?sss_Z+fRzSw zHCt3+HFchdlBtQEx?>CyZB`IxR89`Cy4LOoves06tk;u8SZdi4cwB45!ax+@KEU_K z9F{nkLPDUCz-yRB6PKMt!?Hx418rf7usR@6sv$~7$|55n^B185!T_@N5P+wW=_0~O z5a81&BEg~w9+)X6cJNN;3ZQak}PBPLj}oF$M#R16&2ipn-R1yqggxF z>)USPuk>;JH6r7$;mIWa?iv3A{!YAO{0r&7P3<1|7kw9dpBdTF^VQ*xjQ-}}4=2Zy z|E~WVeSa|a+5VsJ`&8<`4gdP!9}Ub6eKGmTv6p(kHuTEK3+Z1RK9u;Y#LtX==fG<{ zcSinr=x+wMkIoP6O_x(Y+dq}O(6_C3bL>w>K0W^B^mJ-v{OO(pgO}I~@9Ag0w>sLR z%c_l)7U+i=Zm2Mbf<^>QwG2*%B=T@CRD)+LX?Q@KPT)N1%t~{nM3}#J%o#;9ZO(!h zXKAXg3D6EECs?pekaa9KVEAn!sg_ACN;HkLFjILG;>L+kesHIyqs}O{u0e$m83u*3 zO*kx2&w{PPPt>4uR7_`>Y+~}ZMBu22JX{RijMODlw3yn~jyR(bK{Bx@s%~IaNm&8MN$n}hl)@n=w#SmTT&>+ z(q4x;6E#2pCjo|nh?KM8)Y^uq64*Iglr#l4hCk?zV)MKq0XAJVc}=34#Y+Y?v24Uj zhDeHrWtk{JvFfm#ripbVb3mzVSa_+zi*wE>ESv%TPkGDcoP{Q*V@86kSO-&}hOfcN z(m*Ka5gp&f`wd;uWk|lpsn&a)Q51CGS4~iDtoAuUHwk=OPEj<~G+@0|z%6Jd%n*;o zm~LpY2}ACvZ$c$Od&U_>=D|P22n56dsN++Ly2=}HjM*X>9uyY7SZ)${rJ`!{R3mVo z1h7;AUj@VbHfI!3w;)My{}7eo@LrxX2vC5JpmEeR4ZKyhMJOW5@d_MRRkBP$mPJdH zv96}-0cR9PaN)1XifCimYS|D8lOy;fDj=AsgLTko1nL0cATU|L!c8ZfY9ihOR=md< z#RLTKqre44RSd&632zfhz!THNx)jk436xbd5rGg6TE@_z7ZJEoWle+MYU$1>3ZO+O zMT2{0UWl*CA8?x%UVsHFJXsNI zD2Sa7!80%p*bFxf78{ck?il=UP9my^xDSDSf-E|ts2H2VONR_lSrdtFD4cGAJ23c| zJ@AwjC(F9fFWoH!2#)1aalb}yzMX_0w0qy|;PYSew#`6e? z!Oj_oM{!UskbV)4HgpiAT9pwhb4C#jLnbP-=$fR#O@b7{dsBIvLQ^0lh1iB^i9{9+ zkW|4mVL?n#Toe(nv}HqdMv*C|qXxc#u&Rc|h9sDr0bfdxp#z{bEP-e;uOz>5N9-b#4apE0|-`GoWdja1BZf$Fx*tN01SFK1s*0b1f9_k zb4Q`PGYb4V8ybzW7!q)SPatzDf*Yz0!m5b4LS?|2hsf@~J$z?9-)ogi=+kjL6`k28vHsGuKQU4yeB2DSmO3QJ)PZWZ1P ze^s<($PlkV+%3&w4^q>D0+*p_d5i9LMgapA3yL10Qq3^{vI-rgfg73%`2_mV))e6= zI3$Ev(4eXS64{auh zHr8dP`lK@od^r)eS;wRnuo{DLgz<%Aj6es1=HM4hp@n#YMp-Z#`oe(bhNVY<12czH zo^VD{un>XqLqvqbN?3uWr9GB(7Azf>Qt)Rv2`dx`98?Ro5HM+>li?>Qde#}m zFlAVDi!v8iFnKonq2IBVM96?5C6~Hn*a0-*NoxC@QQ$9e5;g;PJSD*s z#S$7V*bU+c(eNMCCxPP)w-Y-bSkNLug;f9?DMf}k(2c{+DBXsNMx0T)jpg(?qjVc= z>2*fwHX@R8M(HMSftB;PGf3BlB){YOECpv3d9tMDG*a2ra(-Am;x~cVhY3* zh$#?L;Ps@yeZT+j+y5Vn_y6Plf9DiIy#F8X|Hu3P@&13j{~z!F$NT^B{(sw>fARi* z^gXnA|3CU}LcISUeKRNC|Bt>Z67T;vUtBKQ{K^v8!XJ$M~@aNB?T{cSpZ6`Xi%vM(xq#qx(k3)BidBTj^g& ze=_~SG)W&$?@kYo{MpEFjQs4#Cq{0Lyg2gANOq)e_&<*C9RAwyPY-|ZaAo-7@a*v9 zxH6m=`h%fg8TyH#j|~-v&JW2$4-bB0@b?CPdGJREUmJXR@YLY;f&V)2uLpicv6-rNl=gdRg7L8HLApKNjxg*mJ%Bgy($|SHwTvzA8ziIaO+E)!5y-t#Cl{e zhjb<~daDt=xE_kz{S4-Be>8QV$4@JsT_}_}B%lzNJ`~w0@iV$2EqySuQ&47*aA4_n zM5lA7&H z3y=)Lb4w)L3Bo%3lyEV2F`^Uv)N#XHSXzka1Z|}mT%cGwAKi(on2Nk~F5HR9hFg#z zpQJ6Fjqb#-y0&yCqElhCMGk_c)2%vjqhRS&M5jE<$ul@>yL2+5Q<}v*!wtiw6VaXg z46eN`JsZ)%A z%fV16m<|V9b>arw(p*F*BmwCJ6m99f(Vakr)0du!=tP}YWblyrrEiPwRPjx2=|Ds$ zKg)@@R;(_)r@0e_!JvnbjAluX?v!V6T6#%q?&OgMO2lPqbxDox1fG~>N<=4a5#t&* z1Wb)PAEqFhlC&a z=HBQ|2?mc}dUtatq)$|#Z>6QF=uTxu5S67p5uFe)ZU#5BmUc&W^7@RZC`<2(=mbBZ zq#(CXMR#IYO`GC3EG6Y zOUlyzh)!rtNIX>P;ZUcSn8L|nF%s^CLa67C=!@uN$rzlx4ZRVa^{ff0$j(}}g5)Eq z14BOF1o;UXSpr6f5{d0d>Nozv*cZkoMz5uRGrf;x|7)B3?<;Zszec);IR9Uq|F4!r zvD@p59p)lo5(gs?=l_fI|7p{_lY!JR&~g4hlt&Mw7GkNZ>JCWV1UeLp^Z&*9{}6r{ z{(9oaYT7%_|K~Y1$|Cck>yEN-;&|;5O>g!5e~8e1I?n$mPjj#tPBv=<6XX1UasIzJ z|DTfz|1?>l+1c#3a{fPmc6BcZFbcK!VCqy)@82CHssD^9z?a7!a-snI$j65Nbol7d z=Z2C4zdZ10{|EYhr%z3tN)GlcC;m75dF%XCv+wcpEOwh)tq7%`Lp+Wk5;p~N5pPZ%Z1=;HKXw6MhHF#q|+YJ zRGrj3B6gd(E(ByW5g8orEISP7>>TR3V61 zdqh)pQt*h_ZIZ(fkS&M^IBMHuL5i{VX843^miLG#cbPsh1YbKM*0<|I5V7`%rs^c; z5wY9sj3FRf5D{>=JBH1`go(%=eXG~NQLEX#9+$gKOc^3zOD_AjR{d10wMR5nC*SRH zS?)6LWeCV9F1v8JySvT6AhTgZ-_#zhW~V$NB1L6a88t)jwIO0-mpKTL(;m@Oo!sLQ zvD<{5At0lP$l!1{x|@LsC~a=md9<3{?GdrtRG=aF+7Yq7;T{5#wMR5nC*S1}vD-|e zAs|~25hsk?J^v(%U29ud3EVH$$39TDqi4?+;J_K2qH=PalyG_0tg0CGB>&GxcK(h9Trs`zYBVxC?T|+>&AR^m# zb54RZ0~4Ok?9pm=mq)~Iv&M$tYeU4wiIgCaPJ2Yt=*Y(s52XG);jQ%tje)O>zaLS6 zM-T=0?KD3y*?*(&|LhZcKc4#Y)am3;Bu9Hz694?Iv-tNQsb)`m#73fB6j(qGX_e(r zM=bzUX;LH`shE-58A;8N-Ed8GQakuIOuNMDWWJ{Gb*QxzpOj82J-lZN&4f_}=@ z+9R5(lczk1McQFR0+2ymWtoFHB)evH0d?d7my!P+De+AdXhSwm8+8P9Bo#MQB#Y;e zds#=$Uu3Bd0U0H+9(?S`VgxV|P1T(z8GIsw6uhFL5+NrFf{KjVsNlj%C9vemL`Q)% zq>M-Qe3tl_LmqXIP3EYE#P>Y1W~)eh-BecU%1Urw4zSfvOojkq?Ga7Y>>~h?c?1*;5fqd`a&c70M6CeTU^Ng7 zWdBEUf8^#CQTIJI@6>mCsTWlr-Wb|}qaJW|int=&PqVp(xS??^$TX_2*d$7*wE~`z2h}eeHtbCn& z?IcJ^r#+&nIyvWYTIw>HRS3vvPP_22n=cW-L^M^i@AZh-ZJDePeC>!>zkw5ih_y#F zRVSbEh}dlvt`LwdhzK~`OF+%Qg#0jxJzC9vn@7ZM>wAUZYe&TTWuy?0tUaQsI(fh& zVz=ePLO`}4BH(cELp1{vb|KiK!-LxsGd*8Tj7_9|ws&)UZSiru2#P$DL*Z)gi zNF3?u)(L*=)&J{u0sO3!;G$d2^VX~X*KK6wq+30t%NWQBm%4AE`hVR<#7?;hQSM9q zKLuM@sPM)rm!UWgYT7A^uJI`QEu!QY3c#Vv9IJmPvC`@?3N@py84Apy2px*=QOfHJ z4lLd7yubD8{|P9$Do|19QE`+*^-BpQv{9%K#ph754<*|uYA0(bHfo{55Tcr_!lJ1e zD1L{)8_KP5iw<47-Ddq(t^dcP3@Z*AP+K<0qjb9kbwBI>Nr;4^ij;)n+bFdPcGv{iuv(-z zA%Y5?s6uO?S|Eq&TBv%9N{$wfF4XuGY*FJR^Oj2&?4g?)k$4HENm2C{ibS_iPZe=s z6ZV0_TMWz~R+S#x6DYihqVIUrGIWzCvZmg2MnS>G`%wQ6@n&!mg+F=JR7Cw!6xc*1 zWZOUqW0jx+GB_qXWsygl3XsiL7EEUH6- zj}pq->N1ZCqACZ)V50iAhU&kpex=Mqx(Mozil`#|YK_wpqNXj>WV_uHbKczK}>vyGYkxuYznA=jH1LSRgAf( z8dM-UtC5PLoG4?7rxg@~#x@gbBr_02RAaVKAQnoU3W-f;7}VRAFwF^SwWIhe7=@Cu zV2Ob31KvWJTU6x4K)iukq1e-sP@)$xd{#MHg<7+zmRNU&VcbKxT|>o7QPCcyX$i^; zE2tC;bpeBcqOYcoWD!6XGKGrF2C9^z`m0P)a+)Z7;@e%RGf_z$MR8fhSrEoR#b?t- zm0=0BqInrg1*mW+d&m?FYIzdu1qwDqT_LFYD{=Hg&L~~i{~P<0#C(s@W&J;gE~t@> z>bHu)ql7&O%jO_eBoTG1QFKp5X;mJjhEcjtLit&g?WR~Z;8`de#X^}}LK7dZ&7-*f zpQ!36u?Kl_ih=iye>w57o^I>^xid*Zk$8wcio@HeDo;@m8{2$v5>e8Y0}n7=bqh+& z(6GCV8ET;{Hp(KRnlWc#|5izS#Nkml_5a`&h%9se{17!T@dd>oIE*6+*fv&Bh!H-S z1n(4Y7F5)!*02pOD44gXhbzH#g~CyuTe4aGKR)@1MC!@$FZF(HyfQvB_8-SS z)BDW8+`w!7KR@UuZtuG|dN}<*(!Y@UN9j^}-^hRHFOK}k z$kNDz!@t(|2gy$ie|Y%d(0}j$#?TjsUP)a|{@dQo)PEb=JNQR~KRkE|FN%L+3UovP zXP#L$s-Z*CA)OUA$DzJ$ibEP4im*!(EAP!)DCmqT@+fX58D|BX88sH6_-qA+(F?hR^Eiztb% zCBD-cM#Vu4YEx7vmr((g=!kt=*cOL9LM|?3ok3Z9r%<}aqcl3aH`E!&NZpcuTA*J=BdsusAbtVuT0g$nnH<6@wU_IIJtGkE8Onl&Cs7 z$VQ!Ov{KYa$H^0TvZ&#X%Hz-|aOaq7f=aGXZ!qL2rwz-m!Zhg?>?qHvx<#zp&L|rE z0hEx%k_9IU3{4x3a#1A;5=oCf1AxrRgMO2tq zO}rQd-0={+I4Do%O29dX=Y)}ExJew2oM?a-HOcX)nRiBkbHz@cz-J}wnxO*!2FoK6 zM|d=m@(?isADSIgf{O(IRfhiuj3K~-m3Wjww+v?#lt@Q)U)=!FbxBuk17d}8@OS{rOI_q~ z$OlJgbR6-Ku;zeU34!KN##huRB9};5oyFMCNVQC+4Q0_iiv{l@N`jVoj}g8=(RA?qbm;!PCR3F-g>Lcns7QkTa6w4V7YI!b3jm zjzV#SOfzjz8D23&RAiiod;xV80W1#C8K#Ey7<3C3TKGENW?_|QKvhulj5A8Nhv-f_ zqjYpBO`t`Gq%g=>r>OgM*z^!zH+Ix$;E*xgZ73Gpck?F)w*0X!LV z0ZhdNfWnX<1QeQ70`pAUf&(X0EXSdOpd=uVrYXBso4dVX_#Ouq+HDQ>!&n)1?fbc) z$WW3pREwl(SjG`THHeqWs(Gu-V^uVsd6P)Qh$T3V+cA?OL4HLUo+pZfyQSs3b*$aO z+THHTD-K58UdWQ1QM%oieQ#|P9(Ks2h?}s0F@#TsPD4Np3d4Z06%`mtfh}KQ{B7Kl zGND!omcdw5LpKo49R;S$hV|5Cm_o$GP@s%6Nld4MMIsqiIV9ft{BG1(uhnPS^$uaoA)Wf#p?0vLqNB z8vzh_RBizbkW{0%prz?>bP&6MCxi97LZDX>&$XGMhTo@3I9kbq7H}M>t|175;Fkzn zO(tAe;Ge=><2YWD5Y$0DP!lC=E7%B{avP~9gvfXXK zZf}q5c3{zEywl)i_+SJ}MF~M1ME_upAtg?LNY*4#hGy2_z@P(i3|&f*PZ)w>Yx+BC zqre3K3KHxQoEr*)Y6M4wEm#{UTO5sr_rk;Dz+Qods4%DkuMxPy<7BdU%ozpt43Si- zSj=@7Sb*|gO0{W*fb-o1D+st225cStGXWkBW`?30z>qV+bLR1ym`R!elaDYw+;Pj9 zWMtBXrOT7E$7`bqJT~Mx3oa$1X3WSaCXBkyLOCFXYO~EH7FRY5LV1J*IcN(NZl;^J z=RtRrZo-S8#LjsCzgwZ|_IT})c>h200DQdvAAPeT-v5uj5fktKD>(arc#U8ZY`JL^ z2NKx+tKb-lZZEL&&M5KzzksMAPJpP0+gUa?)21A{bbFn6k26ZV{~z!F$NT^B{(rpx zAMgLi`~L`f*b=t-?o<80c>h1%|LfxB9jB^XTMdSVdx6S_lXwR+0MB=v+ zPR_r_M?aMQ-Sq6p-y8mahtCduerROy>cFoIysLk`@Avw?t@j60f1O%Nej)h~9{;U3 ze~s7%f@=1rml*wBbosJKd2?!>-Mr`2*^;f zJ;2bYMI8jhX^&{CPOf@cE4sbH*#ui9oNh=!4&izUZa*-!_K2qHt|Ei)5E2!3d-yyA zAA@eyDF_nCD^-Khtpwf-kU#yW_h@yp;L#B0?7BMI9)gh+ELtiz!H2}HZZYx@e5^g9 zsXCeW;Oq9ddkDUW%p@R6qvUxI7^gj=sk-Z`$K!4f(ud${&0_|OTY0@1Ab(QI8ai@y z(x}t0%Vl~9#t0gsUQ?s^yAM9EJ))_)i+D8bc5^udUke)6U~%igHv{CSq4#KY*OCWg zx0e(;gb``!Q5R61!NsCLzNT8cAM9FFb@Ec3&s|x)wdoz5<*L;z| zHxGS?TPs~%(FnoU%HZ+P*iL~sUQ$9tblQVJI!)Ed=R6{Idjli{WHb@kOHmM+6NeIXmL=;dYaYhn^ zFnp{%1RravX3u*>?DlF+2)=eigo%@8a77^uBx?@=$(pK@=R6{IdvhlQWD6qVrQ(dL zG%=aAH^V1Zvu8ab>RsLm3c=Tsh)C0mvf!|Nk`^Fht=$h~t*JVB#v`KM<&~olkWoZ* zUkWDcQSb$rTzfRm2p)E{Q5?w4SRQ8tk28Wp7Ldf8?;HQi#K8Ek_G2~r&hg(K|JCt- zGyX^8e?I=#$~=g;#|2xO7Jr?hn7jM zVCTw}6`H5?A|x{vA)c7=4|mgExnqx$O^f_3OWk7=ezgC ztnluIgD++?^ZPSrX(7XN_?JDHIg+D!YhPxOl2Wd4Wnbn(;W}%%ncbH)^Q2tH2(4a% zN6N*ulF8n3GItGM&&-!fq(U;+_!&O4ikmap+buf$`V?%CW^uFESIeZ2V}iDpxW`ifaXn(PdTFv$vbuB2bQKS{Ksk#48Ys`Sl$~85LGQ z^-R&uRF-MxJY6Z4%HVw&a#C6=6D*B0dyW)KVCYI_;d-%TP5B9Qq?Oo|ax1w??ivl# zM$4RcWk%Vb*~@d8N-?vXtL)D#fGmt1Tav~b*e@=JDXA=9Clzx!a|obj&adUEQ7m4C z&?sv5cH8a<3Pm)nZy$l^?C#mIcb)gorNg-^xeCc=j^t7A6w+F_Lao}2dV-PWEaaz{ z$2^+9QLN-lA2rUiXEV|YP=9**>FNEMpy){ZGl%lI)eOHMJjoY{g?>4646G{eci*-z zv#?qs{+ShenV&+@^G0knp#ol1n+Y{OoKBnpRi@Xs`>As1rkO7mXyz1~Re72@N!AMH za)>@V8GTMcq$^N2)3s-s2qbcxLn48Z2-ny$3$FM;I4!qN7nNB{l2Lc9(`+y z2(2g*$mrXSB17rK94Ioi{#1Y>#lkfNnR3NK<{)hn6-W6VqvYDn){=ruMGaYDgsACW zj}Q=;nxF_S9Wsm8F}ECT?x#ucHE#e#CI-_9b$8F>Pp#`gimVv9X?Ly!=FRwdT3)3l zq~ahc=S)!KU@>255)6+Xl5g%j@5+WZcLc3Y6TX=yo{{p&i~ogNQbtl*$O`TdHrt+v zru8QW(uo5OWls4i!_d95R+wIZV!0ZcG#wHL7a<$MQd2Bp;xq&%ia2woxd!7)>$d#O zBh&W&bVA3J3JDM+6D>_2En3%a76KB~cN)sa&&!s=BYyJ=Pk&!JA%iNrgU%hJO2#z= z%`~YSh{zcw`ZR5{%AFnk$#d8fdYwTx7E;K#T#u zfGiaAIV*FvRD2mq2iB@dSZZ_;pO$Mz8g9$+kfwna_RMsIra@PZ7OUj9@^bf9;ccy=|lcnG7Elgey!|S@sKs!*_o+#glOUE2xaYwkcbaq@25#Ic{7bEKR*@13n?tZ zAHMS{`+MU>{JnFN!`~Adr}6jW8&?w#SMedU@d5mepGP)F@pr$|`{?FlEdSrDJ>Q<_ z`-h|782y)Hzccowo?jZ{`)-f^T;Kc0|NYpG@qa%4Q{&$~_L;Gdj1|VtkC(?6#`len z_kN@I_j`Z2_otGdO@1U<=>6W_Yspi+&nJc6_x3)~+n4&?(T|N^r2n7vSJR(P z-%3B17SdxQUmy9EkT9pG5q!6&kujk;J+RG%J8fGpX&e6(DVH-_0RS{IrN@kYxqR}!0>ec7Y805 zNc8=F|9|TL?fzfx`=!C38T|C{dU076?oqypS(7a;v=3( zuDvs*qTRI`uI`&&fU9mUCo7Mp_BXzA7J-Zvk~vzU1uTz~rEKb`uM_45PCnLy<>mS# zued|k;xDI**Bakm4RoC-k*oD@6*H+rje(CNY=G52Dc!6;PzZeYNQqpjcdhJ9$&K$~ z{ccis^`3k=s;5G1JDCggxbYlk#h+Y`>RH7EOI~?6B{tsU#em9{q#Y!g8yq5ea~VuX z(umGOI3(}BN7%~FVb~X=zV5O) z`9k39r{Ff^rV#)`=xI80irmPpkmS<4Qx_X=4=-$|7g%VfTq)(Q(&VMd)B)e4Y#ip! zKev{@N(#y61Gt~eU0JRam~jLC*OM0mxSu3t)3L$H=K@0>FW9tHfJ&`le<2_Tj#Zg< zz2oF!b5|`^kz9B%wYLGL8^B1O54>pp1~u2%v_TMvvEW>QhFSrF^OL!YnkVtnU3!VzGRxkyT@5zl>@fq8fZYyA?rh4?5UuElc3g(&%@9jWQ$VS+$gA#=QhzmDag zMShXJ-F*&&vIy)Pi@6ry_+aKP(|kVp3%gSDwMQ26xk7;;aA}lt&y9INEd52bb_Pea!wXPHo(DP0BXSBMAk&w7mzlB-_h zKk^#qS=ge6+s`ohJxxt~9gEjIR_`w8pJ#vt+7S;cUqze|$};)Cux~w23!u^Ba?ZTU zyktZmlRx=T>gifL5MH4-T~hr7BcS^@d$88}51A%%TaPgU7C=IWvY&e(wLAG7VhZr` z4F) ztd4l#v)<@+2oI4GS;cAVp1 z6e{pAWQ=+Y`qX%8SJFqdpB_o=bbbf9|L4b3bICcZ`XNqat>lOmV}$qJpL$p7Os)TD zF%JqyKlVR4NaE#Z5tOxa>~NJg!ard1g3WKZT$D|oQVx@-COe;G2>C*_3ubYx;&hgh zKRA`TP!nB82G17_NH=0z^%>^T@$Ux|USo{4Qt}6wgt*#8LvTA+&XpbAlKd!}do9$? z$=r%jo=Se0ITr3C)0&32A|i{aM>7Ypo`bAHMI~Qj^z)waUf}Eh4u|$v5u?l;qxqHO z_p?cHgcbk^qZM>YA#<^qx82@PFld<$ammA`vNLy+n`~Ab&XFsaFH8rqv1ldv_m}`3 zI#t_;snK-9VX3$Avq(!Txq_p(YW;Wg)LKI^FA}I>rtJa)0bTEzE46z z>bj@Z**BBx0dQ)j-Q9n1DDv?D^ZfnEYQVEQbyW)>>caGQL(ixY&wOv_871PG?+HC4 zM?CX)LeEGM&wO|288PCS?+QI5L_G7c&@+6*GvDb4u4Xi6_pE?mkmGyR82;@6 zON__V%-kz$xqO}kpZidFIE9(TYs}~H5BI_FW7wjgC0f22eC&4kt&;0jg@^mVlc^I8 zp#pTGYas*gd^J3n;O$feUwSM291nF5FAeG_Fy76_QqMGA+SnAVQS62@%$A#E$?J}f zT)I*sHymG%nV(|u8uV&8;29l+>9*>AdOqOe&%xYJ!zhDm-s<9N;LC@KD+XaPE#^BV zjlguN^_?i>Y?>qizZ{AqS17a1yX5-=9;Va5wt|z-I-XVZj%f0-ntCPa(&KJ63X|^( zxNDxjSaUT`2V|$!mQnIlKxZ5Z@1rD7HW9(wRY;x)IJ3+n_J!4x#{-mg{pDITIeE-s zrZ<~dpXX~I4UFk|ptT@l@(2qCB;N7nu7TsX#}tSu5K|zgKum#{0x<<*3d9tMDG*a2 zra(-Am;$da1=#+7y#9ZEX&jFpQy`{5Oo5mJF$H1@#1x1r5K|zgKum#{0x<>NYzoBt z|8F)2;`hfCh$#?LAf`Y}ftUg@1!4-s6o@GhQy`{5Oo7**0;8j)#AxD~#Q0o#ZRGOs zp20sK_@n+`@B3Wu_oqIPe7WZ$y6~sx%ZX?4Cy}Twuj|McwQF$4M3o{L+xmkWr=6S} z6L*nk>PeB+dpX>4M8eVaeaORH-mfpjlB9SSw_ zg|x`Gao4HFB9oDHm}NumDASmSzb~PS*R(#ianegQ_C$ar;VUu$TD;z=#(XsK(wn#v z>CdxOicD;rcsr*W^CTlmSkfEMA{XfHo{0nNI|IVvc&O>!(;2Uhl4{ccawJOcT(`kA>WrEr}P*z9zEN#L8VHU-OyrhVK-9so$*o zk~f6Y@Uo0+ZM!3kRz%bK0~?2(#B1B9)+c2@*_;d7og`j^^m&d+3qP=%ylXz11>fSQ z(|P2NadNY`$sv%XnB`oHYKZZ}}opXwR>#BC#=&47lTzk*%B0-fqVvM!2S=ODUQOnJdWm3?w?WuIJRdBKnEDS|{nwZ!3W=ABg(g2~>FZto1! z>i&({bYjP@!QDHm^HZY8vJy3L38Z6R1mEi1W52Xu9_L|%4=zIZ;Nrvi(K+a33_pv6 zVVTp#ne6T0@6F(A5lw9We=PAzV(iaG|9$!&kNo8DcMshdTpl>x|DL|bdXve2+4BSF zyq`boPi(vh@kh4Bsr3VX&)&;Y=TCwbFeeW-C0}&E(qw}@hs{aB?Ieap4o_d^e>aI| zBQ>m4%Ygb^k)@YnSx?;@YI&b>^gKlOm44+Ixi*xv7C9-U5EEJk5Y&wq97lHd)cVy3 zGDVr&fUtSmycLaVIVzn@?p~hLFpc;|mP$DyOYFfsL6ZMH;?%xOJJJOq*_w2%(s@c9 zD%kbC8%wT)?Os3QCtXyYynuu~QI{|eW+zo#lYl9{WYsS1l)8K&y?Z#%dqlR=OpSIt zXy?4cCu)IrZ%wYQCGFvjOP-4oh|9Fg85khja0f1mU)&;6!?sI&9zmKnEN1o2jpyBE z_wIEyAWFd`i2-sn>#1ldsx6^>Gf--hqQ(S_5~8r=cuLA^Z(p9IdmS~lanV^5>^`ub z@>3_6Br-sp#{x>KgNTizzw6Tra^mJfs?}|Q&vFfU-S$ZSM9Zy4-EuB$V6QGEf88b+XCVg{~l$*4T7v^;YMP`d4h^--kxBHE$p%A_|gI5TNtDwzL0lp8capC^Jl1<})pZ&Jn$WA7>BhOPHX2Y6G&EAms1c6c4H z_uP44W6_EIB2cy8FDVXJYS~Z&#CXuBWg|l}jny-R!E<|RMHG+;-mywbBXhY&318I> zFN=AE#$|8ZT1vV$-4AapxK!D_KHo%@sG>FFKB_o*x+11esIo-E83dhNTiu{al$v$M zZLVJ9%^#_!oA%LddJ53bYk!B9t82`{Iqe?lLcgjS!B-`L{mlZ&6-;6gqlk6 zVw&wWN(-6&2jeaFfpMbi=Kq@=xui(D=p~j}%jWaq&n2Qy9wlf7hgNgr@Gup`e

IC-N^7;4}`eCf(B7>EWREK zVV`Qzoq9Bc4}?QnM66JRuT@Vl9>OM&zm8ZZ@IOx3;Mh~LvrG>s{BsDMI zgAXo>_~6ESG=IFO6&hV5cxiJco!B)sxc%{}2?QJImRG&vbsq1|dJT2<)mvI{Q1Xz& z2NyYfaFLU?Mvm32ibgw7w8~>u1VgJAHmB2xodM*KTie6q-Vv+E9qVDodekuxbc_aH zM%b}cPXrbbP1W4yKAfkhBi1?*_I*J1P3Pk3=3bnq2_f4itM`4tS@9$nA6&`B2Ul{H z4kQ=8O*Dg}LV%Ha=fdW@Sv}Oj?T=J1siNpcto;e+ks2G>&-0!PpLTz(PtDrzEheVy zp@$DHdida?C;QQh2#zaqWXxRg*D!52B^NiR(ut=-i1{++cZFA{^D+uA@GP=9V){ii zRTnn*q!ZI&yy_|cyFyF!*o6-+yYRtfm$((X;5S8~6(w|0Xg#;NJDm_iXw@qMu$l#3 zVbT2rqAS$y#wCm34YTNx%@O>GXsTY`d@`Mwud}ROeT%Np>_RHp=6D2(fpTQ+ zIQYKJC(?;S0Tf#l=;#W=PHlP=Dp-_8Hb-zQqN)1)W)@+d0ETsa;uQ?(3b!t}Cq-`v zOI!pZ5lz+eo4XLE3E<{iBy@#U7p6^$wgFP7Heh)(<8ds9<3DWLHC3GH3b#%dL9Gwv zh$@aPwC#>yS40yW>&Fo#a5(7U+FZ}3D`Y!04{fozFUYd>f4c9piE(LcdGzn6zi;H9 z4F8AWp`pElivz3uuc0IUi760MAf`Y}fj5f+)%S0{$2l;#eWH372L=&oee0bUY#C#v zoBN&fg23@^&kNoaqHol3!Ip@=e-p=z_ljKIYvS?Aje)RFZV-guDhk4La1SFEEohIxA)=|ew5fUX z@B&uWZe_|A#V_v>N8O9^;Dd`HKDY?#TSR&E=%Ae5X;ALcriz8N!?Xr=(RDlT5xGuX z{0JuLxP2Je9KolECTs#I?iS8OwSio7$n&*3?D{?&J@0(*_E7iPQyj<)TNkk5#w>WNJeaRhL7d-Wo;O{m6g zV6zc@bu{t01&(!w`nFQ**af#zBbX;g2essgL%C5gh3c_Q!9(X<4IP{z@v8IQ13Gn< z)i;Lg`)>hOy)L-$VO)Ggh3^5EI%~iWSM1Q@s{Ozw>HWurt^c$v5+fA`>y$?8=WRSHzvt>!l- z*0!@+Wn^3-RL z^IMBKRM+%%p~DB4Q30WAz8fV&Cq}h4PyMKT0>Cic0>g*`tleN(zd7{AV>r?R!-(>+ z-C$UsY;QD%@82B8KAK~zS?&zC@^YZEa|5k=lgcf;#@1#@Y;U#D-JzT=Zw_JaB7`IE zY%f$O$yb)0`qh~|i^bKcd&ITwMAo@iKP(fNf$eaGDQnx^A+9fP4tnc>20xo{bqjLe zBep=21n=>o#nm@~dwgxtxj)#xv^jwJ>2UT1=vc3Acyw*?dqlU()p@ip-Kpqa*z9*w z+tiGRhhTGI^m|0EZacP^r4dFxdb_Q|1E5uFv(M8zE6_U;HQMhHqq|{OI|;?&u5EXR z^YP4Puj`ggR4*ay5UMSIk2u!#4L;Oj4)rM*IGq>4HlD}f!|3)7Q7UYvm`wIeOjH@` z>Ml@Ik^2UAmV0S}IXNA0D*jN_?{Lj{0;uWCUw!1To*OQycbmFRmF>?tU z7!$LS!%>>d;Sz2*7s%R`<;wJZBtu=(z7?oYH8*?U`Z~(?ik}K+eZ}k>EWayfp^oTQ z0^N?A*duS--5IlSvNnNJeGZxzf_{5O%gmQ>C>?doUl){l&x{7j=HR9DH%(b}Rhk z%rRP`<(uEk__^!jYslJ?w6eB}Nw z{{tgdS2iE>PF=hLmB&t)AV6zTD|5e&&)m()wbt5ARNE>)bT=!%$cWgLO@uexgL=*} z69hkwBKg5#T#ld_H-y{OA(KuI__je+x%-t;B&siLKI%krwog`HU}qA6>RD1*wsYWb zsfMc)$ss0nA~UdP-Z`+k6XP|s2+cGHF6t>y0t>?ke@uwpIuSbEI$7C##0g^oz2-0$ zGOM`E>=wa#+yWm$LBha!^mhEj0q3^e9g6PK<~!LvszD%p33l5zWFt0L>K5O+qp}6Q z%_dF4f+DK5L+oyC?o1~xIM^|Ey8C=iu=;$_Kq4ekurdcr-I-jj4{tu0POR-^EC0X>aIvFxa1@vCJut8ZkK3Vp zf1(1_{N{GVL7Z92xL%J6IIOMN*C?FdaPGJD4S6NPH*7JFA84@|q6JnPZy3(a^SJ8` zt!*tZRKH~~d`Almm2Vjg$6H`1f6HJv)&fK6{$kj?dg;`jb~g`4hd!EkN8gtd<1dVT zVQkxIKK;+q*^v(n|MoC9_$Pyh2YzVip_iKum#{0&gY-s=KNq zgNf?sA*Ae}R5eVVaEi_uydp@ZMl@B|R6`}2VTyui5y|4IDO<87C?qC_yP79AX^Ca8MQUNBd#<<*+1vH?in1sOvm7@o2{VesE!EqRkiXU*(NvwR4l^M4 zGaxOMazx}LPEkZv6+~O-1zWKV-J-;%nt&U808BL$U7@mQ5ROx9i`Qja(q;J0At0}; zFfgM5O?_`x$Wa08TbkSu;4zRCyw5s%08@ zr>u#bXj9JCM3V?0lB^2`0M#tc&>#+gUbcy-fY>46%wpL?#_50UU3Ml4RlKn$8hf)eHtAxUDD_Z)uWd z3MRPC8z7{tP>GX>j^o0bD5})fG2cVLwUJ0kndQY9U6eymI_*IyohCrp<3ULvVo-`i z(``N8G|T-ZK$fjLx1X$#K};K5D1$m3aF?M%aWwKf|3(vWH|y#F0{%A zl$-!46CRW*XBh%WsA77EJg4hAu{5d}fI}1v{3e*DE-4yjy=YoCPYp%233MZbmO*uC{9x~`#}##aM2JAyp@+kTeehz*KF0a z4K{Z$GbCMt+OarU<5Y;Hg7RI0DB7@vif+Sj-i4mTn2&S0|9iUsFD9@?7MZy}WJtYNY2GZRO zWH_Y=@DY@1_5&V}nq(WiE^->N@qPlcXi5?>MJO63l@f3BnyN~QVF4`Dq6+ejV46`$ zx1h7MyP>2A$6|(8n}B5PAxg5QYW7tRNCgCwDdvQ#sj{L`2)1QoQcKhl;Wa>utAJYr z)Pe@1Bv_gy^CGM^FI%F?n|CpBU>1cLA>{h-@Q2VI0+KaVv$s4TB}L?@Oe79QS~o>b zfQ}Jmctes5O~|RdAwZ!k927SvX}rOKppr~vQLsgglkN^kNt_Y1CQ1sk;am@ZTVhtn z`Nr z(oWt=e>pHclwaD*>xo?uFKgw!XP3s#KxDB1IpF%a6*NMcm=)E~*57&OW$ZIM)R>H* z2FaVtxnjXjk)44XQLRAt<;)GHuS5>mmMKrqlUvwySy(2e)%!u6j`N&4qzFzompW5- zavpU88I@gGIfV5M%BWC3b;bkKX_cZiOdX!TyNs}h={16CNfjq6>>HdEwk5H8?<}+2 zay^fSQn%MORBi<5)W~SxsRZHl9%d3Y$dLfmo2xW$?aN#!7$i>$Fmm@pXymS^RPUWD z?9@@u?)hq<%*LVOia{z6?;ODP%gloTnTeu@ms&C)H}YQIt7L^_(+4}Ffj1IJ)jl0L zyS)*qTEh1>TFFDTaL2~3|5H8N=c^a|s-;GU6NQ`|5Q!9a);dNW`RdQR;vj6n^^P&_ zn)B70cc^1pwjZco4`9qHOqQ<~O98g`MdORJAvvV7wa5yp@E~yFs87+uR%~#3Uqo*8 z2>LnWZOLvKhXf+o4Tpgf$N+DM+=SU$l z7t{gwW=Zt>t_PaRZsBf3b6aO*SQqY?>BK8f_3W5m-@&$(-Fwru3Q^}N>_r*wMY)VS zAZum9&Z_M>0vkd~E13l*Aya1?We{ zk1cg%)NE$BKNDOSzEABt#2jD_2E|-ee3sC>HKA-+)M<4#}#@vz?aw}TMozkLz0}E`I7OzIoqC#xDds^^8TD&fl=ycWCvZPAy23F6E z5(k1(;VyL@*U(RiyI()o3!cF>^cIWz{441#q=Ma<+gc*Jro-?CR?nbAxBy&@4y(*l z_QmJ!E#6Y61!4&;qES9-w2I%ALTroVlHl`Vy)cY`gw-!{R@R&=NqHn70{Rt#3Q#Q5e0 z*2*v~-^#(tR>-fXHn7@#+XO3Hl0n$ODmD&QIz{iBf|V_)_UOh-aj=q~ZABmV{(sfI z|G$v_z{n?u|MAeT4gUGSKkfg+zW>zwUwTuiY;vy0NK~6b0QaY%`qIV+yc8MX1QJr_ z6uFUGxz8CSaMi-Su~^R_5lE$V-)}m-u<>d-aUwFwiI_Q#+x~%@B&%%c#x^2KcXf9S zw?(klDraZw$)#Af1NR1TAan42NAIPLTdnvfc>5;z6~i~0e=lv^Y=t0?(n@Pi4g+_^ z%lNid>XwD|`|h}88*vBxzH>0YaU-30W>?RSP?D*}u3#9i_pq%l2jz|~3*VnSVfXFI zcV*)`V<@{q>?GCNa@ViH&?9#>Deo8FceiiXO4V1_Hm>0^8=Oe7deMK0c7c|z6{o>t zWLh!lY6WMANZ!dB?VYOv)~AYVg$k0fVCT-;cJu{r-2%Xhcf^6`d=Z(5Z~B8VZ8j{` z_K4#OL14qOCE_n_tU2pPAb!FhxU3_7FUU&wf^1|knxWaEqca58pW3Lf1<~O4x%GJz z6__iR$y&aG>=cDUu`s=WOC9F2AIAVc7mE3u1+Erfrr37Qo%itMz%TO=-`X0(yDN4Z6)8c=o4_hoyAU0sb7{P5L-mNWa(#w*we zb#|eGVKj(494jPkDKC3_P2N5fJId1rSI*+RjTk>i!{6|;vjq;_BKOk9DrR-_7Tf9K zH4;XO<+%uh7-FEuz5BJf);;$YHi`_vA?zW}`K9$l35nrDvf3U$M=42}=iLo7#iw$@ zMA@2eP&3gC4V^@9DU@`h;BAdw^rLkg#~uq-j+AbOk?Vkad+Rmj?;HQRM)Z9fD<1y> zh#o1CD`6Dd^Upnq?eVXHp)~d8vhsZ!c|;GIr{KXnQkR8M9Bz-JU$Nkj*Glm!&Fta1 IHy6YIANRRDwg3PC literal 0 HcmV?d00001 diff --git a/database/sqlite/deathwatch.db.bak.20250816T093626 b/database/sqlite/deathwatch.db.bak.20250816T093626 new file mode 100644 index 0000000000000000000000000000000000000000..9a2eb1142a8f751f65840ec0a9a8d65f28f29eb2 GIT binary patch literal 131072 zcmeIb3w#{cc^|si#TyI26h%R_1ZlaFOu{6fc|SliGDw0C@lAlD2uY^T%$y-sT|)8K9<~OQ$i+FcXTI0@zVCeJobOvWcQRL@8M|0oA(f1nct;|c zOuRRfNhA_!{LlV<4FC7w{}KG(i~qeJ*0$A8Ix+Ln2S&$~#8}UFC3?PV{HvpXn68fg zY9%|NVns>%E#<-fEz?MgN`Wdj=*Rd8FsHfeJD5bTvJLU%h^LnUt4Xb(%sQr`8i=1CJcqHF#%trIfpJg_c}cF1u8$(3SG#N^XUgD`aK0(dM!I z{PClVvu(apV=a?~xg(2s_QF|4m&}>dnZ|IwhYrpkJ$~Bvd&c`hK0EH z==H51@)71Tlj^&e1}>6E&YYh=e)P1XCic`RGnF|%e*}CyeQ186p=5H_6qBUG^C#ya zQ-|gj4$U2&_hwbZa4;#1fPuk$g0&}dJfE~oZSW%l6Vub4ta#uRuF*oJSh^Yh{lS3D zgnQp&a`Va>DO7Tmn@v(sS73aQw8Vr8D&4KJbJ-FQ6Ivm;eA&@Y!8g3+WFZKiYo;1P zx-a7im|td|N%v1IO!p*m1&iJ&zmmr@m&sZMIvc-V4hzL)KHRcnfH`T_6F81Cu*!oS4hXZeFG*6xD@1K}{q$gKL$(=*x%S?Q0 zp9h*=;D3mXT>E_w`_k0<)4c-|laoCgygTV?_<7*=1t(msw?5r`rhH4cw}FQ%fi0Y0 z7*pat;Q4ocueU+=y2174!97Xl-OJ?E(|!FDhbCJ}qbFp%N5cNIss4$*dwVXq1a=i; z8E!2tn6#!RyZM!qHquM8mgF7k+3%C>b)!X=!Ev;r}rG42el$5fwFT9#%b~HPiUBqLV z6NQ{jv-`5IRBmQx`P(n;%evn@?LKp8xs)rT+gv84TGPQ&v9e4{(>$8XS9AG%8G~l$ z%u>-Hm7H15?3ueVg}%A#1W^uHm&~5Cw8UCYQ7dN>n%Q%_P?^f&RcutO=qcX8zL}kU zHG6R(J1ffjvIp_6#NEEl3!?O-U_8llPae(*ho3%rG=FyS=@a%fZS}ZvIR6|yc}*2= zUAtB~bL`w1`?=@O(euw;w2mx4Z&uW~m&-E(C&<&BHqFZ!L73&ZSxJa!V*csIGY^j? zwr$(?+USH!#w#lg^6BhH*_X|ED@x!D1l%wVXvqc$lIh9{ey@?-MRgU3;!&r=g1bx# za9+KJ@+viR1Zxnm!F>ebj;r|0$h=y-PD^v8758~GShQ@Ga;q#B;yu1f%9VMx+(iTX z3Ic(}0?8lty$H<_6u%C-^ZT*}`-cNdo!>AD+Q=2>9|W?{&x%dTpA=zqfr- z06ec#vI>{gB@d~A{3;%*kUW4xhXY;trn#Im-CwR3*9sOo*i$)#cnS^?*l#PvYtFL5 z?X$6#aX*>G65?Sl_5k??;Bo$0SatBn=Ry&afDM1!C>E|1YZ7E~&#f$+J$3!e=|dMT z9<@oUFVTvSS@FBrELeB#3Mv!Xc5E50TH zP4cWHG6A@wrp6MFY}>X`b|zxaj@4yMkKAfQjD#&EC@}kK->>nlHvib{WD_bAFZT{2ydVfbhOtoQ0!;Kz{X-^KQFCX`9Xv62IjQtv{Y=! z)crIO&^R^4cf3?AWR4Lw*O>-uD8L28TuihDbRZO05$cewf6-M_hR;#xP*OlcKqXd6 zYc#AB=Q1!ZR)&-_1t*Agt?^Z#rd%M`sFi^|%ajpjv)I59it}hG$FzBb@(h_PpDw&N zi`Y<~bsiin<|~=AjGK9v5LcM-=7p6kv(}!9eIa|68Hr5IN}#8%a9_wS7T2yUGgHir z?y9GInE~@=Ff49E*}~4bx)w@4LarOy)$t(Q6=|kuXY93n9=ivWR~;4F05&YT&n2ugZq9u6)GG(6sISc|o>}8h-a7Ki$!E{peD3JU z++mKcmOG;S5{bXVc%G4 zS5G6#Ah8}dQueO?)HXcy@JQ;Bp4yH>YA7|)-iH~jX zO-&EF=L~Sux^_EqJeAs&Y}`aj{u1yR>+!zyp^+XI7;x{FOMU3;9sg5?@#Oe7#{Vl$ z0sQIk*N2}S`mv$J;0ps^7}z%Qo&EW~|D$hr?`x?)P902srsr>ZUP^q0ec?_2sZM4F z6V=iE2Sia7P0^G^f#Wq|o1Ct4nkCx2C2O20@|LCvlA>6eVH*~;P0`jYOA<|0G-O#) zsYPB5o|ATCEZN)jlOD<<&&`VZtRT$Dim+5~mor{_L{oM0aSuMl&=j7hwqgsiXbPrI zZB^$rg@^!H6>OCXrlCuO6Kq?PB~#@&ljBTTPz~KyWVti=G@N~zkt8(?A8QZ6$C|3y z#~6I`pdSGcI%iUjXp+KfIx#IWeuF0~>S%wLoTZ+utwk#V0r-Yf@j)-`(I->|$n24;s8A!D{`G`kE z1>X{FLIg_%{}dhKV#}7Tu|K8?0xAYX!7@~t=QtwBm`$2(X}ZMAgg0z4#OW3@MVgiQ z8BLSI@Uiv~e5|QD`A!c$Ns3gL0k12PTUW-wa<9lO>1AJ3S_2eh3hGN!BPe1ZP&5mSA(5$(uT_D;79Q zEnT(+QQ&#iQgP$K5F`Mo5(B~;g0Bse1#woEW+XK%iB5Zvh)z>=@?npNR3iEe2W+FH|9g)?=Cprk_25sAvSZrZXc$Q%(>i8pxDR75Cus%w@Zh$b&; z3JuTXHbmrc9#ET+_%NrP_7ITl(Q0;w2PD*rZdsPe;f1=zYa(a!rlJ8p0m?<=DP{_O zF)R)9!jKJ3GE7M!Iu#^BRqZZxA`ck@r@63BblO8evPY}g2R$G)UBDFJILo3`GX={w zOvQvc*G6qSgejVVd82z{gLrVd>$a75B=-~b7LrW^e5@h_P+MQC8(`RK3 z*8pbV2>5~Y+I>KJP1WoJ9+2R+Xv0p3BEXRqRTWG@6=mI|JSSSjB!V-R2Bl zmMosYzmhajR0ILm8PkQz(3LWDxvW{HMs$p&@dDHi3?nmxCZr(*WQ6u%#1e2#XNFe; z+Q(}T!N(r0J~qzaI{^3uOW}B3Co&N=(Xz0uV{Xf0)!_NEDs+Ab?I&b@CyPfD~NSsjg~@EWo3|47N1I z5+y>Q4xzLyg%}*bGa#o>*P>!`ifU=l@&cU74!v0@7a8z1IXX_e4?Z}!P7_znj(B3I zn3x2d4IpjX&@ic~NhMx0@ySqh+cbDp<}gb*6>g1UNR&4SXWFoewk>Ir6yk83xq{mQ zk~G7q0sRf?I_*9vy{2lm&jV6ccnh*97`ke4oW^T5rn3RB#)bxhA*2?sss_Z+fRzSw zHCt3+HFchdlBtQEx?>CyZB`IxR89`Cy4LOoves06tk;u8SZdi4cwB45!ax+@KEU_K z9F{nkLPDUCz-yRB6PKMt!?Hx418rf7usR@6sv$~7$|55n^B185!T_@N5P+wW=_0~O z5a81&BEg~w9+)X6cJNN;3ZQak}PBPLj}oF$M#R16&2ipn-R1yqggxF z>)USPuk>;JH6r7$;mIWa?iv3A{!YAO{0r&7P3<1|7kw9dpBdTF^VQ*xjQ-}}4=2Zy z|E~WVeSa|a+5VsJ`&8<`4gdP!9}Ub6eKGmTv6p(kHuTEK3+Z1RK9u;Y#LtX==fG<{ zcSinr=x+wMkIoP6O_x(Y+dq}O(6_C3bL>w>K0W^B^mJ-v{OO(pgO}I~@9Ag0w>sLR z%c_l)7U+i=Zm2Mbf<^>QwG2*%B=T@CRD)+LX?Q@KPT)N1%t~{nM3}#J%o#;9ZO(!h zXKAXg3D6EECs?pekaa9KVEAn!sg_ACN;HkLFjILG;>L+kesHIyqs}O{u0e$m83u*3 zO*kx2&w{PPPt>4uR7_`>Y+~}ZMBu22JX{RijMODlw3yn~jyR(bK{Bx@s%~IaNm&8MN$n}hl)@n=w#SmTT&>+ z(q4x;6E#2pCjo|nh?KM8)Y^uq64*Iglr#l4hCk?zV)MKq0XAJVc}=34#Y+Y?v24Uj zhDeHrWtk{JvFfm#ripbVb3mzVSa_+zi*wE>ESv%TPkGDcoP{Q*V@86kSO-&}hOfcN z(m*Ka5gp&f`wd;uWk|lpsn&a)Q51CGS4~iDtoAuUHwk=OPEj<~G+@0|z%6Jd%n*;o zm~LpY2}ACvZ$c$Od&U_>=D|P22n56dsN++Ly2=}HjM*X>9uyY7SZ)${rJ`!{R3mVo z1h7;AUj@VbHfI!3w;)My{}7eo@LrxX2vC5JpmEeR4ZKyhMJOW5@d_MRRkBP$mPJdH zv96}-0cR9PaN)1XifCimYS|D8lOy;fDj=AsgLTko1nL0cATU|L!c8ZfY9ihOR=md< z#RLTKqre44RSd&632zfhz!THNx)jk436xbd5rGg6TE@_z7ZJEoWle+MYU$1>3ZO+O zMT2{0UWl*CA8?x%UVsHFJXsNI zD2Sa7!80%p*bFxf78{ck?il=UP9my^xDSDSf-E|ts2H2VONR_lSrdtFD4cGAJ23c| zJ@AwjC(F9fFWoH!2#)1aalb}yzMX_0w0qy|;PYSew#`6e? z!Oj_oM{!UskbV)4HgpiAT9pwhb4C#jLnbP-=$fR#O@b7{dsBIvLQ^0lh1iB^i9{9+ zkW|4mVL?n#Toe(nv}HqdMv*C|qXxc#u&Rc|h9sDr0bfdxp#z{bEP-e;uOz>5N9-b#4apE0|-`GoWdja1BZf$Fx*tN01SFK1s*0b1f9_k zb4Q`PGYb4V8ybzW7!q)SPatzDf*Yz0!m5b4LS?|2hsf@~J$z?9-)ogi=+kjL6`k28vHsGuKQU4yeB2DSmO3QJ)PZWZ1P ze^s<($PlkV+%3&w4^q>D0+*p_d5i9LMgapA3yL10Qq3^{vI-rgfg73%`2_mV))e6= zI3$Ev(4eXS64{auh zHr8dP`lK@od^r)eS;wRnuo{DLgz<%Aj6es1=HM4hp@n#YMp-Z#`oe(bhNVY<12czH zo^VD{un>XqLqvqbN?3uWr9GB(7Azf>Qt)Rv2`dx`98?Ro5HM+>li?>Qde#}m zFlAVDi!v8iFnKonq2IBVM96?5C6~Hn*a0-*NoxC@QQ$9e5;g;PJSD*s z#S$7V*bU+c(eNMCCxPP)w-Y-bSkNLug;f9?DMf}k(2c{+DBXsNMx0T)jpg(?qjVc= z>2*fwHX@R8M(HMSftB;PGf3BlB){YOECpv3d9tMDG*a2ra(-Am;x~cVhY3* zh$#?L;Ps@yeZT+j+y5Vn_y6Plf9DiIy#F8X|Hu3P@&13j{~z!F$NT^B{(sw>fARi* z^gXnA|3CU}LcISUeKRNC|Bt>Z67T;vUtBKQ{K^v8!XJ$M~@aNB?T{cSpZ6`Xi%vM(xq#qx(k3)BidBTj^g& ze=_~SG)W&$?@kYo{MpEFjQs4#Cq{0Lyg2gANOq)e_&<*C9RAwyPY-|ZaAo-7@a*v9 zxH6m=`h%fg8TyH#j|~-v&JW2$4-bB0@b?CPdGJREUmJXR@YLY;f&V)2uLpicv6-rNl=gdRg7L8HLApKNjxg*mJ%Bgy($|SHwTvzA8ziIaO+E)!5y-t#Cl{e zhjb<~daDt=xE_kz{S4-Be>8QV$4@JsT_}_}B%lzNJ`~w0@iV$2EqySuQ&47*aA4_n zM5lA7&H z3y=)Lb4w)L3Bo%3lyEV2F`^Uv)N#XHSXzka1Z|}mT%cGwAKi(on2Nk~F5HR9hFg#z zpQJ6Fjqb#-y0&yCqElhCMGk_c)2%vjqhRS&M5jE<$ul@>yL2+5Q<}v*!wtiw6VaXg z46eN`JsZ)%A z%fV16m<|V9b>arw(p*F*BmwCJ6m99f(Vakr)0du!=tP}YWblyrrEiPwRPjx2=|Ds$ zKg)@@R;(_)r@0e_!JvnbjAluX?v!V6T6#%q?&OgMO2lPqbxDox1fG~>N<=4a5#t&* z1Wb)PAEqFhlC&a z=HBQ|2?mc}dUtatq)$|#Z>6QF=uTxu5S67p5uFe)ZU#5BmUc&W^7@RZC`<2(=mbBZ zq#(CXMR#IYO`GC3EG6Y zOUlyzh)!rtNIX>P;ZUcSn8L|nF%s^CLa67C=!@uN$rzlx4ZRVa^{ff0$j(}}g5)Eq z14BOF1o;UXSpr6f5{d0d>Nozv*cZkoMz5uRGrf;x|7)B3?<;Zszec);IR9Uq|F4!r zvD@p59p)lo5(gs?=l_fI|7p{_lY!JR&~g4hlt&Mw7GkNZ>JCWV1UeLp^Z&*9{}6r{ z{(9oaYT7%_|K~Y1$|Cck>yEN-;&|;5O>g!5e~8e1I?n$mPjj#tPBv=<6XX1UasIzJ z|DTfz|1?>l+1c#3a{fPmc6BcZFbcK!VCqy)@82CHssD^9z?a7!a-snI$j65Nbol7d z=Z2C4zdZ10{|EYhr%z3tN)GlcC;m75dF%XCv+wcpEOwh)tq7%`Lp+Wk5;p~N5pPZ%Z1=;HKXw6MhHF#q|+YJ zRGrj3B6gd(E(ByW5g8orEISP7>>TR3V61 zdqh)pQt*h_ZIZ(fkS&M^IBMHuL5i{VX843^miLG#cbPsh1YbKM*0<|I5V7`%rs^c; z5wY9sj3FRf5D{>=JBH1`go(%=eXG~NQLEX#9+$gKOc^3zOD_AjR{d10wMR5nC*SRH zS?)6LWeCV9F1v8JySvT6AhTgZ-_#zhW~V$NB1L6a88t)jwIO0-mpKTL(;m@Oo!sLQ zvD<{5At0lP$l!1{x|@LsC~a=md9<3{?GdrtRG=aF+7Yq7;T{5#wMR5nC*S1}vD-|e zAs|~25hsk?J^v(%U29ud3EVH$$39TDqi4?+;J_K2qH=PalyG_0tg0CGB>&GxcK(h9Trs`zYBVxC?T|+>&AR^m# zb54RZ0~4Ok?9pm=mq)~Iv&M$tYeU4wiIgCaPJ2Yt=*Y(s52XG);jQ%tje)O>zaLS6 zM-T=0?KD3y*?*(&|LhZcKc4#Y)am3;Bu9Hz694?Iv-tNQsb)`m#73fB6j(qGX_e(r zM=bzUX;LH`shE-58A;8N-Ed8GQakuIOuNMDWWJ{Gb*QxzpOj82J-lZN&4f_}=@ z+9R5(lczk1McQFR0+2ymWtoFHB)evH0d?d7my!P+De+AdXhSwm8+8P9Bo#MQB#Y;e zds#=$Uu3Bd0U0H+9(?S`VgxV|P1T(z8GIsw6uhFL5+NrFf{KjVsNlj%C9vemL`Q)% zq>M-Qe3tl_LmqXIP3EYE#P>Y1W~)eh-BecU%1Urw4zSfvOojkq?Ga7Y>>~h?c?1*;5fqd`a&c70M6CeTU^Ng7 zWdBEUf8^#CQTIJI@6>mCsTWlr-Wb|}qaJW|int=&PqVp(xS??^$TX_2*d$7*wE~`z2h}eeHtbCn& z?IcJ^r#+&nIyvWYTIw>HRS3vvPP_22n=cW-L^M^i@AZh-ZJDePeC>!>zkw5ih_y#F zRVSbEh}dlvt`LwdhzK~`OF+%Qg#0jxJzC9vn@7ZM>wAUZYe&TTWuy?0tUaQsI(fh& zVz=ePLO`}4BH(cELp1{vb|KiK!-LxsGd*8Tj7_9|ws&)UZSiru2#P$DL*Z)gi zNF3?u)(L*=)&J{u0sO3!;G$d2^VX~X*KK6wq+30t%NWQBm%4AE`hVR<#7?;hQSM9q zKLuM@sPM)rm!UWgYT7A^uJI`QEu!QY3c#Vv9IJmPvC`@?3N@py84Apy2px*=QOfHJ z4lLd7yubD8{|P9$Do|19QE`+*^-BpQv{9%K#ph754<*|uYA0(bHfo{55Tcr_!lJ1e zD1L{)8_KP5iw<47-Ddq(t^dcP3@Z*AP+K<0qjb9kbwBI>Nr;4^ij;)n+bFdPcGv{iuv(-z zA%Y5?s6uO?S|Eq&TBv%9N{$wfF4XuGY*FJR^Oj2&?4g?)k$4HENm2C{ibS_iPZe=s z6ZV0_TMWz~R+S#x6DYihqVIUrGIWzCvZmg2MnS>G`%wQ6@n&!mg+F=JR7Cw!6xc*1 zWZOUqW0jx+GB_qXWsygl3XsiL7EEUH6- zj}pq->N1ZCqACZ)V50iAhU&kpex=Mqx(Mozil`#|YK_wpqNXj>WV_uHbKczK}>vyGYkxuYznA=jH1LSRgAf( z8dM-UtC5PLoG4?7rxg@~#x@gbBr_02RAaVKAQnoU3W-f;7}VRAFwF^SwWIhe7=@Cu zV2Ob31KvWJTU6x4K)iukq1e-sP@)$xd{#MHg<7+zmRNU&VcbKxT|>o7QPCcyX$i^; zE2tC;bpeBcqOYcoWD!6XGKGrF2C9^z`m0P)a+)Z7;@e%RGf_z$MR8fhSrEoR#b?t- zm0=0BqInrg1*mW+d&m?FYIzdu1qwDqT_LFYD{=Hg&L~~i{~P<0#C(s@W&J;gE~t@> z>bHu)ql7&O%jO_eBoTG1QFKp5X;mJjhEcjtLit&g?WR~Z;8`de#X^}}LK7dZ&7-*f zpQ!36u?Kl_ih=iye>w57o^I>^xid*Zk$8wcio@HeDo;@m8{2$v5>e8Y0}n7=bqh+& z(6GCV8ET;{Hp(KRnlWc#|5izS#Nkml_5a`&h%9se{17!T@dd>oIE*6+*fv&Bh!H-S z1n(4Y7F5)!*02pOD44gXhbzH#g~CyuTe4aGKR)@1MC!@$FZF(HyfQvB_8-SS z)BDW8+`w!7KR@UuZtuG|dN}<*(!Y@UN9j^}-^hRHFOK}k z$kNDz!@t(|2gy$ie|Y%d(0}j$#?TjsUP)a|{@dQo)PEb=JNQR~KRkE|FN%L+3UovP zXP#L$s-Z*CA)OUA$DzJ$ibEP4im*!(EAP!)DCmqT@+fX58D|BX88sH6_-qA+(F?hR^Eiztb% zCBD-cM#Vu4YEx7vmr((g=!kt=*cOL9LM|?3ok3Z9r%<}aqcl3aH`E!&NZpcuTA*J=BdsusAbtVuT0g$nnH<6@wU_IIJtGkE8Onl&Cs7 z$VQ!Ov{KYa$H^0TvZ&#X%Hz-|aOaq7f=aGXZ!qL2rwz-m!Zhg?>?qHvx<#zp&L|rE z0hEx%k_9IU3{4x3a#1A;5=oCf1AxrRgMO2tq zO}rQd-0={+I4Do%O29dX=Y)}ExJew2oM?a-HOcX)nRiBkbHz@cz-J}wnxO*!2FoK6 zM|d=m@(?isADSIgf{O(IRfhiuj3K~-m3Wjww+v?#lt@Q)U)=!FbxBuk17d}8@OS{rOI_q~ z$OlJgbR6-Ku;zeU34!KN##huRB9};5oyFMCNVQC+4Q0_iiv{l@N`jVoj}g8=(RA?qbm;!PCR3F-g>Lcns7QkTa6w4V7YI!b3jm zjzV#SOfzjz8D23&RAiiod;xV80W1#C8K#Ey7<3C3TKGENW?_|QKvhulj5A8Nhv-f_ zqjYpBO`t`Gq%g=>r>OgM*z^!zH+Ix$;E*xgZ73Gpck?F)w*0X!LV z0ZhdNfWnX<1QeQ70`pAUf&(X0EXSdOpd=uVrYXBso4dVX_#Ouq+HDQ>!&n)1?fbc) z$WW3pREwl(SjG`THHeqWs(Gu-V^uVsd6P)Qh$T3V+cA?OL4HLUo+pZfyQSs3b*$aO z+THHTD-K58UdWQ1QM%oieQ#|P9(Ks2h?}s0F@#TsPD4Np3d4Z06%`mtfh}KQ{B7Kl zGND!omcdw5LpKo49R;S$hV|5Cm_o$GP@s%6Nld4MMIsqiIV9ft{BG1(uhnPS^$uaoA)Wf#p?0vLqNB z8vzh_RBizbkW{0%prz?>bP&6MCxi97LZDX>&$XGMhTo@3I9kbq7H}M>t|175;Fkzn zO(tAe;Ge=><2YWD5Y$0DP!lC=E7%B{avP~9gvfXXK zZf}q5c3{zEywl)i_+SJ}MF~M1ME_upAtg?LNY*4#hGy2_z@P(i3|&f*PZ)w>Yx+BC zqre3K3KHxQoEr*)Y6M4wEm#{UTO5sr_rk;Dz+Qods4%DkuMxPy<7BdU%ozpt43Si- zSj=@7Sb*|gO0{W*fb-o1D+st225cStGXWkBW`?30z>qV+bLR1ym`R!elaDYw+;Pj9 zWMtBXrOT7E$7`bqJT~Mx3oa$1X3WSaCXBkyLOCFXYO~EH7FRY5LV1J*IcN(NZl;^J z=RtRrZo-S8#LjsCzgwZ|_IT})c>h200DQdvAAPeT-v5uj5fktKD>(arc#U8ZY`JL^ z2NKx+tKb-lZZEL&&M5KzzksMAPJpP0+gUa?)21A{bbFn6k26ZV{~z!F$NT^B{(rpx zAMgLi`~L`f*b=t-?o<80c>h1%|LfxB9jB^XTMdSVdx6S_lXwR+0MB=v+ zPR_r_M?aMQ-Sq6p-y8mahtCduerROy>cFoIysLk`@Avw?t@j60f1O%Nej)h~9{;U3 ze~s7%f@=1rml*wBbosJKd2?!>-Mr`2*^;f zJ;2bYMI8jhX^&{CPOf@cE4sbH*#ui9oNh=!4&izUZa*-!_K2qHt|Ei)5E2!3d-yyA zAA@eyDF_nCD^-Khtpwf-kU#yW_h@yp;L#B0?7BMI9)gh+ELtiz!H2}HZZYx@e5^g9 zsXCeW;Oq9ddkDUW%p@R6qvUxI7^gj=sk-Z`$K!4f(ud${&0_|OTY0@1Ab(QI8ai@y z(x}t0%Vl~9#t0gsUQ?s^yAM9EJ))_)i+D8bc5^udUke)6U~%igHv{CSq4#KY*OCWg zx0e(;gb``!Q5R61!NsCLzNT8cAM9FFb@Ec3&s|x)wdoz5<*L;z| zHxGS?TPs~%(FnoU%HZ+P*iL~sUQ$9tblQVJI!)Ed=R6{Idjli{WHb@kOHmM+6NeIXmL=;dYaYhn^ zFnp{%1RravX3u*>?DlF+2)=eigo%@8a77^uBx?@=$(pK@=R6{IdvhlQWD6qVrQ(dL zG%=aAH^V1Zvu8ab>RsLm3c=Tsh)C0mvf!|Nk`^Fht=$h~t*JVB#v`KM<&~olkWoZ* zUkWDcQSb$rTzfRm2p)E{Q5?w4SRQ8tk28Wp7Ldf8?;HQi#K8Ek_G2~r&hg(K|JCt- zGyX^8e?I=#$~=g;#|2xO7Jr?hn7jM zVCTw}6`H5?A|x{vA)c7=4|mgExnqx$O^f_3OWk7=ezgC ztnluIgD++?^ZPSrX(7XN_?JDHIg+D!YhPxOl2Wd4Wnbn(;W}%%ncbH)^Q2tH2(4a% zN6N*ulF8n3GItGM&&-!fq(U;+_!&O4ikmap+buf$`V?%CW^uFESIeZ2V}iDpxW`ifaXn(PdTFv$vbuB2bQKS{Ksk#48Ys`Sl$~85LGQ z^-R&uRF-MxJY6Z4%HVw&a#C6=6D*B0dyW)KVCYI_;d-%TP5B9Qq?Oo|ax1w??ivl# zM$4RcWk%Vb*~@d8N-?vXtL)D#fGmt1Tav~b*e@=JDXA=9Clzx!a|obj&adUEQ7m4C z&?sv5cH8a<3Pm)nZy$l^?C#mIcb)gorNg-^xeCc=j^t7A6w+F_Lao}2dV-PWEaaz{ z$2^+9QLN-lA2rUiXEV|YP=9**>FNEMpy){ZGl%lI)eOHMJjoY{g?>4646G{eci*-z zv#?qs{+ShenV&+@^G0knp#ol1n+Y{OoKBnpRi@Xs`>As1rkO7mXyz1~Re72@N!AMH za)>@V8GTMcq$^N2)3s-s2qbcxLn48Z2-ny$3$FM;I4!qN7nNB{l2Lc9(`+y z2(2g*$mrXSB17rK94Ioi{#1Y>#lkfNnR3NK<{)hn6-W6VqvYDn){=ruMGaYDgsACW zj}Q=;nxF_S9Wsm8F}ECT?x#ucHE#e#CI-_9b$8F>Pp#`gimVv9X?Ly!=FRwdT3)3l zq~ahc=S)!KU@>255)6+Xl5g%j@5+WZcLc3Y6TX=yo{{p&i~ogNQbtl*$O`TdHrt+v zru8QW(uo5OWls4i!_d95R+wIZV!0ZcG#wHL7a<$MQd2Bp;xq&%ia2woxd!7)>$d#O zBh&W&bVA3J3JDM+6D>_2En3%a76KB~cN)sa&&!s=BYyJ=Pk&!JA%iNrgU%hJO2#z= z%`~YSh{zcw`ZR5{%AFnk$#d8fdYwTx7E;K#T#u zfGiaAIV*FvRD2mq2iB@dSZZ_;pO$Mz8g9$+kfwna_RMsIra@PZ7OUj9@^bf9;ccy=|lcnG7Elgey!|S@sKs!*_o+#glOUE2xaYwkcbaq@25#Ic{7bEKR*@13n?tZ zAHMS{`+MU>{JnFN!`~Adr}6jW8&?w#SMedU@d5mepGP)F@pr$|`{?FlEdSrDJ>Q<_ z`-h|782y)Hzccowo?jZ{`)-f^T;Kc0|NYpG@qa%4Q{&$~_L;Gdj1|VtkC(?6#`len z_kN@I_j`Z2_otGdO@1U<=>6W_Yspi+&nJc6_x3)~+n4&?(T|N^r2n7vSJR(P z-%3B17SdxQUmy9EkT9pG5q!6&kujk;J+RG%J8fGpX&e6(DVH-_0RS{IrN@kYxqR}!0>ec7Y805 zNc8=F|9|TL?fzfx`=!C38T|C{dU076?oqypS(7a;v=3( zuDvs*qTRI`uI`&&fU9mUCo7Mp_BXzA7J-Zvk~vzU1uTz~rEKb`uM_45PCnLy<>mS# zued|k;xDI**Bakm4RoC-k*oD@6*H+rje(CNY=G52Dc!6;PzZeYNQqpjcdhJ9$&K$~ z{ccis^`3k=s;5G1JDCggxbYlk#h+Y`>RH7EOI~?6B{tsU#em9{q#Y!g8yq5ea~VuX z(umGOI3(}BN7%~FVb~X=zV5O) z`9k39r{Ff^rV#)`=xI80irmPpkmS<4Qx_X=4=-$|7g%VfTq)(Q(&VMd)B)e4Y#ip! zKev{@N(#y61Gt~eU0JRam~jLC*OM0mxSu3t)3L$H=K@0>FW9tHfJ&`le<2_Tj#Zg< zz2oF!b5|`^kz9B%wYLGL8^B1O54>pp1~u2%v_TMvvEW>QhFSrF^OL!YnkVtnU3!VzGRxkyT@5zl>@fq8fZYyA?rh4?5UuElc3g(&%@9jWQ$VS+$gA#=QhzmDag zMShXJ-F*&&vIy)Pi@6ry_+aKP(|kVp3%gSDwMQ26xk7;;aA}lt&y9INEd52bb_Pea!wXPHo(DP0BXSBMAk&w7mzlB-_h zKk^#qS=ge6+s`ohJxxt~9gEjIR_`w8pJ#vt+7S;cUqze|$};)Cux~w23!u^Ba?ZTU zyktZmlRx=T>gifL5MH4-T~hr7BcS^@d$88}51A%%TaPgU7C=IWvY&e(wLAG7VhZr` z4F) ztd4l#v)<@+2oI4GS;cAVp1 z6e{pAWQ=+Y`qX%8SJFqdpB_o=bbbf9|L4b3bICcZ`XNqat>lOmV}$qJpL$p7Os)TD zF%JqyKlVR4NaE#Z5tOxa>~NJg!ard1g3WKZT$D|oQVx@-COe;G2>C*_3ubYx;&hgh zKRA`TP!nB82G17_NH=0z^%>^T@$Ux|USo{4Qt}6wgt*#8LvTA+&XpbAlKd!}do9$? z$=r%jo=Se0ITr3C)0&32A|i{aM>7Ypo`bAHMI~Qj^z)waUf}Eh4u|$v5u?l;qxqHO z_p?cHgcbk^qZM>YA#<^qx82@PFld<$ammA`vNLy+n`~Ab&XFsaFH8rqv1ldv_m}`3 zI#t_;snK-9VX3$Avq(!Txq_p(YW;Wg)LKI^FA}I>rtJa)0bTEzE46z z>bj@Z**BBx0dQ)j-Q9n1DDv?D^ZfnEYQVEQbyW)>>caGQL(ixY&wOv_871PG?+HC4 zM?CX)LeEGM&wO|288PCS?+QI5L_G7c&@+6*GvDb4u4Xi6_pE?mkmGyR82;@6 zON__V%-kz$xqO}kpZidFIE9(TYs}~H5BI_FW7wjgC0f22eC&4kt&;0jg@^mVlc^I8 zp#pTGYas*gd^J3n;O$feUwSM291nF5FAeG_Fy76_QqMGA+SnAVQS62@%$A#E$?J}f zT)I*sHymG%nV(|u8uV&8;29l+>9*>AdOqOe&%xYJ!zhDm-s<9N;LC@KD+XaPE#^BV zjlguN^_?i>Y?>qizZ{AqS17a1yX5-=9;Va5wt|z-I-XVZj%f0-ntCPa(&KJ63X|^( zxNDxjSaUT`2V|$!mQnIlKxZ5Z@1rD7HW9(wRY;x)IJ3+n_J!4x#{-mg{pDITIeE-s zrZ<~dpXX~I4UFk|ptT@l@(2qCB;N7nu7TsX#}tSu5K|zgKum#{0x<<*3d9tMDG*a2 zra(-Am;$da1=#+7y#9ZEX&jFpQy`{5Oo5mJF$H1@#1x1r5K|zgKum#{0x<>NYzoBt z|8F)2;`hfCh$#?LAf`Y}ftUg@1!4-s6o@GhQy`{5Oo7**0;8j)#AxD~#Q0o#ZRGOs zp20sK_@n+`@B3Wu_oqIPe7WZ$y6~sx%ZX?4Cy}Twuj|McwQF$4M3o{L+xmkWr=6S} z6L*nk>PeB+dpX>4M8eVaeaORH-mfpjlB9SSw_ zg|x`Gao4HFB9oDHm}NumDASmSzb~PS*R(#ianegQ_C$ar;VUu$TD;z=#(XsK(wn#v z>CdxOicD;rcsr*W^CTlmSkfEMA{XfHo{0nNI|IVvc&O>!(;2Uhl4{ccawJOcT(`kA>WrEr}P*z9zEN#L8VHU-OyrhVK-9so$*o zk~f6Y@Uo0+ZM!3kRz%bK0~?2(#B1B9)+c2@*_;d7og`j^^m&d+3qP=%ylXz11>fSQ z(|P2NadNY`$sv%XnB`oHYKZZ}}opXwR>#BC#=&47lTzk*%B0-fqVvM!2S=ODUQOnJdWm3?w?WuIJRdBKnEDS|{nwZ!3W=ABg(g2~>FZto1! z>i&({bYjP@!QDHm^HZY8vJy3L38Z6R1mEi1W52Xu9_L|%4=zIZ;Nrvi(K+a33_pv6 zVVTp#ne6T0@6F(A5lw9We=PAzV(iaG|9$!&kNo8DcMshdTpl>x|DL|bdXve2+4BSF zyq`boPi(vh@kh4Bsr3VX&)&;Y=TCwbFeeW-C0}&E(qw}@hs{aB?Ieap4o_d^e>aI| zBQ>m4%Ygb^k)@YnSx?;@YI&b>^gKlOm44+Ixi*xv7C9-U5EEJk5Y&wq97lHd)cVy3 zGDVr&fUtSmycLaVIVzn@?p~hLFpc;|mP$DyOYFfsL6ZMH;?%xOJJJOq*_w2%(s@c9 zD%kbC8%wT)?Os3QCtXyYynuu~QI{|eW+zo#lYl9{WYsS1l)8K&y?Z#%dqlR=OpSIt zXy?4cCu)IrZ%wYQCGFvjOP-4oh|9Fg85khja0f1mU)&;6!?sI&9zmKnEN1o2jpyBE z_wIEyAWFd`i2-sn>#1ldsx6^>Gf--hqQ(S_5~8r=cuLA^Z(p9IdmS~lanV^5>^`ub z@>3_6Br-sp#{x>KgNTizzw6Tra^mJfs?}|Q&vFfU-S$ZSM9Zy4-EuB$V6QGEf88b+XCVg{~l$*4T7v^;YMP`d4h^--kxBHE$p%A_|gI5TNtDwzL0lp8capC^Jl1<})pZ&Jn$WA7>BhOPHX2Y6G&EAms1c6c4H z_uP44W6_EIB2cy8FDVXJYS~Z&#CXuBWg|l}jny-R!E<|RMHG+;-mywbBXhY&318I> zFN=AE#$|8ZT1vV$-4AapxK!D_KHo%@sG>FFKB_o*x+11esIo-E83dhNTiu{al$v$M zZLVJ9%^#_!oA%LddJ53bYk!B9t82`{Iqe?lLcgjS!B-`L{mlZ&6-;6gqlk6 zVw&wWN(-6&2jeaFfpMbi=Kq@=xui(D=p~j}%jWaq&n2Qy9wlf7hgNgr@Gup`e

IC-N^7;4}`eCf(B7>EWREK zVV`Qzoq9Bc4}?QnM66JRuT@Vl9>OM&zm8ZZ@IOx3;Mh~LvrG>s{BsDMI zgAXo>_~6ESG=IFO6&hV5cxiJco!B)sxc%{}2?QJImRG&vbsq1|dJT2<)mvI{Q1Xz& z2NyYfaFLU?Mvm32ibgw7w8~>u1VgJAHmB2xodM*KTie6q-Vv+E9qVDodekuxbc_aH zM%b}cPXrbbP1W4yKAfkhBi1?*_I*J1P3Pk3=3bnq2_f4itM`4tS@9$nA6&`B2Ul{H z4kQ=8O*Dg}LV%Ha=fdW@Sv}Oj?T=J1siNpcto;e+ks2G>&-0!PpLTz(PtDrzEheVy zp@$DHdida?C;QQh2#zaqWXxRg*D!52B^NiR(ut=-i1{++cZFA{^D+uA@GP=9V){ii zRTnn*q!ZI&yy_|cyFyF!*o6-+yYRtfm$((X;5S8~6(w|0Xg#;NJDm_iXw@qMu$l#3 zVbT2rqAS$y#wCm34YTNx%@O>GXsTY`d@`Mwud}ROeT%Np>_RHp=6D2(fpTQ+ zIQYKJC(?;S0Tf#l=;#W=PHlP=Dp-_8Hb-zQqN)1)W)@+d0ETsa;uQ?(3b!t}Cq-`v zOI!pZ5lz+eo4XLE3E<{iBy@#U7p6^$wgFP7Heh)(<8ds9<3DWLHC3GH3b#%dL9Gwv zh$@aPwC#>yS40yW>&Fo#a5(7U+FZ}3D`Y!04{fozFUYd>f4c9piE(LcdGzn6zi;H9 z4F8AWp`pElivz3uuc0IUi760MAf`Y}fj5f+)%S0{$2l;#eWH372L=&oee0bUY#C#v zoBN&fg23@^&kNoaqHol3!Ip@=e-p=z_ljKIYvS?Aje)RFZV-guDhk4La1SFEEohIxA)=|ew5fUX z@B&uWZe_|A#V_v>N8O9^;Dd`HKDY?#TSR&E=%Ae5X;ALcriz8N!?Xr=(RDlT5xGuX z{0JuLxP2Je9KolECTs#I?iS8OwSio7$n&*3?D{?&J@0(*_E7iPQyj<)TNkk5#w>WNJeaRhL7d-Wo;O{m6g zV6zc@bu{t01&(!w`nFQ**af#zBbX;g2essgL%C5gh3c_Q!9(X<4IP{z@v8IQ13Gn< z)i;Lg`)>hOy)L-$VO)Ggh3^5EI%~iWSM1Q@s{Ozw>HWurt^c$v5+fA`>y$?8=WRSHzvt>!l- z*0!@+Wn^3-RL z^IMBKRM+%%p~DB4Q30WAz8fV&Cq}h4PyMKT0>Cic0>g*`tleN(zd7{AV>r?R!-(>+ z-C$UsY;QD%@82B8KAK~zS?&zC@^YZEa|5k=lgcf;#@1#@Y;U#D-JzT=Zw_JaB7`IE zY%f$O$yb)0`qh~|i^bKcd&ITwMAo@iKP(fNf$eaGDQnx^A+9fP4tnc>20xo{bqjLe zBep=21n=>o#nm@~dwgxtxj)#xv^jwJ>2UT1=vc3Acyw*?dqlU()p@ip-Kpqa*z9*w z+tiGRhhTGI^m|0EZacP^r4dFxdb_Q|1E5uFv(M8zE6_U;HQMhHqq|{OI|;?&u5EXR z^YP4Puj`ggR4*ay5UMSIk2u!#4L;Oj4)rM*IGq>4HlD}f!|3)7Q7UYvm`wIeOjH@` z>Ml@Ik^2UAmV0S}IXNA0D*jN_?{Lj{0;uWCUw!1To*OQycbmFRmF>?tU z7!$LS!%>>d;Sz2*7s%R`<;wJZBtu=(z7?oYH8*?U`Z~(?ik}K+eZ}k>EWayfp^oTQ z0^N?A*duS--5IlSvNnNJeGZxzf_{5O%gmQ>C>?doUl){l&x{7j=HR9DH%(b}Rhk z%rRP`<(uEk__^!jYslJ?w6eB}Nw z{{tgdS2iE>PF=hLmB&t)AV6zTD|5e&&)m()wbt5ARNE>)bT=!%$cWgLO@uexgL=*} z69hkwBKg5#T#ld_H-y{OA(KuI__je+x%-t;B&siLKI%krwog`HU}qA6>RD1*wsYWb zsfMc)$ss0nA~UdP-Z`+k6XP|s2+cGHF6t>y0t>?ke@uwpIuSbEI$7C##0g^oz2-0$ zGOM`E>=wa#+yWm$LBha!^mhEj0q3^e9g6PK<~!LvszD%p33l5zWFt0L>K5O+qp}6Q z%_dF4f+DK5L+oyC?o1~xIM^|Ey8C=iu=;$_Kq4ekurdcr-I-jj4{tu0POR-^EC0X>aIvFxa1@vCJut8ZkK3Vp zf1(1_{N{GVL7Z92xL%J6IIOMN*C?FdaPGJD4S6NPH*7JFA84@|q6JnPZy3(a^SJ8` zt!*tZRKH~~d`Almm2Vjg$6H`1f6HJv)&fK6{$kj?dg;`jb~g`4hd!EkN8gtd<1dVT zVQkxIKK;+q*^v(n|MoC9_$Pyh2YzVip_iKum#{0&gY-s=KNq zgNf?sA*Ae}R5eVVaEi_uydp@ZMl@B|R6`}2VTyui5y|4IDO<87C?qC_yP79AX^Ca8MQUNBd#<<*+1vH?in1sOvm7@o2{VesE!EqRkiXU*(NvwR4l^M4 zGaxOMazx}LPEkZv6+~O-1zWKV-J-;%nt&U808BL$U7@mQ5ROx9i`Qja(q;J0At0}; zFfgM5O?_`x$Wa08TbkSu;4zRCyw5s%08@ zr>u#bXj9JCM3V?0lB^2`0M#tc&>#+gUbcy-fY>46%wpL?#_50UU3Ml4RlKn$8hf)eHtAxUDD_Z)uWd z3MRPC8z7{tP>GX>j^o0bD5})fG2cVLwUJ0kndQY9U6eymI_*IyohCrp<3ULvVo-`i z(``N8G|T-ZK$fjLx1X$#K};K5D1$m3aF?M%aWwKf|3(vWH|y#F0{%A zl$-!46CRW*XBh%WsA77EJg4hAu{5d}fI}1v{3e*DE-4yjy=YoCPYp%233MZbmO*uC{9x~`#}##aM2JAyp@+kTeehz*KF0a z4K{Z$GbCMt+OarU<5Y;Hg7RI0DB7@vif+Sj-i4mTn2&S0|9iUsFD9@?7MZy}WJtYNY2GZRO zWH_Y=@DY@1_5&V}nq(WiE^->N@qPlcXi5?>MJO63l@f3BnyN~QVF4`Dq6+ejV46`$ zx1h7MyP>2A$6|(8n}B5PAxg5QYW7tRNCgCwDdvQ#sj{L`2)1QoQcKhl;Wa>utAJYr z)Pe@1Bv_gy^CGM^FI%F?n|CpBU>1cLA>{h-@Q2VI0+KaVv$s4TB}L?@Oe79QS~o>b zfQ}Jmctes5O~|RdAwZ!k927SvX}rOKppr~vQLsgglkN^kNt_Y1CQ1sk;am@ZTVhtn z`Nr z(oWt=e>pHclwaD*>xo?uFKgw!XP3s#KxDB1IpF%a6*NMcm=)E~*57&OW$ZIM)R>H* z2FaVtxnjXjk)44XQLRAt<;)GHuS5>mmMKrqlUvwySy(2e)%!u6j`N&4qzFzompW5- zavpU88I@gGIfV5M%BWC3b;bkKX_cZiOdX!TyNs}h={16CNfjq6>>HdEwk5H8?<}+2 zay^fSQn%MORBi<5)W~SxsRZHl9%d3Y$dLfmo2xW$?aN#!7$i>$Fmm@pXymS^RPUWD z?9@@u?)hq<%*LVOia{z6?;ODP%gloTnTeu@ms&C)H}YQIt7L^_(+4}Ffj1IJ)jl0L zyS)*qTEh1>TFFDTaL2~3|5H8N=c^a|s-;GU6NQ`|5Q!9a);dNW`RdQR;vj6n^^P&_ zn)B70cc^1pwjZco4`9qHOqQ<~O98g`MdORJAvvV7wa5yp@E~yFs87+uR%~#3Uqo*8 z2>LnWZOLvKhXf+o4Tpgf$N+DM+=SU$l z7t{gwW=Zt>t_PaRZsBf3b6aO*SQqY?>BK8f_3W5m-@&$(-Fwru3Q^}N>_r*wMY)VS zAZum9&Z_M>0vkd~E13l*Aya1?We{ zk1cg%)NE$BKNDOSzEABt#2jD_2E|-ee3sC>HKA-+)M<4#}#@vz?aw}TMozkLz0}E`I7OzIoqC#xDds^^8TD&fl=ycWCvZPAy23F6E z5(k1(;VyL@*U(RiyI()o3!cF>^cIWz{441#q=Ma<+gc*Jro-?CR?nbAxBy&@4y(*l z_QmJ!E#6Y61!4&;qES9-w2I%ALTroVlHl`Vy)cY`gw-!{R@R&=NqHn70{Rt#3Q#Q5e0 z*2*v~-^#(tR>-fXHn7@#+XO3Hl0n$ODmD&QIz{iBf|V_)_UOh-aj=q~ZABmV{(sfI z|G$v_z{n?u|MAeT4gUGSKkfg+zW>zwUwTuiY;vy0NK~6b0QaY%`qIV+yc8MX1QJr_ z6uFUGxz8CSaMi-Su~^R_5lE$V-)}m-u<>d-aUwFwiI_Q#+x~%@B&%%c#x^2KcXf9S zw?(klDraZw$)#Af1NR1TAan42NAIPLTdnvfc>5;z6~i~0e=lv^Y=t0?(n@Pi4g+_^ z%lNid>XwD|`|h}88*vBxzH>0YaU-30W>?RSP?D*}u3#9i_pq%l2jz|~3*VnSVfXFI zcV*)`V<@{q>?GCNa@ViH&?9#>Deo8FceiiXO4V1_Hm>0^8=Oe7deMK0c7c|z6{o>t zWLh!lY6WMANZ!dB?VYOv)~AYVg$k0fVCT-;cJu{r-2%Xhcf^6`d=Z(5Z~B8VZ8j{` z_K4#OL14qOCE_n_tU2pPAb!FhxU3_7FUU&wf^1|knxWaEqca58pW3Lf1<~O4x%GJz z6__iR$y&aG>=cDUu`s=WOC9F2AIAVc7mE3u1+Erfrr37Qo%itMz%TO=-`X0(yDN4Z6)8c=o4_hoyAU0sb7{P5L-mNWa(#w*we zb#|eGVKj(494jPkDKC3_P2N5fJId1rSI*+RjTk>i!{6|;vjq;_BKOk9DrR-_7Tf9K zH4;XO<+%uh7-FEuz5BJf);;$YHi`_vA?zW}`K9$l35nrDvf3U$M=42}=iLo7#iw$@ zMA@2eP&3gC4V^@9DU@`h;BAdw^rLkg#~uq-j+AbOk?Vkad+Rmj?;HQRM)Z9fD<1y> zh#o1CD`6Dd^Upnq?eVXHp)~d8vhsZ!c|;GIr{KXnQkR8M9Bz-JU$Nkj*Glm!&Fta1 IHy6YIANRRDwg3PC literal 0 HcmV?d00001 diff --git a/database/sqlite/deathwatch.db.pre_apply_templates.2025-08-16T075151044Z.bak b/database/sqlite/deathwatch.db.pre_apply_templates.2025-08-16T075151044Z.bak new file mode 100644 index 0000000000000000000000000000000000000000..9a2eb1142a8f751f65840ec0a9a8d65f28f29eb2 GIT binary patch literal 131072 zcmeIb3w#{cc^|si#TyI26h%R_1ZlaFOu{6fc|SliGDw0C@lAlD2uY^T%$y-sT|)8K9<~OQ$i+FcXTI0@zVCeJobOvWcQRL@8M|0oA(f1nct;|c zOuRRfNhA_!{LlV<4FC7w{}KG(i~qeJ*0$A8Ix+Ln2S&$~#8}UFC3?PV{HvpXn68fg zY9%|NVns>%E#<-fEz?MgN`Wdj=*Rd8FsHfeJD5bTvJLU%h^LnUt4Xb(%sQr`8i=1CJcqHF#%trIfpJg_c}cF1u8$(3SG#N^XUgD`aK0(dM!I z{PClVvu(apV=a?~xg(2s_QF|4m&}>dnZ|IwhYrpkJ$~Bvd&c`hK0EH z==H51@)71Tlj^&e1}>6E&YYh=e)P1XCic`RGnF|%e*}CyeQ186p=5H_6qBUG^C#ya zQ-|gj4$U2&_hwbZa4;#1fPuk$g0&}dJfE~oZSW%l6Vub4ta#uRuF*oJSh^Yh{lS3D zgnQp&a`Va>DO7Tmn@v(sS73aQw8Vr8D&4KJbJ-FQ6Ivm;eA&@Y!8g3+WFZKiYo;1P zx-a7im|td|N%v1IO!p*m1&iJ&zmmr@m&sZMIvc-V4hzL)KHRcnfH`T_6F81Cu*!oS4hXZeFG*6xD@1K}{q$gKL$(=*x%S?Q0 zp9h*=;D3mXT>E_w`_k0<)4c-|laoCgygTV?_<7*=1t(msw?5r`rhH4cw}FQ%fi0Y0 z7*pat;Q4ocueU+=y2174!97Xl-OJ?E(|!FDhbCJ}qbFp%N5cNIss4$*dwVXq1a=i; z8E!2tn6#!RyZM!qHquM8mgF7k+3%C>b)!X=!Ev;r}rG42el$5fwFT9#%b~HPiUBqLV z6NQ{jv-`5IRBmQx`P(n;%evn@?LKp8xs)rT+gv84TGPQ&v9e4{(>$8XS9AG%8G~l$ z%u>-Hm7H15?3ueVg}%A#1W^uHm&~5Cw8UCYQ7dN>n%Q%_P?^f&RcutO=qcX8zL}kU zHG6R(J1ffjvIp_6#NEEl3!?O-U_8llPae(*ho3%rG=FyS=@a%fZS}ZvIR6|yc}*2= zUAtB~bL`w1`?=@O(euw;w2mx4Z&uW~m&-E(C&<&BHqFZ!L73&ZSxJa!V*csIGY^j? zwr$(?+USH!#w#lg^6BhH*_X|ED@x!D1l%wVXvqc$lIh9{ey@?-MRgU3;!&r=g1bx# za9+KJ@+viR1Zxnm!F>ebj;r|0$h=y-PD^v8758~GShQ@Ga;q#B;yu1f%9VMx+(iTX z3Ic(}0?8lty$H<_6u%C-^ZT*}`-cNdo!>AD+Q=2>9|W?{&x%dTpA=zqfr- z06ec#vI>{gB@d~A{3;%*kUW4xhXY;trn#Im-CwR3*9sOo*i$)#cnS^?*l#PvYtFL5 z?X$6#aX*>G65?Sl_5k??;Bo$0SatBn=Ry&afDM1!C>E|1YZ7E~&#f$+J$3!e=|dMT z9<@oUFVTvSS@FBrELeB#3Mv!Xc5E50TH zP4cWHG6A@wrp6MFY}>X`b|zxaj@4yMkKAfQjD#&EC@}kK->>nlHvib{WD_bAFZT{2ydVfbhOtoQ0!;Kz{X-^KQFCX`9Xv62IjQtv{Y=! z)crIO&^R^4cf3?AWR4Lw*O>-uD8L28TuihDbRZO05$cewf6-M_hR;#xP*OlcKqXd6 zYc#AB=Q1!ZR)&-_1t*Agt?^Z#rd%M`sFi^|%ajpjv)I59it}hG$FzBb@(h_PpDw&N zi`Y<~bsiin<|~=AjGK9v5LcM-=7p6kv(}!9eIa|68Hr5IN}#8%a9_wS7T2yUGgHir z?y9GInE~@=Ff49E*}~4bx)w@4LarOy)$t(Q6=|kuXY93n9=ivWR~;4F05&YT&n2ugZq9u6)GG(6sISc|o>}8h-a7Ki$!E{peD3JU z++mKcmOG;S5{bXVc%G4 zS5G6#Ah8}dQueO?)HXcy@JQ;Bp4yH>YA7|)-iH~jX zO-&EF=L~Sux^_EqJeAs&Y}`aj{u1yR>+!zyp^+XI7;x{FOMU3;9sg5?@#Oe7#{Vl$ z0sQIk*N2}S`mv$J;0ps^7}z%Qo&EW~|D$hr?`x?)P902srsr>ZUP^q0ec?_2sZM4F z6V=iE2Sia7P0^G^f#Wq|o1Ct4nkCx2C2O20@|LCvlA>6eVH*~;P0`jYOA<|0G-O#) zsYPB5o|ATCEZN)jlOD<<&&`VZtRT$Dim+5~mor{_L{oM0aSuMl&=j7hwqgsiXbPrI zZB^$rg@^!H6>OCXrlCuO6Kq?PB~#@&ljBTTPz~KyWVti=G@N~zkt8(?A8QZ6$C|3y z#~6I`pdSGcI%iUjXp+KfIx#IWeuF0~>S%wLoTZ+utwk#V0r-Yf@j)-`(I->|$n24;s8A!D{`G`kE z1>X{FLIg_%{}dhKV#}7Tu|K8?0xAYX!7@~t=QtwBm`$2(X}ZMAgg0z4#OW3@MVgiQ z8BLSI@Uiv~e5|QD`A!c$Ns3gL0k12PTUW-wa<9lO>1AJ3S_2eh3hGN!BPe1ZP&5mSA(5$(uT_D;79Q zEnT(+QQ&#iQgP$K5F`Mo5(B~;g0Bse1#woEW+XK%iB5Zvh)z>=@?npNR3iEe2W+FH|9g)?=Cprk_25sAvSZrZXc$Q%(>i8pxDR75Cus%w@Zh$b&; z3JuTXHbmrc9#ET+_%NrP_7ITl(Q0;w2PD*rZdsPe;f1=zYa(a!rlJ8p0m?<=DP{_O zF)R)9!jKJ3GE7M!Iu#^BRqZZxA`ck@r@63BblO8evPY}g2R$G)UBDFJILo3`GX={w zOvQvc*G6qSgejVVd82z{gLrVd>$a75B=-~b7LrW^e5@h_P+MQC8(`RK3 z*8pbV2>5~Y+I>KJP1WoJ9+2R+Xv0p3BEXRqRTWG@6=mI|JSSSjB!V-R2Bl zmMosYzmhajR0ILm8PkQz(3LWDxvW{HMs$p&@dDHi3?nmxCZr(*WQ6u%#1e2#XNFe; z+Q(}T!N(r0J~qzaI{^3uOW}B3Co&N=(Xz0uV{Xf0)!_NEDs+Ab?I&b@CyPfD~NSsjg~@EWo3|47N1I z5+y>Q4xzLyg%}*bGa#o>*P>!`ifU=l@&cU74!v0@7a8z1IXX_e4?Z}!P7_znj(B3I zn3x2d4IpjX&@ic~NhMx0@ySqh+cbDp<}gb*6>g1UNR&4SXWFoewk>Ir6yk83xq{mQ zk~G7q0sRf?I_*9vy{2lm&jV6ccnh*97`ke4oW^T5rn3RB#)bxhA*2?sss_Z+fRzSw zHCt3+HFchdlBtQEx?>CyZB`IxR89`Cy4LOoves06tk;u8SZdi4cwB45!ax+@KEU_K z9F{nkLPDUCz-yRB6PKMt!?Hx418rf7usR@6sv$~7$|55n^B185!T_@N5P+wW=_0~O z5a81&BEg~w9+)X6cJNN;3ZQak}PBPLj}oF$M#R16&2ipn-R1yqggxF z>)USPuk>;JH6r7$;mIWa?iv3A{!YAO{0r&7P3<1|7kw9dpBdTF^VQ*xjQ-}}4=2Zy z|E~WVeSa|a+5VsJ`&8<`4gdP!9}Ub6eKGmTv6p(kHuTEK3+Z1RK9u;Y#LtX==fG<{ zcSinr=x+wMkIoP6O_x(Y+dq}O(6_C3bL>w>K0W^B^mJ-v{OO(pgO}I~@9Ag0w>sLR z%c_l)7U+i=Zm2Mbf<^>QwG2*%B=T@CRD)+LX?Q@KPT)N1%t~{nM3}#J%o#;9ZO(!h zXKAXg3D6EECs?pekaa9KVEAn!sg_ACN;HkLFjILG;>L+kesHIyqs}O{u0e$m83u*3 zO*kx2&w{PPPt>4uR7_`>Y+~}ZMBu22JX{RijMODlw3yn~jyR(bK{Bx@s%~IaNm&8MN$n}hl)@n=w#SmTT&>+ z(q4x;6E#2pCjo|nh?KM8)Y^uq64*Iglr#l4hCk?zV)MKq0XAJVc}=34#Y+Y?v24Uj zhDeHrWtk{JvFfm#ripbVb3mzVSa_+zi*wE>ESv%TPkGDcoP{Q*V@86kSO-&}hOfcN z(m*Ka5gp&f`wd;uWk|lpsn&a)Q51CGS4~iDtoAuUHwk=OPEj<~G+@0|z%6Jd%n*;o zm~LpY2}ACvZ$c$Od&U_>=D|P22n56dsN++Ly2=}HjM*X>9uyY7SZ)${rJ`!{R3mVo z1h7;AUj@VbHfI!3w;)My{}7eo@LrxX2vC5JpmEeR4ZKyhMJOW5@d_MRRkBP$mPJdH zv96}-0cR9PaN)1XifCimYS|D8lOy;fDj=AsgLTko1nL0cATU|L!c8ZfY9ihOR=md< z#RLTKqre44RSd&632zfhz!THNx)jk436xbd5rGg6TE@_z7ZJEoWle+MYU$1>3ZO+O zMT2{0UWl*CA8?x%UVsHFJXsNI zD2Sa7!80%p*bFxf78{ck?il=UP9my^xDSDSf-E|ts2H2VONR_lSrdtFD4cGAJ23c| zJ@AwjC(F9fFWoH!2#)1aalb}yzMX_0w0qy|;PYSew#`6e? z!Oj_oM{!UskbV)4HgpiAT9pwhb4C#jLnbP-=$fR#O@b7{dsBIvLQ^0lh1iB^i9{9+ zkW|4mVL?n#Toe(nv}HqdMv*C|qXxc#u&Rc|h9sDr0bfdxp#z{bEP-e;uOz>5N9-b#4apE0|-`GoWdja1BZf$Fx*tN01SFK1s*0b1f9_k zb4Q`PGYb4V8ybzW7!q)SPatzDf*Yz0!m5b4LS?|2hsf@~J$z?9-)ogi=+kjL6`k28vHsGuKQU4yeB2DSmO3QJ)PZWZ1P ze^s<($PlkV+%3&w4^q>D0+*p_d5i9LMgapA3yL10Qq3^{vI-rgfg73%`2_mV))e6= zI3$Ev(4eXS64{auh zHr8dP`lK@od^r)eS;wRnuo{DLgz<%Aj6es1=HM4hp@n#YMp-Z#`oe(bhNVY<12czH zo^VD{un>XqLqvqbN?3uWr9GB(7Azf>Qt)Rv2`dx`98?Ro5HM+>li?>Qde#}m zFlAVDi!v8iFnKonq2IBVM96?5C6~Hn*a0-*NoxC@QQ$9e5;g;PJSD*s z#S$7V*bU+c(eNMCCxPP)w-Y-bSkNLug;f9?DMf}k(2c{+DBXsNMx0T)jpg(?qjVc= z>2*fwHX@R8M(HMSftB;PGf3BlB){YOECpv3d9tMDG*a2ra(-Am;x~cVhY3* zh$#?L;Ps@yeZT+j+y5Vn_y6Plf9DiIy#F8X|Hu3P@&13j{~z!F$NT^B{(sw>fARi* z^gXnA|3CU}LcISUeKRNC|Bt>Z67T;vUtBKQ{K^v8!XJ$M~@aNB?T{cSpZ6`Xi%vM(xq#qx(k3)BidBTj^g& ze=_~SG)W&$?@kYo{MpEFjQs4#Cq{0Lyg2gANOq)e_&<*C9RAwyPY-|ZaAo-7@a*v9 zxH6m=`h%fg8TyH#j|~-v&JW2$4-bB0@b?CPdGJREUmJXR@YLY;f&V)2uLpicv6-rNl=gdRg7L8HLApKNjxg*mJ%Bgy($|SHwTvzA8ziIaO+E)!5y-t#Cl{e zhjb<~daDt=xE_kz{S4-Be>8QV$4@JsT_}_}B%lzNJ`~w0@iV$2EqySuQ&47*aA4_n zM5lA7&H z3y=)Lb4w)L3Bo%3lyEV2F`^Uv)N#XHSXzka1Z|}mT%cGwAKi(on2Nk~F5HR9hFg#z zpQJ6Fjqb#-y0&yCqElhCMGk_c)2%vjqhRS&M5jE<$ul@>yL2+5Q<}v*!wtiw6VaXg z46eN`JsZ)%A z%fV16m<|V9b>arw(p*F*BmwCJ6m99f(Vakr)0du!=tP}YWblyrrEiPwRPjx2=|Ds$ zKg)@@R;(_)r@0e_!JvnbjAluX?v!V6T6#%q?&OgMO2lPqbxDox1fG~>N<=4a5#t&* z1Wb)PAEqFhlC&a z=HBQ|2?mc}dUtatq)$|#Z>6QF=uTxu5S67p5uFe)ZU#5BmUc&W^7@RZC`<2(=mbBZ zq#(CXMR#IYO`GC3EG6Y zOUlyzh)!rtNIX>P;ZUcSn8L|nF%s^CLa67C=!@uN$rzlx4ZRVa^{ff0$j(}}g5)Eq z14BOF1o;UXSpr6f5{d0d>Nozv*cZkoMz5uRGrf;x|7)B3?<;Zszec);IR9Uq|F4!r zvD@p59p)lo5(gs?=l_fI|7p{_lY!JR&~g4hlt&Mw7GkNZ>JCWV1UeLp^Z&*9{}6r{ z{(9oaYT7%_|K~Y1$|Cck>yEN-;&|;5O>g!5e~8e1I?n$mPjj#tPBv=<6XX1UasIzJ z|DTfz|1?>l+1c#3a{fPmc6BcZFbcK!VCqy)@82CHssD^9z?a7!a-snI$j65Nbol7d z=Z2C4zdZ10{|EYhr%z3tN)GlcC;m75dF%XCv+wcpEOwh)tq7%`Lp+Wk5;p~N5pPZ%Z1=;HKXw6MhHF#q|+YJ zRGrj3B6gd(E(ByW5g8orEISP7>>TR3V61 zdqh)pQt*h_ZIZ(fkS&M^IBMHuL5i{VX843^miLG#cbPsh1YbKM*0<|I5V7`%rs^c; z5wY9sj3FRf5D{>=JBH1`go(%=eXG~NQLEX#9+$gKOc^3zOD_AjR{d10wMR5nC*SRH zS?)6LWeCV9F1v8JySvT6AhTgZ-_#zhW~V$NB1L6a88t)jwIO0-mpKTL(;m@Oo!sLQ zvD<{5At0lP$l!1{x|@LsC~a=md9<3{?GdrtRG=aF+7Yq7;T{5#wMR5nC*S1}vD-|e zAs|~25hsk?J^v(%U29ud3EVH$$39TDqi4?+;J_K2qH=PalyG_0tg0CGB>&GxcK(h9Trs`zYBVxC?T|+>&AR^m# zb54RZ0~4Ok?9pm=mq)~Iv&M$tYeU4wiIgCaPJ2Yt=*Y(s52XG);jQ%tje)O>zaLS6 zM-T=0?KD3y*?*(&|LhZcKc4#Y)am3;Bu9Hz694?Iv-tNQsb)`m#73fB6j(qGX_e(r zM=bzUX;LH`shE-58A;8N-Ed8GQakuIOuNMDWWJ{Gb*QxzpOj82J-lZN&4f_}=@ z+9R5(lczk1McQFR0+2ymWtoFHB)evH0d?d7my!P+De+AdXhSwm8+8P9Bo#MQB#Y;e zds#=$Uu3Bd0U0H+9(?S`VgxV|P1T(z8GIsw6uhFL5+NrFf{KjVsNlj%C9vemL`Q)% zq>M-Qe3tl_LmqXIP3EYE#P>Y1W~)eh-BecU%1Urw4zSfvOojkq?Ga7Y>>~h?c?1*;5fqd`a&c70M6CeTU^Ng7 zWdBEUf8^#CQTIJI@6>mCsTWlr-Wb|}qaJW|int=&PqVp(xS??^$TX_2*d$7*wE~`z2h}eeHtbCn& z?IcJ^r#+&nIyvWYTIw>HRS3vvPP_22n=cW-L^M^i@AZh-ZJDePeC>!>zkw5ih_y#F zRVSbEh}dlvt`LwdhzK~`OF+%Qg#0jxJzC9vn@7ZM>wAUZYe&TTWuy?0tUaQsI(fh& zVz=ePLO`}4BH(cELp1{vb|KiK!-LxsGd*8Tj7_9|ws&)UZSiru2#P$DL*Z)gi zNF3?u)(L*=)&J{u0sO3!;G$d2^VX~X*KK6wq+30t%NWQBm%4AE`hVR<#7?;hQSM9q zKLuM@sPM)rm!UWgYT7A^uJI`QEu!QY3c#Vv9IJmPvC`@?3N@py84Apy2px*=QOfHJ z4lLd7yubD8{|P9$Do|19QE`+*^-BpQv{9%K#ph754<*|uYA0(bHfo{55Tcr_!lJ1e zD1L{)8_KP5iw<47-Ddq(t^dcP3@Z*AP+K<0qjb9kbwBI>Nr;4^ij;)n+bFdPcGv{iuv(-z zA%Y5?s6uO?S|Eq&TBv%9N{$wfF4XuGY*FJR^Oj2&?4g?)k$4HENm2C{ibS_iPZe=s z6ZV0_TMWz~R+S#x6DYihqVIUrGIWzCvZmg2MnS>G`%wQ6@n&!mg+F=JR7Cw!6xc*1 zWZOUqW0jx+GB_qXWsygl3XsiL7EEUH6- zj}pq->N1ZCqACZ)V50iAhU&kpex=Mqx(Mozil`#|YK_wpqNXj>WV_uHbKczK}>vyGYkxuYznA=jH1LSRgAf( z8dM-UtC5PLoG4?7rxg@~#x@gbBr_02RAaVKAQnoU3W-f;7}VRAFwF^SwWIhe7=@Cu zV2Ob31KvWJTU6x4K)iukq1e-sP@)$xd{#MHg<7+zmRNU&VcbKxT|>o7QPCcyX$i^; zE2tC;bpeBcqOYcoWD!6XGKGrF2C9^z`m0P)a+)Z7;@e%RGf_z$MR8fhSrEoR#b?t- zm0=0BqInrg1*mW+d&m?FYIzdu1qwDqT_LFYD{=Hg&L~~i{~P<0#C(s@W&J;gE~t@> z>bHu)ql7&O%jO_eBoTG1QFKp5X;mJjhEcjtLit&g?WR~Z;8`de#X^}}LK7dZ&7-*f zpQ!36u?Kl_ih=iye>w57o^I>^xid*Zk$8wcio@HeDo;@m8{2$v5>e8Y0}n7=bqh+& z(6GCV8ET;{Hp(KRnlWc#|5izS#Nkml_5a`&h%9se{17!T@dd>oIE*6+*fv&Bh!H-S z1n(4Y7F5)!*02pOD44gXhbzH#g~CyuTe4aGKR)@1MC!@$FZF(HyfQvB_8-SS z)BDW8+`w!7KR@UuZtuG|dN}<*(!Y@UN9j^}-^hRHFOK}k z$kNDz!@t(|2gy$ie|Y%d(0}j$#?TjsUP)a|{@dQo)PEb=JNQR~KRkE|FN%L+3UovP zXP#L$s-Z*CA)OUA$DzJ$ibEP4im*!(EAP!)DCmqT@+fX58D|BX88sH6_-qA+(F?hR^Eiztb% zCBD-cM#Vu4YEx7vmr((g=!kt=*cOL9LM|?3ok3Z9r%<}aqcl3aH`E!&NZpcuTA*J=BdsusAbtVuT0g$nnH<6@wU_IIJtGkE8Onl&Cs7 z$VQ!Ov{KYa$H^0TvZ&#X%Hz-|aOaq7f=aGXZ!qL2rwz-m!Zhg?>?qHvx<#zp&L|rE z0hEx%k_9IU3{4x3a#1A;5=oCf1AxrRgMO2tq zO}rQd-0={+I4Do%O29dX=Y)}ExJew2oM?a-HOcX)nRiBkbHz@cz-J}wnxO*!2FoK6 zM|d=m@(?isADSIgf{O(IRfhiuj3K~-m3Wjww+v?#lt@Q)U)=!FbxBuk17d}8@OS{rOI_q~ z$OlJgbR6-Ku;zeU34!KN##huRB9};5oyFMCNVQC+4Q0_iiv{l@N`jVoj}g8=(RA?qbm;!PCR3F-g>Lcns7QkTa6w4V7YI!b3jm zjzV#SOfzjz8D23&RAiiod;xV80W1#C8K#Ey7<3C3TKGENW?_|QKvhulj5A8Nhv-f_ zqjYpBO`t`Gq%g=>r>OgM*z^!zH+Ix$;E*xgZ73Gpck?F)w*0X!LV z0ZhdNfWnX<1QeQ70`pAUf&(X0EXSdOpd=uVrYXBso4dVX_#Ouq+HDQ>!&n)1?fbc) z$WW3pREwl(SjG`THHeqWs(Gu-V^uVsd6P)Qh$T3V+cA?OL4HLUo+pZfyQSs3b*$aO z+THHTD-K58UdWQ1QM%oieQ#|P9(Ks2h?}s0F@#TsPD4Np3d4Z06%`mtfh}KQ{B7Kl zGND!omcdw5LpKo49R;S$hV|5Cm_o$GP@s%6Nld4MMIsqiIV9ft{BG1(uhnPS^$uaoA)Wf#p?0vLqNB z8vzh_RBizbkW{0%prz?>bP&6MCxi97LZDX>&$XGMhTo@3I9kbq7H}M>t|175;Fkzn zO(tAe;Ge=><2YWD5Y$0DP!lC=E7%B{avP~9gvfXXK zZf}q5c3{zEywl)i_+SJ}MF~M1ME_upAtg?LNY*4#hGy2_z@P(i3|&f*PZ)w>Yx+BC zqre3K3KHxQoEr*)Y6M4wEm#{UTO5sr_rk;Dz+Qods4%DkuMxPy<7BdU%ozpt43Si- zSj=@7Sb*|gO0{W*fb-o1D+st225cStGXWkBW`?30z>qV+bLR1ym`R!elaDYw+;Pj9 zWMtBXrOT7E$7`bqJT~Mx3oa$1X3WSaCXBkyLOCFXYO~EH7FRY5LV1J*IcN(NZl;^J z=RtRrZo-S8#LjsCzgwZ|_IT})c>h200DQdvAAPeT-v5uj5fktKD>(arc#U8ZY`JL^ z2NKx+tKb-lZZEL&&M5KzzksMAPJpP0+gUa?)21A{bbFn6k26ZV{~z!F$NT^B{(rpx zAMgLi`~L`f*b=t-?o<80c>h1%|LfxB9jB^XTMdSVdx6S_lXwR+0MB=v+ zPR_r_M?aMQ-Sq6p-y8mahtCduerROy>cFoIysLk`@Avw?t@j60f1O%Nej)h~9{;U3 ze~s7%f@=1rml*wBbosJKd2?!>-Mr`2*^;f zJ;2bYMI8jhX^&{CPOf@cE4sbH*#ui9oNh=!4&izUZa*-!_K2qHt|Ei)5E2!3d-yyA zAA@eyDF_nCD^-Khtpwf-kU#yW_h@yp;L#B0?7BMI9)gh+ELtiz!H2}HZZYx@e5^g9 zsXCeW;Oq9ddkDUW%p@R6qvUxI7^gj=sk-Z`$K!4f(ud${&0_|OTY0@1Ab(QI8ai@y z(x}t0%Vl~9#t0gsUQ?s^yAM9EJ))_)i+D8bc5^udUke)6U~%igHv{CSq4#KY*OCWg zx0e(;gb``!Q5R61!NsCLzNT8cAM9FFb@Ec3&s|x)wdoz5<*L;z| zHxGS?TPs~%(FnoU%HZ+P*iL~sUQ$9tblQVJI!)Ed=R6{Idjli{WHb@kOHmM+6NeIXmL=;dYaYhn^ zFnp{%1RravX3u*>?DlF+2)=eigo%@8a77^uBx?@=$(pK@=R6{IdvhlQWD6qVrQ(dL zG%=aAH^V1Zvu8ab>RsLm3c=Tsh)C0mvf!|Nk`^Fht=$h~t*JVB#v`KM<&~olkWoZ* zUkWDcQSb$rTzfRm2p)E{Q5?w4SRQ8tk28Wp7Ldf8?;HQi#K8Ek_G2~r&hg(K|JCt- zGyX^8e?I=#$~=g;#|2xO7Jr?hn7jM zVCTw}6`H5?A|x{vA)c7=4|mgExnqx$O^f_3OWk7=ezgC ztnluIgD++?^ZPSrX(7XN_?JDHIg+D!YhPxOl2Wd4Wnbn(;W}%%ncbH)^Q2tH2(4a% zN6N*ulF8n3GItGM&&-!fq(U;+_!&O4ikmap+buf$`V?%CW^uFESIeZ2V}iDpxW`ifaXn(PdTFv$vbuB2bQKS{Ksk#48Ys`Sl$~85LGQ z^-R&uRF-MxJY6Z4%HVw&a#C6=6D*B0dyW)KVCYI_;d-%TP5B9Qq?Oo|ax1w??ivl# zM$4RcWk%Vb*~@d8N-?vXtL)D#fGmt1Tav~b*e@=JDXA=9Clzx!a|obj&adUEQ7m4C z&?sv5cH8a<3Pm)nZy$l^?C#mIcb)gorNg-^xeCc=j^t7A6w+F_Lao}2dV-PWEaaz{ z$2^+9QLN-lA2rUiXEV|YP=9**>FNEMpy){ZGl%lI)eOHMJjoY{g?>4646G{eci*-z zv#?qs{+ShenV&+@^G0knp#ol1n+Y{OoKBnpRi@Xs`>As1rkO7mXyz1~Re72@N!AMH za)>@V8GTMcq$^N2)3s-s2qbcxLn48Z2-ny$3$FM;I4!qN7nNB{l2Lc9(`+y z2(2g*$mrXSB17rK94Ioi{#1Y>#lkfNnR3NK<{)hn6-W6VqvYDn){=ruMGaYDgsACW zj}Q=;nxF_S9Wsm8F}ECT?x#ucHE#e#CI-_9b$8F>Pp#`gimVv9X?Ly!=FRwdT3)3l zq~ahc=S)!KU@>255)6+Xl5g%j@5+WZcLc3Y6TX=yo{{p&i~ogNQbtl*$O`TdHrt+v zru8QW(uo5OWls4i!_d95R+wIZV!0ZcG#wHL7a<$MQd2Bp;xq&%ia2woxd!7)>$d#O zBh&W&bVA3J3JDM+6D>_2En3%a76KB~cN)sa&&!s=BYyJ=Pk&!JA%iNrgU%hJO2#z= z%`~YSh{zcw`ZR5{%AFnk$#d8fdYwTx7E;K#T#u zfGiaAIV*FvRD2mq2iB@dSZZ_;pO$Mz8g9$+kfwna_RMsIra@PZ7OUj9@^bf9;ccy=|lcnG7Elgey!|S@sKs!*_o+#glOUE2xaYwkcbaq@25#Ic{7bEKR*@13n?tZ zAHMS{`+MU>{JnFN!`~Adr}6jW8&?w#SMedU@d5mepGP)F@pr$|`{?FlEdSrDJ>Q<_ z`-h|782y)Hzccowo?jZ{`)-f^T;Kc0|NYpG@qa%4Q{&$~_L;Gdj1|VtkC(?6#`len z_kN@I_j`Z2_otGdO@1U<=>6W_Yspi+&nJc6_x3)~+n4&?(T|N^r2n7vSJR(P z-%3B17SdxQUmy9EkT9pG5q!6&kujk;J+RG%J8fGpX&e6(DVH-_0RS{IrN@kYxqR}!0>ec7Y805 zNc8=F|9|TL?fzfx`=!C38T|C{dU076?oqypS(7a;v=3( zuDvs*qTRI`uI`&&fU9mUCo7Mp_BXzA7J-Zvk~vzU1uTz~rEKb`uM_45PCnLy<>mS# zued|k;xDI**Bakm4RoC-k*oD@6*H+rje(CNY=G52Dc!6;PzZeYNQqpjcdhJ9$&K$~ z{ccis^`3k=s;5G1JDCggxbYlk#h+Y`>RH7EOI~?6B{tsU#em9{q#Y!g8yq5ea~VuX z(umGOI3(}BN7%~FVb~X=zV5O) z`9k39r{Ff^rV#)`=xI80irmPpkmS<4Qx_X=4=-$|7g%VfTq)(Q(&VMd)B)e4Y#ip! zKev{@N(#y61Gt~eU0JRam~jLC*OM0mxSu3t)3L$H=K@0>FW9tHfJ&`le<2_Tj#Zg< zz2oF!b5|`^kz9B%wYLGL8^B1O54>pp1~u2%v_TMvvEW>QhFSrF^OL!YnkVtnU3!VzGRxkyT@5zl>@fq8fZYyA?rh4?5UuElc3g(&%@9jWQ$VS+$gA#=QhzmDag zMShXJ-F*&&vIy)Pi@6ry_+aKP(|kVp3%gSDwMQ26xk7;;aA}lt&y9INEd52bb_Pea!wXPHo(DP0BXSBMAk&w7mzlB-_h zKk^#qS=ge6+s`ohJxxt~9gEjIR_`w8pJ#vt+7S;cUqze|$};)Cux~w23!u^Ba?ZTU zyktZmlRx=T>gifL5MH4-T~hr7BcS^@d$88}51A%%TaPgU7C=IWvY&e(wLAG7VhZr` z4F) ztd4l#v)<@+2oI4GS;cAVp1 z6e{pAWQ=+Y`qX%8SJFqdpB_o=bbbf9|L4b3bICcZ`XNqat>lOmV}$qJpL$p7Os)TD zF%JqyKlVR4NaE#Z5tOxa>~NJg!ard1g3WKZT$D|oQVx@-COe;G2>C*_3ubYx;&hgh zKRA`TP!nB82G17_NH=0z^%>^T@$Ux|USo{4Qt}6wgt*#8LvTA+&XpbAlKd!}do9$? z$=r%jo=Se0ITr3C)0&32A|i{aM>7Ypo`bAHMI~Qj^z)waUf}Eh4u|$v5u?l;qxqHO z_p?cHgcbk^qZM>YA#<^qx82@PFld<$ammA`vNLy+n`~Ab&XFsaFH8rqv1ldv_m}`3 zI#t_;snK-9VX3$Avq(!Txq_p(YW;Wg)LKI^FA}I>rtJa)0bTEzE46z z>bj@Z**BBx0dQ)j-Q9n1DDv?D^ZfnEYQVEQbyW)>>caGQL(ixY&wOv_871PG?+HC4 zM?CX)LeEGM&wO|288PCS?+QI5L_G7c&@+6*GvDb4u4Xi6_pE?mkmGyR82;@6 zON__V%-kz$xqO}kpZidFIE9(TYs}~H5BI_FW7wjgC0f22eC&4kt&;0jg@^mVlc^I8 zp#pTGYas*gd^J3n;O$feUwSM291nF5FAeG_Fy76_QqMGA+SnAVQS62@%$A#E$?J}f zT)I*sHymG%nV(|u8uV&8;29l+>9*>AdOqOe&%xYJ!zhDm-s<9N;LC@KD+XaPE#^BV zjlguN^_?i>Y?>qizZ{AqS17a1yX5-=9;Va5wt|z-I-XVZj%f0-ntCPa(&KJ63X|^( zxNDxjSaUT`2V|$!mQnIlKxZ5Z@1rD7HW9(wRY;x)IJ3+n_J!4x#{-mg{pDITIeE-s zrZ<~dpXX~I4UFk|ptT@l@(2qCB;N7nu7TsX#}tSu5K|zgKum#{0x<<*3d9tMDG*a2 zra(-Am;$da1=#+7y#9ZEX&jFpQy`{5Oo5mJF$H1@#1x1r5K|zgKum#{0x<>NYzoBt z|8F)2;`hfCh$#?LAf`Y}ftUg@1!4-s6o@GhQy`{5Oo7**0;8j)#AxD~#Q0o#ZRGOs zp20sK_@n+`@B3Wu_oqIPe7WZ$y6~sx%ZX?4Cy}Twuj|McwQF$4M3o{L+xmkWr=6S} z6L*nk>PeB+dpX>4M8eVaeaORH-mfpjlB9SSw_ zg|x`Gao4HFB9oDHm}NumDASmSzb~PS*R(#ianegQ_C$ar;VUu$TD;z=#(XsK(wn#v z>CdxOicD;rcsr*W^CTlmSkfEMA{XfHo{0nNI|IVvc&O>!(;2Uhl4{ccawJOcT(`kA>WrEr}P*z9zEN#L8VHU-OyrhVK-9so$*o zk~f6Y@Uo0+ZM!3kRz%bK0~?2(#B1B9)+c2@*_;d7og`j^^m&d+3qP=%ylXz11>fSQ z(|P2NadNY`$sv%XnB`oHYKZZ}}opXwR>#BC#=&47lTzk*%B0-fqVvM!2S=ODUQOnJdWm3?w?WuIJRdBKnEDS|{nwZ!3W=ABg(g2~>FZto1! z>i&({bYjP@!QDHm^HZY8vJy3L38Z6R1mEi1W52Xu9_L|%4=zIZ;Nrvi(K+a33_pv6 zVVTp#ne6T0@6F(A5lw9We=PAzV(iaG|9$!&kNo8DcMshdTpl>x|DL|bdXve2+4BSF zyq`boPi(vh@kh4Bsr3VX&)&;Y=TCwbFeeW-C0}&E(qw}@hs{aB?Ieap4o_d^e>aI| zBQ>m4%Ygb^k)@YnSx?;@YI&b>^gKlOm44+Ixi*xv7C9-U5EEJk5Y&wq97lHd)cVy3 zGDVr&fUtSmycLaVIVzn@?p~hLFpc;|mP$DyOYFfsL6ZMH;?%xOJJJOq*_w2%(s@c9 zD%kbC8%wT)?Os3QCtXyYynuu~QI{|eW+zo#lYl9{WYsS1l)8K&y?Z#%dqlR=OpSIt zXy?4cCu)IrZ%wYQCGFvjOP-4oh|9Fg85khja0f1mU)&;6!?sI&9zmKnEN1o2jpyBE z_wIEyAWFd`i2-sn>#1ldsx6^>Gf--hqQ(S_5~8r=cuLA^Z(p9IdmS~lanV^5>^`ub z@>3_6Br-sp#{x>KgNTizzw6Tra^mJfs?}|Q&vFfU-S$ZSM9Zy4-EuB$V6QGEf88b+XCVg{~l$*4T7v^;YMP`d4h^--kxBHE$p%A_|gI5TNtDwzL0lp8capC^Jl1<})pZ&Jn$WA7>BhOPHX2Y6G&EAms1c6c4H z_uP44W6_EIB2cy8FDVXJYS~Z&#CXuBWg|l}jny-R!E<|RMHG+;-mywbBXhY&318I> zFN=AE#$|8ZT1vV$-4AapxK!D_KHo%@sG>FFKB_o*x+11esIo-E83dhNTiu{al$v$M zZLVJ9%^#_!oA%LddJ53bYk!B9t82`{Iqe?lLcgjS!B-`L{mlZ&6-;6gqlk6 zVw&wWN(-6&2jeaFfpMbi=Kq@=xui(D=p~j}%jWaq&n2Qy9wlf7hgNgr@Gup`e

IC-N^7;4}`eCf(B7>EWREK zVV`Qzoq9Bc4}?QnM66JRuT@Vl9>OM&zm8ZZ@IOx3;Mh~LvrG>s{BsDMI zgAXo>_~6ESG=IFO6&hV5cxiJco!B)sxc%{}2?QJImRG&vbsq1|dJT2<)mvI{Q1Xz& z2NyYfaFLU?Mvm32ibgw7w8~>u1VgJAHmB2xodM*KTie6q-Vv+E9qVDodekuxbc_aH zM%b}cPXrbbP1W4yKAfkhBi1?*_I*J1P3Pk3=3bnq2_f4itM`4tS@9$nA6&`B2Ul{H z4kQ=8O*Dg}LV%Ha=fdW@Sv}Oj?T=J1siNpcto;e+ks2G>&-0!PpLTz(PtDrzEheVy zp@$DHdida?C;QQh2#zaqWXxRg*D!52B^NiR(ut=-i1{++cZFA{^D+uA@GP=9V){ii zRTnn*q!ZI&yy_|cyFyF!*o6-+yYRtfm$((X;5S8~6(w|0Xg#;NJDm_iXw@qMu$l#3 zVbT2rqAS$y#wCm34YTNx%@O>GXsTY`d@`Mwud}ROeT%Np>_RHp=6D2(fpTQ+ zIQYKJC(?;S0Tf#l=;#W=PHlP=Dp-_8Hb-zQqN)1)W)@+d0ETsa;uQ?(3b!t}Cq-`v zOI!pZ5lz+eo4XLE3E<{iBy@#U7p6^$wgFP7Heh)(<8ds9<3DWLHC3GH3b#%dL9Gwv zh$@aPwC#>yS40yW>&Fo#a5(7U+FZ}3D`Y!04{fozFUYd>f4c9piE(LcdGzn6zi;H9 z4F8AWp`pElivz3uuc0IUi760MAf`Y}fj5f+)%S0{$2l;#eWH372L=&oee0bUY#C#v zoBN&fg23@^&kNoaqHol3!Ip@=e-p=z_ljKIYvS?Aje)RFZV-guDhk4La1SFEEohIxA)=|ew5fUX z@B&uWZe_|A#V_v>N8O9^;Dd`HKDY?#TSR&E=%Ae5X;ALcriz8N!?Xr=(RDlT5xGuX z{0JuLxP2Je9KolECTs#I?iS8OwSio7$n&*3?D{?&J@0(*_E7iPQyj<)TNkk5#w>WNJeaRhL7d-Wo;O{m6g zV6zc@bu{t01&(!w`nFQ**af#zBbX;g2essgL%C5gh3c_Q!9(X<4IP{z@v8IQ13Gn< z)i;Lg`)>hOy)L-$VO)Ggh3^5EI%~iWSM1Q@s{Ozw>HWurt^c$v5+fA`>y$?8=WRSHzvt>!l- z*0!@+Wn^3-RL z^IMBKRM+%%p~DB4Q30WAz8fV&Cq}h4PyMKT0>Cic0>g*`tleN(zd7{AV>r?R!-(>+ z-C$UsY;QD%@82B8KAK~zS?&zC@^YZEa|5k=lgcf;#@1#@Y;U#D-JzT=Zw_JaB7`IE zY%f$O$yb)0`qh~|i^bKcd&ITwMAo@iKP(fNf$eaGDQnx^A+9fP4tnc>20xo{bqjLe zBep=21n=>o#nm@~dwgxtxj)#xv^jwJ>2UT1=vc3Acyw*?dqlU()p@ip-Kpqa*z9*w z+tiGRhhTGI^m|0EZacP^r4dFxdb_Q|1E5uFv(M8zE6_U;HQMhHqq|{OI|;?&u5EXR z^YP4Puj`ggR4*ay5UMSIk2u!#4L;Oj4)rM*IGq>4HlD}f!|3)7Q7UYvm`wIeOjH@` z>Ml@Ik^2UAmV0S}IXNA0D*jN_?{Lj{0;uWCUw!1To*OQycbmFRmF>?tU z7!$LS!%>>d;Sz2*7s%R`<;wJZBtu=(z7?oYH8*?U`Z~(?ik}K+eZ}k>EWayfp^oTQ z0^N?A*duS--5IlSvNnNJeGZxzf_{5O%gmQ>C>?doUl){l&x{7j=HR9DH%(b}Rhk z%rRP`<(uEk__^!jYslJ?w6eB}Nw z{{tgdS2iE>PF=hLmB&t)AV6zTD|5e&&)m()wbt5ARNE>)bT=!%$cWgLO@uexgL=*} z69hkwBKg5#T#ld_H-y{OA(KuI__je+x%-t;B&siLKI%krwog`HU}qA6>RD1*wsYWb zsfMc)$ss0nA~UdP-Z`+k6XP|s2+cGHF6t>y0t>?ke@uwpIuSbEI$7C##0g^oz2-0$ zGOM`E>=wa#+yWm$LBha!^mhEj0q3^e9g6PK<~!LvszD%p33l5zWFt0L>K5O+qp}6Q z%_dF4f+DK5L+oyC?o1~xIM^|Ey8C=iu=;$_Kq4ekurdcr-I-jj4{tu0POR-^EC0X>aIvFxa1@vCJut8ZkK3Vp zf1(1_{N{GVL7Z92xL%J6IIOMN*C?FdaPGJD4S6NPH*7JFA84@|q6JnPZy3(a^SJ8` zt!*tZRKH~~d`Almm2Vjg$6H`1f6HJv)&fK6{$kj?dg;`jb~g`4hd!EkN8gtd<1dVT zVQkxIKK;+q*^v(n|MoC9_$Pyh2YzVip_iKum#{0&gY-s=KNq zgNf?sA*Ae}R5eVVaEi_uydp@ZMl@B|R6`}2VTyui5y|4IDO<87C?qC_yP79AX^Ca8MQUNBd#<<*+1vH?in1sOvm7@o2{VesE!EqRkiXU*(NvwR4l^M4 zGaxOMazx}LPEkZv6+~O-1zWKV-J-;%nt&U808BL$U7@mQ5ROx9i`Qja(q;J0At0}; zFfgM5O?_`x$Wa08TbkSu;4zRCyw5s%08@ zr>u#bXj9JCM3V?0lB^2`0M#tc&>#+gUbcy-fY>46%wpL?#_50UU3Ml4RlKn$8hf)eHtAxUDD_Z)uWd z3MRPC8z7{tP>GX>j^o0bD5})fG2cVLwUJ0kndQY9U6eymI_*IyohCrp<3ULvVo-`i z(``N8G|T-ZK$fjLx1X$#K};K5D1$m3aF?M%aWwKf|3(vWH|y#F0{%A zl$-!46CRW*XBh%WsA77EJg4hAu{5d}fI}1v{3e*DE-4yjy=YoCPYp%233MZbmO*uC{9x~`#}##aM2JAyp@+kTeehz*KF0a z4K{Z$GbCMt+OarU<5Y;Hg7RI0DB7@vif+Sj-i4mTn2&S0|9iUsFD9@?7MZy}WJtYNY2GZRO zWH_Y=@DY@1_5&V}nq(WiE^->N@qPlcXi5?>MJO63l@f3BnyN~QVF4`Dq6+ejV46`$ zx1h7MyP>2A$6|(8n}B5PAxg5QYW7tRNCgCwDdvQ#sj{L`2)1QoQcKhl;Wa>utAJYr z)Pe@1Bv_gy^CGM^FI%F?n|CpBU>1cLA>{h-@Q2VI0+KaVv$s4TB}L?@Oe79QS~o>b zfQ}Jmctes5O~|RdAwZ!k927SvX}rOKppr~vQLsgglkN^kNt_Y1CQ1sk;am@ZTVhtn z`Nr z(oWt=e>pHclwaD*>xo?uFKgw!XP3s#KxDB1IpF%a6*NMcm=)E~*57&OW$ZIM)R>H* z2FaVtxnjXjk)44XQLRAt<;)GHuS5>mmMKrqlUvwySy(2e)%!u6j`N&4qzFzompW5- zavpU88I@gGIfV5M%BWC3b;bkKX_cZiOdX!TyNs}h={16CNfjq6>>HdEwk5H8?<}+2 zay^fSQn%MORBi<5)W~SxsRZHl9%d3Y$dLfmo2xW$?aN#!7$i>$Fmm@pXymS^RPUWD z?9@@u?)hq<%*LVOia{z6?;ODP%gloTnTeu@ms&C)H}YQIt7L^_(+4}Ffj1IJ)jl0L zyS)*qTEh1>TFFDTaL2~3|5H8N=c^a|s-;GU6NQ`|5Q!9a);dNW`RdQR;vj6n^^P&_ zn)B70cc^1pwjZco4`9qHOqQ<~O98g`MdORJAvvV7wa5yp@E~yFs87+uR%~#3Uqo*8 z2>LnWZOLvKhXf+o4Tpgf$N+DM+=SU$l z7t{gwW=Zt>t_PaRZsBf3b6aO*SQqY?>BK8f_3W5m-@&$(-Fwru3Q^}N>_r*wMY)VS zAZum9&Z_M>0vkd~E13l*Aya1?We{ zk1cg%)NE$BKNDOSzEABt#2jD_2E|-ee3sC>HKA-+)M<4#}#@vz?aw}TMozkLz0}E`I7OzIoqC#xDds^^8TD&fl=ycWCvZPAy23F6E z5(k1(;VyL@*U(RiyI()o3!cF>^cIWz{441#q=Ma<+gc*Jro-?CR?nbAxBy&@4y(*l z_QmJ!E#6Y61!4&;qES9-w2I%ALTroVlHl`Vy)cY`gw-!{R@R&=NqHn70{Rt#3Q#Q5e0 z*2*v~-^#(tR>-fXHn7@#+XO3Hl0n$ODmD&QIz{iBf|V_)_UOh-aj=q~ZABmV{(sfI z|G$v_z{n?u|MAeT4gUGSKkfg+zW>zwUwTuiY;vy0NK~6b0QaY%`qIV+yc8MX1QJr_ z6uFUGxz8CSaMi-Su~^R_5lE$V-)}m-u<>d-aUwFwiI_Q#+x~%@B&%%c#x^2KcXf9S zw?(klDraZw$)#Af1NR1TAan42NAIPLTdnvfc>5;z6~i~0e=lv^Y=t0?(n@Pi4g+_^ z%lNid>XwD|`|h}88*vBxzH>0YaU-30W>?RSP?D*}u3#9i_pq%l2jz|~3*VnSVfXFI zcV*)`V<@{q>?GCNa@ViH&?9#>Deo8FceiiXO4V1_Hm>0^8=Oe7deMK0c7c|z6{o>t zWLh!lY6WMANZ!dB?VYOv)~AYVg$k0fVCT-;cJu{r-2%Xhcf^6`d=Z(5Z~B8VZ8j{` z_K4#OL14qOCE_n_tU2pPAb!FhxU3_7FUU&wf^1|knxWaEqca58pW3Lf1<~O4x%GJz z6__iR$y&aG>=cDUu`s=WOC9F2AIAVc7mE3u1+Erfrr37Qo%itMz%TO=-`X0(yDN4Z6)8c=o4_hoyAU0sb7{P5L-mNWa(#w*we zb#|eGVKj(494jPkDKC3_P2N5fJId1rSI*+RjTk>i!{6|;vjq;_BKOk9DrR-_7Tf9K zH4;XO<+%uh7-FEuz5BJf);;$YHi`_vA?zW}`K9$l35nrDvf3U$M=42}=iLo7#iw$@ zMA@2eP&3gC4V^@9DU@`h;BAdw^rLkg#~uq-j+AbOk?Vkad+Rmj?;HQRM)Z9fD<1y> zh#o1CD`6Dd^Upnq?eVXHp)~d8vhsZ!c|;GIr{KXnQkR8M9Bz-JU$Nkj*Glm!&Fta1 IHy6YIANRRDwg3PC literal 0 HcmV?d00001 diff --git a/database/sqlite/deathwatch.db.pre_delete_tests.2025-08-16T074318436Z.bak b/database/sqlite/deathwatch.db.pre_delete_tests.2025-08-16T074318436Z.bak new file mode 100644 index 0000000000000000000000000000000000000000..9a2eb1142a8f751f65840ec0a9a8d65f28f29eb2 GIT binary patch literal 131072 zcmeIb3w#{cc^|si#TyI26h%R_1ZlaFOu{6fc|SliGDw0C@lAlD2uY^T%$y-sT|)8K9<~OQ$i+FcXTI0@zVCeJobOvWcQRL@8M|0oA(f1nct;|c zOuRRfNhA_!{LlV<4FC7w{}KG(i~qeJ*0$A8Ix+Ln2S&$~#8}UFC3?PV{HvpXn68fg zY9%|NVns>%E#<-fEz?MgN`Wdj=*Rd8FsHfeJD5bTvJLU%h^LnUt4Xb(%sQr`8i=1CJcqHF#%trIfpJg_c}cF1u8$(3SG#N^XUgD`aK0(dM!I z{PClVvu(apV=a?~xg(2s_QF|4m&}>dnZ|IwhYrpkJ$~Bvd&c`hK0EH z==H51@)71Tlj^&e1}>6E&YYh=e)P1XCic`RGnF|%e*}CyeQ186p=5H_6qBUG^C#ya zQ-|gj4$U2&_hwbZa4;#1fPuk$g0&}dJfE~oZSW%l6Vub4ta#uRuF*oJSh^Yh{lS3D zgnQp&a`Va>DO7Tmn@v(sS73aQw8Vr8D&4KJbJ-FQ6Ivm;eA&@Y!8g3+WFZKiYo;1P zx-a7im|td|N%v1IO!p*m1&iJ&zmmr@m&sZMIvc-V4hzL)KHRcnfH`T_6F81Cu*!oS4hXZeFG*6xD@1K}{q$gKL$(=*x%S?Q0 zp9h*=;D3mXT>E_w`_k0<)4c-|laoCgygTV?_<7*=1t(msw?5r`rhH4cw}FQ%fi0Y0 z7*pat;Q4ocueU+=y2174!97Xl-OJ?E(|!FDhbCJ}qbFp%N5cNIss4$*dwVXq1a=i; z8E!2tn6#!RyZM!qHquM8mgF7k+3%C>b)!X=!Ev;r}rG42el$5fwFT9#%b~HPiUBqLV z6NQ{jv-`5IRBmQx`P(n;%evn@?LKp8xs)rT+gv84TGPQ&v9e4{(>$8XS9AG%8G~l$ z%u>-Hm7H15?3ueVg}%A#1W^uHm&~5Cw8UCYQ7dN>n%Q%_P?^f&RcutO=qcX8zL}kU zHG6R(J1ffjvIp_6#NEEl3!?O-U_8llPae(*ho3%rG=FyS=@a%fZS}ZvIR6|yc}*2= zUAtB~bL`w1`?=@O(euw;w2mx4Z&uW~m&-E(C&<&BHqFZ!L73&ZSxJa!V*csIGY^j? zwr$(?+USH!#w#lg^6BhH*_X|ED@x!D1l%wVXvqc$lIh9{ey@?-MRgU3;!&r=g1bx# za9+KJ@+viR1Zxnm!F>ebj;r|0$h=y-PD^v8758~GShQ@Ga;q#B;yu1f%9VMx+(iTX z3Ic(}0?8lty$H<_6u%C-^ZT*}`-cNdo!>AD+Q=2>9|W?{&x%dTpA=zqfr- z06ec#vI>{gB@d~A{3;%*kUW4xhXY;trn#Im-CwR3*9sOo*i$)#cnS^?*l#PvYtFL5 z?X$6#aX*>G65?Sl_5k??;Bo$0SatBn=Ry&afDM1!C>E|1YZ7E~&#f$+J$3!e=|dMT z9<@oUFVTvSS@FBrELeB#3Mv!Xc5E50TH zP4cWHG6A@wrp6MFY}>X`b|zxaj@4yMkKAfQjD#&EC@}kK->>nlHvib{WD_bAFZT{2ydVfbhOtoQ0!;Kz{X-^KQFCX`9Xv62IjQtv{Y=! z)crIO&^R^4cf3?AWR4Lw*O>-uD8L28TuihDbRZO05$cewf6-M_hR;#xP*OlcKqXd6 zYc#AB=Q1!ZR)&-_1t*Agt?^Z#rd%M`sFi^|%ajpjv)I59it}hG$FzBb@(h_PpDw&N zi`Y<~bsiin<|~=AjGK9v5LcM-=7p6kv(}!9eIa|68Hr5IN}#8%a9_wS7T2yUGgHir z?y9GInE~@=Ff49E*}~4bx)w@4LarOy)$t(Q6=|kuXY93n9=ivWR~;4F05&YT&n2ugZq9u6)GG(6sISc|o>}8h-a7Ki$!E{peD3JU z++mKcmOG;S5{bXVc%G4 zS5G6#Ah8}dQueO?)HXcy@JQ;Bp4yH>YA7|)-iH~jX zO-&EF=L~Sux^_EqJeAs&Y}`aj{u1yR>+!zyp^+XI7;x{FOMU3;9sg5?@#Oe7#{Vl$ z0sQIk*N2}S`mv$J;0ps^7}z%Qo&EW~|D$hr?`x?)P902srsr>ZUP^q0ec?_2sZM4F z6V=iE2Sia7P0^G^f#Wq|o1Ct4nkCx2C2O20@|LCvlA>6eVH*~;P0`jYOA<|0G-O#) zsYPB5o|ATCEZN)jlOD<<&&`VZtRT$Dim+5~mor{_L{oM0aSuMl&=j7hwqgsiXbPrI zZB^$rg@^!H6>OCXrlCuO6Kq?PB~#@&ljBTTPz~KyWVti=G@N~zkt8(?A8QZ6$C|3y z#~6I`pdSGcI%iUjXp+KfIx#IWeuF0~>S%wLoTZ+utwk#V0r-Yf@j)-`(I->|$n24;s8A!D{`G`kE z1>X{FLIg_%{}dhKV#}7Tu|K8?0xAYX!7@~t=QtwBm`$2(X}ZMAgg0z4#OW3@MVgiQ z8BLSI@Uiv~e5|QD`A!c$Ns3gL0k12PTUW-wa<9lO>1AJ3S_2eh3hGN!BPe1ZP&5mSA(5$(uT_D;79Q zEnT(+QQ&#iQgP$K5F`Mo5(B~;g0Bse1#woEW+XK%iB5Zvh)z>=@?npNR3iEe2W+FH|9g)?=Cprk_25sAvSZrZXc$Q%(>i8pxDR75Cus%w@Zh$b&; z3JuTXHbmrc9#ET+_%NrP_7ITl(Q0;w2PD*rZdsPe;f1=zYa(a!rlJ8p0m?<=DP{_O zF)R)9!jKJ3GE7M!Iu#^BRqZZxA`ck@r@63BblO8evPY}g2R$G)UBDFJILo3`GX={w zOvQvc*G6qSgejVVd82z{gLrVd>$a75B=-~b7LrW^e5@h_P+MQC8(`RK3 z*8pbV2>5~Y+I>KJP1WoJ9+2R+Xv0p3BEXRqRTWG@6=mI|JSSSjB!V-R2Bl zmMosYzmhajR0ILm8PkQz(3LWDxvW{HMs$p&@dDHi3?nmxCZr(*WQ6u%#1e2#XNFe; z+Q(}T!N(r0J~qzaI{^3uOW}B3Co&N=(Xz0uV{Xf0)!_NEDs+Ab?I&b@CyPfD~NSsjg~@EWo3|47N1I z5+y>Q4xzLyg%}*bGa#o>*P>!`ifU=l@&cU74!v0@7a8z1IXX_e4?Z}!P7_znj(B3I zn3x2d4IpjX&@ic~NhMx0@ySqh+cbDp<}gb*6>g1UNR&4SXWFoewk>Ir6yk83xq{mQ zk~G7q0sRf?I_*9vy{2lm&jV6ccnh*97`ke4oW^T5rn3RB#)bxhA*2?sss_Z+fRzSw zHCt3+HFchdlBtQEx?>CyZB`IxR89`Cy4LOoves06tk;u8SZdi4cwB45!ax+@KEU_K z9F{nkLPDUCz-yRB6PKMt!?Hx418rf7usR@6sv$~7$|55n^B185!T_@N5P+wW=_0~O z5a81&BEg~w9+)X6cJNN;3ZQak}PBPLj}oF$M#R16&2ipn-R1yqggxF z>)USPuk>;JH6r7$;mIWa?iv3A{!YAO{0r&7P3<1|7kw9dpBdTF^VQ*xjQ-}}4=2Zy z|E~WVeSa|a+5VsJ`&8<`4gdP!9}Ub6eKGmTv6p(kHuTEK3+Z1RK9u;Y#LtX==fG<{ zcSinr=x+wMkIoP6O_x(Y+dq}O(6_C3bL>w>K0W^B^mJ-v{OO(pgO}I~@9Ag0w>sLR z%c_l)7U+i=Zm2Mbf<^>QwG2*%B=T@CRD)+LX?Q@KPT)N1%t~{nM3}#J%o#;9ZO(!h zXKAXg3D6EECs?pekaa9KVEAn!sg_ACN;HkLFjILG;>L+kesHIyqs}O{u0e$m83u*3 zO*kx2&w{PPPt>4uR7_`>Y+~}ZMBu22JX{RijMODlw3yn~jyR(bK{Bx@s%~IaNm&8MN$n}hl)@n=w#SmTT&>+ z(q4x;6E#2pCjo|nh?KM8)Y^uq64*Iglr#l4hCk?zV)MKq0XAJVc}=34#Y+Y?v24Uj zhDeHrWtk{JvFfm#ripbVb3mzVSa_+zi*wE>ESv%TPkGDcoP{Q*V@86kSO-&}hOfcN z(m*Ka5gp&f`wd;uWk|lpsn&a)Q51CGS4~iDtoAuUHwk=OPEj<~G+@0|z%6Jd%n*;o zm~LpY2}ACvZ$c$Od&U_>=D|P22n56dsN++Ly2=}HjM*X>9uyY7SZ)${rJ`!{R3mVo z1h7;AUj@VbHfI!3w;)My{}7eo@LrxX2vC5JpmEeR4ZKyhMJOW5@d_MRRkBP$mPJdH zv96}-0cR9PaN)1XifCimYS|D8lOy;fDj=AsgLTko1nL0cATU|L!c8ZfY9ihOR=md< z#RLTKqre44RSd&632zfhz!THNx)jk436xbd5rGg6TE@_z7ZJEoWle+MYU$1>3ZO+O zMT2{0UWl*CA8?x%UVsHFJXsNI zD2Sa7!80%p*bFxf78{ck?il=UP9my^xDSDSf-E|ts2H2VONR_lSrdtFD4cGAJ23c| zJ@AwjC(F9fFWoH!2#)1aalb}yzMX_0w0qy|;PYSew#`6e? z!Oj_oM{!UskbV)4HgpiAT9pwhb4C#jLnbP-=$fR#O@b7{dsBIvLQ^0lh1iB^i9{9+ zkW|4mVL?n#Toe(nv}HqdMv*C|qXxc#u&Rc|h9sDr0bfdxp#z{bEP-e;uOz>5N9-b#4apE0|-`GoWdja1BZf$Fx*tN01SFK1s*0b1f9_k zb4Q`PGYb4V8ybzW7!q)SPatzDf*Yz0!m5b4LS?|2hsf@~J$z?9-)ogi=+kjL6`k28vHsGuKQU4yeB2DSmO3QJ)PZWZ1P ze^s<($PlkV+%3&w4^q>D0+*p_d5i9LMgapA3yL10Qq3^{vI-rgfg73%`2_mV))e6= zI3$Ev(4eXS64{auh zHr8dP`lK@od^r)eS;wRnuo{DLgz<%Aj6es1=HM4hp@n#YMp-Z#`oe(bhNVY<12czH zo^VD{un>XqLqvqbN?3uWr9GB(7Azf>Qt)Rv2`dx`98?Ro5HM+>li?>Qde#}m zFlAVDi!v8iFnKonq2IBVM96?5C6~Hn*a0-*NoxC@QQ$9e5;g;PJSD*s z#S$7V*bU+c(eNMCCxPP)w-Y-bSkNLug;f9?DMf}k(2c{+DBXsNMx0T)jpg(?qjVc= z>2*fwHX@R8M(HMSftB;PGf3BlB){YOECpv3d9tMDG*a2ra(-Am;x~cVhY3* zh$#?L;Ps@yeZT+j+y5Vn_y6Plf9DiIy#F8X|Hu3P@&13j{~z!F$NT^B{(sw>fARi* z^gXnA|3CU}LcISUeKRNC|Bt>Z67T;vUtBKQ{K^v8!XJ$M~@aNB?T{cSpZ6`Xi%vM(xq#qx(k3)BidBTj^g& ze=_~SG)W&$?@kYo{MpEFjQs4#Cq{0Lyg2gANOq)e_&<*C9RAwyPY-|ZaAo-7@a*v9 zxH6m=`h%fg8TyH#j|~-v&JW2$4-bB0@b?CPdGJREUmJXR@YLY;f&V)2uLpicv6-rNl=gdRg7L8HLApKNjxg*mJ%Bgy($|SHwTvzA8ziIaO+E)!5y-t#Cl{e zhjb<~daDt=xE_kz{S4-Be>8QV$4@JsT_}_}B%lzNJ`~w0@iV$2EqySuQ&47*aA4_n zM5lA7&H z3y=)Lb4w)L3Bo%3lyEV2F`^Uv)N#XHSXzka1Z|}mT%cGwAKi(on2Nk~F5HR9hFg#z zpQJ6Fjqb#-y0&yCqElhCMGk_c)2%vjqhRS&M5jE<$ul@>yL2+5Q<}v*!wtiw6VaXg z46eN`JsZ)%A z%fV16m<|V9b>arw(p*F*BmwCJ6m99f(Vakr)0du!=tP}YWblyrrEiPwRPjx2=|Ds$ zKg)@@R;(_)r@0e_!JvnbjAluX?v!V6T6#%q?&OgMO2lPqbxDox1fG~>N<=4a5#t&* z1Wb)PAEqFhlC&a z=HBQ|2?mc}dUtatq)$|#Z>6QF=uTxu5S67p5uFe)ZU#5BmUc&W^7@RZC`<2(=mbBZ zq#(CXMR#IYO`GC3EG6Y zOUlyzh)!rtNIX>P;ZUcSn8L|nF%s^CLa67C=!@uN$rzlx4ZRVa^{ff0$j(}}g5)Eq z14BOF1o;UXSpr6f5{d0d>Nozv*cZkoMz5uRGrf;x|7)B3?<;Zszec);IR9Uq|F4!r zvD@p59p)lo5(gs?=l_fI|7p{_lY!JR&~g4hlt&Mw7GkNZ>JCWV1UeLp^Z&*9{}6r{ z{(9oaYT7%_|K~Y1$|Cck>yEN-;&|;5O>g!5e~8e1I?n$mPjj#tPBv=<6XX1UasIzJ z|DTfz|1?>l+1c#3a{fPmc6BcZFbcK!VCqy)@82CHssD^9z?a7!a-snI$j65Nbol7d z=Z2C4zdZ10{|EYhr%z3tN)GlcC;m75dF%XCv+wcpEOwh)tq7%`Lp+Wk5;p~N5pPZ%Z1=;HKXw6MhHF#q|+YJ zRGrj3B6gd(E(ByW5g8orEISP7>>TR3V61 zdqh)pQt*h_ZIZ(fkS&M^IBMHuL5i{VX843^miLG#cbPsh1YbKM*0<|I5V7`%rs^c; z5wY9sj3FRf5D{>=JBH1`go(%=eXG~NQLEX#9+$gKOc^3zOD_AjR{d10wMR5nC*SRH zS?)6LWeCV9F1v8JySvT6AhTgZ-_#zhW~V$NB1L6a88t)jwIO0-mpKTL(;m@Oo!sLQ zvD<{5At0lP$l!1{x|@LsC~a=md9<3{?GdrtRG=aF+7Yq7;T{5#wMR5nC*S1}vD-|e zAs|~25hsk?J^v(%U29ud3EVH$$39TDqi4?+;J_K2qH=PalyG_0tg0CGB>&GxcK(h9Trs`zYBVxC?T|+>&AR^m# zb54RZ0~4Ok?9pm=mq)~Iv&M$tYeU4wiIgCaPJ2Yt=*Y(s52XG);jQ%tje)O>zaLS6 zM-T=0?KD3y*?*(&|LhZcKc4#Y)am3;Bu9Hz694?Iv-tNQsb)`m#73fB6j(qGX_e(r zM=bzUX;LH`shE-58A;8N-Ed8GQakuIOuNMDWWJ{Gb*QxzpOj82J-lZN&4f_}=@ z+9R5(lczk1McQFR0+2ymWtoFHB)evH0d?d7my!P+De+AdXhSwm8+8P9Bo#MQB#Y;e zds#=$Uu3Bd0U0H+9(?S`VgxV|P1T(z8GIsw6uhFL5+NrFf{KjVsNlj%C9vemL`Q)% zq>M-Qe3tl_LmqXIP3EYE#P>Y1W~)eh-BecU%1Urw4zSfvOojkq?Ga7Y>>~h?c?1*;5fqd`a&c70M6CeTU^Ng7 zWdBEUf8^#CQTIJI@6>mCsTWlr-Wb|}qaJW|int=&PqVp(xS??^$TX_2*d$7*wE~`z2h}eeHtbCn& z?IcJ^r#+&nIyvWYTIw>HRS3vvPP_22n=cW-L^M^i@AZh-ZJDePeC>!>zkw5ih_y#F zRVSbEh}dlvt`LwdhzK~`OF+%Qg#0jxJzC9vn@7ZM>wAUZYe&TTWuy?0tUaQsI(fh& zVz=ePLO`}4BH(cELp1{vb|KiK!-LxsGd*8Tj7_9|ws&)UZSiru2#P$DL*Z)gi zNF3?u)(L*=)&J{u0sO3!;G$d2^VX~X*KK6wq+30t%NWQBm%4AE`hVR<#7?;hQSM9q zKLuM@sPM)rm!UWgYT7A^uJI`QEu!QY3c#Vv9IJmPvC`@?3N@py84Apy2px*=QOfHJ z4lLd7yubD8{|P9$Do|19QE`+*^-BpQv{9%K#ph754<*|uYA0(bHfo{55Tcr_!lJ1e zD1L{)8_KP5iw<47-Ddq(t^dcP3@Z*AP+K<0qjb9kbwBI>Nr;4^ij;)n+bFdPcGv{iuv(-z zA%Y5?s6uO?S|Eq&TBv%9N{$wfF4XuGY*FJR^Oj2&?4g?)k$4HENm2C{ibS_iPZe=s z6ZV0_TMWz~R+S#x6DYihqVIUrGIWzCvZmg2MnS>G`%wQ6@n&!mg+F=JR7Cw!6xc*1 zWZOUqW0jx+GB_qXWsygl3XsiL7EEUH6- zj}pq->N1ZCqACZ)V50iAhU&kpex=Mqx(Mozil`#|YK_wpqNXj>WV_uHbKczK}>vyGYkxuYznA=jH1LSRgAf( z8dM-UtC5PLoG4?7rxg@~#x@gbBr_02RAaVKAQnoU3W-f;7}VRAFwF^SwWIhe7=@Cu zV2Ob31KvWJTU6x4K)iukq1e-sP@)$xd{#MHg<7+zmRNU&VcbKxT|>o7QPCcyX$i^; zE2tC;bpeBcqOYcoWD!6XGKGrF2C9^z`m0P)a+)Z7;@e%RGf_z$MR8fhSrEoR#b?t- zm0=0BqInrg1*mW+d&m?FYIzdu1qwDqT_LFYD{=Hg&L~~i{~P<0#C(s@W&J;gE~t@> z>bHu)ql7&O%jO_eBoTG1QFKp5X;mJjhEcjtLit&g?WR~Z;8`de#X^}}LK7dZ&7-*f zpQ!36u?Kl_ih=iye>w57o^I>^xid*Zk$8wcio@HeDo;@m8{2$v5>e8Y0}n7=bqh+& z(6GCV8ET;{Hp(KRnlWc#|5izS#Nkml_5a`&h%9se{17!T@dd>oIE*6+*fv&Bh!H-S z1n(4Y7F5)!*02pOD44gXhbzH#g~CyuTe4aGKR)@1MC!@$FZF(HyfQvB_8-SS z)BDW8+`w!7KR@UuZtuG|dN}<*(!Y@UN9j^}-^hRHFOK}k z$kNDz!@t(|2gy$ie|Y%d(0}j$#?TjsUP)a|{@dQo)PEb=JNQR~KRkE|FN%L+3UovP zXP#L$s-Z*CA)OUA$DzJ$ibEP4im*!(EAP!)DCmqT@+fX58D|BX88sH6_-qA+(F?hR^Eiztb% zCBD-cM#Vu4YEx7vmr((g=!kt=*cOL9LM|?3ok3Z9r%<}aqcl3aH`E!&NZpcuTA*J=BdsusAbtVuT0g$nnH<6@wU_IIJtGkE8Onl&Cs7 z$VQ!Ov{KYa$H^0TvZ&#X%Hz-|aOaq7f=aGXZ!qL2rwz-m!Zhg?>?qHvx<#zp&L|rE z0hEx%k_9IU3{4x3a#1A;5=oCf1AxrRgMO2tq zO}rQd-0={+I4Do%O29dX=Y)}ExJew2oM?a-HOcX)nRiBkbHz@cz-J}wnxO*!2FoK6 zM|d=m@(?isADSIgf{O(IRfhiuj3K~-m3Wjww+v?#lt@Q)U)=!FbxBuk17d}8@OS{rOI_q~ z$OlJgbR6-Ku;zeU34!KN##huRB9};5oyFMCNVQC+4Q0_iiv{l@N`jVoj}g8=(RA?qbm;!PCR3F-g>Lcns7QkTa6w4V7YI!b3jm zjzV#SOfzjz8D23&RAiiod;xV80W1#C8K#Ey7<3C3TKGENW?_|QKvhulj5A8Nhv-f_ zqjYpBO`t`Gq%g=>r>OgM*z^!zH+Ix$;E*xgZ73Gpck?F)w*0X!LV z0ZhdNfWnX<1QeQ70`pAUf&(X0EXSdOpd=uVrYXBso4dVX_#Ouq+HDQ>!&n)1?fbc) z$WW3pREwl(SjG`THHeqWs(Gu-V^uVsd6P)Qh$T3V+cA?OL4HLUo+pZfyQSs3b*$aO z+THHTD-K58UdWQ1QM%oieQ#|P9(Ks2h?}s0F@#TsPD4Np3d4Z06%`mtfh}KQ{B7Kl zGND!omcdw5LpKo49R;S$hV|5Cm_o$GP@s%6Nld4MMIsqiIV9ft{BG1(uhnPS^$uaoA)Wf#p?0vLqNB z8vzh_RBizbkW{0%prz?>bP&6MCxi97LZDX>&$XGMhTo@3I9kbq7H}M>t|175;Fkzn zO(tAe;Ge=><2YWD5Y$0DP!lC=E7%B{avP~9gvfXXK zZf}q5c3{zEywl)i_+SJ}MF~M1ME_upAtg?LNY*4#hGy2_z@P(i3|&f*PZ)w>Yx+BC zqre3K3KHxQoEr*)Y6M4wEm#{UTO5sr_rk;Dz+Qods4%DkuMxPy<7BdU%ozpt43Si- zSj=@7Sb*|gO0{W*fb-o1D+st225cStGXWkBW`?30z>qV+bLR1ym`R!elaDYw+;Pj9 zWMtBXrOT7E$7`bqJT~Mx3oa$1X3WSaCXBkyLOCFXYO~EH7FRY5LV1J*IcN(NZl;^J z=RtRrZo-S8#LjsCzgwZ|_IT})c>h200DQdvAAPeT-v5uj5fktKD>(arc#U8ZY`JL^ z2NKx+tKb-lZZEL&&M5KzzksMAPJpP0+gUa?)21A{bbFn6k26ZV{~z!F$NT^B{(rpx zAMgLi`~L`f*b=t-?o<80c>h1%|LfxB9jB^XTMdSVdx6S_lXwR+0MB=v+ zPR_r_M?aMQ-Sq6p-y8mahtCduerROy>cFoIysLk`@Avw?t@j60f1O%Nej)h~9{;U3 ze~s7%f@=1rml*wBbosJKd2?!>-Mr`2*^;f zJ;2bYMI8jhX^&{CPOf@cE4sbH*#ui9oNh=!4&izUZa*-!_K2qHt|Ei)5E2!3d-yyA zAA@eyDF_nCD^-Khtpwf-kU#yW_h@yp;L#B0?7BMI9)gh+ELtiz!H2}HZZYx@e5^g9 zsXCeW;Oq9ddkDUW%p@R6qvUxI7^gj=sk-Z`$K!4f(ud${&0_|OTY0@1Ab(QI8ai@y z(x}t0%Vl~9#t0gsUQ?s^yAM9EJ))_)i+D8bc5^udUke)6U~%igHv{CSq4#KY*OCWg zx0e(;gb``!Q5R61!NsCLzNT8cAM9FFb@Ec3&s|x)wdoz5<*L;z| zHxGS?TPs~%(FnoU%HZ+P*iL~sUQ$9tblQVJI!)Ed=R6{Idjli{WHb@kOHmM+6NeIXmL=;dYaYhn^ zFnp{%1RravX3u*>?DlF+2)=eigo%@8a77^uBx?@=$(pK@=R6{IdvhlQWD6qVrQ(dL zG%=aAH^V1Zvu8ab>RsLm3c=Tsh)C0mvf!|Nk`^Fht=$h~t*JVB#v`KM<&~olkWoZ* zUkWDcQSb$rTzfRm2p)E{Q5?w4SRQ8tk28Wp7Ldf8?;HQi#K8Ek_G2~r&hg(K|JCt- zGyX^8e?I=#$~=g;#|2xO7Jr?hn7jM zVCTw}6`H5?A|x{vA)c7=4|mgExnqx$O^f_3OWk7=ezgC ztnluIgD++?^ZPSrX(7XN_?JDHIg+D!YhPxOl2Wd4Wnbn(;W}%%ncbH)^Q2tH2(4a% zN6N*ulF8n3GItGM&&-!fq(U;+_!&O4ikmap+buf$`V?%CW^uFESIeZ2V}iDpxW`ifaXn(PdTFv$vbuB2bQKS{Ksk#48Ys`Sl$~85LGQ z^-R&uRF-MxJY6Z4%HVw&a#C6=6D*B0dyW)KVCYI_;d-%TP5B9Qq?Oo|ax1w??ivl# zM$4RcWk%Vb*~@d8N-?vXtL)D#fGmt1Tav~b*e@=JDXA=9Clzx!a|obj&adUEQ7m4C z&?sv5cH8a<3Pm)nZy$l^?C#mIcb)gorNg-^xeCc=j^t7A6w+F_Lao}2dV-PWEaaz{ z$2^+9QLN-lA2rUiXEV|YP=9**>FNEMpy){ZGl%lI)eOHMJjoY{g?>4646G{eci*-z zv#?qs{+ShenV&+@^G0knp#ol1n+Y{OoKBnpRi@Xs`>As1rkO7mXyz1~Re72@N!AMH za)>@V8GTMcq$^N2)3s-s2qbcxLn48Z2-ny$3$FM;I4!qN7nNB{l2Lc9(`+y z2(2g*$mrXSB17rK94Ioi{#1Y>#lkfNnR3NK<{)hn6-W6VqvYDn){=ruMGaYDgsACW zj}Q=;nxF_S9Wsm8F}ECT?x#ucHE#e#CI-_9b$8F>Pp#`gimVv9X?Ly!=FRwdT3)3l zq~ahc=S)!KU@>255)6+Xl5g%j@5+WZcLc3Y6TX=yo{{p&i~ogNQbtl*$O`TdHrt+v zru8QW(uo5OWls4i!_d95R+wIZV!0ZcG#wHL7a<$MQd2Bp;xq&%ia2woxd!7)>$d#O zBh&W&bVA3J3JDM+6D>_2En3%a76KB~cN)sa&&!s=BYyJ=Pk&!JA%iNrgU%hJO2#z= z%`~YSh{zcw`ZR5{%AFnk$#d8fdYwTx7E;K#T#u zfGiaAIV*FvRD2mq2iB@dSZZ_;pO$Mz8g9$+kfwna_RMsIra@PZ7OUj9@^bf9;ccy=|lcnG7Elgey!|S@sKs!*_o+#glOUE2xaYwkcbaq@25#Ic{7bEKR*@13n?tZ zAHMS{`+MU>{JnFN!`~Adr}6jW8&?w#SMedU@d5mepGP)F@pr$|`{?FlEdSrDJ>Q<_ z`-h|782y)Hzccowo?jZ{`)-f^T;Kc0|NYpG@qa%4Q{&$~_L;Gdj1|VtkC(?6#`len z_kN@I_j`Z2_otGdO@1U<=>6W_Yspi+&nJc6_x3)~+n4&?(T|N^r2n7vSJR(P z-%3B17SdxQUmy9EkT9pG5q!6&kujk;J+RG%J8fGpX&e6(DVH-_0RS{IrN@kYxqR}!0>ec7Y805 zNc8=F|9|TL?fzfx`=!C38T|C{dU076?oqypS(7a;v=3( zuDvs*qTRI`uI`&&fU9mUCo7Mp_BXzA7J-Zvk~vzU1uTz~rEKb`uM_45PCnLy<>mS# zued|k;xDI**Bakm4RoC-k*oD@6*H+rje(CNY=G52Dc!6;PzZeYNQqpjcdhJ9$&K$~ z{ccis^`3k=s;5G1JDCggxbYlk#h+Y`>RH7EOI~?6B{tsU#em9{q#Y!g8yq5ea~VuX z(umGOI3(}BN7%~FVb~X=zV5O) z`9k39r{Ff^rV#)`=xI80irmPpkmS<4Qx_X=4=-$|7g%VfTq)(Q(&VMd)B)e4Y#ip! zKev{@N(#y61Gt~eU0JRam~jLC*OM0mxSu3t)3L$H=K@0>FW9tHfJ&`le<2_Tj#Zg< zz2oF!b5|`^kz9B%wYLGL8^B1O54>pp1~u2%v_TMvvEW>QhFSrF^OL!YnkVtnU3!VzGRxkyT@5zl>@fq8fZYyA?rh4?5UuElc3g(&%@9jWQ$VS+$gA#=QhzmDag zMShXJ-F*&&vIy)Pi@6ry_+aKP(|kVp3%gSDwMQ26xk7;;aA}lt&y9INEd52bb_Pea!wXPHo(DP0BXSBMAk&w7mzlB-_h zKk^#qS=ge6+s`ohJxxt~9gEjIR_`w8pJ#vt+7S;cUqze|$};)Cux~w23!u^Ba?ZTU zyktZmlRx=T>gifL5MH4-T~hr7BcS^@d$88}51A%%TaPgU7C=IWvY&e(wLAG7VhZr` z4F) ztd4l#v)<@+2oI4GS;cAVp1 z6e{pAWQ=+Y`qX%8SJFqdpB_o=bbbf9|L4b3bICcZ`XNqat>lOmV}$qJpL$p7Os)TD zF%JqyKlVR4NaE#Z5tOxa>~NJg!ard1g3WKZT$D|oQVx@-COe;G2>C*_3ubYx;&hgh zKRA`TP!nB82G17_NH=0z^%>^T@$Ux|USo{4Qt}6wgt*#8LvTA+&XpbAlKd!}do9$? z$=r%jo=Se0ITr3C)0&32A|i{aM>7Ypo`bAHMI~Qj^z)waUf}Eh4u|$v5u?l;qxqHO z_p?cHgcbk^qZM>YA#<^qx82@PFld<$ammA`vNLy+n`~Ab&XFsaFH8rqv1ldv_m}`3 zI#t_;snK-9VX3$Avq(!Txq_p(YW;Wg)LKI^FA}I>rtJa)0bTEzE46z z>bj@Z**BBx0dQ)j-Q9n1DDv?D^ZfnEYQVEQbyW)>>caGQL(ixY&wOv_871PG?+HC4 zM?CX)LeEGM&wO|288PCS?+QI5L_G7c&@+6*GvDb4u4Xi6_pE?mkmGyR82;@6 zON__V%-kz$xqO}kpZidFIE9(TYs}~H5BI_FW7wjgC0f22eC&4kt&;0jg@^mVlc^I8 zp#pTGYas*gd^J3n;O$feUwSM291nF5FAeG_Fy76_QqMGA+SnAVQS62@%$A#E$?J}f zT)I*sHymG%nV(|u8uV&8;29l+>9*>AdOqOe&%xYJ!zhDm-s<9N;LC@KD+XaPE#^BV zjlguN^_?i>Y?>qizZ{AqS17a1yX5-=9;Va5wt|z-I-XVZj%f0-ntCPa(&KJ63X|^( zxNDxjSaUT`2V|$!mQnIlKxZ5Z@1rD7HW9(wRY;x)IJ3+n_J!4x#{-mg{pDITIeE-s zrZ<~dpXX~I4UFk|ptT@l@(2qCB;N7nu7TsX#}tSu5K|zgKum#{0x<<*3d9tMDG*a2 zra(-Am;$da1=#+7y#9ZEX&jFpQy`{5Oo5mJF$H1@#1x1r5K|zgKum#{0x<>NYzoBt z|8F)2;`hfCh$#?LAf`Y}ftUg@1!4-s6o@GhQy`{5Oo7**0;8j)#AxD~#Q0o#ZRGOs zp20sK_@n+`@B3Wu_oqIPe7WZ$y6~sx%ZX?4Cy}Twuj|McwQF$4M3o{L+xmkWr=6S} z6L*nk>PeB+dpX>4M8eVaeaORH-mfpjlB9SSw_ zg|x`Gao4HFB9oDHm}NumDASmSzb~PS*R(#ianegQ_C$ar;VUu$TD;z=#(XsK(wn#v z>CdxOicD;rcsr*W^CTlmSkfEMA{XfHo{0nNI|IVvc&O>!(;2Uhl4{ccawJOcT(`kA>WrEr}P*z9zEN#L8VHU-OyrhVK-9so$*o zk~f6Y@Uo0+ZM!3kRz%bK0~?2(#B1B9)+c2@*_;d7og`j^^m&d+3qP=%ylXz11>fSQ z(|P2NadNY`$sv%XnB`oHYKZZ}}opXwR>#BC#=&47lTzk*%B0-fqVvM!2S=ODUQOnJdWm3?w?WuIJRdBKnEDS|{nwZ!3W=ABg(g2~>FZto1! z>i&({bYjP@!QDHm^HZY8vJy3L38Z6R1mEi1W52Xu9_L|%4=zIZ;Nrvi(K+a33_pv6 zVVTp#ne6T0@6F(A5lw9We=PAzV(iaG|9$!&kNo8DcMshdTpl>x|DL|bdXve2+4BSF zyq`boPi(vh@kh4Bsr3VX&)&;Y=TCwbFeeW-C0}&E(qw}@hs{aB?Ieap4o_d^e>aI| zBQ>m4%Ygb^k)@YnSx?;@YI&b>^gKlOm44+Ixi*xv7C9-U5EEJk5Y&wq97lHd)cVy3 zGDVr&fUtSmycLaVIVzn@?p~hLFpc;|mP$DyOYFfsL6ZMH;?%xOJJJOq*_w2%(s@c9 zD%kbC8%wT)?Os3QCtXyYynuu~QI{|eW+zo#lYl9{WYsS1l)8K&y?Z#%dqlR=OpSIt zXy?4cCu)IrZ%wYQCGFvjOP-4oh|9Fg85khja0f1mU)&;6!?sI&9zmKnEN1o2jpyBE z_wIEyAWFd`i2-sn>#1ldsx6^>Gf--hqQ(S_5~8r=cuLA^Z(p9IdmS~lanV^5>^`ub z@>3_6Br-sp#{x>KgNTizzw6Tra^mJfs?}|Q&vFfU-S$ZSM9Zy4-EuB$V6QGEf88b+XCVg{~l$*4T7v^;YMP`d4h^--kxBHE$p%A_|gI5TNtDwzL0lp8capC^Jl1<})pZ&Jn$WA7>BhOPHX2Y6G&EAms1c6c4H z_uP44W6_EIB2cy8FDVXJYS~Z&#CXuBWg|l}jny-R!E<|RMHG+;-mywbBXhY&318I> zFN=AE#$|8ZT1vV$-4AapxK!D_KHo%@sG>FFKB_o*x+11esIo-E83dhNTiu{al$v$M zZLVJ9%^#_!oA%LddJ53bYk!B9t82`{Iqe?lLcgjS!B-`L{mlZ&6-;6gqlk6 zVw&wWN(-6&2jeaFfpMbi=Kq@=xui(D=p~j}%jWaq&n2Qy9wlf7hgNgr@Gup`e

IC-N^7;4}`eCf(B7>EWREK zVV`Qzoq9Bc4}?QnM66JRuT@Vl9>OM&zm8ZZ@IOx3;Mh~LvrG>s{BsDMI zgAXo>_~6ESG=IFO6&hV5cxiJco!B)sxc%{}2?QJImRG&vbsq1|dJT2<)mvI{Q1Xz& z2NyYfaFLU?Mvm32ibgw7w8~>u1VgJAHmB2xodM*KTie6q-Vv+E9qVDodekuxbc_aH zM%b}cPXrbbP1W4yKAfkhBi1?*_I*J1P3Pk3=3bnq2_f4itM`4tS@9$nA6&`B2Ul{H z4kQ=8O*Dg}LV%Ha=fdW@Sv}Oj?T=J1siNpcto;e+ks2G>&-0!PpLTz(PtDrzEheVy zp@$DHdida?C;QQh2#zaqWXxRg*D!52B^NiR(ut=-i1{++cZFA{^D+uA@GP=9V){ii zRTnn*q!ZI&yy_|cyFyF!*o6-+yYRtfm$((X;5S8~6(w|0Xg#;NJDm_iXw@qMu$l#3 zVbT2rqAS$y#wCm34YTNx%@O>GXsTY`d@`Mwud}ROeT%Np>_RHp=6D2(fpTQ+ zIQYKJC(?;S0Tf#l=;#W=PHlP=Dp-_8Hb-zQqN)1)W)@+d0ETsa;uQ?(3b!t}Cq-`v zOI!pZ5lz+eo4XLE3E<{iBy@#U7p6^$wgFP7Heh)(<8ds9<3DWLHC3GH3b#%dL9Gwv zh$@aPwC#>yS40yW>&Fo#a5(7U+FZ}3D`Y!04{fozFUYd>f4c9piE(LcdGzn6zi;H9 z4F8AWp`pElivz3uuc0IUi760MAf`Y}fj5f+)%S0{$2l;#eWH372L=&oee0bUY#C#v zoBN&fg23@^&kNoaqHol3!Ip@=e-p=z_ljKIYvS?Aje)RFZV-guDhk4La1SFEEohIxA)=|ew5fUX z@B&uWZe_|A#V_v>N8O9^;Dd`HKDY?#TSR&E=%Ae5X;ALcriz8N!?Xr=(RDlT5xGuX z{0JuLxP2Je9KolECTs#I?iS8OwSio7$n&*3?D{?&J@0(*_E7iPQyj<)TNkk5#w>WNJeaRhL7d-Wo;O{m6g zV6zc@bu{t01&(!w`nFQ**af#zBbX;g2essgL%C5gh3c_Q!9(X<4IP{z@v8IQ13Gn< z)i;Lg`)>hOy)L-$VO)Ggh3^5EI%~iWSM1Q@s{Ozw>HWurt^c$v5+fA`>y$?8=WRSHzvt>!l- z*0!@+Wn^3-RL z^IMBKRM+%%p~DB4Q30WAz8fV&Cq}h4PyMKT0>Cic0>g*`tleN(zd7{AV>r?R!-(>+ z-C$UsY;QD%@82B8KAK~zS?&zC@^YZEa|5k=lgcf;#@1#@Y;U#D-JzT=Zw_JaB7`IE zY%f$O$yb)0`qh~|i^bKcd&ITwMAo@iKP(fNf$eaGDQnx^A+9fP4tnc>20xo{bqjLe zBep=21n=>o#nm@~dwgxtxj)#xv^jwJ>2UT1=vc3Acyw*?dqlU()p@ip-Kpqa*z9*w z+tiGRhhTGI^m|0EZacP^r4dFxdb_Q|1E5uFv(M8zE6_U;HQMhHqq|{OI|;?&u5EXR z^YP4Puj`ggR4*ay5UMSIk2u!#4L;Oj4)rM*IGq>4HlD}f!|3)7Q7UYvm`wIeOjH@` z>Ml@Ik^2UAmV0S}IXNA0D*jN_?{Lj{0;uWCUw!1To*OQycbmFRmF>?tU z7!$LS!%>>d;Sz2*7s%R`<;wJZBtu=(z7?oYH8*?U`Z~(?ik}K+eZ}k>EWayfp^oTQ z0^N?A*duS--5IlSvNnNJeGZxzf_{5O%gmQ>C>?doUl){l&x{7j=HR9DH%(b}Rhk z%rRP`<(uEk__^!jYslJ?w6eB}Nw z{{tgdS2iE>PF=hLmB&t)AV6zTD|5e&&)m()wbt5ARNE>)bT=!%$cWgLO@uexgL=*} z69hkwBKg5#T#ld_H-y{OA(KuI__je+x%-t;B&siLKI%krwog`HU}qA6>RD1*wsYWb zsfMc)$ss0nA~UdP-Z`+k6XP|s2+cGHF6t>y0t>?ke@uwpIuSbEI$7C##0g^oz2-0$ zGOM`E>=wa#+yWm$LBha!^mhEj0q3^e9g6PK<~!LvszD%p33l5zWFt0L>K5O+qp}6Q z%_dF4f+DK5L+oyC?o1~xIM^|Ey8C=iu=;$_Kq4ekurdcr-I-jj4{tu0POR-^EC0X>aIvFxa1@vCJut8ZkK3Vp zf1(1_{N{GVL7Z92xL%J6IIOMN*C?FdaPGJD4S6NPH*7JFA84@|q6JnPZy3(a^SJ8` zt!*tZRKH~~d`Almm2Vjg$6H`1f6HJv)&fK6{$kj?dg;`jb~g`4hd!EkN8gtd<1dVT zVQkxIKK;+q*^v(n|MoC9_$Pyh2YzVip_iKum#{0&gY-s=KNq zgNf?sA*Ae}R5eVVaEi_uydp@ZMl@B|R6`}2VTyui5y|4IDO<87C?qC_yP79AX^Ca8MQUNBd#<<*+1vH?in1sOvm7@o2{VesE!EqRkiXU*(NvwR4l^M4 zGaxOMazx}LPEkZv6+~O-1zWKV-J-;%nt&U808BL$U7@mQ5ROx9i`Qja(q;J0At0}; zFfgM5O?_`x$Wa08TbkSu;4zRCyw5s%08@ zr>u#bXj9JCM3V?0lB^2`0M#tc&>#+gUbcy-fY>46%wpL?#_50UU3Ml4RlKn$8hf)eHtAxUDD_Z)uWd z3MRPC8z7{tP>GX>j^o0bD5})fG2cVLwUJ0kndQY9U6eymI_*IyohCrp<3ULvVo-`i z(``N8G|T-ZK$fjLx1X$#K};K5D1$m3aF?M%aWwKf|3(vWH|y#F0{%A zl$-!46CRW*XBh%WsA77EJg4hAu{5d}fI}1v{3e*DE-4yjy=YoCPYp%233MZbmO*uC{9x~`#}##aM2JAyp@+kTeehz*KF0a z4K{Z$GbCMt+OarU<5Y;Hg7RI0DB7@vif+Sj-i4mTn2&S0|9iUsFD9@?7MZy}WJtYNY2GZRO zWH_Y=@DY@1_5&V}nq(WiE^->N@qPlcXi5?>MJO63l@f3BnyN~QVF4`Dq6+ejV46`$ zx1h7MyP>2A$6|(8n}B5PAxg5QYW7tRNCgCwDdvQ#sj{L`2)1QoQcKhl;Wa>utAJYr z)Pe@1Bv_gy^CGM^FI%F?n|CpBU>1cLA>{h-@Q2VI0+KaVv$s4TB}L?@Oe79QS~o>b zfQ}Jmctes5O~|RdAwZ!k927SvX}rOKppr~vQLsgglkN^kNt_Y1CQ1sk;am@ZTVhtn z`Nr z(oWt=e>pHclwaD*>xo?uFKgw!XP3s#KxDB1IpF%a6*NMcm=)E~*57&OW$ZIM)R>H* z2FaVtxnjXjk)44XQLRAt<;)GHuS5>mmMKrqlUvwySy(2e)%!u6j`N&4qzFzompW5- zavpU88I@gGIfV5M%BWC3b;bkKX_cZiOdX!TyNs}h={16CNfjq6>>HdEwk5H8?<}+2 zay^fSQn%MORBi<5)W~SxsRZHl9%d3Y$dLfmo2xW$?aN#!7$i>$Fmm@pXymS^RPUWD z?9@@u?)hq<%*LVOia{z6?;ODP%gloTnTeu@ms&C)H}YQIt7L^_(+4}Ffj1IJ)jl0L zyS)*qTEh1>TFFDTaL2~3|5H8N=c^a|s-;GU6NQ`|5Q!9a);dNW`RdQR;vj6n^^P&_ zn)B70cc^1pwjZco4`9qHOqQ<~O98g`MdORJAvvV7wa5yp@E~yFs87+uR%~#3Uqo*8 z2>LnWZOLvKhXf+o4Tpgf$N+DM+=SU$l z7t{gwW=Zt>t_PaRZsBf3b6aO*SQqY?>BK8f_3W5m-@&$(-Fwru3Q^}N>_r*wMY)VS zAZum9&Z_M>0vkd~E13l*Aya1?We{ zk1cg%)NE$BKNDOSzEABt#2jD_2E|-ee3sC>HKA-+)M<4#}#@vz?aw}TMozkLz0}E`I7OzIoqC#xDds^^8TD&fl=ycWCvZPAy23F6E z5(k1(;VyL@*U(RiyI()o3!cF>^cIWz{441#q=Ma<+gc*Jro-?CR?nbAxBy&@4y(*l z_QmJ!E#6Y61!4&;qES9-w2I%ALTroVlHl`Vy)cY`gw-!{R@R&=NqHn70{Rt#3Q#Q5e0 z*2*v~-^#(tR>-fXHn7@#+XO3Hl0n$ODmD&QIz{iBf|V_)_UOh-aj=q~ZABmV{(sfI z|G$v_z{n?u|MAeT4gUGSKkfg+zW>zwUwTuiY;vy0NK~6b0QaY%`qIV+yc8MX1QJr_ z6uFUGxz8CSaMi-Su~^R_5lE$V-)}m-u<>d-aUwFwiI_Q#+x~%@B&%%c#x^2KcXf9S zw?(klDraZw$)#Af1NR1TAan42NAIPLTdnvfc>5;z6~i~0e=lv^Y=t0?(n@Pi4g+_^ z%lNid>XwD|`|h}88*vBxzH>0YaU-30W>?RSP?D*}u3#9i_pq%l2jz|~3*VnSVfXFI zcV*)`V<@{q>?GCNa@ViH&?9#>Deo8FceiiXO4V1_Hm>0^8=Oe7deMK0c7c|z6{o>t zWLh!lY6WMANZ!dB?VYOv)~AYVg$k0fVCT-;cJu{r-2%Xhcf^6`d=Z(5Z~B8VZ8j{` z_K4#OL14qOCE_n_tU2pPAb!FhxU3_7FUU&wf^1|knxWaEqca58pW3Lf1<~O4x%GJz z6__iR$y&aG>=cDUu`s=WOC9F2AIAVc7mE3u1+Erfrr37Qo%itMz%TO=-`X0(yDN4Z6)8c=o4_hoyAU0sb7{P5L-mNWa(#w*we zb#|eGVKj(494jPkDKC3_P2N5fJId1rSI*+RjTk>i!{6|;vjq;_BKOk9DrR-_7Tf9K zH4;XO<+%uh7-FEuz5BJf);;$YHi`_vA?zW}`K9$l35nrDvf3U$M=42}=iLo7#iw$@ zMA@2eP&3gC4V^@9DU@`h;BAdw^rLkg#~uq-j+AbOk?Vkad+Rmj?;HQRM)Z9fD<1y> zh#o1CD`6Dd^Upnq?eVXHp)~d8vhsZ!c|;GIr{KXnQkR8M9Bz-JU$Nkj*Glm!&Fta1 IHy6YIANRRDwg3PC literal 0 HcmV?d00001 diff --git a/database/sqlite/deathwatch.db.pre_migrate.2025-08-16T080212929Z.bak b/database/sqlite/deathwatch.db.pre_migrate.2025-08-16T080212929Z.bak new file mode 100644 index 0000000000000000000000000000000000000000..9a2eb1142a8f751f65840ec0a9a8d65f28f29eb2 GIT binary patch literal 131072 zcmeIb3w#{cc^|si#TyI26h%R_1ZlaFOu{6fc|SliGDw0C@lAlD2uY^T%$y-sT|)8K9<~OQ$i+FcXTI0@zVCeJobOvWcQRL@8M|0oA(f1nct;|c zOuRRfNhA_!{LlV<4FC7w{}KG(i~qeJ*0$A8Ix+Ln2S&$~#8}UFC3?PV{HvpXn68fg zY9%|NVns>%E#<-fEz?MgN`Wdj=*Rd8FsHfeJD5bTvJLU%h^LnUt4Xb(%sQr`8i=1CJcqHF#%trIfpJg_c}cF1u8$(3SG#N^XUgD`aK0(dM!I z{PClVvu(apV=a?~xg(2s_QF|4m&}>dnZ|IwhYrpkJ$~Bvd&c`hK0EH z==H51@)71Tlj^&e1}>6E&YYh=e)P1XCic`RGnF|%e*}CyeQ186p=5H_6qBUG^C#ya zQ-|gj4$U2&_hwbZa4;#1fPuk$g0&}dJfE~oZSW%l6Vub4ta#uRuF*oJSh^Yh{lS3D zgnQp&a`Va>DO7Tmn@v(sS73aQw8Vr8D&4KJbJ-FQ6Ivm;eA&@Y!8g3+WFZKiYo;1P zx-a7im|td|N%v1IO!p*m1&iJ&zmmr@m&sZMIvc-V4hzL)KHRcnfH`T_6F81Cu*!oS4hXZeFG*6xD@1K}{q$gKL$(=*x%S?Q0 zp9h*=;D3mXT>E_w`_k0<)4c-|laoCgygTV?_<7*=1t(msw?5r`rhH4cw}FQ%fi0Y0 z7*pat;Q4ocueU+=y2174!97Xl-OJ?E(|!FDhbCJ}qbFp%N5cNIss4$*dwVXq1a=i; z8E!2tn6#!RyZM!qHquM8mgF7k+3%C>b)!X=!Ev;r}rG42el$5fwFT9#%b~HPiUBqLV z6NQ{jv-`5IRBmQx`P(n;%evn@?LKp8xs)rT+gv84TGPQ&v9e4{(>$8XS9AG%8G~l$ z%u>-Hm7H15?3ueVg}%A#1W^uHm&~5Cw8UCYQ7dN>n%Q%_P?^f&RcutO=qcX8zL}kU zHG6R(J1ffjvIp_6#NEEl3!?O-U_8llPae(*ho3%rG=FyS=@a%fZS}ZvIR6|yc}*2= zUAtB~bL`w1`?=@O(euw;w2mx4Z&uW~m&-E(C&<&BHqFZ!L73&ZSxJa!V*csIGY^j? zwr$(?+USH!#w#lg^6BhH*_X|ED@x!D1l%wVXvqc$lIh9{ey@?-MRgU3;!&r=g1bx# za9+KJ@+viR1Zxnm!F>ebj;r|0$h=y-PD^v8758~GShQ@Ga;q#B;yu1f%9VMx+(iTX z3Ic(}0?8lty$H<_6u%C-^ZT*}`-cNdo!>AD+Q=2>9|W?{&x%dTpA=zqfr- z06ec#vI>{gB@d~A{3;%*kUW4xhXY;trn#Im-CwR3*9sOo*i$)#cnS^?*l#PvYtFL5 z?X$6#aX*>G65?Sl_5k??;Bo$0SatBn=Ry&afDM1!C>E|1YZ7E~&#f$+J$3!e=|dMT z9<@oUFVTvSS@FBrELeB#3Mv!Xc5E50TH zP4cWHG6A@wrp6MFY}>X`b|zxaj@4yMkKAfQjD#&EC@}kK->>nlHvib{WD_bAFZT{2ydVfbhOtoQ0!;Kz{X-^KQFCX`9Xv62IjQtv{Y=! z)crIO&^R^4cf3?AWR4Lw*O>-uD8L28TuihDbRZO05$cewf6-M_hR;#xP*OlcKqXd6 zYc#AB=Q1!ZR)&-_1t*Agt?^Z#rd%M`sFi^|%ajpjv)I59it}hG$FzBb@(h_PpDw&N zi`Y<~bsiin<|~=AjGK9v5LcM-=7p6kv(}!9eIa|68Hr5IN}#8%a9_wS7T2yUGgHir z?y9GInE~@=Ff49E*}~4bx)w@4LarOy)$t(Q6=|kuXY93n9=ivWR~;4F05&YT&n2ugZq9u6)GG(6sISc|o>}8h-a7Ki$!E{peD3JU z++mKcmOG;S5{bXVc%G4 zS5G6#Ah8}dQueO?)HXcy@JQ;Bp4yH>YA7|)-iH~jX zO-&EF=L~Sux^_EqJeAs&Y}`aj{u1yR>+!zyp^+XI7;x{FOMU3;9sg5?@#Oe7#{Vl$ z0sQIk*N2}S`mv$J;0ps^7}z%Qo&EW~|D$hr?`x?)P902srsr>ZUP^q0ec?_2sZM4F z6V=iE2Sia7P0^G^f#Wq|o1Ct4nkCx2C2O20@|LCvlA>6eVH*~;P0`jYOA<|0G-O#) zsYPB5o|ATCEZN)jlOD<<&&`VZtRT$Dim+5~mor{_L{oM0aSuMl&=j7hwqgsiXbPrI zZB^$rg@^!H6>OCXrlCuO6Kq?PB~#@&ljBTTPz~KyWVti=G@N~zkt8(?A8QZ6$C|3y z#~6I`pdSGcI%iUjXp+KfIx#IWeuF0~>S%wLoTZ+utwk#V0r-Yf@j)-`(I->|$n24;s8A!D{`G`kE z1>X{FLIg_%{}dhKV#}7Tu|K8?0xAYX!7@~t=QtwBm`$2(X}ZMAgg0z4#OW3@MVgiQ z8BLSI@Uiv~e5|QD`A!c$Ns3gL0k12PTUW-wa<9lO>1AJ3S_2eh3hGN!BPe1ZP&5mSA(5$(uT_D;79Q zEnT(+QQ&#iQgP$K5F`Mo5(B~;g0Bse1#woEW+XK%iB5Zvh)z>=@?npNR3iEe2W+FH|9g)?=Cprk_25sAvSZrZXc$Q%(>i8pxDR75Cus%w@Zh$b&; z3JuTXHbmrc9#ET+_%NrP_7ITl(Q0;w2PD*rZdsPe;f1=zYa(a!rlJ8p0m?<=DP{_O zF)R)9!jKJ3GE7M!Iu#^BRqZZxA`ck@r@63BblO8evPY}g2R$G)UBDFJILo3`GX={w zOvQvc*G6qSgejVVd82z{gLrVd>$a75B=-~b7LrW^e5@h_P+MQC8(`RK3 z*8pbV2>5~Y+I>KJP1WoJ9+2R+Xv0p3BEXRqRTWG@6=mI|JSSSjB!V-R2Bl zmMosYzmhajR0ILm8PkQz(3LWDxvW{HMs$p&@dDHi3?nmxCZr(*WQ6u%#1e2#XNFe; z+Q(}T!N(r0J~qzaI{^3uOW}B3Co&N=(Xz0uV{Xf0)!_NEDs+Ab?I&b@CyPfD~NSsjg~@EWo3|47N1I z5+y>Q4xzLyg%}*bGa#o>*P>!`ifU=l@&cU74!v0@7a8z1IXX_e4?Z}!P7_znj(B3I zn3x2d4IpjX&@ic~NhMx0@ySqh+cbDp<}gb*6>g1UNR&4SXWFoewk>Ir6yk83xq{mQ zk~G7q0sRf?I_*9vy{2lm&jV6ccnh*97`ke4oW^T5rn3RB#)bxhA*2?sss_Z+fRzSw zHCt3+HFchdlBtQEx?>CyZB`IxR89`Cy4LOoves06tk;u8SZdi4cwB45!ax+@KEU_K z9F{nkLPDUCz-yRB6PKMt!?Hx418rf7usR@6sv$~7$|55n^B185!T_@N5P+wW=_0~O z5a81&BEg~w9+)X6cJNN;3ZQak}PBPLj}oF$M#R16&2ipn-R1yqggxF z>)USPuk>;JH6r7$;mIWa?iv3A{!YAO{0r&7P3<1|7kw9dpBdTF^VQ*xjQ-}}4=2Zy z|E~WVeSa|a+5VsJ`&8<`4gdP!9}Ub6eKGmTv6p(kHuTEK3+Z1RK9u;Y#LtX==fG<{ zcSinr=x+wMkIoP6O_x(Y+dq}O(6_C3bL>w>K0W^B^mJ-v{OO(pgO}I~@9Ag0w>sLR z%c_l)7U+i=Zm2Mbf<^>QwG2*%B=T@CRD)+LX?Q@KPT)N1%t~{nM3}#J%o#;9ZO(!h zXKAXg3D6EECs?pekaa9KVEAn!sg_ACN;HkLFjILG;>L+kesHIyqs}O{u0e$m83u*3 zO*kx2&w{PPPt>4uR7_`>Y+~}ZMBu22JX{RijMODlw3yn~jyR(bK{Bx@s%~IaNm&8MN$n}hl)@n=w#SmTT&>+ z(q4x;6E#2pCjo|nh?KM8)Y^uq64*Iglr#l4hCk?zV)MKq0XAJVc}=34#Y+Y?v24Uj zhDeHrWtk{JvFfm#ripbVb3mzVSa_+zi*wE>ESv%TPkGDcoP{Q*V@86kSO-&}hOfcN z(m*Ka5gp&f`wd;uWk|lpsn&a)Q51CGS4~iDtoAuUHwk=OPEj<~G+@0|z%6Jd%n*;o zm~LpY2}ACvZ$c$Od&U_>=D|P22n56dsN++Ly2=}HjM*X>9uyY7SZ)${rJ`!{R3mVo z1h7;AUj@VbHfI!3w;)My{}7eo@LrxX2vC5JpmEeR4ZKyhMJOW5@d_MRRkBP$mPJdH zv96}-0cR9PaN)1XifCimYS|D8lOy;fDj=AsgLTko1nL0cATU|L!c8ZfY9ihOR=md< z#RLTKqre44RSd&632zfhz!THNx)jk436xbd5rGg6TE@_z7ZJEoWle+MYU$1>3ZO+O zMT2{0UWl*CA8?x%UVsHFJXsNI zD2Sa7!80%p*bFxf78{ck?il=UP9my^xDSDSf-E|ts2H2VONR_lSrdtFD4cGAJ23c| zJ@AwjC(F9fFWoH!2#)1aalb}yzMX_0w0qy|;PYSew#`6e? z!Oj_oM{!UskbV)4HgpiAT9pwhb4C#jLnbP-=$fR#O@b7{dsBIvLQ^0lh1iB^i9{9+ zkW|4mVL?n#Toe(nv}HqdMv*C|qXxc#u&Rc|h9sDr0bfdxp#z{bEP-e;uOz>5N9-b#4apE0|-`GoWdja1BZf$Fx*tN01SFK1s*0b1f9_k zb4Q`PGYb4V8ybzW7!q)SPatzDf*Yz0!m5b4LS?|2hsf@~J$z?9-)ogi=+kjL6`k28vHsGuKQU4yeB2DSmO3QJ)PZWZ1P ze^s<($PlkV+%3&w4^q>D0+*p_d5i9LMgapA3yL10Qq3^{vI-rgfg73%`2_mV))e6= zI3$Ev(4eXS64{auh zHr8dP`lK@od^r)eS;wRnuo{DLgz<%Aj6es1=HM4hp@n#YMp-Z#`oe(bhNVY<12czH zo^VD{un>XqLqvqbN?3uWr9GB(7Azf>Qt)Rv2`dx`98?Ro5HM+>li?>Qde#}m zFlAVDi!v8iFnKonq2IBVM96?5C6~Hn*a0-*NoxC@QQ$9e5;g;PJSD*s z#S$7V*bU+c(eNMCCxPP)w-Y-bSkNLug;f9?DMf}k(2c{+DBXsNMx0T)jpg(?qjVc= z>2*fwHX@R8M(HMSftB;PGf3BlB){YOECpv3d9tMDG*a2ra(-Am;x~cVhY3* zh$#?L;Ps@yeZT+j+y5Vn_y6Plf9DiIy#F8X|Hu3P@&13j{~z!F$NT^B{(sw>fARi* z^gXnA|3CU}LcISUeKRNC|Bt>Z67T;vUtBKQ{K^v8!XJ$M~@aNB?T{cSpZ6`Xi%vM(xq#qx(k3)BidBTj^g& ze=_~SG)W&$?@kYo{MpEFjQs4#Cq{0Lyg2gANOq)e_&<*C9RAwyPY-|ZaAo-7@a*v9 zxH6m=`h%fg8TyH#j|~-v&JW2$4-bB0@b?CPdGJREUmJXR@YLY;f&V)2uLpicv6-rNl=gdRg7L8HLApKNjxg*mJ%Bgy($|SHwTvzA8ziIaO+E)!5y-t#Cl{e zhjb<~daDt=xE_kz{S4-Be>8QV$4@JsT_}_}B%lzNJ`~w0@iV$2EqySuQ&47*aA4_n zM5lA7&H z3y=)Lb4w)L3Bo%3lyEV2F`^Uv)N#XHSXzka1Z|}mT%cGwAKi(on2Nk~F5HR9hFg#z zpQJ6Fjqb#-y0&yCqElhCMGk_c)2%vjqhRS&M5jE<$ul@>yL2+5Q<}v*!wtiw6VaXg z46eN`JsZ)%A z%fV16m<|V9b>arw(p*F*BmwCJ6m99f(Vakr)0du!=tP}YWblyrrEiPwRPjx2=|Ds$ zKg)@@R;(_)r@0e_!JvnbjAluX?v!V6T6#%q?&OgMO2lPqbxDox1fG~>N<=4a5#t&* z1Wb)PAEqFhlC&a z=HBQ|2?mc}dUtatq)$|#Z>6QF=uTxu5S67p5uFe)ZU#5BmUc&W^7@RZC`<2(=mbBZ zq#(CXMR#IYO`GC3EG6Y zOUlyzh)!rtNIX>P;ZUcSn8L|nF%s^CLa67C=!@uN$rzlx4ZRVa^{ff0$j(}}g5)Eq z14BOF1o;UXSpr6f5{d0d>Nozv*cZkoMz5uRGrf;x|7)B3?<;Zszec);IR9Uq|F4!r zvD@p59p)lo5(gs?=l_fI|7p{_lY!JR&~g4hlt&Mw7GkNZ>JCWV1UeLp^Z&*9{}6r{ z{(9oaYT7%_|K~Y1$|Cck>yEN-;&|;5O>g!5e~8e1I?n$mPjj#tPBv=<6XX1UasIzJ z|DTfz|1?>l+1c#3a{fPmc6BcZFbcK!VCqy)@82CHssD^9z?a7!a-snI$j65Nbol7d z=Z2C4zdZ10{|EYhr%z3tN)GlcC;m75dF%XCv+wcpEOwh)tq7%`Lp+Wk5;p~N5pPZ%Z1=;HKXw6MhHF#q|+YJ zRGrj3B6gd(E(ByW5g8orEISP7>>TR3V61 zdqh)pQt*h_ZIZ(fkS&M^IBMHuL5i{VX843^miLG#cbPsh1YbKM*0<|I5V7`%rs^c; z5wY9sj3FRf5D{>=JBH1`go(%=eXG~NQLEX#9+$gKOc^3zOD_AjR{d10wMR5nC*SRH zS?)6LWeCV9F1v8JySvT6AhTgZ-_#zhW~V$NB1L6a88t)jwIO0-mpKTL(;m@Oo!sLQ zvD<{5At0lP$l!1{x|@LsC~a=md9<3{?GdrtRG=aF+7Yq7;T{5#wMR5nC*S1}vD-|e zAs|~25hsk?J^v(%U29ud3EVH$$39TDqi4?+;J_K2qH=PalyG_0tg0CGB>&GxcK(h9Trs`zYBVxC?T|+>&AR^m# zb54RZ0~4Ok?9pm=mq)~Iv&M$tYeU4wiIgCaPJ2Yt=*Y(s52XG);jQ%tje)O>zaLS6 zM-T=0?KD3y*?*(&|LhZcKc4#Y)am3;Bu9Hz694?Iv-tNQsb)`m#73fB6j(qGX_e(r zM=bzUX;LH`shE-58A;8N-Ed8GQakuIOuNMDWWJ{Gb*QxzpOj82J-lZN&4f_}=@ z+9R5(lczk1McQFR0+2ymWtoFHB)evH0d?d7my!P+De+AdXhSwm8+8P9Bo#MQB#Y;e zds#=$Uu3Bd0U0H+9(?S`VgxV|P1T(z8GIsw6uhFL5+NrFf{KjVsNlj%C9vemL`Q)% zq>M-Qe3tl_LmqXIP3EYE#P>Y1W~)eh-BecU%1Urw4zSfvOojkq?Ga7Y>>~h?c?1*;5fqd`a&c70M6CeTU^Ng7 zWdBEUf8^#CQTIJI@6>mCsTWlr-Wb|}qaJW|int=&PqVp(xS??^$TX_2*d$7*wE~`z2h}eeHtbCn& z?IcJ^r#+&nIyvWYTIw>HRS3vvPP_22n=cW-L^M^i@AZh-ZJDePeC>!>zkw5ih_y#F zRVSbEh}dlvt`LwdhzK~`OF+%Qg#0jxJzC9vn@7ZM>wAUZYe&TTWuy?0tUaQsI(fh& zVz=ePLO`}4BH(cELp1{vb|KiK!-LxsGd*8Tj7_9|ws&)UZSiru2#P$DL*Z)gi zNF3?u)(L*=)&J{u0sO3!;G$d2^VX~X*KK6wq+30t%NWQBm%4AE`hVR<#7?;hQSM9q zKLuM@sPM)rm!UWgYT7A^uJI`QEu!QY3c#Vv9IJmPvC`@?3N@py84Apy2px*=QOfHJ z4lLd7yubD8{|P9$Do|19QE`+*^-BpQv{9%K#ph754<*|uYA0(bHfo{55Tcr_!lJ1e zD1L{)8_KP5iw<47-Ddq(t^dcP3@Z*AP+K<0qjb9kbwBI>Nr;4^ij;)n+bFdPcGv{iuv(-z zA%Y5?s6uO?S|Eq&TBv%9N{$wfF4XuGY*FJR^Oj2&?4g?)k$4HENm2C{ibS_iPZe=s z6ZV0_TMWz~R+S#x6DYihqVIUrGIWzCvZmg2MnS>G`%wQ6@n&!mg+F=JR7Cw!6xc*1 zWZOUqW0jx+GB_qXWsygl3XsiL7EEUH6- zj}pq->N1ZCqACZ)V50iAhU&kpex=Mqx(Mozil`#|YK_wpqNXj>WV_uHbKczK}>vyGYkxuYznA=jH1LSRgAf( z8dM-UtC5PLoG4?7rxg@~#x@gbBr_02RAaVKAQnoU3W-f;7}VRAFwF^SwWIhe7=@Cu zV2Ob31KvWJTU6x4K)iukq1e-sP@)$xd{#MHg<7+zmRNU&VcbKxT|>o7QPCcyX$i^; zE2tC;bpeBcqOYcoWD!6XGKGrF2C9^z`m0P)a+)Z7;@e%RGf_z$MR8fhSrEoR#b?t- zm0=0BqInrg1*mW+d&m?FYIzdu1qwDqT_LFYD{=Hg&L~~i{~P<0#C(s@W&J;gE~t@> z>bHu)ql7&O%jO_eBoTG1QFKp5X;mJjhEcjtLit&g?WR~Z;8`de#X^}}LK7dZ&7-*f zpQ!36u?Kl_ih=iye>w57o^I>^xid*Zk$8wcio@HeDo;@m8{2$v5>e8Y0}n7=bqh+& z(6GCV8ET;{Hp(KRnlWc#|5izS#Nkml_5a`&h%9se{17!T@dd>oIE*6+*fv&Bh!H-S z1n(4Y7F5)!*02pOD44gXhbzH#g~CyuTe4aGKR)@1MC!@$FZF(HyfQvB_8-SS z)BDW8+`w!7KR@UuZtuG|dN}<*(!Y@UN9j^}-^hRHFOK}k z$kNDz!@t(|2gy$ie|Y%d(0}j$#?TjsUP)a|{@dQo)PEb=JNQR~KRkE|FN%L+3UovP zXP#L$s-Z*CA)OUA$DzJ$ibEP4im*!(EAP!)DCmqT@+fX58D|BX88sH6_-qA+(F?hR^Eiztb% zCBD-cM#Vu4YEx7vmr((g=!kt=*cOL9LM|?3ok3Z9r%<}aqcl3aH`E!&NZpcuTA*J=BdsusAbtVuT0g$nnH<6@wU_IIJtGkE8Onl&Cs7 z$VQ!Ov{KYa$H^0TvZ&#X%Hz-|aOaq7f=aGXZ!qL2rwz-m!Zhg?>?qHvx<#zp&L|rE z0hEx%k_9IU3{4x3a#1A;5=oCf1AxrRgMO2tq zO}rQd-0={+I4Do%O29dX=Y)}ExJew2oM?a-HOcX)nRiBkbHz@cz-J}wnxO*!2FoK6 zM|d=m@(?isADSIgf{O(IRfhiuj3K~-m3Wjww+v?#lt@Q)U)=!FbxBuk17d}8@OS{rOI_q~ z$OlJgbR6-Ku;zeU34!KN##huRB9};5oyFMCNVQC+4Q0_iiv{l@N`jVoj}g8=(RA?qbm;!PCR3F-g>Lcns7QkTa6w4V7YI!b3jm zjzV#SOfzjz8D23&RAiiod;xV80W1#C8K#Ey7<3C3TKGENW?_|QKvhulj5A8Nhv-f_ zqjYpBO`t`Gq%g=>r>OgM*z^!zH+Ix$;E*xgZ73Gpck?F)w*0X!LV z0ZhdNfWnX<1QeQ70`pAUf&(X0EXSdOpd=uVrYXBso4dVX_#Ouq+HDQ>!&n)1?fbc) z$WW3pREwl(SjG`THHeqWs(Gu-V^uVsd6P)Qh$T3V+cA?OL4HLUo+pZfyQSs3b*$aO z+THHTD-K58UdWQ1QM%oieQ#|P9(Ks2h?}s0F@#TsPD4Np3d4Z06%`mtfh}KQ{B7Kl zGND!omcdw5LpKo49R;S$hV|5Cm_o$GP@s%6Nld4MMIsqiIV9ft{BG1(uhnPS^$uaoA)Wf#p?0vLqNB z8vzh_RBizbkW{0%prz?>bP&6MCxi97LZDX>&$XGMhTo@3I9kbq7H}M>t|175;Fkzn zO(tAe;Ge=><2YWD5Y$0DP!lC=E7%B{avP~9gvfXXK zZf}q5c3{zEywl)i_+SJ}MF~M1ME_upAtg?LNY*4#hGy2_z@P(i3|&f*PZ)w>Yx+BC zqre3K3KHxQoEr*)Y6M4wEm#{UTO5sr_rk;Dz+Qods4%DkuMxPy<7BdU%ozpt43Si- zSj=@7Sb*|gO0{W*fb-o1D+st225cStGXWkBW`?30z>qV+bLR1ym`R!elaDYw+;Pj9 zWMtBXrOT7E$7`bqJT~Mx3oa$1X3WSaCXBkyLOCFXYO~EH7FRY5LV1J*IcN(NZl;^J z=RtRrZo-S8#LjsCzgwZ|_IT})c>h200DQdvAAPeT-v5uj5fktKD>(arc#U8ZY`JL^ z2NKx+tKb-lZZEL&&M5KzzksMAPJpP0+gUa?)21A{bbFn6k26ZV{~z!F$NT^B{(rpx zAMgLi`~L`f*b=t-?o<80c>h1%|LfxB9jB^XTMdSVdx6S_lXwR+0MB=v+ zPR_r_M?aMQ-Sq6p-y8mahtCduerROy>cFoIysLk`@Avw?t@j60f1O%Nej)h~9{;U3 ze~s7%f@=1rml*wBbosJKd2?!>-Mr`2*^;f zJ;2bYMI8jhX^&{CPOf@cE4sbH*#ui9oNh=!4&izUZa*-!_K2qHt|Ei)5E2!3d-yyA zAA@eyDF_nCD^-Khtpwf-kU#yW_h@yp;L#B0?7BMI9)gh+ELtiz!H2}HZZYx@e5^g9 zsXCeW;Oq9ddkDUW%p@R6qvUxI7^gj=sk-Z`$K!4f(ud${&0_|OTY0@1Ab(QI8ai@y z(x}t0%Vl~9#t0gsUQ?s^yAM9EJ))_)i+D8bc5^udUke)6U~%igHv{CSq4#KY*OCWg zx0e(;gb``!Q5R61!NsCLzNT8cAM9FFb@Ec3&s|x)wdoz5<*L;z| zHxGS?TPs~%(FnoU%HZ+P*iL~sUQ$9tblQVJI!)Ed=R6{Idjli{WHb@kOHmM+6NeIXmL=;dYaYhn^ zFnp{%1RravX3u*>?DlF+2)=eigo%@8a77^uBx?@=$(pK@=R6{IdvhlQWD6qVrQ(dL zG%=aAH^V1Zvu8ab>RsLm3c=Tsh)C0mvf!|Nk`^Fht=$h~t*JVB#v`KM<&~olkWoZ* zUkWDcQSb$rTzfRm2p)E{Q5?w4SRQ8tk28Wp7Ldf8?;HQi#K8Ek_G2~r&hg(K|JCt- zGyX^8e?I=#$~=g;#|2xO7Jr?hn7jM zVCTw}6`H5?A|x{vA)c7=4|mgExnqx$O^f_3OWk7=ezgC ztnluIgD++?^ZPSrX(7XN_?JDHIg+D!YhPxOl2Wd4Wnbn(;W}%%ncbH)^Q2tH2(4a% zN6N*ulF8n3GItGM&&-!fq(U;+_!&O4ikmap+buf$`V?%CW^uFESIeZ2V}iDpxW`ifaXn(PdTFv$vbuB2bQKS{Ksk#48Ys`Sl$~85LGQ z^-R&uRF-MxJY6Z4%HVw&a#C6=6D*B0dyW)KVCYI_;d-%TP5B9Qq?Oo|ax1w??ivl# zM$4RcWk%Vb*~@d8N-?vXtL)D#fGmt1Tav~b*e@=JDXA=9Clzx!a|obj&adUEQ7m4C z&?sv5cH8a<3Pm)nZy$l^?C#mIcb)gorNg-^xeCc=j^t7A6w+F_Lao}2dV-PWEaaz{ z$2^+9QLN-lA2rUiXEV|YP=9**>FNEMpy){ZGl%lI)eOHMJjoY{g?>4646G{eci*-z zv#?qs{+ShenV&+@^G0knp#ol1n+Y{OoKBnpRi@Xs`>As1rkO7mXyz1~Re72@N!AMH za)>@V8GTMcq$^N2)3s-s2qbcxLn48Z2-ny$3$FM;I4!qN7nNB{l2Lc9(`+y z2(2g*$mrXSB17rK94Ioi{#1Y>#lkfNnR3NK<{)hn6-W6VqvYDn){=ruMGaYDgsACW zj}Q=;nxF_S9Wsm8F}ECT?x#ucHE#e#CI-_9b$8F>Pp#`gimVv9X?Ly!=FRwdT3)3l zq~ahc=S)!KU@>255)6+Xl5g%j@5+WZcLc3Y6TX=yo{{p&i~ogNQbtl*$O`TdHrt+v zru8QW(uo5OWls4i!_d95R+wIZV!0ZcG#wHL7a<$MQd2Bp;xq&%ia2woxd!7)>$d#O zBh&W&bVA3J3JDM+6D>_2En3%a76KB~cN)sa&&!s=BYyJ=Pk&!JA%iNrgU%hJO2#z= z%`~YSh{zcw`ZR5{%AFnk$#d8fdYwTx7E;K#T#u zfGiaAIV*FvRD2mq2iB@dSZZ_;pO$Mz8g9$+kfwna_RMsIra@PZ7OUj9@^bf9;ccy=|lcnG7Elgey!|S@sKs!*_o+#glOUE2xaYwkcbaq@25#Ic{7bEKR*@13n?tZ zAHMS{`+MU>{JnFN!`~Adr}6jW8&?w#SMedU@d5mepGP)F@pr$|`{?FlEdSrDJ>Q<_ z`-h|782y)Hzccowo?jZ{`)-f^T;Kc0|NYpG@qa%4Q{&$~_L;Gdj1|VtkC(?6#`len z_kN@I_j`Z2_otGdO@1U<=>6W_Yspi+&nJc6_x3)~+n4&?(T|N^r2n7vSJR(P z-%3B17SdxQUmy9EkT9pG5q!6&kujk;J+RG%J8fGpX&e6(DVH-_0RS{IrN@kYxqR}!0>ec7Y805 zNc8=F|9|TL?fzfx`=!C38T|C{dU076?oqypS(7a;v=3( zuDvs*qTRI`uI`&&fU9mUCo7Mp_BXzA7J-Zvk~vzU1uTz~rEKb`uM_45PCnLy<>mS# zued|k;xDI**Bakm4RoC-k*oD@6*H+rje(CNY=G52Dc!6;PzZeYNQqpjcdhJ9$&K$~ z{ccis^`3k=s;5G1JDCggxbYlk#h+Y`>RH7EOI~?6B{tsU#em9{q#Y!g8yq5ea~VuX z(umGOI3(}BN7%~FVb~X=zV5O) z`9k39r{Ff^rV#)`=xI80irmPpkmS<4Qx_X=4=-$|7g%VfTq)(Q(&VMd)B)e4Y#ip! zKev{@N(#y61Gt~eU0JRam~jLC*OM0mxSu3t)3L$H=K@0>FW9tHfJ&`le<2_Tj#Zg< zz2oF!b5|`^kz9B%wYLGL8^B1O54>pp1~u2%v_TMvvEW>QhFSrF^OL!YnkVtnU3!VzGRxkyT@5zl>@fq8fZYyA?rh4?5UuElc3g(&%@9jWQ$VS+$gA#=QhzmDag zMShXJ-F*&&vIy)Pi@6ry_+aKP(|kVp3%gSDwMQ26xk7;;aA}lt&y9INEd52bb_Pea!wXPHo(DP0BXSBMAk&w7mzlB-_h zKk^#qS=ge6+s`ohJxxt~9gEjIR_`w8pJ#vt+7S;cUqze|$};)Cux~w23!u^Ba?ZTU zyktZmlRx=T>gifL5MH4-T~hr7BcS^@d$88}51A%%TaPgU7C=IWvY&e(wLAG7VhZr` z4F) ztd4l#v)<@+2oI4GS;cAVp1 z6e{pAWQ=+Y`qX%8SJFqdpB_o=bbbf9|L4b3bICcZ`XNqat>lOmV}$qJpL$p7Os)TD zF%JqyKlVR4NaE#Z5tOxa>~NJg!ard1g3WKZT$D|oQVx@-COe;G2>C*_3ubYx;&hgh zKRA`TP!nB82G17_NH=0z^%>^T@$Ux|USo{4Qt}6wgt*#8LvTA+&XpbAlKd!}do9$? z$=r%jo=Se0ITr3C)0&32A|i{aM>7Ypo`bAHMI~Qj^z)waUf}Eh4u|$v5u?l;qxqHO z_p?cHgcbk^qZM>YA#<^qx82@PFld<$ammA`vNLy+n`~Ab&XFsaFH8rqv1ldv_m}`3 zI#t_;snK-9VX3$Avq(!Txq_p(YW;Wg)LKI^FA}I>rtJa)0bTEzE46z z>bj@Z**BBx0dQ)j-Q9n1DDv?D^ZfnEYQVEQbyW)>>caGQL(ixY&wOv_871PG?+HC4 zM?CX)LeEGM&wO|288PCS?+QI5L_G7c&@+6*GvDb4u4Xi6_pE?mkmGyR82;@6 zON__V%-kz$xqO}kpZidFIE9(TYs}~H5BI_FW7wjgC0f22eC&4kt&;0jg@^mVlc^I8 zp#pTGYas*gd^J3n;O$feUwSM291nF5FAeG_Fy76_QqMGA+SnAVQS62@%$A#E$?J}f zT)I*sHymG%nV(|u8uV&8;29l+>9*>AdOqOe&%xYJ!zhDm-s<9N;LC@KD+XaPE#^BV zjlguN^_?i>Y?>qizZ{AqS17a1yX5-=9;Va5wt|z-I-XVZj%f0-ntCPa(&KJ63X|^( zxNDxjSaUT`2V|$!mQnIlKxZ5Z@1rD7HW9(wRY;x)IJ3+n_J!4x#{-mg{pDITIeE-s zrZ<~dpXX~I4UFk|ptT@l@(2qCB;N7nu7TsX#}tSu5K|zgKum#{0x<<*3d9tMDG*a2 zra(-Am;$da1=#+7y#9ZEX&jFpQy`{5Oo5mJF$H1@#1x1r5K|zgKum#{0x<>NYzoBt z|8F)2;`hfCh$#?LAf`Y}ftUg@1!4-s6o@GhQy`{5Oo7**0;8j)#AxD~#Q0o#ZRGOs zp20sK_@n+`@B3Wu_oqIPe7WZ$y6~sx%ZX?4Cy}Twuj|McwQF$4M3o{L+xmkWr=6S} z6L*nk>PeB+dpX>4M8eVaeaORH-mfpjlB9SSw_ zg|x`Gao4HFB9oDHm}NumDASmSzb~PS*R(#ianegQ_C$ar;VUu$TD;z=#(XsK(wn#v z>CdxOicD;rcsr*W^CTlmSkfEMA{XfHo{0nNI|IVvc&O>!(;2Uhl4{ccawJOcT(`kA>WrEr}P*z9zEN#L8VHU-OyrhVK-9so$*o zk~f6Y@Uo0+ZM!3kRz%bK0~?2(#B1B9)+c2@*_;d7og`j^^m&d+3qP=%ylXz11>fSQ z(|P2NadNY`$sv%XnB`oHYKZZ}}opXwR>#BC#=&47lTzk*%B0-fqVvM!2S=ODUQOnJdWm3?w?WuIJRdBKnEDS|{nwZ!3W=ABg(g2~>FZto1! z>i&({bYjP@!QDHm^HZY8vJy3L38Z6R1mEi1W52Xu9_L|%4=zIZ;Nrvi(K+a33_pv6 zVVTp#ne6T0@6F(A5lw9We=PAzV(iaG|9$!&kNo8DcMshdTpl>x|DL|bdXve2+4BSF zyq`boPi(vh@kh4Bsr3VX&)&;Y=TCwbFeeW-C0}&E(qw}@hs{aB?Ieap4o_d^e>aI| zBQ>m4%Ygb^k)@YnSx?;@YI&b>^gKlOm44+Ixi*xv7C9-U5EEJk5Y&wq97lHd)cVy3 zGDVr&fUtSmycLaVIVzn@?p~hLFpc;|mP$DyOYFfsL6ZMH;?%xOJJJOq*_w2%(s@c9 zD%kbC8%wT)?Os3QCtXyYynuu~QI{|eW+zo#lYl9{WYsS1l)8K&y?Z#%dqlR=OpSIt zXy?4cCu)IrZ%wYQCGFvjOP-4oh|9Fg85khja0f1mU)&;6!?sI&9zmKnEN1o2jpyBE z_wIEyAWFd`i2-sn>#1ldsx6^>Gf--hqQ(S_5~8r=cuLA^Z(p9IdmS~lanV^5>^`ub z@>3_6Br-sp#{x>KgNTizzw6Tra^mJfs?}|Q&vFfU-S$ZSM9Zy4-EuB$V6QGEf88b+XCVg{~l$*4T7v^;YMP`d4h^--kxBHE$p%A_|gI5TNtDwzL0lp8capC^Jl1<})pZ&Jn$WA7>BhOPHX2Y6G&EAms1c6c4H z_uP44W6_EIB2cy8FDVXJYS~Z&#CXuBWg|l}jny-R!E<|RMHG+;-mywbBXhY&318I> zFN=AE#$|8ZT1vV$-4AapxK!D_KHo%@sG>FFKB_o*x+11esIo-E83dhNTiu{al$v$M zZLVJ9%^#_!oA%LddJ53bYk!B9t82`{Iqe?lLcgjS!B-`L{mlZ&6-;6gqlk6 zVw&wWN(-6&2jeaFfpMbi=Kq@=xui(D=p~j}%jWaq&n2Qy9wlf7hgNgr@Gup`e

IC-N^7;4}`eCf(B7>EWREK zVV`Qzoq9Bc4}?QnM66JRuT@Vl9>OM&zm8ZZ@IOx3;Mh~LvrG>s{BsDMI zgAXo>_~6ESG=IFO6&hV5cxiJco!B)sxc%{}2?QJImRG&vbsq1|dJT2<)mvI{Q1Xz& z2NyYfaFLU?Mvm32ibgw7w8~>u1VgJAHmB2xodM*KTie6q-Vv+E9qVDodekuxbc_aH zM%b}cPXrbbP1W4yKAfkhBi1?*_I*J1P3Pk3=3bnq2_f4itM`4tS@9$nA6&`B2Ul{H z4kQ=8O*Dg}LV%Ha=fdW@Sv}Oj?T=J1siNpcto;e+ks2G>&-0!PpLTz(PtDrzEheVy zp@$DHdida?C;QQh2#zaqWXxRg*D!52B^NiR(ut=-i1{++cZFA{^D+uA@GP=9V){ii zRTnn*q!ZI&yy_|cyFyF!*o6-+yYRtfm$((X;5S8~6(w|0Xg#;NJDm_iXw@qMu$l#3 zVbT2rqAS$y#wCm34YTNx%@O>GXsTY`d@`Mwud}ROeT%Np>_RHp=6D2(fpTQ+ zIQYKJC(?;S0Tf#l=;#W=PHlP=Dp-_8Hb-zQqN)1)W)@+d0ETsa;uQ?(3b!t}Cq-`v zOI!pZ5lz+eo4XLE3E<{iBy@#U7p6^$wgFP7Heh)(<8ds9<3DWLHC3GH3b#%dL9Gwv zh$@aPwC#>yS40yW>&Fo#a5(7U+FZ}3D`Y!04{fozFUYd>f4c9piE(LcdGzn6zi;H9 z4F8AWp`pElivz3uuc0IUi760MAf`Y}fj5f+)%S0{$2l;#eWH372L=&oee0bUY#C#v zoBN&fg23@^&kNoaqHol3!Ip@=e-p=z_ljKIYvS?Aje)RFZV-guDhk4La1SFEEohIxA)=|ew5fUX z@B&uWZe_|A#V_v>N8O9^;Dd`HKDY?#TSR&E=%Ae5X;ALcriz8N!?Xr=(RDlT5xGuX z{0JuLxP2Je9KolECTs#I?iS8OwSio7$n&*3?D{?&J@0(*_E7iPQyj<)TNkk5#w>WNJeaRhL7d-Wo;O{m6g zV6zc@bu{t01&(!w`nFQ**af#zBbX;g2essgL%C5gh3c_Q!9(X<4IP{z@v8IQ13Gn< z)i;Lg`)>hOy)L-$VO)Ggh3^5EI%~iWSM1Q@s{Ozw>HWurt^c$v5+fA`>y$?8=WRSHzvt>!l- z*0!@+Wn^3-RL z^IMBKRM+%%p~DB4Q30WAz8fV&Cq}h4PyMKT0>Cic0>g*`tleN(zd7{AV>r?R!-(>+ z-C$UsY;QD%@82B8KAK~zS?&zC@^YZEa|5k=lgcf;#@1#@Y;U#D-JzT=Zw_JaB7`IE zY%f$O$yb)0`qh~|i^bKcd&ITwMAo@iKP(fNf$eaGDQnx^A+9fP4tnc>20xo{bqjLe zBep=21n=>o#nm@~dwgxtxj)#xv^jwJ>2UT1=vc3Acyw*?dqlU()p@ip-Kpqa*z9*w z+tiGRhhTGI^m|0EZacP^r4dFxdb_Q|1E5uFv(M8zE6_U;HQMhHqq|{OI|;?&u5EXR z^YP4Puj`ggR4*ay5UMSIk2u!#4L;Oj4)rM*IGq>4HlD}f!|3)7Q7UYvm`wIeOjH@` z>Ml@Ik^2UAmV0S}IXNA0D*jN_?{Lj{0;uWCUw!1To*OQycbmFRmF>?tU z7!$LS!%>>d;Sz2*7s%R`<;wJZBtu=(z7?oYH8*?U`Z~(?ik}K+eZ}k>EWayfp^oTQ z0^N?A*duS--5IlSvNnNJeGZxzf_{5O%gmQ>C>?doUl){l&x{7j=HR9DH%(b}Rhk z%rRP`<(uEk__^!jYslJ?w6eB}Nw z{{tgdS2iE>PF=hLmB&t)AV6zTD|5e&&)m()wbt5ARNE>)bT=!%$cWgLO@uexgL=*} z69hkwBKg5#T#ld_H-y{OA(KuI__je+x%-t;B&siLKI%krwog`HU}qA6>RD1*wsYWb zsfMc)$ss0nA~UdP-Z`+k6XP|s2+cGHF6t>y0t>?ke@uwpIuSbEI$7C##0g^oz2-0$ zGOM`E>=wa#+yWm$LBha!^mhEj0q3^e9g6PK<~!LvszD%p33l5zWFt0L>K5O+qp}6Q z%_dF4f+DK5L+oyC?o1~xIM^|Ey8C=iu=;$_Kq4ekurdcr-I-jj4{tu0POR-^EC0X>aIvFxa1@vCJut8ZkK3Vp zf1(1_{N{GVL7Z92xL%J6IIOMN*C?FdaPGJD4S6NPH*7JFA84@|q6JnPZy3(a^SJ8` zt!*tZRKH~~d`Almm2Vjg$6H`1f6HJv)&fK6{$kj?dg;`jb~g`4hd!EkN8gtd<1dVT zVQkxIKK;+q*^v(n|MoC9_$Pyh2YzVip_iKum#{0&gY-s=KNq zgNf?sA*Ae}R5eVVaEi_uydp@ZMl@B|R6`}2VTyui5y|4IDO<87C?qC_yP79AX^Ca8MQUNBd#<<*+1vH?in1sOvm7@o2{VesE!EqRkiXU*(NvwR4l^M4 zGaxOMazx}LPEkZv6+~O-1zWKV-J-;%nt&U808BL$U7@mQ5ROx9i`Qja(q;J0At0}; zFfgM5O?_`x$Wa08TbkSu;4zRCyw5s%08@ zr>u#bXj9JCM3V?0lB^2`0M#tc&>#+gUbcy-fY>46%wpL?#_50UU3Ml4RlKn$8hf)eHtAxUDD_Z)uWd z3MRPC8z7{tP>GX>j^o0bD5})fG2cVLwUJ0kndQY9U6eymI_*IyohCrp<3ULvVo-`i z(``N8G|T-ZK$fjLx1X$#K};K5D1$m3aF?M%aWwKf|3(vWH|y#F0{%A zl$-!46CRW*XBh%WsA77EJg4hAu{5d}fI}1v{3e*DE-4yjy=YoCPYp%233MZbmO*uC{9x~`#}##aM2JAyp@+kTeehz*KF0a z4K{Z$GbCMt+OarU<5Y;Hg7RI0DB7@vif+Sj-i4mTn2&S0|9iUsFD9@?7MZy}WJtYNY2GZRO zWH_Y=@DY@1_5&V}nq(WiE^->N@qPlcXi5?>MJO63l@f3BnyN~QVF4`Dq6+ejV46`$ zx1h7MyP>2A$6|(8n}B5PAxg5QYW7tRNCgCwDdvQ#sj{L`2)1QoQcKhl;Wa>utAJYr z)Pe@1Bv_gy^CGM^FI%F?n|CpBU>1cLA>{h-@Q2VI0+KaVv$s4TB}L?@Oe79QS~o>b zfQ}Jmctes5O~|RdAwZ!k927SvX}rOKppr~vQLsgglkN^kNt_Y1CQ1sk;am@ZTVhtn z`Nr z(oWt=e>pHclwaD*>xo?uFKgw!XP3s#KxDB1IpF%a6*NMcm=)E~*57&OW$ZIM)R>H* z2FaVtxnjXjk)44XQLRAt<;)GHuS5>mmMKrqlUvwySy(2e)%!u6j`N&4qzFzompW5- zavpU88I@gGIfV5M%BWC3b;bkKX_cZiOdX!TyNs}h={16CNfjq6>>HdEwk5H8?<}+2 zay^fSQn%MORBi<5)W~SxsRZHl9%d3Y$dLfmo2xW$?aN#!7$i>$Fmm@pXymS^RPUWD z?9@@u?)hq<%*LVOia{z6?;ODP%gloTnTeu@ms&C)H}YQIt7L^_(+4}Ffj1IJ)jl0L zyS)*qTEh1>TFFDTaL2~3|5H8N=c^a|s-;GU6NQ`|5Q!9a);dNW`RdQR;vj6n^^P&_ zn)B70cc^1pwjZco4`9qHOqQ<~O98g`MdORJAvvV7wa5yp@E~yFs87+uR%~#3Uqo*8 z2>LnWZOLvKhXf+o4Tpgf$N+DM+=SU$l z7t{gwW=Zt>t_PaRZsBf3b6aO*SQqY?>BK8f_3W5m-@&$(-Fwru3Q^}N>_r*wMY)VS zAZum9&Z_M>0vkd~E13l*Aya1?We{ zk1cg%)NE$BKNDOSzEABt#2jD_2E|-ee3sC>HKA-+)M<4#}#@vz?aw}TMozkLz0}E`I7OzIoqC#xDds^^8TD&fl=ycWCvZPAy23F6E z5(k1(;VyL@*U(RiyI()o3!cF>^cIWz{441#q=Ma<+gc*Jro-?CR?nbAxBy&@4y(*l z_QmJ!E#6Y61!4&;qES9-w2I%ALTroVlHl`Vy)cY`gw-!{R@R&=NqHn70{Rt#3Q#Q5e0 z*2*v~-^#(tR>-fXHn7@#+XO3Hl0n$ODmD&QIz{iBf|V_)_UOh-aj=q~ZABmV{(sfI z|G$v_z{n?u|MAeT4gUGSKkfg+zW>zwUwTuiY;vy0NK~6b0QaY%`qIV+yc8MX1QJr_ z6uFUGxz8CSaMi-Su~^R_5lE$V-)}m-u<>d-aUwFwiI_Q#+x~%@B&%%c#x^2KcXf9S zw?(klDraZw$)#Af1NR1TAan42NAIPLTdnvfc>5;z6~i~0e=lv^Y=t0?(n@Pi4g+_^ z%lNid>XwD|`|h}88*vBxzH>0YaU-30W>?RSP?D*}u3#9i_pq%l2jz|~3*VnSVfXFI zcV*)`V<@{q>?GCNa@ViH&?9#>Deo8FceiiXO4V1_Hm>0^8=Oe7deMK0c7c|z6{o>t zWLh!lY6WMANZ!dB?VYOv)~AYVg$k0fVCT-;cJu{r-2%Xhcf^6`d=Z(5Z~B8VZ8j{` z_K4#OL14qOCE_n_tU2pPAb!FhxU3_7FUU&wf^1|knxWaEqca58pW3Lf1<~O4x%GJz z6__iR$y&aG>=cDUu`s=WOC9F2AIAVc7mE3u1+Erfrr37Qo%itMz%TO=-`X0(yDN4Z6)8c=o4_hoyAU0sb7{P5L-mNWa(#w*we zb#|eGVKj(494jPkDKC3_P2N5fJId1rSI*+RjTk>i!{6|;vjq;_BKOk9DrR-_7Tf9K zH4;XO<+%uh7-FEuz5BJf);;$YHi`_vA?zW}`K9$l35nrDvf3U$M=42}=iLo7#iw$@ zMA@2eP&3gC4V^@9DU@`h;BAdw^rLkg#~uq-j+AbOk?Vkad+Rmj?;HQRM)Z9fD<1y> zh#o1CD`6Dd^Upnq?eVXHp)~d8vhsZ!c|;GIr{KXnQkR8M9Bz-JU$Nkj*Glm!&Fta1 IHy6YIANRRDwg3PC literal 0 HcmV?d00001 diff --git a/database/sqlite/deathwatch.db.pre_normalize.2025-08-16T073920682Z.bak b/database/sqlite/deathwatch.db.pre_normalize.2025-08-16T073920682Z.bak new file mode 100644 index 0000000000000000000000000000000000000000..9a2eb1142a8f751f65840ec0a9a8d65f28f29eb2 GIT binary patch literal 131072 zcmeIb3w#{cc^|si#TyI26h%R_1ZlaFOu{6fc|SliGDw0C@lAlD2uY^T%$y-sT|)8K9<~OQ$i+FcXTI0@zVCeJobOvWcQRL@8M|0oA(f1nct;|c zOuRRfNhA_!{LlV<4FC7w{}KG(i~qeJ*0$A8Ix+Ln2S&$~#8}UFC3?PV{HvpXn68fg zY9%|NVns>%E#<-fEz?MgN`Wdj=*Rd8FsHfeJD5bTvJLU%h^LnUt4Xb(%sQr`8i=1CJcqHF#%trIfpJg_c}cF1u8$(3SG#N^XUgD`aK0(dM!I z{PClVvu(apV=a?~xg(2s_QF|4m&}>dnZ|IwhYrpkJ$~Bvd&c`hK0EH z==H51@)71Tlj^&e1}>6E&YYh=e)P1XCic`RGnF|%e*}CyeQ186p=5H_6qBUG^C#ya zQ-|gj4$U2&_hwbZa4;#1fPuk$g0&}dJfE~oZSW%l6Vub4ta#uRuF*oJSh^Yh{lS3D zgnQp&a`Va>DO7Tmn@v(sS73aQw8Vr8D&4KJbJ-FQ6Ivm;eA&@Y!8g3+WFZKiYo;1P zx-a7im|td|N%v1IO!p*m1&iJ&zmmr@m&sZMIvc-V4hzL)KHRcnfH`T_6F81Cu*!oS4hXZeFG*6xD@1K}{q$gKL$(=*x%S?Q0 zp9h*=;D3mXT>E_w`_k0<)4c-|laoCgygTV?_<7*=1t(msw?5r`rhH4cw}FQ%fi0Y0 z7*pat;Q4ocueU+=y2174!97Xl-OJ?E(|!FDhbCJ}qbFp%N5cNIss4$*dwVXq1a=i; z8E!2tn6#!RyZM!qHquM8mgF7k+3%C>b)!X=!Ev;r}rG42el$5fwFT9#%b~HPiUBqLV z6NQ{jv-`5IRBmQx`P(n;%evn@?LKp8xs)rT+gv84TGPQ&v9e4{(>$8XS9AG%8G~l$ z%u>-Hm7H15?3ueVg}%A#1W^uHm&~5Cw8UCYQ7dN>n%Q%_P?^f&RcutO=qcX8zL}kU zHG6R(J1ffjvIp_6#NEEl3!?O-U_8llPae(*ho3%rG=FyS=@a%fZS}ZvIR6|yc}*2= zUAtB~bL`w1`?=@O(euw;w2mx4Z&uW~m&-E(C&<&BHqFZ!L73&ZSxJa!V*csIGY^j? zwr$(?+USH!#w#lg^6BhH*_X|ED@x!D1l%wVXvqc$lIh9{ey@?-MRgU3;!&r=g1bx# za9+KJ@+viR1Zxnm!F>ebj;r|0$h=y-PD^v8758~GShQ@Ga;q#B;yu1f%9VMx+(iTX z3Ic(}0?8lty$H<_6u%C-^ZT*}`-cNdo!>AD+Q=2>9|W?{&x%dTpA=zqfr- z06ec#vI>{gB@d~A{3;%*kUW4xhXY;trn#Im-CwR3*9sOo*i$)#cnS^?*l#PvYtFL5 z?X$6#aX*>G65?Sl_5k??;Bo$0SatBn=Ry&afDM1!C>E|1YZ7E~&#f$+J$3!e=|dMT z9<@oUFVTvSS@FBrELeB#3Mv!Xc5E50TH zP4cWHG6A@wrp6MFY}>X`b|zxaj@4yMkKAfQjD#&EC@}kK->>nlHvib{WD_bAFZT{2ydVfbhOtoQ0!;Kz{X-^KQFCX`9Xv62IjQtv{Y=! z)crIO&^R^4cf3?AWR4Lw*O>-uD8L28TuihDbRZO05$cewf6-M_hR;#xP*OlcKqXd6 zYc#AB=Q1!ZR)&-_1t*Agt?^Z#rd%M`sFi^|%ajpjv)I59it}hG$FzBb@(h_PpDw&N zi`Y<~bsiin<|~=AjGK9v5LcM-=7p6kv(}!9eIa|68Hr5IN}#8%a9_wS7T2yUGgHir z?y9GInE~@=Ff49E*}~4bx)w@4LarOy)$t(Q6=|kuXY93n9=ivWR~;4F05&YT&n2ugZq9u6)GG(6sISc|o>}8h-a7Ki$!E{peD3JU z++mKcmOG;S5{bXVc%G4 zS5G6#Ah8}dQueO?)HXcy@JQ;Bp4yH>YA7|)-iH~jX zO-&EF=L~Sux^_EqJeAs&Y}`aj{u1yR>+!zyp^+XI7;x{FOMU3;9sg5?@#Oe7#{Vl$ z0sQIk*N2}S`mv$J;0ps^7}z%Qo&EW~|D$hr?`x?)P902srsr>ZUP^q0ec?_2sZM4F z6V=iE2Sia7P0^G^f#Wq|o1Ct4nkCx2C2O20@|LCvlA>6eVH*~;P0`jYOA<|0G-O#) zsYPB5o|ATCEZN)jlOD<<&&`VZtRT$Dim+5~mor{_L{oM0aSuMl&=j7hwqgsiXbPrI zZB^$rg@^!H6>OCXrlCuO6Kq?PB~#@&ljBTTPz~KyWVti=G@N~zkt8(?A8QZ6$C|3y z#~6I`pdSGcI%iUjXp+KfIx#IWeuF0~>S%wLoTZ+utwk#V0r-Yf@j)-`(I->|$n24;s8A!D{`G`kE z1>X{FLIg_%{}dhKV#}7Tu|K8?0xAYX!7@~t=QtwBm`$2(X}ZMAgg0z4#OW3@MVgiQ z8BLSI@Uiv~e5|QD`A!c$Ns3gL0k12PTUW-wa<9lO>1AJ3S_2eh3hGN!BPe1ZP&5mSA(5$(uT_D;79Q zEnT(+QQ&#iQgP$K5F`Mo5(B~;g0Bse1#woEW+XK%iB5Zvh)z>=@?npNR3iEe2W+FH|9g)?=Cprk_25sAvSZrZXc$Q%(>i8pxDR75Cus%w@Zh$b&; z3JuTXHbmrc9#ET+_%NrP_7ITl(Q0;w2PD*rZdsPe;f1=zYa(a!rlJ8p0m?<=DP{_O zF)R)9!jKJ3GE7M!Iu#^BRqZZxA`ck@r@63BblO8evPY}g2R$G)UBDFJILo3`GX={w zOvQvc*G6qSgejVVd82z{gLrVd>$a75B=-~b7LrW^e5@h_P+MQC8(`RK3 z*8pbV2>5~Y+I>KJP1WoJ9+2R+Xv0p3BEXRqRTWG@6=mI|JSSSjB!V-R2Bl zmMosYzmhajR0ILm8PkQz(3LWDxvW{HMs$p&@dDHi3?nmxCZr(*WQ6u%#1e2#XNFe; z+Q(}T!N(r0J~qzaI{^3uOW}B3Co&N=(Xz0uV{Xf0)!_NEDs+Ab?I&b@CyPfD~NSsjg~@EWo3|47N1I z5+y>Q4xzLyg%}*bGa#o>*P>!`ifU=l@&cU74!v0@7a8z1IXX_e4?Z}!P7_znj(B3I zn3x2d4IpjX&@ic~NhMx0@ySqh+cbDp<}gb*6>g1UNR&4SXWFoewk>Ir6yk83xq{mQ zk~G7q0sRf?I_*9vy{2lm&jV6ccnh*97`ke4oW^T5rn3RB#)bxhA*2?sss_Z+fRzSw zHCt3+HFchdlBtQEx?>CyZB`IxR89`Cy4LOoves06tk;u8SZdi4cwB45!ax+@KEU_K z9F{nkLPDUCz-yRB6PKMt!?Hx418rf7usR@6sv$~7$|55n^B185!T_@N5P+wW=_0~O z5a81&BEg~w9+)X6cJNN;3ZQak}PBPLj}oF$M#R16&2ipn-R1yqggxF z>)USPuk>;JH6r7$;mIWa?iv3A{!YAO{0r&7P3<1|7kw9dpBdTF^VQ*xjQ-}}4=2Zy z|E~WVeSa|a+5VsJ`&8<`4gdP!9}Ub6eKGmTv6p(kHuTEK3+Z1RK9u;Y#LtX==fG<{ zcSinr=x+wMkIoP6O_x(Y+dq}O(6_C3bL>w>K0W^B^mJ-v{OO(pgO}I~@9Ag0w>sLR z%c_l)7U+i=Zm2Mbf<^>QwG2*%B=T@CRD)+LX?Q@KPT)N1%t~{nM3}#J%o#;9ZO(!h zXKAXg3D6EECs?pekaa9KVEAn!sg_ACN;HkLFjILG;>L+kesHIyqs}O{u0e$m83u*3 zO*kx2&w{PPPt>4uR7_`>Y+~}ZMBu22JX{RijMODlw3yn~jyR(bK{Bx@s%~IaNm&8MN$n}hl)@n=w#SmTT&>+ z(q4x;6E#2pCjo|nh?KM8)Y^uq64*Iglr#l4hCk?zV)MKq0XAJVc}=34#Y+Y?v24Uj zhDeHrWtk{JvFfm#ripbVb3mzVSa_+zi*wE>ESv%TPkGDcoP{Q*V@86kSO-&}hOfcN z(m*Ka5gp&f`wd;uWk|lpsn&a)Q51CGS4~iDtoAuUHwk=OPEj<~G+@0|z%6Jd%n*;o zm~LpY2}ACvZ$c$Od&U_>=D|P22n56dsN++Ly2=}HjM*X>9uyY7SZ)${rJ`!{R3mVo z1h7;AUj@VbHfI!3w;)My{}7eo@LrxX2vC5JpmEeR4ZKyhMJOW5@d_MRRkBP$mPJdH zv96}-0cR9PaN)1XifCimYS|D8lOy;fDj=AsgLTko1nL0cATU|L!c8ZfY9ihOR=md< z#RLTKqre44RSd&632zfhz!THNx)jk436xbd5rGg6TE@_z7ZJEoWle+MYU$1>3ZO+O zMT2{0UWl*CA8?x%UVsHFJXsNI zD2Sa7!80%p*bFxf78{ck?il=UP9my^xDSDSf-E|ts2H2VONR_lSrdtFD4cGAJ23c| zJ@AwjC(F9fFWoH!2#)1aalb}yzMX_0w0qy|;PYSew#`6e? z!Oj_oM{!UskbV)4HgpiAT9pwhb4C#jLnbP-=$fR#O@b7{dsBIvLQ^0lh1iB^i9{9+ zkW|4mVL?n#Toe(nv}HqdMv*C|qXxc#u&Rc|h9sDr0bfdxp#z{bEP-e;uOz>5N9-b#4apE0|-`GoWdja1BZf$Fx*tN01SFK1s*0b1f9_k zb4Q`PGYb4V8ybzW7!q)SPatzDf*Yz0!m5b4LS?|2hsf@~J$z?9-)ogi=+kjL6`k28vHsGuKQU4yeB2DSmO3QJ)PZWZ1P ze^s<($PlkV+%3&w4^q>D0+*p_d5i9LMgapA3yL10Qq3^{vI-rgfg73%`2_mV))e6= zI3$Ev(4eXS64{auh zHr8dP`lK@od^r)eS;wRnuo{DLgz<%Aj6es1=HM4hp@n#YMp-Z#`oe(bhNVY<12czH zo^VD{un>XqLqvqbN?3uWr9GB(7Azf>Qt)Rv2`dx`98?Ro5HM+>li?>Qde#}m zFlAVDi!v8iFnKonq2IBVM96?5C6~Hn*a0-*NoxC@QQ$9e5;g;PJSD*s z#S$7V*bU+c(eNMCCxPP)w-Y-bSkNLug;f9?DMf}k(2c{+DBXsNMx0T)jpg(?qjVc= z>2*fwHX@R8M(HMSftB;PGf3BlB){YOECpv3d9tMDG*a2ra(-Am;x~cVhY3* zh$#?L;Ps@yeZT+j+y5Vn_y6Plf9DiIy#F8X|Hu3P@&13j{~z!F$NT^B{(sw>fARi* z^gXnA|3CU}LcISUeKRNC|Bt>Z67T;vUtBKQ{K^v8!XJ$M~@aNB?T{cSpZ6`Xi%vM(xq#qx(k3)BidBTj^g& ze=_~SG)W&$?@kYo{MpEFjQs4#Cq{0Lyg2gANOq)e_&<*C9RAwyPY-|ZaAo-7@a*v9 zxH6m=`h%fg8TyH#j|~-v&JW2$4-bB0@b?CPdGJREUmJXR@YLY;f&V)2uLpicv6-rNl=gdRg7L8HLApKNjxg*mJ%Bgy($|SHwTvzA8ziIaO+E)!5y-t#Cl{e zhjb<~daDt=xE_kz{S4-Be>8QV$4@JsT_}_}B%lzNJ`~w0@iV$2EqySuQ&47*aA4_n zM5lA7&H z3y=)Lb4w)L3Bo%3lyEV2F`^Uv)N#XHSXzka1Z|}mT%cGwAKi(on2Nk~F5HR9hFg#z zpQJ6Fjqb#-y0&yCqElhCMGk_c)2%vjqhRS&M5jE<$ul@>yL2+5Q<}v*!wtiw6VaXg z46eN`JsZ)%A z%fV16m<|V9b>arw(p*F*BmwCJ6m99f(Vakr)0du!=tP}YWblyrrEiPwRPjx2=|Ds$ zKg)@@R;(_)r@0e_!JvnbjAluX?v!V6T6#%q?&OgMO2lPqbxDox1fG~>N<=4a5#t&* z1Wb)PAEqFhlC&a z=HBQ|2?mc}dUtatq)$|#Z>6QF=uTxu5S67p5uFe)ZU#5BmUc&W^7@RZC`<2(=mbBZ zq#(CXMR#IYO`GC3EG6Y zOUlyzh)!rtNIX>P;ZUcSn8L|nF%s^CLa67C=!@uN$rzlx4ZRVa^{ff0$j(}}g5)Eq z14BOF1o;UXSpr6f5{d0d>Nozv*cZkoMz5uRGrf;x|7)B3?<;Zszec);IR9Uq|F4!r zvD@p59p)lo5(gs?=l_fI|7p{_lY!JR&~g4hlt&Mw7GkNZ>JCWV1UeLp^Z&*9{}6r{ z{(9oaYT7%_|K~Y1$|Cck>yEN-;&|;5O>g!5e~8e1I?n$mPjj#tPBv=<6XX1UasIzJ z|DTfz|1?>l+1c#3a{fPmc6BcZFbcK!VCqy)@82CHssD^9z?a7!a-snI$j65Nbol7d z=Z2C4zdZ10{|EYhr%z3tN)GlcC;m75dF%XCv+wcpEOwh)tq7%`Lp+Wk5;p~N5pPZ%Z1=;HKXw6MhHF#q|+YJ zRGrj3B6gd(E(ByW5g8orEISP7>>TR3V61 zdqh)pQt*h_ZIZ(fkS&M^IBMHuL5i{VX843^miLG#cbPsh1YbKM*0<|I5V7`%rs^c; z5wY9sj3FRf5D{>=JBH1`go(%=eXG~NQLEX#9+$gKOc^3zOD_AjR{d10wMR5nC*SRH zS?)6LWeCV9F1v8JySvT6AhTgZ-_#zhW~V$NB1L6a88t)jwIO0-mpKTL(;m@Oo!sLQ zvD<{5At0lP$l!1{x|@LsC~a=md9<3{?GdrtRG=aF+7Yq7;T{5#wMR5nC*S1}vD-|e zAs|~25hsk?J^v(%U29ud3EVH$$39TDqi4?+;J_K2qH=PalyG_0tg0CGB>&GxcK(h9Trs`zYBVxC?T|+>&AR^m# zb54RZ0~4Ok?9pm=mq)~Iv&M$tYeU4wiIgCaPJ2Yt=*Y(s52XG);jQ%tje)O>zaLS6 zM-T=0?KD3y*?*(&|LhZcKc4#Y)am3;Bu9Hz694?Iv-tNQsb)`m#73fB6j(qGX_e(r zM=bzUX;LH`shE-58A;8N-Ed8GQakuIOuNMDWWJ{Gb*QxzpOj82J-lZN&4f_}=@ z+9R5(lczk1McQFR0+2ymWtoFHB)evH0d?d7my!P+De+AdXhSwm8+8P9Bo#MQB#Y;e zds#=$Uu3Bd0U0H+9(?S`VgxV|P1T(z8GIsw6uhFL5+NrFf{KjVsNlj%C9vemL`Q)% zq>M-Qe3tl_LmqXIP3EYE#P>Y1W~)eh-BecU%1Urw4zSfvOojkq?Ga7Y>>~h?c?1*;5fqd`a&c70M6CeTU^Ng7 zWdBEUf8^#CQTIJI@6>mCsTWlr-Wb|}qaJW|int=&PqVp(xS??^$TX_2*d$7*wE~`z2h}eeHtbCn& z?IcJ^r#+&nIyvWYTIw>HRS3vvPP_22n=cW-L^M^i@AZh-ZJDePeC>!>zkw5ih_y#F zRVSbEh}dlvt`LwdhzK~`OF+%Qg#0jxJzC9vn@7ZM>wAUZYe&TTWuy?0tUaQsI(fh& zVz=ePLO`}4BH(cELp1{vb|KiK!-LxsGd*8Tj7_9|ws&)UZSiru2#P$DL*Z)gi zNF3?u)(L*=)&J{u0sO3!;G$d2^VX~X*KK6wq+30t%NWQBm%4AE`hVR<#7?;hQSM9q zKLuM@sPM)rm!UWgYT7A^uJI`QEu!QY3c#Vv9IJmPvC`@?3N@py84Apy2px*=QOfHJ z4lLd7yubD8{|P9$Do|19QE`+*^-BpQv{9%K#ph754<*|uYA0(bHfo{55Tcr_!lJ1e zD1L{)8_KP5iw<47-Ddq(t^dcP3@Z*AP+K<0qjb9kbwBI>Nr;4^ij;)n+bFdPcGv{iuv(-z zA%Y5?s6uO?S|Eq&TBv%9N{$wfF4XuGY*FJR^Oj2&?4g?)k$4HENm2C{ibS_iPZe=s z6ZV0_TMWz~R+S#x6DYihqVIUrGIWzCvZmg2MnS>G`%wQ6@n&!mg+F=JR7Cw!6xc*1 zWZOUqW0jx+GB_qXWsygl3XsiL7EEUH6- zj}pq->N1ZCqACZ)V50iAhU&kpex=Mqx(Mozil`#|YK_wpqNXj>WV_uHbKczK}>vyGYkxuYznA=jH1LSRgAf( z8dM-UtC5PLoG4?7rxg@~#x@gbBr_02RAaVKAQnoU3W-f;7}VRAFwF^SwWIhe7=@Cu zV2Ob31KvWJTU6x4K)iukq1e-sP@)$xd{#MHg<7+zmRNU&VcbKxT|>o7QPCcyX$i^; zE2tC;bpeBcqOYcoWD!6XGKGrF2C9^z`m0P)a+)Z7;@e%RGf_z$MR8fhSrEoR#b?t- zm0=0BqInrg1*mW+d&m?FYIzdu1qwDqT_LFYD{=Hg&L~~i{~P<0#C(s@W&J;gE~t@> z>bHu)ql7&O%jO_eBoTG1QFKp5X;mJjhEcjtLit&g?WR~Z;8`de#X^}}LK7dZ&7-*f zpQ!36u?Kl_ih=iye>w57o^I>^xid*Zk$8wcio@HeDo;@m8{2$v5>e8Y0}n7=bqh+& z(6GCV8ET;{Hp(KRnlWc#|5izS#Nkml_5a`&h%9se{17!T@dd>oIE*6+*fv&Bh!H-S z1n(4Y7F5)!*02pOD44gXhbzH#g~CyuTe4aGKR)@1MC!@$FZF(HyfQvB_8-SS z)BDW8+`w!7KR@UuZtuG|dN}<*(!Y@UN9j^}-^hRHFOK}k z$kNDz!@t(|2gy$ie|Y%d(0}j$#?TjsUP)a|{@dQo)PEb=JNQR~KRkE|FN%L+3UovP zXP#L$s-Z*CA)OUA$DzJ$ibEP4im*!(EAP!)DCmqT@+fX58D|BX88sH6_-qA+(F?hR^Eiztb% zCBD-cM#Vu4YEx7vmr((g=!kt=*cOL9LM|?3ok3Z9r%<}aqcl3aH`E!&NZpcuTA*J=BdsusAbtVuT0g$nnH<6@wU_IIJtGkE8Onl&Cs7 z$VQ!Ov{KYa$H^0TvZ&#X%Hz-|aOaq7f=aGXZ!qL2rwz-m!Zhg?>?qHvx<#zp&L|rE z0hEx%k_9IU3{4x3a#1A;5=oCf1AxrRgMO2tq zO}rQd-0={+I4Do%O29dX=Y)}ExJew2oM?a-HOcX)nRiBkbHz@cz-J}wnxO*!2FoK6 zM|d=m@(?isADSIgf{O(IRfhiuj3K~-m3Wjww+v?#lt@Q)U)=!FbxBuk17d}8@OS{rOI_q~ z$OlJgbR6-Ku;zeU34!KN##huRB9};5oyFMCNVQC+4Q0_iiv{l@N`jVoj}g8=(RA?qbm;!PCR3F-g>Lcns7QkTa6w4V7YI!b3jm zjzV#SOfzjz8D23&RAiiod;xV80W1#C8K#Ey7<3C3TKGENW?_|QKvhulj5A8Nhv-f_ zqjYpBO`t`Gq%g=>r>OgM*z^!zH+Ix$;E*xgZ73Gpck?F)w*0X!LV z0ZhdNfWnX<1QeQ70`pAUf&(X0EXSdOpd=uVrYXBso4dVX_#Ouq+HDQ>!&n)1?fbc) z$WW3pREwl(SjG`THHeqWs(Gu-V^uVsd6P)Qh$T3V+cA?OL4HLUo+pZfyQSs3b*$aO z+THHTD-K58UdWQ1QM%oieQ#|P9(Ks2h?}s0F@#TsPD4Np3d4Z06%`mtfh}KQ{B7Kl zGND!omcdw5LpKo49R;S$hV|5Cm_o$GP@s%6Nld4MMIsqiIV9ft{BG1(uhnPS^$uaoA)Wf#p?0vLqNB z8vzh_RBizbkW{0%prz?>bP&6MCxi97LZDX>&$XGMhTo@3I9kbq7H}M>t|175;Fkzn zO(tAe;Ge=><2YWD5Y$0DP!lC=E7%B{avP~9gvfXXK zZf}q5c3{zEywl)i_+SJ}MF~M1ME_upAtg?LNY*4#hGy2_z@P(i3|&f*PZ)w>Yx+BC zqre3K3KHxQoEr*)Y6M4wEm#{UTO5sr_rk;Dz+Qods4%DkuMxPy<7BdU%ozpt43Si- zSj=@7Sb*|gO0{W*fb-o1D+st225cStGXWkBW`?30z>qV+bLR1ym`R!elaDYw+;Pj9 zWMtBXrOT7E$7`bqJT~Mx3oa$1X3WSaCXBkyLOCFXYO~EH7FRY5LV1J*IcN(NZl;^J z=RtRrZo-S8#LjsCzgwZ|_IT})c>h200DQdvAAPeT-v5uj5fktKD>(arc#U8ZY`JL^ z2NKx+tKb-lZZEL&&M5KzzksMAPJpP0+gUa?)21A{bbFn6k26ZV{~z!F$NT^B{(rpx zAMgLi`~L`f*b=t-?o<80c>h1%|LfxB9jB^XTMdSVdx6S_lXwR+0MB=v+ zPR_r_M?aMQ-Sq6p-y8mahtCduerROy>cFoIysLk`@Avw?t@j60f1O%Nej)h~9{;U3 ze~s7%f@=1rml*wBbosJKd2?!>-Mr`2*^;f zJ;2bYMI8jhX^&{CPOf@cE4sbH*#ui9oNh=!4&izUZa*-!_K2qHt|Ei)5E2!3d-yyA zAA@eyDF_nCD^-Khtpwf-kU#yW_h@yp;L#B0?7BMI9)gh+ELtiz!H2}HZZYx@e5^g9 zsXCeW;Oq9ddkDUW%p@R6qvUxI7^gj=sk-Z`$K!4f(ud${&0_|OTY0@1Ab(QI8ai@y z(x}t0%Vl~9#t0gsUQ?s^yAM9EJ))_)i+D8bc5^udUke)6U~%igHv{CSq4#KY*OCWg zx0e(;gb``!Q5R61!NsCLzNT8cAM9FFb@Ec3&s|x)wdoz5<*L;z| zHxGS?TPs~%(FnoU%HZ+P*iL~sUQ$9tblQVJI!)Ed=R6{Idjli{WHb@kOHmM+6NeIXmL=;dYaYhn^ zFnp{%1RravX3u*>?DlF+2)=eigo%@8a77^uBx?@=$(pK@=R6{IdvhlQWD6qVrQ(dL zG%=aAH^V1Zvu8ab>RsLm3c=Tsh)C0mvf!|Nk`^Fht=$h~t*JVB#v`KM<&~olkWoZ* zUkWDcQSb$rTzfRm2p)E{Q5?w4SRQ8tk28Wp7Ldf8?;HQi#K8Ek_G2~r&hg(K|JCt- zGyX^8e?I=#$~=g;#|2xO7Jr?hn7jM zVCTw}6`H5?A|x{vA)c7=4|mgExnqx$O^f_3OWk7=ezgC ztnluIgD++?^ZPSrX(7XN_?JDHIg+D!YhPxOl2Wd4Wnbn(;W}%%ncbH)^Q2tH2(4a% zN6N*ulF8n3GItGM&&-!fq(U;+_!&O4ikmap+buf$`V?%CW^uFESIeZ2V}iDpxW`ifaXn(PdTFv$vbuB2bQKS{Ksk#48Ys`Sl$~85LGQ z^-R&uRF-MxJY6Z4%HVw&a#C6=6D*B0dyW)KVCYI_;d-%TP5B9Qq?Oo|ax1w??ivl# zM$4RcWk%Vb*~@d8N-?vXtL)D#fGmt1Tav~b*e@=JDXA=9Clzx!a|obj&adUEQ7m4C z&?sv5cH8a<3Pm)nZy$l^?C#mIcb)gorNg-^xeCc=j^t7A6w+F_Lao}2dV-PWEaaz{ z$2^+9QLN-lA2rUiXEV|YP=9**>FNEMpy){ZGl%lI)eOHMJjoY{g?>4646G{eci*-z zv#?qs{+ShenV&+@^G0knp#ol1n+Y{OoKBnpRi@Xs`>As1rkO7mXyz1~Re72@N!AMH za)>@V8GTMcq$^N2)3s-s2qbcxLn48Z2-ny$3$FM;I4!qN7nNB{l2Lc9(`+y z2(2g*$mrXSB17rK94Ioi{#1Y>#lkfNnR3NK<{)hn6-W6VqvYDn){=ruMGaYDgsACW zj}Q=;nxF_S9Wsm8F}ECT?x#ucHE#e#CI-_9b$8F>Pp#`gimVv9X?Ly!=FRwdT3)3l zq~ahc=S)!KU@>255)6+Xl5g%j@5+WZcLc3Y6TX=yo{{p&i~ogNQbtl*$O`TdHrt+v zru8QW(uo5OWls4i!_d95R+wIZV!0ZcG#wHL7a<$MQd2Bp;xq&%ia2woxd!7)>$d#O zBh&W&bVA3J3JDM+6D>_2En3%a76KB~cN)sa&&!s=BYyJ=Pk&!JA%iNrgU%hJO2#z= z%`~YSh{zcw`ZR5{%AFnk$#d8fdYwTx7E;K#T#u zfGiaAIV*FvRD2mq2iB@dSZZ_;pO$Mz8g9$+kfwna_RMsIra@PZ7OUj9@^bf9;ccy=|lcnG7Elgey!|S@sKs!*_o+#glOUE2xaYwkcbaq@25#Ic{7bEKR*@13n?tZ zAHMS{`+MU>{JnFN!`~Adr}6jW8&?w#SMedU@d5mepGP)F@pr$|`{?FlEdSrDJ>Q<_ z`-h|782y)Hzccowo?jZ{`)-f^T;Kc0|NYpG@qa%4Q{&$~_L;Gdj1|VtkC(?6#`len z_kN@I_j`Z2_otGdO@1U<=>6W_Yspi+&nJc6_x3)~+n4&?(T|N^r2n7vSJR(P z-%3B17SdxQUmy9EkT9pG5q!6&kujk;J+RG%J8fGpX&e6(DVH-_0RS{IrN@kYxqR}!0>ec7Y805 zNc8=F|9|TL?fzfx`=!C38T|C{dU076?oqypS(7a;v=3( zuDvs*qTRI`uI`&&fU9mUCo7Mp_BXzA7J-Zvk~vzU1uTz~rEKb`uM_45PCnLy<>mS# zued|k;xDI**Bakm4RoC-k*oD@6*H+rje(CNY=G52Dc!6;PzZeYNQqpjcdhJ9$&K$~ z{ccis^`3k=s;5G1JDCggxbYlk#h+Y`>RH7EOI~?6B{tsU#em9{q#Y!g8yq5ea~VuX z(umGOI3(}BN7%~FVb~X=zV5O) z`9k39r{Ff^rV#)`=xI80irmPpkmS<4Qx_X=4=-$|7g%VfTq)(Q(&VMd)B)e4Y#ip! zKev{@N(#y61Gt~eU0JRam~jLC*OM0mxSu3t)3L$H=K@0>FW9tHfJ&`le<2_Tj#Zg< zz2oF!b5|`^kz9B%wYLGL8^B1O54>pp1~u2%v_TMvvEW>QhFSrF^OL!YnkVtnU3!VzGRxkyT@5zl>@fq8fZYyA?rh4?5UuElc3g(&%@9jWQ$VS+$gA#=QhzmDag zMShXJ-F*&&vIy)Pi@6ry_+aKP(|kVp3%gSDwMQ26xk7;;aA}lt&y9INEd52bb_Pea!wXPHo(DP0BXSBMAk&w7mzlB-_h zKk^#qS=ge6+s`ohJxxt~9gEjIR_`w8pJ#vt+7S;cUqze|$};)Cux~w23!u^Ba?ZTU zyktZmlRx=T>gifL5MH4-T~hr7BcS^@d$88}51A%%TaPgU7C=IWvY&e(wLAG7VhZr` z4F) ztd4l#v)<@+2oI4GS;cAVp1 z6e{pAWQ=+Y`qX%8SJFqdpB_o=bbbf9|L4b3bICcZ`XNqat>lOmV}$qJpL$p7Os)TD zF%JqyKlVR4NaE#Z5tOxa>~NJg!ard1g3WKZT$D|oQVx@-COe;G2>C*_3ubYx;&hgh zKRA`TP!nB82G17_NH=0z^%>^T@$Ux|USo{4Qt}6wgt*#8LvTA+&XpbAlKd!}do9$? z$=r%jo=Se0ITr3C)0&32A|i{aM>7Ypo`bAHMI~Qj^z)waUf}Eh4u|$v5u?l;qxqHO z_p?cHgcbk^qZM>YA#<^qx82@PFld<$ammA`vNLy+n`~Ab&XFsaFH8rqv1ldv_m}`3 zI#t_;snK-9VX3$Avq(!Txq_p(YW;Wg)LKI^FA}I>rtJa)0bTEzE46z z>bj@Z**BBx0dQ)j-Q9n1DDv?D^ZfnEYQVEQbyW)>>caGQL(ixY&wOv_871PG?+HC4 zM?CX)LeEGM&wO|288PCS?+QI5L_G7c&@+6*GvDb4u4Xi6_pE?mkmGyR82;@6 zON__V%-kz$xqO}kpZidFIE9(TYs}~H5BI_FW7wjgC0f22eC&4kt&;0jg@^mVlc^I8 zp#pTGYas*gd^J3n;O$feUwSM291nF5FAeG_Fy76_QqMGA+SnAVQS62@%$A#E$?J}f zT)I*sHymG%nV(|u8uV&8;29l+>9*>AdOqOe&%xYJ!zhDm-s<9N;LC@KD+XaPE#^BV zjlguN^_?i>Y?>qizZ{AqS17a1yX5-=9;Va5wt|z-I-XVZj%f0-ntCPa(&KJ63X|^( zxNDxjSaUT`2V|$!mQnIlKxZ5Z@1rD7HW9(wRY;x)IJ3+n_J!4x#{-mg{pDITIeE-s zrZ<~dpXX~I4UFk|ptT@l@(2qCB;N7nu7TsX#}tSu5K|zgKum#{0x<<*3d9tMDG*a2 zra(-Am;$da1=#+7y#9ZEX&jFpQy`{5Oo5mJF$H1@#1x1r5K|zgKum#{0x<>NYzoBt z|8F)2;`hfCh$#?LAf`Y}ftUg@1!4-s6o@GhQy`{5Oo7**0;8j)#AxD~#Q0o#ZRGOs zp20sK_@n+`@B3Wu_oqIPe7WZ$y6~sx%ZX?4Cy}Twuj|McwQF$4M3o{L+xmkWr=6S} z6L*nk>PeB+dpX>4M8eVaeaORH-mfpjlB9SSw_ zg|x`Gao4HFB9oDHm}NumDASmSzb~PS*R(#ianegQ_C$ar;VUu$TD;z=#(XsK(wn#v z>CdxOicD;rcsr*W^CTlmSkfEMA{XfHo{0nNI|IVvc&O>!(;2Uhl4{ccawJOcT(`kA>WrEr}P*z9zEN#L8VHU-OyrhVK-9so$*o zk~f6Y@Uo0+ZM!3kRz%bK0~?2(#B1B9)+c2@*_;d7og`j^^m&d+3qP=%ylXz11>fSQ z(|P2NadNY`$sv%XnB`oHYKZZ}}opXwR>#BC#=&47lTzk*%B0-fqVvM!2S=ODUQOnJdWm3?w?WuIJRdBKnEDS|{nwZ!3W=ABg(g2~>FZto1! z>i&({bYjP@!QDHm^HZY8vJy3L38Z6R1mEi1W52Xu9_L|%4=zIZ;Nrvi(K+a33_pv6 zVVTp#ne6T0@6F(A5lw9We=PAzV(iaG|9$!&kNo8DcMshdTpl>x|DL|bdXve2+4BSF zyq`boPi(vh@kh4Bsr3VX&)&;Y=TCwbFeeW-C0}&E(qw}@hs{aB?Ieap4o_d^e>aI| zBQ>m4%Ygb^k)@YnSx?;@YI&b>^gKlOm44+Ixi*xv7C9-U5EEJk5Y&wq97lHd)cVy3 zGDVr&fUtSmycLaVIVzn@?p~hLFpc;|mP$DyOYFfsL6ZMH;?%xOJJJOq*_w2%(s@c9 zD%kbC8%wT)?Os3QCtXyYynuu~QI{|eW+zo#lYl9{WYsS1l)8K&y?Z#%dqlR=OpSIt zXy?4cCu)IrZ%wYQCGFvjOP-4oh|9Fg85khja0f1mU)&;6!?sI&9zmKnEN1o2jpyBE z_wIEyAWFd`i2-sn>#1ldsx6^>Gf--hqQ(S_5~8r=cuLA^Z(p9IdmS~lanV^5>^`ub z@>3_6Br-sp#{x>KgNTizzw6Tra^mJfs?}|Q&vFfU-S$ZSM9Zy4-EuB$V6QGEf88b+XCVg{~l$*4T7v^;YMP`d4h^--kxBHE$p%A_|gI5TNtDwzL0lp8capC^Jl1<})pZ&Jn$WA7>BhOPHX2Y6G&EAms1c6c4H z_uP44W6_EIB2cy8FDVXJYS~Z&#CXuBWg|l}jny-R!E<|RMHG+;-mywbBXhY&318I> zFN=AE#$|8ZT1vV$-4AapxK!D_KHo%@sG>FFKB_o*x+11esIo-E83dhNTiu{al$v$M zZLVJ9%^#_!oA%LddJ53bYk!B9t82`{Iqe?lLcgjS!B-`L{mlZ&6-;6gqlk6 zVw&wWN(-6&2jeaFfpMbi=Kq@=xui(D=p~j}%jWaq&n2Qy9wlf7hgNgr@Gup`e

IC-N^7;4}`eCf(B7>EWREK zVV`Qzoq9Bc4}?QnM66JRuT@Vl9>OM&zm8ZZ@IOx3;Mh~LvrG>s{BsDMI zgAXo>_~6ESG=IFO6&hV5cxiJco!B)sxc%{}2?QJImRG&vbsq1|dJT2<)mvI{Q1Xz& z2NyYfaFLU?Mvm32ibgw7w8~>u1VgJAHmB2xodM*KTie6q-Vv+E9qVDodekuxbc_aH zM%b}cPXrbbP1W4yKAfkhBi1?*_I*J1P3Pk3=3bnq2_f4itM`4tS@9$nA6&`B2Ul{H z4kQ=8O*Dg}LV%Ha=fdW@Sv}Oj?T=J1siNpcto;e+ks2G>&-0!PpLTz(PtDrzEheVy zp@$DHdida?C;QQh2#zaqWXxRg*D!52B^NiR(ut=-i1{++cZFA{^D+uA@GP=9V){ii zRTnn*q!ZI&yy_|cyFyF!*o6-+yYRtfm$((X;5S8~6(w|0Xg#;NJDm_iXw@qMu$l#3 zVbT2rqAS$y#wCm34YTNx%@O>GXsTY`d@`Mwud}ROeT%Np>_RHp=6D2(fpTQ+ zIQYKJC(?;S0Tf#l=;#W=PHlP=Dp-_8Hb-zQqN)1)W)@+d0ETsa;uQ?(3b!t}Cq-`v zOI!pZ5lz+eo4XLE3E<{iBy@#U7p6^$wgFP7Heh)(<8ds9<3DWLHC3GH3b#%dL9Gwv zh$@aPwC#>yS40yW>&Fo#a5(7U+FZ}3D`Y!04{fozFUYd>f4c9piE(LcdGzn6zi;H9 z4F8AWp`pElivz3uuc0IUi760MAf`Y}fj5f+)%S0{$2l;#eWH372L=&oee0bUY#C#v zoBN&fg23@^&kNoaqHol3!Ip@=e-p=z_ljKIYvS?Aje)RFZV-guDhk4La1SFEEohIxA)=|ew5fUX z@B&uWZe_|A#V_v>N8O9^;Dd`HKDY?#TSR&E=%Ae5X;ALcriz8N!?Xr=(RDlT5xGuX z{0JuLxP2Je9KolECTs#I?iS8OwSio7$n&*3?D{?&J@0(*_E7iPQyj<)TNkk5#w>WNJeaRhL7d-Wo;O{m6g zV6zc@bu{t01&(!w`nFQ**af#zBbX;g2essgL%C5gh3c_Q!9(X<4IP{z@v8IQ13Gn< z)i;Lg`)>hOy)L-$VO)Ggh3^5EI%~iWSM1Q@s{Ozw>HWurt^c$v5+fA`>y$?8=WRSHzvt>!l- z*0!@+Wn^3-RL z^IMBKRM+%%p~DB4Q30WAz8fV&Cq}h4PyMKT0>Cic0>g*`tleN(zd7{AV>r?R!-(>+ z-C$UsY;QD%@82B8KAK~zS?&zC@^YZEa|5k=lgcf;#@1#@Y;U#D-JzT=Zw_JaB7`IE zY%f$O$yb)0`qh~|i^bKcd&ITwMAo@iKP(fNf$eaGDQnx^A+9fP4tnc>20xo{bqjLe zBep=21n=>o#nm@~dwgxtxj)#xv^jwJ>2UT1=vc3Acyw*?dqlU()p@ip-Kpqa*z9*w z+tiGRhhTGI^m|0EZacP^r4dFxdb_Q|1E5uFv(M8zE6_U;HQMhHqq|{OI|;?&u5EXR z^YP4Puj`ggR4*ay5UMSIk2u!#4L;Oj4)rM*IGq>4HlD}f!|3)7Q7UYvm`wIeOjH@` z>Ml@Ik^2UAmV0S}IXNA0D*jN_?{Lj{0;uWCUw!1To*OQycbmFRmF>?tU z7!$LS!%>>d;Sz2*7s%R`<;wJZBtu=(z7?oYH8*?U`Z~(?ik}K+eZ}k>EWayfp^oTQ z0^N?A*duS--5IlSvNnNJeGZxzf_{5O%gmQ>C>?doUl){l&x{7j=HR9DH%(b}Rhk z%rRP`<(uEk__^!jYslJ?w6eB}Nw z{{tgdS2iE>PF=hLmB&t)AV6zTD|5e&&)m()wbt5ARNE>)bT=!%$cWgLO@uexgL=*} z69hkwBKg5#T#ld_H-y{OA(KuI__je+x%-t;B&siLKI%krwog`HU}qA6>RD1*wsYWb zsfMc)$ss0nA~UdP-Z`+k6XP|s2+cGHF6t>y0t>?ke@uwpIuSbEI$7C##0g^oz2-0$ zGOM`E>=wa#+yWm$LBha!^mhEj0q3^e9g6PK<~!LvszD%p33l5zWFt0L>K5O+qp}6Q z%_dF4f+DK5L+oyC?o1~xIM^|Ey8C=iu=;$_Kq4ekurdcr-I-jj4{tu0POR-^EC0X>aIvFxa1@vCJut8ZkK3Vp zf1(1_{N{GVL7Z92xL%J6IIOMN*C?FdaPGJD4S6NPH*7JFA84@|q6JnPZy3(a^SJ8` zt!*tZRKH~~d`Almm2Vjg$6H`1f6HJv)&fK6{$kj?dg;`jb~g`4hd!EkN8gtd<1dVT zVQkxIKK;+q*^v(n|MoC9_$Pyh2YzVip_iKum#{0&gY-s=KNq zgNf?sA*Ae}R5eVVaEi_uydp@ZMl@B|R6`}2VTyui5y|4IDO<87C?qC_yP79AX^Ca8MQUNBd#<<*+1vH?in1sOvm7@o2{VesE!EqRkiXU*(NvwR4l^M4 zGaxOMazx}LPEkZv6+~O-1zWKV-J-;%nt&U808BL$U7@mQ5ROx9i`Qja(q;J0At0}; zFfgM5O?_`x$Wa08TbkSu;4zRCyw5s%08@ zr>u#bXj9JCM3V?0lB^2`0M#tc&>#+gUbcy-fY>46%wpL?#_50UU3Ml4RlKn$8hf)eHtAxUDD_Z)uWd z3MRPC8z7{tP>GX>j^o0bD5})fG2cVLwUJ0kndQY9U6eymI_*IyohCrp<3ULvVo-`i z(``N8G|T-ZK$fjLx1X$#K};K5D1$m3aF?M%aWwKf|3(vWH|y#F0{%A zl$-!46CRW*XBh%WsA77EJg4hAu{5d}fI}1v{3e*DE-4yjy=YoCPYp%233MZbmO*uC{9x~`#}##aM2JAyp@+kTeehz*KF0a z4K{Z$GbCMt+OarU<5Y;Hg7RI0DB7@vif+Sj-i4mTn2&S0|9iUsFD9@?7MZy}WJtYNY2GZRO zWH_Y=@DY@1_5&V}nq(WiE^->N@qPlcXi5?>MJO63l@f3BnyN~QVF4`Dq6+ejV46`$ zx1h7MyP>2A$6|(8n}B5PAxg5QYW7tRNCgCwDdvQ#sj{L`2)1QoQcKhl;Wa>utAJYr z)Pe@1Bv_gy^CGM^FI%F?n|CpBU>1cLA>{h-@Q2VI0+KaVv$s4TB}L?@Oe79QS~o>b zfQ}Jmctes5O~|RdAwZ!k927SvX}rOKppr~vQLsgglkN^kNt_Y1CQ1sk;am@ZTVhtn z`Nr z(oWt=e>pHclwaD*>xo?uFKgw!XP3s#KxDB1IpF%a6*NMcm=)E~*57&OW$ZIM)R>H* z2FaVtxnjXjk)44XQLRAt<;)GHuS5>mmMKrqlUvwySy(2e)%!u6j`N&4qzFzompW5- zavpU88I@gGIfV5M%BWC3b;bkKX_cZiOdX!TyNs}h={16CNfjq6>>HdEwk5H8?<}+2 zay^fSQn%MORBi<5)W~SxsRZHl9%d3Y$dLfmo2xW$?aN#!7$i>$Fmm@pXymS^RPUWD z?9@@u?)hq<%*LVOia{z6?;ODP%gloTnTeu@ms&C)H}YQIt7L^_(+4}Ffj1IJ)jl0L zyS)*qTEh1>TFFDTaL2~3|5H8N=c^a|s-;GU6NQ`|5Q!9a);dNW`RdQR;vj6n^^P&_ zn)B70cc^1pwjZco4`9qHOqQ<~O98g`MdORJAvvV7wa5yp@E~yFs87+uR%~#3Uqo*8 z2>LnWZOLvKhXf+o4Tpgf$N+DM+=SU$l z7t{gwW=Zt>t_PaRZsBf3b6aO*SQqY?>BK8f_3W5m-@&$(-Fwru3Q^}N>_r*wMY)VS zAZum9&Z_M>0vkd~E13l*Aya1?We{ zk1cg%)NE$BKNDOSzEABt#2jD_2E|-ee3sC>HKA-+)M<4#}#@vz?aw}TMozkLz0}E`I7OzIoqC#xDds^^8TD&fl=ycWCvZPAy23F6E z5(k1(;VyL@*U(RiyI()o3!cF>^cIWz{441#q=Ma<+gc*Jro-?CR?nbAxBy&@4y(*l z_QmJ!E#6Y61!4&;qES9-w2I%ALTroVlHl`Vy)cY`gw-!{R@R&=NqHn70{Rt#3Q#Q5e0 z*2*v~-^#(tR>-fXHn7@#+XO3Hl0n$ODmD&QIz{iBf|V_)_UOh-aj=q~ZABmV{(sfI z|G$v_z{n?u|MAeT4gUGSKkfg+zW>zwUwTuiY;vy0NK~6b0QaY%`qIV+yc8MX1QJr_ z6uFUGxz8CSaMi-Su~^R_5lE$V-)}m-u<>d-aUwFwiI_Q#+x~%@B&%%c#x^2KcXf9S zw?(klDraZw$)#Af1NR1TAan42NAIPLTdnvfc>5;z6~i~0e=lv^Y=t0?(n@Pi4g+_^ z%lNid>XwD|`|h}88*vBxzH>0YaU-30W>?RSP?D*}u3#9i_pq%l2jz|~3*VnSVfXFI zcV*)`V<@{q>?GCNa@ViH&?9#>Deo8FceiiXO4V1_Hm>0^8=Oe7deMK0c7c|z6{o>t zWLh!lY6WMANZ!dB?VYOv)~AYVg$k0fVCT-;cJu{r-2%Xhcf^6`d=Z(5Z~B8VZ8j{` z_K4#OL14qOCE_n_tU2pPAb!FhxU3_7FUU&wf^1|knxWaEqca58pW3Lf1<~O4x%GJz z6__iR$y&aG>=cDUu`s=WOC9F2AIAVc7mE3u1+Erfrr37Qo%itMz%TO=-`X0(yDN4Z6)8c=o4_hoyAU0sb7{P5L-mNWa(#w*we zb#|eGVKj(494jPkDKC3_P2N5fJId1rSI*+RjTk>i!{6|;vjq;_BKOk9DrR-_7Tf9K zH4;XO<+%uh7-FEuz5BJf);;$YHi`_vA?zW}`K9$l35nrDvf3U$M=42}=iLo7#iw$@ zMA@2eP&3gC4V^@9DU@`h;BAdw^rLkg#~uq-j+AbOk?Vkad+Rmj?;HQRM)Z9fD<1y> zh#o1CD`6Dd^Upnq?eVXHp)~d8vhsZ!c|;GIr{KXnQkR8M9Bz-JU$Nkj*Glm!&Fta1 IHy6YIANRRDwg3PC literal 0 HcmV?d00001 diff --git a/database/sqlite/deathwatch.db.pre_transform.2025-08-16T081053187Z.bak b/database/sqlite/deathwatch.db.pre_transform.2025-08-16T081053187Z.bak new file mode 100644 index 0000000000000000000000000000000000000000..9a2eb1142a8f751f65840ec0a9a8d65f28f29eb2 GIT binary patch literal 131072 zcmeIb3w#{cc^|si#TyI26h%R_1ZlaFOu{6fc|SliGDw0C@lAlD2uY^T%$y-sT|)8K9<~OQ$i+FcXTI0@zVCeJobOvWcQRL@8M|0oA(f1nct;|c zOuRRfNhA_!{LlV<4FC7w{}KG(i~qeJ*0$A8Ix+Ln2S&$~#8}UFC3?PV{HvpXn68fg zY9%|NVns>%E#<-fEz?MgN`Wdj=*Rd8FsHfeJD5bTvJLU%h^LnUt4Xb(%sQr`8i=1CJcqHF#%trIfpJg_c}cF1u8$(3SG#N^XUgD`aK0(dM!I z{PClVvu(apV=a?~xg(2s_QF|4m&}>dnZ|IwhYrpkJ$~Bvd&c`hK0EH z==H51@)71Tlj^&e1}>6E&YYh=e)P1XCic`RGnF|%e*}CyeQ186p=5H_6qBUG^C#ya zQ-|gj4$U2&_hwbZa4;#1fPuk$g0&}dJfE~oZSW%l6Vub4ta#uRuF*oJSh^Yh{lS3D zgnQp&a`Va>DO7Tmn@v(sS73aQw8Vr8D&4KJbJ-FQ6Ivm;eA&@Y!8g3+WFZKiYo;1P zx-a7im|td|N%v1IO!p*m1&iJ&zmmr@m&sZMIvc-V4hzL)KHRcnfH`T_6F81Cu*!oS4hXZeFG*6xD@1K}{q$gKL$(=*x%S?Q0 zp9h*=;D3mXT>E_w`_k0<)4c-|laoCgygTV?_<7*=1t(msw?5r`rhH4cw}FQ%fi0Y0 z7*pat;Q4ocueU+=y2174!97Xl-OJ?E(|!FDhbCJ}qbFp%N5cNIss4$*dwVXq1a=i; z8E!2tn6#!RyZM!qHquM8mgF7k+3%C>b)!X=!Ev;r}rG42el$5fwFT9#%b~HPiUBqLV z6NQ{jv-`5IRBmQx`P(n;%evn@?LKp8xs)rT+gv84TGPQ&v9e4{(>$8XS9AG%8G~l$ z%u>-Hm7H15?3ueVg}%A#1W^uHm&~5Cw8UCYQ7dN>n%Q%_P?^f&RcutO=qcX8zL}kU zHG6R(J1ffjvIp_6#NEEl3!?O-U_8llPae(*ho3%rG=FyS=@a%fZS}ZvIR6|yc}*2= zUAtB~bL`w1`?=@O(euw;w2mx4Z&uW~m&-E(C&<&BHqFZ!L73&ZSxJa!V*csIGY^j? zwr$(?+USH!#w#lg^6BhH*_X|ED@x!D1l%wVXvqc$lIh9{ey@?-MRgU3;!&r=g1bx# za9+KJ@+viR1Zxnm!F>ebj;r|0$h=y-PD^v8758~GShQ@Ga;q#B;yu1f%9VMx+(iTX z3Ic(}0?8lty$H<_6u%C-^ZT*}`-cNdo!>AD+Q=2>9|W?{&x%dTpA=zqfr- z06ec#vI>{gB@d~A{3;%*kUW4xhXY;trn#Im-CwR3*9sOo*i$)#cnS^?*l#PvYtFL5 z?X$6#aX*>G65?Sl_5k??;Bo$0SatBn=Ry&afDM1!C>E|1YZ7E~&#f$+J$3!e=|dMT z9<@oUFVTvSS@FBrELeB#3Mv!Xc5E50TH zP4cWHG6A@wrp6MFY}>X`b|zxaj@4yMkKAfQjD#&EC@}kK->>nlHvib{WD_bAFZT{2ydVfbhOtoQ0!;Kz{X-^KQFCX`9Xv62IjQtv{Y=! z)crIO&^R^4cf3?AWR4Lw*O>-uD8L28TuihDbRZO05$cewf6-M_hR;#xP*OlcKqXd6 zYc#AB=Q1!ZR)&-_1t*Agt?^Z#rd%M`sFi^|%ajpjv)I59it}hG$FzBb@(h_PpDw&N zi`Y<~bsiin<|~=AjGK9v5LcM-=7p6kv(}!9eIa|68Hr5IN}#8%a9_wS7T2yUGgHir z?y9GInE~@=Ff49E*}~4bx)w@4LarOy)$t(Q6=|kuXY93n9=ivWR~;4F05&YT&n2ugZq9u6)GG(6sISc|o>}8h-a7Ki$!E{peD3JU z++mKcmOG;S5{bXVc%G4 zS5G6#Ah8}dQueO?)HXcy@JQ;Bp4yH>YA7|)-iH~jX zO-&EF=L~Sux^_EqJeAs&Y}`aj{u1yR>+!zyp^+XI7;x{FOMU3;9sg5?@#Oe7#{Vl$ z0sQIk*N2}S`mv$J;0ps^7}z%Qo&EW~|D$hr?`x?)P902srsr>ZUP^q0ec?_2sZM4F z6V=iE2Sia7P0^G^f#Wq|o1Ct4nkCx2C2O20@|LCvlA>6eVH*~;P0`jYOA<|0G-O#) zsYPB5o|ATCEZN)jlOD<<&&`VZtRT$Dim+5~mor{_L{oM0aSuMl&=j7hwqgsiXbPrI zZB^$rg@^!H6>OCXrlCuO6Kq?PB~#@&ljBTTPz~KyWVti=G@N~zkt8(?A8QZ6$C|3y z#~6I`pdSGcI%iUjXp+KfIx#IWeuF0~>S%wLoTZ+utwk#V0r-Yf@j)-`(I->|$n24;s8A!D{`G`kE z1>X{FLIg_%{}dhKV#}7Tu|K8?0xAYX!7@~t=QtwBm`$2(X}ZMAgg0z4#OW3@MVgiQ z8BLSI@Uiv~e5|QD`A!c$Ns3gL0k12PTUW-wa<9lO>1AJ3S_2eh3hGN!BPe1ZP&5mSA(5$(uT_D;79Q zEnT(+QQ&#iQgP$K5F`Mo5(B~;g0Bse1#woEW+XK%iB5Zvh)z>=@?npNR3iEe2W+FH|9g)?=Cprk_25sAvSZrZXc$Q%(>i8pxDR75Cus%w@Zh$b&; z3JuTXHbmrc9#ET+_%NrP_7ITl(Q0;w2PD*rZdsPe;f1=zYa(a!rlJ8p0m?<=DP{_O zF)R)9!jKJ3GE7M!Iu#^BRqZZxA`ck@r@63BblO8evPY}g2R$G)UBDFJILo3`GX={w zOvQvc*G6qSgejVVd82z{gLrVd>$a75B=-~b7LrW^e5@h_P+MQC8(`RK3 z*8pbV2>5~Y+I>KJP1WoJ9+2R+Xv0p3BEXRqRTWG@6=mI|JSSSjB!V-R2Bl zmMosYzmhajR0ILm8PkQz(3LWDxvW{HMs$p&@dDHi3?nmxCZr(*WQ6u%#1e2#XNFe; z+Q(}T!N(r0J~qzaI{^3uOW}B3Co&N=(Xz0uV{Xf0)!_NEDs+Ab?I&b@CyPfD~NSsjg~@EWo3|47N1I z5+y>Q4xzLyg%}*bGa#o>*P>!`ifU=l@&cU74!v0@7a8z1IXX_e4?Z}!P7_znj(B3I zn3x2d4IpjX&@ic~NhMx0@ySqh+cbDp<}gb*6>g1UNR&4SXWFoewk>Ir6yk83xq{mQ zk~G7q0sRf?I_*9vy{2lm&jV6ccnh*97`ke4oW^T5rn3RB#)bxhA*2?sss_Z+fRzSw zHCt3+HFchdlBtQEx?>CyZB`IxR89`Cy4LOoves06tk;u8SZdi4cwB45!ax+@KEU_K z9F{nkLPDUCz-yRB6PKMt!?Hx418rf7usR@6sv$~7$|55n^B185!T_@N5P+wW=_0~O z5a81&BEg~w9+)X6cJNN;3ZQak}PBPLj}oF$M#R16&2ipn-R1yqggxF z>)USPuk>;JH6r7$;mIWa?iv3A{!YAO{0r&7P3<1|7kw9dpBdTF^VQ*xjQ-}}4=2Zy z|E~WVeSa|a+5VsJ`&8<`4gdP!9}Ub6eKGmTv6p(kHuTEK3+Z1RK9u;Y#LtX==fG<{ zcSinr=x+wMkIoP6O_x(Y+dq}O(6_C3bL>w>K0W^B^mJ-v{OO(pgO}I~@9Ag0w>sLR z%c_l)7U+i=Zm2Mbf<^>QwG2*%B=T@CRD)+LX?Q@KPT)N1%t~{nM3}#J%o#;9ZO(!h zXKAXg3D6EECs?pekaa9KVEAn!sg_ACN;HkLFjILG;>L+kesHIyqs}O{u0e$m83u*3 zO*kx2&w{PPPt>4uR7_`>Y+~}ZMBu22JX{RijMODlw3yn~jyR(bK{Bx@s%~IaNm&8MN$n}hl)@n=w#SmTT&>+ z(q4x;6E#2pCjo|nh?KM8)Y^uq64*Iglr#l4hCk?zV)MKq0XAJVc}=34#Y+Y?v24Uj zhDeHrWtk{JvFfm#ripbVb3mzVSa_+zi*wE>ESv%TPkGDcoP{Q*V@86kSO-&}hOfcN z(m*Ka5gp&f`wd;uWk|lpsn&a)Q51CGS4~iDtoAuUHwk=OPEj<~G+@0|z%6Jd%n*;o zm~LpY2}ACvZ$c$Od&U_>=D|P22n56dsN++Ly2=}HjM*X>9uyY7SZ)${rJ`!{R3mVo z1h7;AUj@VbHfI!3w;)My{}7eo@LrxX2vC5JpmEeR4ZKyhMJOW5@d_MRRkBP$mPJdH zv96}-0cR9PaN)1XifCimYS|D8lOy;fDj=AsgLTko1nL0cATU|L!c8ZfY9ihOR=md< z#RLTKqre44RSd&632zfhz!THNx)jk436xbd5rGg6TE@_z7ZJEoWle+MYU$1>3ZO+O zMT2{0UWl*CA8?x%UVsHFJXsNI zD2Sa7!80%p*bFxf78{ck?il=UP9my^xDSDSf-E|ts2H2VONR_lSrdtFD4cGAJ23c| zJ@AwjC(F9fFWoH!2#)1aalb}yzMX_0w0qy|;PYSew#`6e? z!Oj_oM{!UskbV)4HgpiAT9pwhb4C#jLnbP-=$fR#O@b7{dsBIvLQ^0lh1iB^i9{9+ zkW|4mVL?n#Toe(nv}HqdMv*C|qXxc#u&Rc|h9sDr0bfdxp#z{bEP-e;uOz>5N9-b#4apE0|-`GoWdja1BZf$Fx*tN01SFK1s*0b1f9_k zb4Q`PGYb4V8ybzW7!q)SPatzDf*Yz0!m5b4LS?|2hsf@~J$z?9-)ogi=+kjL6`k28vHsGuKQU4yeB2DSmO3QJ)PZWZ1P ze^s<($PlkV+%3&w4^q>D0+*p_d5i9LMgapA3yL10Qq3^{vI-rgfg73%`2_mV))e6= zI3$Ev(4eXS64{auh zHr8dP`lK@od^r)eS;wRnuo{DLgz<%Aj6es1=HM4hp@n#YMp-Z#`oe(bhNVY<12czH zo^VD{un>XqLqvqbN?3uWr9GB(7Azf>Qt)Rv2`dx`98?Ro5HM+>li?>Qde#}m zFlAVDi!v8iFnKonq2IBVM96?5C6~Hn*a0-*NoxC@QQ$9e5;g;PJSD*s z#S$7V*bU+c(eNMCCxPP)w-Y-bSkNLug;f9?DMf}k(2c{+DBXsNMx0T)jpg(?qjVc= z>2*fwHX@R8M(HMSftB;PGf3BlB){YOECpv3d9tMDG*a2ra(-Am;x~cVhY3* zh$#?L;Ps@yeZT+j+y5Vn_y6Plf9DiIy#F8X|Hu3P@&13j{~z!F$NT^B{(sw>fARi* z^gXnA|3CU}LcISUeKRNC|Bt>Z67T;vUtBKQ{K^v8!XJ$M~@aNB?T{cSpZ6`Xi%vM(xq#qx(k3)BidBTj^g& ze=_~SG)W&$?@kYo{MpEFjQs4#Cq{0Lyg2gANOq)e_&<*C9RAwyPY-|ZaAo-7@a*v9 zxH6m=`h%fg8TyH#j|~-v&JW2$4-bB0@b?CPdGJREUmJXR@YLY;f&V)2uLpicv6-rNl=gdRg7L8HLApKNjxg*mJ%Bgy($|SHwTvzA8ziIaO+E)!5y-t#Cl{e zhjb<~daDt=xE_kz{S4-Be>8QV$4@JsT_}_}B%lzNJ`~w0@iV$2EqySuQ&47*aA4_n zM5lA7&H z3y=)Lb4w)L3Bo%3lyEV2F`^Uv)N#XHSXzka1Z|}mT%cGwAKi(on2Nk~F5HR9hFg#z zpQJ6Fjqb#-y0&yCqElhCMGk_c)2%vjqhRS&M5jE<$ul@>yL2+5Q<}v*!wtiw6VaXg z46eN`JsZ)%A z%fV16m<|V9b>arw(p*F*BmwCJ6m99f(Vakr)0du!=tP}YWblyrrEiPwRPjx2=|Ds$ zKg)@@R;(_)r@0e_!JvnbjAluX?v!V6T6#%q?&OgMO2lPqbxDox1fG~>N<=4a5#t&* z1Wb)PAEqFhlC&a z=HBQ|2?mc}dUtatq)$|#Z>6QF=uTxu5S67p5uFe)ZU#5BmUc&W^7@RZC`<2(=mbBZ zq#(CXMR#IYO`GC3EG6Y zOUlyzh)!rtNIX>P;ZUcSn8L|nF%s^CLa67C=!@uN$rzlx4ZRVa^{ff0$j(}}g5)Eq z14BOF1o;UXSpr6f5{d0d>Nozv*cZkoMz5uRGrf;x|7)B3?<;Zszec);IR9Uq|F4!r zvD@p59p)lo5(gs?=l_fI|7p{_lY!JR&~g4hlt&Mw7GkNZ>JCWV1UeLp^Z&*9{}6r{ z{(9oaYT7%_|K~Y1$|Cck>yEN-;&|;5O>g!5e~8e1I?n$mPjj#tPBv=<6XX1UasIzJ z|DTfz|1?>l+1c#3a{fPmc6BcZFbcK!VCqy)@82CHssD^9z?a7!a-snI$j65Nbol7d z=Z2C4zdZ10{|EYhr%z3tN)GlcC;m75dF%XCv+wcpEOwh)tq7%`Lp+Wk5;p~N5pPZ%Z1=;HKXw6MhHF#q|+YJ zRGrj3B6gd(E(ByW5g8orEISP7>>TR3V61 zdqh)pQt*h_ZIZ(fkS&M^IBMHuL5i{VX843^miLG#cbPsh1YbKM*0<|I5V7`%rs^c; z5wY9sj3FRf5D{>=JBH1`go(%=eXG~NQLEX#9+$gKOc^3zOD_AjR{d10wMR5nC*SRH zS?)6LWeCV9F1v8JySvT6AhTgZ-_#zhW~V$NB1L6a88t)jwIO0-mpKTL(;m@Oo!sLQ zvD<{5At0lP$l!1{x|@LsC~a=md9<3{?GdrtRG=aF+7Yq7;T{5#wMR5nC*S1}vD-|e zAs|~25hsk?J^v(%U29ud3EVH$$39TDqi4?+;J_K2qH=PalyG_0tg0CGB>&GxcK(h9Trs`zYBVxC?T|+>&AR^m# zb54RZ0~4Ok?9pm=mq)~Iv&M$tYeU4wiIgCaPJ2Yt=*Y(s52XG);jQ%tje)O>zaLS6 zM-T=0?KD3y*?*(&|LhZcKc4#Y)am3;Bu9Hz694?Iv-tNQsb)`m#73fB6j(qGX_e(r zM=bzUX;LH`shE-58A;8N-Ed8GQakuIOuNMDWWJ{Gb*QxzpOj82J-lZN&4f_}=@ z+9R5(lczk1McQFR0+2ymWtoFHB)evH0d?d7my!P+De+AdXhSwm8+8P9Bo#MQB#Y;e zds#=$Uu3Bd0U0H+9(?S`VgxV|P1T(z8GIsw6uhFL5+NrFf{KjVsNlj%C9vemL`Q)% zq>M-Qe3tl_LmqXIP3EYE#P>Y1W~)eh-BecU%1Urw4zSfvOojkq?Ga7Y>>~h?c?1*;5fqd`a&c70M6CeTU^Ng7 zWdBEUf8^#CQTIJI@6>mCsTWlr-Wb|}qaJW|int=&PqVp(xS??^$TX_2*d$7*wE~`z2h}eeHtbCn& z?IcJ^r#+&nIyvWYTIw>HRS3vvPP_22n=cW-L^M^i@AZh-ZJDePeC>!>zkw5ih_y#F zRVSbEh}dlvt`LwdhzK~`OF+%Qg#0jxJzC9vn@7ZM>wAUZYe&TTWuy?0tUaQsI(fh& zVz=ePLO`}4BH(cELp1{vb|KiK!-LxsGd*8Tj7_9|ws&)UZSiru2#P$DL*Z)gi zNF3?u)(L*=)&J{u0sO3!;G$d2^VX~X*KK6wq+30t%NWQBm%4AE`hVR<#7?;hQSM9q zKLuM@sPM)rm!UWgYT7A^uJI`QEu!QY3c#Vv9IJmPvC`@?3N@py84Apy2px*=QOfHJ z4lLd7yubD8{|P9$Do|19QE`+*^-BpQv{9%K#ph754<*|uYA0(bHfo{55Tcr_!lJ1e zD1L{)8_KP5iw<47-Ddq(t^dcP3@Z*AP+K<0qjb9kbwBI>Nr;4^ij;)n+bFdPcGv{iuv(-z zA%Y5?s6uO?S|Eq&TBv%9N{$wfF4XuGY*FJR^Oj2&?4g?)k$4HENm2C{ibS_iPZe=s z6ZV0_TMWz~R+S#x6DYihqVIUrGIWzCvZmg2MnS>G`%wQ6@n&!mg+F=JR7Cw!6xc*1 zWZOUqW0jx+GB_qXWsygl3XsiL7EEUH6- zj}pq->N1ZCqACZ)V50iAhU&kpex=Mqx(Mozil`#|YK_wpqNXj>WV_uHbKczK}>vyGYkxuYznA=jH1LSRgAf( z8dM-UtC5PLoG4?7rxg@~#x@gbBr_02RAaVKAQnoU3W-f;7}VRAFwF^SwWIhe7=@Cu zV2Ob31KvWJTU6x4K)iukq1e-sP@)$xd{#MHg<7+zmRNU&VcbKxT|>o7QPCcyX$i^; zE2tC;bpeBcqOYcoWD!6XGKGrF2C9^z`m0P)a+)Z7;@e%RGf_z$MR8fhSrEoR#b?t- zm0=0BqInrg1*mW+d&m?FYIzdu1qwDqT_LFYD{=Hg&L~~i{~P<0#C(s@W&J;gE~t@> z>bHu)ql7&O%jO_eBoTG1QFKp5X;mJjhEcjtLit&g?WR~Z;8`de#X^}}LK7dZ&7-*f zpQ!36u?Kl_ih=iye>w57o^I>^xid*Zk$8wcio@HeDo;@m8{2$v5>e8Y0}n7=bqh+& z(6GCV8ET;{Hp(KRnlWc#|5izS#Nkml_5a`&h%9se{17!T@dd>oIE*6+*fv&Bh!H-S z1n(4Y7F5)!*02pOD44gXhbzH#g~CyuTe4aGKR)@1MC!@$FZF(HyfQvB_8-SS z)BDW8+`w!7KR@UuZtuG|dN}<*(!Y@UN9j^}-^hRHFOK}k z$kNDz!@t(|2gy$ie|Y%d(0}j$#?TjsUP)a|{@dQo)PEb=JNQR~KRkE|FN%L+3UovP zXP#L$s-Z*CA)OUA$DzJ$ibEP4im*!(EAP!)DCmqT@+fX58D|BX88sH6_-qA+(F?hR^Eiztb% zCBD-cM#Vu4YEx7vmr((g=!kt=*cOL9LM|?3ok3Z9r%<}aqcl3aH`E!&NZpcuTA*J=BdsusAbtVuT0g$nnH<6@wU_IIJtGkE8Onl&Cs7 z$VQ!Ov{KYa$H^0TvZ&#X%Hz-|aOaq7f=aGXZ!qL2rwz-m!Zhg?>?qHvx<#zp&L|rE z0hEx%k_9IU3{4x3a#1A;5=oCf1AxrRgMO2tq zO}rQd-0={+I4Do%O29dX=Y)}ExJew2oM?a-HOcX)nRiBkbHz@cz-J}wnxO*!2FoK6 zM|d=m@(?isADSIgf{O(IRfhiuj3K~-m3Wjww+v?#lt@Q)U)=!FbxBuk17d}8@OS{rOI_q~ z$OlJgbR6-Ku;zeU34!KN##huRB9};5oyFMCNVQC+4Q0_iiv{l@N`jVoj}g8=(RA?qbm;!PCR3F-g>Lcns7QkTa6w4V7YI!b3jm zjzV#SOfzjz8D23&RAiiod;xV80W1#C8K#Ey7<3C3TKGENW?_|QKvhulj5A8Nhv-f_ zqjYpBO`t`Gq%g=>r>OgM*z^!zH+Ix$;E*xgZ73Gpck?F)w*0X!LV z0ZhdNfWnX<1QeQ70`pAUf&(X0EXSdOpd=uVrYXBso4dVX_#Ouq+HDQ>!&n)1?fbc) z$WW3pREwl(SjG`THHeqWs(Gu-V^uVsd6P)Qh$T3V+cA?OL4HLUo+pZfyQSs3b*$aO z+THHTD-K58UdWQ1QM%oieQ#|P9(Ks2h?}s0F@#TsPD4Np3d4Z06%`mtfh}KQ{B7Kl zGND!omcdw5LpKo49R;S$hV|5Cm_o$GP@s%6Nld4MMIsqiIV9ft{BG1(uhnPS^$uaoA)Wf#p?0vLqNB z8vzh_RBizbkW{0%prz?>bP&6MCxi97LZDX>&$XGMhTo@3I9kbq7H}M>t|175;Fkzn zO(tAe;Ge=><2YWD5Y$0DP!lC=E7%B{avP~9gvfXXK zZf}q5c3{zEywl)i_+SJ}MF~M1ME_upAtg?LNY*4#hGy2_z@P(i3|&f*PZ)w>Yx+BC zqre3K3KHxQoEr*)Y6M4wEm#{UTO5sr_rk;Dz+Qods4%DkuMxPy<7BdU%ozpt43Si- zSj=@7Sb*|gO0{W*fb-o1D+st225cStGXWkBW`?30z>qV+bLR1ym`R!elaDYw+;Pj9 zWMtBXrOT7E$7`bqJT~Mx3oa$1X3WSaCXBkyLOCFXYO~EH7FRY5LV1J*IcN(NZl;^J z=RtRrZo-S8#LjsCzgwZ|_IT})c>h200DQdvAAPeT-v5uj5fktKD>(arc#U8ZY`JL^ z2NKx+tKb-lZZEL&&M5KzzksMAPJpP0+gUa?)21A{bbFn6k26ZV{~z!F$NT^B{(rpx zAMgLi`~L`f*b=t-?o<80c>h1%|LfxB9jB^XTMdSVdx6S_lXwR+0MB=v+ zPR_r_M?aMQ-Sq6p-y8mahtCduerROy>cFoIysLk`@Avw?t@j60f1O%Nej)h~9{;U3 ze~s7%f@=1rml*wBbosJKd2?!>-Mr`2*^;f zJ;2bYMI8jhX^&{CPOf@cE4sbH*#ui9oNh=!4&izUZa*-!_K2qHt|Ei)5E2!3d-yyA zAA@eyDF_nCD^-Khtpwf-kU#yW_h@yp;L#B0?7BMI9)gh+ELtiz!H2}HZZYx@e5^g9 zsXCeW;Oq9ddkDUW%p@R6qvUxI7^gj=sk-Z`$K!4f(ud${&0_|OTY0@1Ab(QI8ai@y z(x}t0%Vl~9#t0gsUQ?s^yAM9EJ))_)i+D8bc5^udUke)6U~%igHv{CSq4#KY*OCWg zx0e(;gb``!Q5R61!NsCLzNT8cAM9FFb@Ec3&s|x)wdoz5<*L;z| zHxGS?TPs~%(FnoU%HZ+P*iL~sUQ$9tblQVJI!)Ed=R6{Idjli{WHb@kOHmM+6NeIXmL=;dYaYhn^ zFnp{%1RravX3u*>?DlF+2)=eigo%@8a77^uBx?@=$(pK@=R6{IdvhlQWD6qVrQ(dL zG%=aAH^V1Zvu8ab>RsLm3c=Tsh)C0mvf!|Nk`^Fht=$h~t*JVB#v`KM<&~olkWoZ* zUkWDcQSb$rTzfRm2p)E{Q5?w4SRQ8tk28Wp7Ldf8?;HQi#K8Ek_G2~r&hg(K|JCt- zGyX^8e?I=#$~=g;#|2xO7Jr?hn7jM zVCTw}6`H5?A|x{vA)c7=4|mgExnqx$O^f_3OWk7=ezgC ztnluIgD++?^ZPSrX(7XN_?JDHIg+D!YhPxOl2Wd4Wnbn(;W}%%ncbH)^Q2tH2(4a% zN6N*ulF8n3GItGM&&-!fq(U;+_!&O4ikmap+buf$`V?%CW^uFESIeZ2V}iDpxW`ifaXn(PdTFv$vbuB2bQKS{Ksk#48Ys`Sl$~85LGQ z^-R&uRF-MxJY6Z4%HVw&a#C6=6D*B0dyW)KVCYI_;d-%TP5B9Qq?Oo|ax1w??ivl# zM$4RcWk%Vb*~@d8N-?vXtL)D#fGmt1Tav~b*e@=JDXA=9Clzx!a|obj&adUEQ7m4C z&?sv5cH8a<3Pm)nZy$l^?C#mIcb)gorNg-^xeCc=j^t7A6w+F_Lao}2dV-PWEaaz{ z$2^+9QLN-lA2rUiXEV|YP=9**>FNEMpy){ZGl%lI)eOHMJjoY{g?>4646G{eci*-z zv#?qs{+ShenV&+@^G0knp#ol1n+Y{OoKBnpRi@Xs`>As1rkO7mXyz1~Re72@N!AMH za)>@V8GTMcq$^N2)3s-s2qbcxLn48Z2-ny$3$FM;I4!qN7nNB{l2Lc9(`+y z2(2g*$mrXSB17rK94Ioi{#1Y>#lkfNnR3NK<{)hn6-W6VqvYDn){=ruMGaYDgsACW zj}Q=;nxF_S9Wsm8F}ECT?x#ucHE#e#CI-_9b$8F>Pp#`gimVv9X?Ly!=FRwdT3)3l zq~ahc=S)!KU@>255)6+Xl5g%j@5+WZcLc3Y6TX=yo{{p&i~ogNQbtl*$O`TdHrt+v zru8QW(uo5OWls4i!_d95R+wIZV!0ZcG#wHL7a<$MQd2Bp;xq&%ia2woxd!7)>$d#O zBh&W&bVA3J3JDM+6D>_2En3%a76KB~cN)sa&&!s=BYyJ=Pk&!JA%iNrgU%hJO2#z= z%`~YSh{zcw`ZR5{%AFnk$#d8fdYwTx7E;K#T#u zfGiaAIV*FvRD2mq2iB@dSZZ_;pO$Mz8g9$+kfwna_RMsIra@PZ7OUj9@^bf9;ccy=|lcnG7Elgey!|S@sKs!*_o+#glOUE2xaYwkcbaq@25#Ic{7bEKR*@13n?tZ zAHMS{`+MU>{JnFN!`~Adr}6jW8&?w#SMedU@d5mepGP)F@pr$|`{?FlEdSrDJ>Q<_ z`-h|782y)Hzccowo?jZ{`)-f^T;Kc0|NYpG@qa%4Q{&$~_L;Gdj1|VtkC(?6#`len z_kN@I_j`Z2_otGdO@1U<=>6W_Yspi+&nJc6_x3)~+n4&?(T|N^r2n7vSJR(P z-%3B17SdxQUmy9EkT9pG5q!6&kujk;J+RG%J8fGpX&e6(DVH-_0RS{IrN@kYxqR}!0>ec7Y805 zNc8=F|9|TL?fzfx`=!C38T|C{dU076?oqypS(7a;v=3( zuDvs*qTRI`uI`&&fU9mUCo7Mp_BXzA7J-Zvk~vzU1uTz~rEKb`uM_45PCnLy<>mS# zued|k;xDI**Bakm4RoC-k*oD@6*H+rje(CNY=G52Dc!6;PzZeYNQqpjcdhJ9$&K$~ z{ccis^`3k=s;5G1JDCggxbYlk#h+Y`>RH7EOI~?6B{tsU#em9{q#Y!g8yq5ea~VuX z(umGOI3(}BN7%~FVb~X=zV5O) z`9k39r{Ff^rV#)`=xI80irmPpkmS<4Qx_X=4=-$|7g%VfTq)(Q(&VMd)B)e4Y#ip! zKev{@N(#y61Gt~eU0JRam~jLC*OM0mxSu3t)3L$H=K@0>FW9tHfJ&`le<2_Tj#Zg< zz2oF!b5|`^kz9B%wYLGL8^B1O54>pp1~u2%v_TMvvEW>QhFSrF^OL!YnkVtnU3!VzGRxkyT@5zl>@fq8fZYyA?rh4?5UuElc3g(&%@9jWQ$VS+$gA#=QhzmDag zMShXJ-F*&&vIy)Pi@6ry_+aKP(|kVp3%gSDwMQ26xk7;;aA}lt&y9INEd52bb_Pea!wXPHo(DP0BXSBMAk&w7mzlB-_h zKk^#qS=ge6+s`ohJxxt~9gEjIR_`w8pJ#vt+7S;cUqze|$};)Cux~w23!u^Ba?ZTU zyktZmlRx=T>gifL5MH4-T~hr7BcS^@d$88}51A%%TaPgU7C=IWvY&e(wLAG7VhZr` z4F) ztd4l#v)<@+2oI4GS;cAVp1 z6e{pAWQ=+Y`qX%8SJFqdpB_o=bbbf9|L4b3bICcZ`XNqat>lOmV}$qJpL$p7Os)TD zF%JqyKlVR4NaE#Z5tOxa>~NJg!ard1g3WKZT$D|oQVx@-COe;G2>C*_3ubYx;&hgh zKRA`TP!nB82G17_NH=0z^%>^T@$Ux|USo{4Qt}6wgt*#8LvTA+&XpbAlKd!}do9$? z$=r%jo=Se0ITr3C)0&32A|i{aM>7Ypo`bAHMI~Qj^z)waUf}Eh4u|$v5u?l;qxqHO z_p?cHgcbk^qZM>YA#<^qx82@PFld<$ammA`vNLy+n`~Ab&XFsaFH8rqv1ldv_m}`3 zI#t_;snK-9VX3$Avq(!Txq_p(YW;Wg)LKI^FA}I>rtJa)0bTEzE46z z>bj@Z**BBx0dQ)j-Q9n1DDv?D^ZfnEYQVEQbyW)>>caGQL(ixY&wOv_871PG?+HC4 zM?CX)LeEGM&wO|288PCS?+QI5L_G7c&@+6*GvDb4u4Xi6_pE?mkmGyR82;@6 zON__V%-kz$xqO}kpZidFIE9(TYs}~H5BI_FW7wjgC0f22eC&4kt&;0jg@^mVlc^I8 zp#pTGYas*gd^J3n;O$feUwSM291nF5FAeG_Fy76_QqMGA+SnAVQS62@%$A#E$?J}f zT)I*sHymG%nV(|u8uV&8;29l+>9*>AdOqOe&%xYJ!zhDm-s<9N;LC@KD+XaPE#^BV zjlguN^_?i>Y?>qizZ{AqS17a1yX5-=9;Va5wt|z-I-XVZj%f0-ntCPa(&KJ63X|^( zxNDxjSaUT`2V|$!mQnIlKxZ5Z@1rD7HW9(wRY;x)IJ3+n_J!4x#{-mg{pDITIeE-s zrZ<~dpXX~I4UFk|ptT@l@(2qCB;N7nu7TsX#}tSu5K|zgKum#{0x<<*3d9tMDG*a2 zra(-Am;$da1=#+7y#9ZEX&jFpQy`{5Oo5mJF$H1@#1x1r5K|zgKum#{0x<>NYzoBt z|8F)2;`hfCh$#?LAf`Y}ftUg@1!4-s6o@GhQy`{5Oo7**0;8j)#AxD~#Q0o#ZRGOs zp20sK_@n+`@B3Wu_oqIPe7WZ$y6~sx%ZX?4Cy}Twuj|McwQF$4M3o{L+xmkWr=6S} z6L*nk>PeB+dpX>4M8eVaeaORH-mfpjlB9SSw_ zg|x`Gao4HFB9oDHm}NumDASmSzb~PS*R(#ianegQ_C$ar;VUu$TD;z=#(XsK(wn#v z>CdxOicD;rcsr*W^CTlmSkfEMA{XfHo{0nNI|IVvc&O>!(;2Uhl4{ccawJOcT(`kA>WrEr}P*z9zEN#L8VHU-OyrhVK-9so$*o zk~f6Y@Uo0+ZM!3kRz%bK0~?2(#B1B9)+c2@*_;d7og`j^^m&d+3qP=%ylXz11>fSQ z(|P2NadNY`$sv%XnB`oHYKZZ}}opXwR>#BC#=&47lTzk*%B0-fqVvM!2S=ODUQOnJdWm3?w?WuIJRdBKnEDS|{nwZ!3W=ABg(g2~>FZto1! z>i&({bYjP@!QDHm^HZY8vJy3L38Z6R1mEi1W52Xu9_L|%4=zIZ;Nrvi(K+a33_pv6 zVVTp#ne6T0@6F(A5lw9We=PAzV(iaG|9$!&kNo8DcMshdTpl>x|DL|bdXve2+4BSF zyq`boPi(vh@kh4Bsr3VX&)&;Y=TCwbFeeW-C0}&E(qw}@hs{aB?Ieap4o_d^e>aI| zBQ>m4%Ygb^k)@YnSx?;@YI&b>^gKlOm44+Ixi*xv7C9-U5EEJk5Y&wq97lHd)cVy3 zGDVr&fUtSmycLaVIVzn@?p~hLFpc;|mP$DyOYFfsL6ZMH;?%xOJJJOq*_w2%(s@c9 zD%kbC8%wT)?Os3QCtXyYynuu~QI{|eW+zo#lYl9{WYsS1l)8K&y?Z#%dqlR=OpSIt zXy?4cCu)IrZ%wYQCGFvjOP-4oh|9Fg85khja0f1mU)&;6!?sI&9zmKnEN1o2jpyBE z_wIEyAWFd`i2-sn>#1ldsx6^>Gf--hqQ(S_5~8r=cuLA^Z(p9IdmS~lanV^5>^`ub z@>3_6Br-sp#{x>KgNTizzw6Tra^mJfs?}|Q&vFfU-S$ZSM9Zy4-EuB$V6QGEf88b+XCVg{~l$*4T7v^;YMP`d4h^--kxBHE$p%A_|gI5TNtDwzL0lp8capC^Jl1<})pZ&Jn$WA7>BhOPHX2Y6G&EAms1c6c4H z_uP44W6_EIB2cy8FDVXJYS~Z&#CXuBWg|l}jny-R!E<|RMHG+;-mywbBXhY&318I> zFN=AE#$|8ZT1vV$-4AapxK!D_KHo%@sG>FFKB_o*x+11esIo-E83dhNTiu{al$v$M zZLVJ9%^#_!oA%LddJ53bYk!B9t82`{Iqe?lLcgjS!B-`L{mlZ&6-;6gqlk6 zVw&wWN(-6&2jeaFfpMbi=Kq@=xui(D=p~j}%jWaq&n2Qy9wlf7hgNgr@Gup`e

IC-N^7;4}`eCf(B7>EWREK zVV`Qzoq9Bc4}?QnM66JRuT@Vl9>OM&zm8ZZ@IOx3;Mh~LvrG>s{BsDMI zgAXo>_~6ESG=IFO6&hV5cxiJco!B)sxc%{}2?QJImRG&vbsq1|dJT2<)mvI{Q1Xz& z2NyYfaFLU?Mvm32ibgw7w8~>u1VgJAHmB2xodM*KTie6q-Vv+E9qVDodekuxbc_aH zM%b}cPXrbbP1W4yKAfkhBi1?*_I*J1P3Pk3=3bnq2_f4itM`4tS@9$nA6&`B2Ul{H z4kQ=8O*Dg}LV%Ha=fdW@Sv}Oj?T=J1siNpcto;e+ks2G>&-0!PpLTz(PtDrzEheVy zp@$DHdida?C;QQh2#zaqWXxRg*D!52B^NiR(ut=-i1{++cZFA{^D+uA@GP=9V){ii zRTnn*q!ZI&yy_|cyFyF!*o6-+yYRtfm$((X;5S8~6(w|0Xg#;NJDm_iXw@qMu$l#3 zVbT2rqAS$y#wCm34YTNx%@O>GXsTY`d@`Mwud}ROeT%Np>_RHp=6D2(fpTQ+ zIQYKJC(?;S0Tf#l=;#W=PHlP=Dp-_8Hb-zQqN)1)W)@+d0ETsa;uQ?(3b!t}Cq-`v zOI!pZ5lz+eo4XLE3E<{iBy@#U7p6^$wgFP7Heh)(<8ds9<3DWLHC3GH3b#%dL9Gwv zh$@aPwC#>yS40yW>&Fo#a5(7U+FZ}3D`Y!04{fozFUYd>f4c9piE(LcdGzn6zi;H9 z4F8AWp`pElivz3uuc0IUi760MAf`Y}fj5f+)%S0{$2l;#eWH372L=&oee0bUY#C#v zoBN&fg23@^&kNoaqHol3!Ip@=e-p=z_ljKIYvS?Aje)RFZV-guDhk4La1SFEEohIxA)=|ew5fUX z@B&uWZe_|A#V_v>N8O9^;Dd`HKDY?#TSR&E=%Ae5X;ALcriz8N!?Xr=(RDlT5xGuX z{0JuLxP2Je9KolECTs#I?iS8OwSio7$n&*3?D{?&J@0(*_E7iPQyj<)TNkk5#w>WNJeaRhL7d-Wo;O{m6g zV6zc@bu{t01&(!w`nFQ**af#zBbX;g2essgL%C5gh3c_Q!9(X<4IP{z@v8IQ13Gn< z)i;Lg`)>hOy)L-$VO)Ggh3^5EI%~iWSM1Q@s{Ozw>HWurt^c$v5+fA`>y$?8=WRSHzvt>!l- z*0!@+Wn^3-RL z^IMBKRM+%%p~DB4Q30WAz8fV&Cq}h4PyMKT0>Cic0>g*`tleN(zd7{AV>r?R!-(>+ z-C$UsY;QD%@82B8KAK~zS?&zC@^YZEa|5k=lgcf;#@1#@Y;U#D-JzT=Zw_JaB7`IE zY%f$O$yb)0`qh~|i^bKcd&ITwMAo@iKP(fNf$eaGDQnx^A+9fP4tnc>20xo{bqjLe zBep=21n=>o#nm@~dwgxtxj)#xv^jwJ>2UT1=vc3Acyw*?dqlU()p@ip-Kpqa*z9*w z+tiGRhhTGI^m|0EZacP^r4dFxdb_Q|1E5uFv(M8zE6_U;HQMhHqq|{OI|;?&u5EXR z^YP4Puj`ggR4*ay5UMSIk2u!#4L;Oj4)rM*IGq>4HlD}f!|3)7Q7UYvm`wIeOjH@` z>Ml@Ik^2UAmV0S}IXNA0D*jN_?{Lj{0;uWCUw!1To*OQycbmFRmF>?tU z7!$LS!%>>d;Sz2*7s%R`<;wJZBtu=(z7?oYH8*?U`Z~(?ik}K+eZ}k>EWayfp^oTQ z0^N?A*duS--5IlSvNnNJeGZxzf_{5O%gmQ>C>?doUl){l&x{7j=HR9DH%(b}Rhk z%rRP`<(uEk__^!jYslJ?w6eB}Nw z{{tgdS2iE>PF=hLmB&t)AV6zTD|5e&&)m()wbt5ARNE>)bT=!%$cWgLO@uexgL=*} z69hkwBKg5#T#ld_H-y{OA(KuI__je+x%-t;B&siLKI%krwog`HU}qA6>RD1*wsYWb zsfMc)$ss0nA~UdP-Z`+k6XP|s2+cGHF6t>y0t>?ke@uwpIuSbEI$7C##0g^oz2-0$ zGOM`E>=wa#+yWm$LBha!^mhEj0q3^e9g6PK<~!LvszD%p33l5zWFt0L>K5O+qp}6Q z%_dF4f+DK5L+oyC?o1~xIM^|Ey8C=iu=;$_Kq4ekurdcr-I-jj4{tu0POR-^EC0X>aIvFxa1@vCJut8ZkK3Vp zf1(1_{N{GVL7Z92xL%J6IIOMN*C?FdaPGJD4S6NPH*7JFA84@|q6JnPZy3(a^SJ8` zt!*tZRKH~~d`Almm2Vjg$6H`1f6HJv)&fK6{$kj?dg;`jb~g`4hd!EkN8gtd<1dVT zVQkxIKK;+q*^v(n|MoC9_$Pyh2YzVip_iKum#{0&gY-s=KNq zgNf?sA*Ae}R5eVVaEi_uydp@ZMl@B|R6`}2VTyui5y|4IDO<87C?qC_yP79AX^Ca8MQUNBd#<<*+1vH?in1sOvm7@o2{VesE!EqRkiXU*(NvwR4l^M4 zGaxOMazx}LPEkZv6+~O-1zWKV-J-;%nt&U808BL$U7@mQ5ROx9i`Qja(q;J0At0}; zFfgM5O?_`x$Wa08TbkSu;4zRCyw5s%08@ zr>u#bXj9JCM3V?0lB^2`0M#tc&>#+gUbcy-fY>46%wpL?#_50UU3Ml4RlKn$8hf)eHtAxUDD_Z)uWd z3MRPC8z7{tP>GX>j^o0bD5})fG2cVLwUJ0kndQY9U6eymI_*IyohCrp<3ULvVo-`i z(``N8G|T-ZK$fjLx1X$#K};K5D1$m3aF?M%aWwKf|3(vWH|y#F0{%A zl$-!46CRW*XBh%WsA77EJg4hAu{5d}fI}1v{3e*DE-4yjy=YoCPYp%233MZbmO*uC{9x~`#}##aM2JAyp@+kTeehz*KF0a z4K{Z$GbCMt+OarU<5Y;Hg7RI0DB7@vif+Sj-i4mTn2&S0|9iUsFD9@?7MZy}WJtYNY2GZRO zWH_Y=@DY@1_5&V}nq(WiE^->N@qPlcXi5?>MJO63l@f3BnyN~QVF4`Dq6+ejV46`$ zx1h7MyP>2A$6|(8n}B5PAxg5QYW7tRNCgCwDdvQ#sj{L`2)1QoQcKhl;Wa>utAJYr z)Pe@1Bv_gy^CGM^FI%F?n|CpBU>1cLA>{h-@Q2VI0+KaVv$s4TB}L?@Oe79QS~o>b zfQ}Jmctes5O~|RdAwZ!k927SvX}rOKppr~vQLsgglkN^kNt_Y1CQ1sk;am@ZTVhtn z`Nr z(oWt=e>pHclwaD*>xo?uFKgw!XP3s#KxDB1IpF%a6*NMcm=)E~*57&OW$ZIM)R>H* z2FaVtxnjXjk)44XQLRAt<;)GHuS5>mmMKrqlUvwySy(2e)%!u6j`N&4qzFzompW5- zavpU88I@gGIfV5M%BWC3b;bkKX_cZiOdX!TyNs}h={16CNfjq6>>HdEwk5H8?<}+2 zay^fSQn%MORBi<5)W~SxsRZHl9%d3Y$dLfmo2xW$?aN#!7$i>$Fmm@pXymS^RPUWD z?9@@u?)hq<%*LVOia{z6?;ODP%gloTnTeu@ms&C)H}YQIt7L^_(+4}Ffj1IJ)jl0L zyS)*qTEh1>TFFDTaL2~3|5H8N=c^a|s-;GU6NQ`|5Q!9a);dNW`RdQR;vj6n^^P&_ zn)B70cc^1pwjZco4`9qHOqQ<~O98g`MdORJAvvV7wa5yp@E~yFs87+uR%~#3Uqo*8 z2>LnWZOLvKhXf+o4Tpgf$N+DM+=SU$l z7t{gwW=Zt>t_PaRZsBf3b6aO*SQqY?>BK8f_3W5m-@&$(-Fwru3Q^}N>_r*wMY)VS zAZum9&Z_M>0vkd~E13l*Aya1?We{ zk1cg%)NE$BKNDOSzEABt#2jD_2E|-ee3sC>HKA-+)M<4#}#@vz?aw}TMozkLz0}E`I7OzIoqC#xDds^^8TD&fl=ycWCvZPAy23F6E z5(k1(;VyL@*U(RiyI()o3!cF>^cIWz{441#q=Ma<+gc*Jro-?CR?nbAxBy&@4y(*l z_QmJ!E#6Y61!4&;qES9-w2I%ALTroVlHl`Vy)cY`gw-!{R@R&=NqHn70{Rt#3Q#Q5e0 z*2*v~-^#(tR>-fXHn7@#+XO3Hl0n$ODmD&QIz{iBf|V_)_UOh-aj=q~ZABmV{(sfI z|G$v_z{n?u|MAeT4gUGSKkfg+zW>zwUwTuiY;vy0NK~6b0QaY%`qIV+yc8MX1QJr_ z6uFUGxz8CSaMi-Su~^R_5lE$V-)}m-u<>d-aUwFwiI_Q#+x~%@B&%%c#x^2KcXf9S zw?(klDraZw$)#Af1NR1TAan42NAIPLTdnvfc>5;z6~i~0e=lv^Y=t0?(n@Pi4g+_^ z%lNid>XwD|`|h}88*vBxzH>0YaU-30W>?RSP?D*}u3#9i_pq%l2jz|~3*VnSVfXFI zcV*)`V<@{q>?GCNa@ViH&?9#>Deo8FceiiXO4V1_Hm>0^8=Oe7deMK0c7c|z6{o>t zWLh!lY6WMANZ!dB?VYOv)~AYVg$k0fVCT-;cJu{r-2%Xhcf^6`d=Z(5Z~B8VZ8j{` z_K4#OL14qOCE_n_tU2pPAb!FhxU3_7FUU&wf^1|knxWaEqca58pW3Lf1<~O4x%GJz z6__iR$y&aG>=cDUu`s=WOC9F2AIAVc7mE3u1+Erfrr37Qo%itMz%TO=-`X0(yDN4Z6)8c=o4_hoyAU0sb7{P5L-mNWa(#w*we zb#|eGVKj(494jPkDKC3_P2N5fJId1rSI*+RjTk>i!{6|;vjq;_BKOk9DrR-_7Tf9K zH4;XO<+%uh7-FEuz5BJf);;$YHi`_vA?zW}`K9$l35nrDvf3U$M=42}=iLo7#iw$@ zMA@2eP&3gC4V^@9DU@`h;BAdw^rLkg#~uq-j+AbOk?Vkad+Rmj?;HQRM)Z9fD<1y> zh#o1CD`6Dd^Upnq?eVXHp)~d8vhsZ!c|;GIr{KXnQkR8M9Bz-JU$Nkj*Glm!&Fta1 IHy6YIANRRDwg3PC literal 0 HcmV?d00001 diff --git a/database/sqlite/deathwatch.db.pre_transform.2025-08-16T081219333Z.bak b/database/sqlite/deathwatch.db.pre_transform.2025-08-16T081219333Z.bak new file mode 100644 index 0000000000000000000000000000000000000000..9a2eb1142a8f751f65840ec0a9a8d65f28f29eb2 GIT binary patch literal 131072 zcmeIb3w#{cc^|si#TyI26h%R_1ZlaFOu{6fc|SliGDw0C@lAlD2uY^T%$y-sT|)8K9<~OQ$i+FcXTI0@zVCeJobOvWcQRL@8M|0oA(f1nct;|c zOuRRfNhA_!{LlV<4FC7w{}KG(i~qeJ*0$A8Ix+Ln2S&$~#8}UFC3?PV{HvpXn68fg zY9%|NVns>%E#<-fEz?MgN`Wdj=*Rd8FsHfeJD5bTvJLU%h^LnUt4Xb(%sQr`8i=1CJcqHF#%trIfpJg_c}cF1u8$(3SG#N^XUgD`aK0(dM!I z{PClVvu(apV=a?~xg(2s_QF|4m&}>dnZ|IwhYrpkJ$~Bvd&c`hK0EH z==H51@)71Tlj^&e1}>6E&YYh=e)P1XCic`RGnF|%e*}CyeQ186p=5H_6qBUG^C#ya zQ-|gj4$U2&_hwbZa4;#1fPuk$g0&}dJfE~oZSW%l6Vub4ta#uRuF*oJSh^Yh{lS3D zgnQp&a`Va>DO7Tmn@v(sS73aQw8Vr8D&4KJbJ-FQ6Ivm;eA&@Y!8g3+WFZKiYo;1P zx-a7im|td|N%v1IO!p*m1&iJ&zmmr@m&sZMIvc-V4hzL)KHRcnfH`T_6F81Cu*!oS4hXZeFG*6xD@1K}{q$gKL$(=*x%S?Q0 zp9h*=;D3mXT>E_w`_k0<)4c-|laoCgygTV?_<7*=1t(msw?5r`rhH4cw}FQ%fi0Y0 z7*pat;Q4ocueU+=y2174!97Xl-OJ?E(|!FDhbCJ}qbFp%N5cNIss4$*dwVXq1a=i; z8E!2tn6#!RyZM!qHquM8mgF7k+3%C>b)!X=!Ev;r}rG42el$5fwFT9#%b~HPiUBqLV z6NQ{jv-`5IRBmQx`P(n;%evn@?LKp8xs)rT+gv84TGPQ&v9e4{(>$8XS9AG%8G~l$ z%u>-Hm7H15?3ueVg}%A#1W^uHm&~5Cw8UCYQ7dN>n%Q%_P?^f&RcutO=qcX8zL}kU zHG6R(J1ffjvIp_6#NEEl3!?O-U_8llPae(*ho3%rG=FyS=@a%fZS}ZvIR6|yc}*2= zUAtB~bL`w1`?=@O(euw;w2mx4Z&uW~m&-E(C&<&BHqFZ!L73&ZSxJa!V*csIGY^j? zwr$(?+USH!#w#lg^6BhH*_X|ED@x!D1l%wVXvqc$lIh9{ey@?-MRgU3;!&r=g1bx# za9+KJ@+viR1Zxnm!F>ebj;r|0$h=y-PD^v8758~GShQ@Ga;q#B;yu1f%9VMx+(iTX z3Ic(}0?8lty$H<_6u%C-^ZT*}`-cNdo!>AD+Q=2>9|W?{&x%dTpA=zqfr- z06ec#vI>{gB@d~A{3;%*kUW4xhXY;trn#Im-CwR3*9sOo*i$)#cnS^?*l#PvYtFL5 z?X$6#aX*>G65?Sl_5k??;Bo$0SatBn=Ry&afDM1!C>E|1YZ7E~&#f$+J$3!e=|dMT z9<@oUFVTvSS@FBrELeB#3Mv!Xc5E50TH zP4cWHG6A@wrp6MFY}>X`b|zxaj@4yMkKAfQjD#&EC@}kK->>nlHvib{WD_bAFZT{2ydVfbhOtoQ0!;Kz{X-^KQFCX`9Xv62IjQtv{Y=! z)crIO&^R^4cf3?AWR4Lw*O>-uD8L28TuihDbRZO05$cewf6-M_hR;#xP*OlcKqXd6 zYc#AB=Q1!ZR)&-_1t*Agt?^Z#rd%M`sFi^|%ajpjv)I59it}hG$FzBb@(h_PpDw&N zi`Y<~bsiin<|~=AjGK9v5LcM-=7p6kv(}!9eIa|68Hr5IN}#8%a9_wS7T2yUGgHir z?y9GInE~@=Ff49E*}~4bx)w@4LarOy)$t(Q6=|kuXY93n9=ivWR~;4F05&YT&n2ugZq9u6)GG(6sISc|o>}8h-a7Ki$!E{peD3JU z++mKcmOG;S5{bXVc%G4 zS5G6#Ah8}dQueO?)HXcy@JQ;Bp4yH>YA7|)-iH~jX zO-&EF=L~Sux^_EqJeAs&Y}`aj{u1yR>+!zyp^+XI7;x{FOMU3;9sg5?@#Oe7#{Vl$ z0sQIk*N2}S`mv$J;0ps^7}z%Qo&EW~|D$hr?`x?)P902srsr>ZUP^q0ec?_2sZM4F z6V=iE2Sia7P0^G^f#Wq|o1Ct4nkCx2C2O20@|LCvlA>6eVH*~;P0`jYOA<|0G-O#) zsYPB5o|ATCEZN)jlOD<<&&`VZtRT$Dim+5~mor{_L{oM0aSuMl&=j7hwqgsiXbPrI zZB^$rg@^!H6>OCXrlCuO6Kq?PB~#@&ljBTTPz~KyWVti=G@N~zkt8(?A8QZ6$C|3y z#~6I`pdSGcI%iUjXp+KfIx#IWeuF0~>S%wLoTZ+utwk#V0r-Yf@j)-`(I->|$n24;s8A!D{`G`kE z1>X{FLIg_%{}dhKV#}7Tu|K8?0xAYX!7@~t=QtwBm`$2(X}ZMAgg0z4#OW3@MVgiQ z8BLSI@Uiv~e5|QD`A!c$Ns3gL0k12PTUW-wa<9lO>1AJ3S_2eh3hGN!BPe1ZP&5mSA(5$(uT_D;79Q zEnT(+QQ&#iQgP$K5F`Mo5(B~;g0Bse1#woEW+XK%iB5Zvh)z>=@?npNR3iEe2W+FH|9g)?=Cprk_25sAvSZrZXc$Q%(>i8pxDR75Cus%w@Zh$b&; z3JuTXHbmrc9#ET+_%NrP_7ITl(Q0;w2PD*rZdsPe;f1=zYa(a!rlJ8p0m?<=DP{_O zF)R)9!jKJ3GE7M!Iu#^BRqZZxA`ck@r@63BblO8evPY}g2R$G)UBDFJILo3`GX={w zOvQvc*G6qSgejVVd82z{gLrVd>$a75B=-~b7LrW^e5@h_P+MQC8(`RK3 z*8pbV2>5~Y+I>KJP1WoJ9+2R+Xv0p3BEXRqRTWG@6=mI|JSSSjB!V-R2Bl zmMosYzmhajR0ILm8PkQz(3LWDxvW{HMs$p&@dDHi3?nmxCZr(*WQ6u%#1e2#XNFe; z+Q(}T!N(r0J~qzaI{^3uOW}B3Co&N=(Xz0uV{Xf0)!_NEDs+Ab?I&b@CyPfD~NSsjg~@EWo3|47N1I z5+y>Q4xzLyg%}*bGa#o>*P>!`ifU=l@&cU74!v0@7a8z1IXX_e4?Z}!P7_znj(B3I zn3x2d4IpjX&@ic~NhMx0@ySqh+cbDp<}gb*6>g1UNR&4SXWFoewk>Ir6yk83xq{mQ zk~G7q0sRf?I_*9vy{2lm&jV6ccnh*97`ke4oW^T5rn3RB#)bxhA*2?sss_Z+fRzSw zHCt3+HFchdlBtQEx?>CyZB`IxR89`Cy4LOoves06tk;u8SZdi4cwB45!ax+@KEU_K z9F{nkLPDUCz-yRB6PKMt!?Hx418rf7usR@6sv$~7$|55n^B185!T_@N5P+wW=_0~O z5a81&BEg~w9+)X6cJNN;3ZQak}PBPLj}oF$M#R16&2ipn-R1yqggxF z>)USPuk>;JH6r7$;mIWa?iv3A{!YAO{0r&7P3<1|7kw9dpBdTF^VQ*xjQ-}}4=2Zy z|E~WVeSa|a+5VsJ`&8<`4gdP!9}Ub6eKGmTv6p(kHuTEK3+Z1RK9u;Y#LtX==fG<{ zcSinr=x+wMkIoP6O_x(Y+dq}O(6_C3bL>w>K0W^B^mJ-v{OO(pgO}I~@9Ag0w>sLR z%c_l)7U+i=Zm2Mbf<^>QwG2*%B=T@CRD)+LX?Q@KPT)N1%t~{nM3}#J%o#;9ZO(!h zXKAXg3D6EECs?pekaa9KVEAn!sg_ACN;HkLFjILG;>L+kesHIyqs}O{u0e$m83u*3 zO*kx2&w{PPPt>4uR7_`>Y+~}ZMBu22JX{RijMODlw3yn~jyR(bK{Bx@s%~IaNm&8MN$n}hl)@n=w#SmTT&>+ z(q4x;6E#2pCjo|nh?KM8)Y^uq64*Iglr#l4hCk?zV)MKq0XAJVc}=34#Y+Y?v24Uj zhDeHrWtk{JvFfm#ripbVb3mzVSa_+zi*wE>ESv%TPkGDcoP{Q*V@86kSO-&}hOfcN z(m*Ka5gp&f`wd;uWk|lpsn&a)Q51CGS4~iDtoAuUHwk=OPEj<~G+@0|z%6Jd%n*;o zm~LpY2}ACvZ$c$Od&U_>=D|P22n56dsN++Ly2=}HjM*X>9uyY7SZ)${rJ`!{R3mVo z1h7;AUj@VbHfI!3w;)My{}7eo@LrxX2vC5JpmEeR4ZKyhMJOW5@d_MRRkBP$mPJdH zv96}-0cR9PaN)1XifCimYS|D8lOy;fDj=AsgLTko1nL0cATU|L!c8ZfY9ihOR=md< z#RLTKqre44RSd&632zfhz!THNx)jk436xbd5rGg6TE@_z7ZJEoWle+MYU$1>3ZO+O zMT2{0UWl*CA8?x%UVsHFJXsNI zD2Sa7!80%p*bFxf78{ck?il=UP9my^xDSDSf-E|ts2H2VONR_lSrdtFD4cGAJ23c| zJ@AwjC(F9fFWoH!2#)1aalb}yzMX_0w0qy|;PYSew#`6e? z!Oj_oM{!UskbV)4HgpiAT9pwhb4C#jLnbP-=$fR#O@b7{dsBIvLQ^0lh1iB^i9{9+ zkW|4mVL?n#Toe(nv}HqdMv*C|qXxc#u&Rc|h9sDr0bfdxp#z{bEP-e;uOz>5N9-b#4apE0|-`GoWdja1BZf$Fx*tN01SFK1s*0b1f9_k zb4Q`PGYb4V8ybzW7!q)SPatzDf*Yz0!m5b4LS?|2hsf@~J$z?9-)ogi=+kjL6`k28vHsGuKQU4yeB2DSmO3QJ)PZWZ1P ze^s<($PlkV+%3&w4^q>D0+*p_d5i9LMgapA3yL10Qq3^{vI-rgfg73%`2_mV))e6= zI3$Ev(4eXS64{auh zHr8dP`lK@od^r)eS;wRnuo{DLgz<%Aj6es1=HM4hp@n#YMp-Z#`oe(bhNVY<12czH zo^VD{un>XqLqvqbN?3uWr9GB(7Azf>Qt)Rv2`dx`98?Ro5HM+>li?>Qde#}m zFlAVDi!v8iFnKonq2IBVM96?5C6~Hn*a0-*NoxC@QQ$9e5;g;PJSD*s z#S$7V*bU+c(eNMCCxPP)w-Y-bSkNLug;f9?DMf}k(2c{+DBXsNMx0T)jpg(?qjVc= z>2*fwHX@R8M(HMSftB;PGf3BlB){YOECpv3d9tMDG*a2ra(-Am;x~cVhY3* zh$#?L;Ps@yeZT+j+y5Vn_y6Plf9DiIy#F8X|Hu3P@&13j{~z!F$NT^B{(sw>fARi* z^gXnA|3CU}LcISUeKRNC|Bt>Z67T;vUtBKQ{K^v8!XJ$M~@aNB?T{cSpZ6`Xi%vM(xq#qx(k3)BidBTj^g& ze=_~SG)W&$?@kYo{MpEFjQs4#Cq{0Lyg2gANOq)e_&<*C9RAwyPY-|ZaAo-7@a*v9 zxH6m=`h%fg8TyH#j|~-v&JW2$4-bB0@b?CPdGJREUmJXR@YLY;f&V)2uLpicv6-rNl=gdRg7L8HLApKNjxg*mJ%Bgy($|SHwTvzA8ziIaO+E)!5y-t#Cl{e zhjb<~daDt=xE_kz{S4-Be>8QV$4@JsT_}_}B%lzNJ`~w0@iV$2EqySuQ&47*aA4_n zM5lA7&H z3y=)Lb4w)L3Bo%3lyEV2F`^Uv)N#XHSXzka1Z|}mT%cGwAKi(on2Nk~F5HR9hFg#z zpQJ6Fjqb#-y0&yCqElhCMGk_c)2%vjqhRS&M5jE<$ul@>yL2+5Q<}v*!wtiw6VaXg z46eN`JsZ)%A z%fV16m<|V9b>arw(p*F*BmwCJ6m99f(Vakr)0du!=tP}YWblyrrEiPwRPjx2=|Ds$ zKg)@@R;(_)r@0e_!JvnbjAluX?v!V6T6#%q?&OgMO2lPqbxDox1fG~>N<=4a5#t&* z1Wb)PAEqFhlC&a z=HBQ|2?mc}dUtatq)$|#Z>6QF=uTxu5S67p5uFe)ZU#5BmUc&W^7@RZC`<2(=mbBZ zq#(CXMR#IYO`GC3EG6Y zOUlyzh)!rtNIX>P;ZUcSn8L|nF%s^CLa67C=!@uN$rzlx4ZRVa^{ff0$j(}}g5)Eq z14BOF1o;UXSpr6f5{d0d>Nozv*cZkoMz5uRGrf;x|7)B3?<;Zszec);IR9Uq|F4!r zvD@p59p)lo5(gs?=l_fI|7p{_lY!JR&~g4hlt&Mw7GkNZ>JCWV1UeLp^Z&*9{}6r{ z{(9oaYT7%_|K~Y1$|Cck>yEN-;&|;5O>g!5e~8e1I?n$mPjj#tPBv=<6XX1UasIzJ z|DTfz|1?>l+1c#3a{fPmc6BcZFbcK!VCqy)@82CHssD^9z?a7!a-snI$j65Nbol7d z=Z2C4zdZ10{|EYhr%z3tN)GlcC;m75dF%XCv+wcpEOwh)tq7%`Lp+Wk5;p~N5pPZ%Z1=;HKXw6MhHF#q|+YJ zRGrj3B6gd(E(ByW5g8orEISP7>>TR3V61 zdqh)pQt*h_ZIZ(fkS&M^IBMHuL5i{VX843^miLG#cbPsh1YbKM*0<|I5V7`%rs^c; z5wY9sj3FRf5D{>=JBH1`go(%=eXG~NQLEX#9+$gKOc^3zOD_AjR{d10wMR5nC*SRH zS?)6LWeCV9F1v8JySvT6AhTgZ-_#zhW~V$NB1L6a88t)jwIO0-mpKTL(;m@Oo!sLQ zvD<{5At0lP$l!1{x|@LsC~a=md9<3{?GdrtRG=aF+7Yq7;T{5#wMR5nC*S1}vD-|e zAs|~25hsk?J^v(%U29ud3EVH$$39TDqi4?+;J_K2qH=PalyG_0tg0CGB>&GxcK(h9Trs`zYBVxC?T|+>&AR^m# zb54RZ0~4Ok?9pm=mq)~Iv&M$tYeU4wiIgCaPJ2Yt=*Y(s52XG);jQ%tje)O>zaLS6 zM-T=0?KD3y*?*(&|LhZcKc4#Y)am3;Bu9Hz694?Iv-tNQsb)`m#73fB6j(qGX_e(r zM=bzUX;LH`shE-58A;8N-Ed8GQakuIOuNMDWWJ{Gb*QxzpOj82J-lZN&4f_}=@ z+9R5(lczk1McQFR0+2ymWtoFHB)evH0d?d7my!P+De+AdXhSwm8+8P9Bo#MQB#Y;e zds#=$Uu3Bd0U0H+9(?S`VgxV|P1T(z8GIsw6uhFL5+NrFf{KjVsNlj%C9vemL`Q)% zq>M-Qe3tl_LmqXIP3EYE#P>Y1W~)eh-BecU%1Urw4zSfvOojkq?Ga7Y>>~h?c?1*;5fqd`a&c70M6CeTU^Ng7 zWdBEUf8^#CQTIJI@6>mCsTWlr-Wb|}qaJW|int=&PqVp(xS??^$TX_2*d$7*wE~`z2h}eeHtbCn& z?IcJ^r#+&nIyvWYTIw>HRS3vvPP_22n=cW-L^M^i@AZh-ZJDePeC>!>zkw5ih_y#F zRVSbEh}dlvt`LwdhzK~`OF+%Qg#0jxJzC9vn@7ZM>wAUZYe&TTWuy?0tUaQsI(fh& zVz=ePLO`}4BH(cELp1{vb|KiK!-LxsGd*8Tj7_9|ws&)UZSiru2#P$DL*Z)gi zNF3?u)(L*=)&J{u0sO3!;G$d2^VX~X*KK6wq+30t%NWQBm%4AE`hVR<#7?;hQSM9q zKLuM@sPM)rm!UWgYT7A^uJI`QEu!QY3c#Vv9IJmPvC`@?3N@py84Apy2px*=QOfHJ z4lLd7yubD8{|P9$Do|19QE`+*^-BpQv{9%K#ph754<*|uYA0(bHfo{55Tcr_!lJ1e zD1L{)8_KP5iw<47-Ddq(t^dcP3@Z*AP+K<0qjb9kbwBI>Nr;4^ij;)n+bFdPcGv{iuv(-z zA%Y5?s6uO?S|Eq&TBv%9N{$wfF4XuGY*FJR^Oj2&?4g?)k$4HENm2C{ibS_iPZe=s z6ZV0_TMWz~R+S#x6DYihqVIUrGIWzCvZmg2MnS>G`%wQ6@n&!mg+F=JR7Cw!6xc*1 zWZOUqW0jx+GB_qXWsygl3XsiL7EEUH6- zj}pq->N1ZCqACZ)V50iAhU&kpex=Mqx(Mozil`#|YK_wpqNXj>WV_uHbKczK}>vyGYkxuYznA=jH1LSRgAf( z8dM-UtC5PLoG4?7rxg@~#x@gbBr_02RAaVKAQnoU3W-f;7}VRAFwF^SwWIhe7=@Cu zV2Ob31KvWJTU6x4K)iukq1e-sP@)$xd{#MHg<7+zmRNU&VcbKxT|>o7QPCcyX$i^; zE2tC;bpeBcqOYcoWD!6XGKGrF2C9^z`m0P)a+)Z7;@e%RGf_z$MR8fhSrEoR#b?t- zm0=0BqInrg1*mW+d&m?FYIzdu1qwDqT_LFYD{=Hg&L~~i{~P<0#C(s@W&J;gE~t@> z>bHu)ql7&O%jO_eBoTG1QFKp5X;mJjhEcjtLit&g?WR~Z;8`de#X^}}LK7dZ&7-*f zpQ!36u?Kl_ih=iye>w57o^I>^xid*Zk$8wcio@HeDo;@m8{2$v5>e8Y0}n7=bqh+& z(6GCV8ET;{Hp(KRnlWc#|5izS#Nkml_5a`&h%9se{17!T@dd>oIE*6+*fv&Bh!H-S z1n(4Y7F5)!*02pOD44gXhbzH#g~CyuTe4aGKR)@1MC!@$FZF(HyfQvB_8-SS z)BDW8+`w!7KR@UuZtuG|dN}<*(!Y@UN9j^}-^hRHFOK}k z$kNDz!@t(|2gy$ie|Y%d(0}j$#?TjsUP)a|{@dQo)PEb=JNQR~KRkE|FN%L+3UovP zXP#L$s-Z*CA)OUA$DzJ$ibEP4im*!(EAP!)DCmqT@+fX58D|BX88sH6_-qA+(F?hR^Eiztb% zCBD-cM#Vu4YEx7vmr((g=!kt=*cOL9LM|?3ok3Z9r%<}aqcl3aH`E!&NZpcuTA*J=BdsusAbtVuT0g$nnH<6@wU_IIJtGkE8Onl&Cs7 z$VQ!Ov{KYa$H^0TvZ&#X%Hz-|aOaq7f=aGXZ!qL2rwz-m!Zhg?>?qHvx<#zp&L|rE z0hEx%k_9IU3{4x3a#1A;5=oCf1AxrRgMO2tq zO}rQd-0={+I4Do%O29dX=Y)}ExJew2oM?a-HOcX)nRiBkbHz@cz-J}wnxO*!2FoK6 zM|d=m@(?isADSIgf{O(IRfhiuj3K~-m3Wjww+v?#lt@Q)U)=!FbxBuk17d}8@OS{rOI_q~ z$OlJgbR6-Ku;zeU34!KN##huRB9};5oyFMCNVQC+4Q0_iiv{l@N`jVoj}g8=(RA?qbm;!PCR3F-g>Lcns7QkTa6w4V7YI!b3jm zjzV#SOfzjz8D23&RAiiod;xV80W1#C8K#Ey7<3C3TKGENW?_|QKvhulj5A8Nhv-f_ zqjYpBO`t`Gq%g=>r>OgM*z^!zH+Ix$;E*xgZ73Gpck?F)w*0X!LV z0ZhdNfWnX<1QeQ70`pAUf&(X0EXSdOpd=uVrYXBso4dVX_#Ouq+HDQ>!&n)1?fbc) z$WW3pREwl(SjG`THHeqWs(Gu-V^uVsd6P)Qh$T3V+cA?OL4HLUo+pZfyQSs3b*$aO z+THHTD-K58UdWQ1QM%oieQ#|P9(Ks2h?}s0F@#TsPD4Np3d4Z06%`mtfh}KQ{B7Kl zGND!omcdw5LpKo49R;S$hV|5Cm_o$GP@s%6Nld4MMIsqiIV9ft{BG1(uhnPS^$uaoA)Wf#p?0vLqNB z8vzh_RBizbkW{0%prz?>bP&6MCxi97LZDX>&$XGMhTo@3I9kbq7H}M>t|175;Fkzn zO(tAe;Ge=><2YWD5Y$0DP!lC=E7%B{avP~9gvfXXK zZf}q5c3{zEywl)i_+SJ}MF~M1ME_upAtg?LNY*4#hGy2_z@P(i3|&f*PZ)w>Yx+BC zqre3K3KHxQoEr*)Y6M4wEm#{UTO5sr_rk;Dz+Qods4%DkuMxPy<7BdU%ozpt43Si- zSj=@7Sb*|gO0{W*fb-o1D+st225cStGXWkBW`?30z>qV+bLR1ym`R!elaDYw+;Pj9 zWMtBXrOT7E$7`bqJT~Mx3oa$1X3WSaCXBkyLOCFXYO~EH7FRY5LV1J*IcN(NZl;^J z=RtRrZo-S8#LjsCzgwZ|_IT})c>h200DQdvAAPeT-v5uj5fktKD>(arc#U8ZY`JL^ z2NKx+tKb-lZZEL&&M5KzzksMAPJpP0+gUa?)21A{bbFn6k26ZV{~z!F$NT^B{(rpx zAMgLi`~L`f*b=t-?o<80c>h1%|LfxB9jB^XTMdSVdx6S_lXwR+0MB=v+ zPR_r_M?aMQ-Sq6p-y8mahtCduerROy>cFoIysLk`@Avw?t@j60f1O%Nej)h~9{;U3 ze~s7%f@=1rml*wBbosJKd2?!>-Mr`2*^;f zJ;2bYMI8jhX^&{CPOf@cE4sbH*#ui9oNh=!4&izUZa*-!_K2qHt|Ei)5E2!3d-yyA zAA@eyDF_nCD^-Khtpwf-kU#yW_h@yp;L#B0?7BMI9)gh+ELtiz!H2}HZZYx@e5^g9 zsXCeW;Oq9ddkDUW%p@R6qvUxI7^gj=sk-Z`$K!4f(ud${&0_|OTY0@1Ab(QI8ai@y z(x}t0%Vl~9#t0gsUQ?s^yAM9EJ))_)i+D8bc5^udUke)6U~%igHv{CSq4#KY*OCWg zx0e(;gb``!Q5R61!NsCLzNT8cAM9FFb@Ec3&s|x)wdoz5<*L;z| zHxGS?TPs~%(FnoU%HZ+P*iL~sUQ$9tblQVJI!)Ed=R6{Idjli{WHb@kOHmM+6NeIXmL=;dYaYhn^ zFnp{%1RravX3u*>?DlF+2)=eigo%@8a77^uBx?@=$(pK@=R6{IdvhlQWD6qVrQ(dL zG%=aAH^V1Zvu8ab>RsLm3c=Tsh)C0mvf!|Nk`^Fht=$h~t*JVB#v`KM<&~olkWoZ* zUkWDcQSb$rTzfRm2p)E{Q5?w4SRQ8tk28Wp7Ldf8?;HQi#K8Ek_G2~r&hg(K|JCt- zGyX^8e?I=#$~=g;#|2xO7Jr?hn7jM zVCTw}6`H5?A|x{vA)c7=4|mgExnqx$O^f_3OWk7=ezgC ztnluIgD++?^ZPSrX(7XN_?JDHIg+D!YhPxOl2Wd4Wnbn(;W}%%ncbH)^Q2tH2(4a% zN6N*ulF8n3GItGM&&-!fq(U;+_!&O4ikmap+buf$`V?%CW^uFESIeZ2V}iDpxW`ifaXn(PdTFv$vbuB2bQKS{Ksk#48Ys`Sl$~85LGQ z^-R&uRF-MxJY6Z4%HVw&a#C6=6D*B0dyW)KVCYI_;d-%TP5B9Qq?Oo|ax1w??ivl# zM$4RcWk%Vb*~@d8N-?vXtL)D#fGmt1Tav~b*e@=JDXA=9Clzx!a|obj&adUEQ7m4C z&?sv5cH8a<3Pm)nZy$l^?C#mIcb)gorNg-^xeCc=j^t7A6w+F_Lao}2dV-PWEaaz{ z$2^+9QLN-lA2rUiXEV|YP=9**>FNEMpy){ZGl%lI)eOHMJjoY{g?>4646G{eci*-z zv#?qs{+ShenV&+@^G0knp#ol1n+Y{OoKBnpRi@Xs`>As1rkO7mXyz1~Re72@N!AMH za)>@V8GTMcq$^N2)3s-s2qbcxLn48Z2-ny$3$FM;I4!qN7nNB{l2Lc9(`+y z2(2g*$mrXSB17rK94Ioi{#1Y>#lkfNnR3NK<{)hn6-W6VqvYDn){=ruMGaYDgsACW zj}Q=;nxF_S9Wsm8F}ECT?x#ucHE#e#CI-_9b$8F>Pp#`gimVv9X?Ly!=FRwdT3)3l zq~ahc=S)!KU@>255)6+Xl5g%j@5+WZcLc3Y6TX=yo{{p&i~ogNQbtl*$O`TdHrt+v zru8QW(uo5OWls4i!_d95R+wIZV!0ZcG#wHL7a<$MQd2Bp;xq&%ia2woxd!7)>$d#O zBh&W&bVA3J3JDM+6D>_2En3%a76KB~cN)sa&&!s=BYyJ=Pk&!JA%iNrgU%hJO2#z= z%`~YSh{zcw`ZR5{%AFnk$#d8fdYwTx7E;K#T#u zfGiaAIV*FvRD2mq2iB@dSZZ_;pO$Mz8g9$+kfwna_RMsIra@PZ7OUj9@^bf9;ccy=|lcnG7Elgey!|S@sKs!*_o+#glOUE2xaYwkcbaq@25#Ic{7bEKR*@13n?tZ zAHMS{`+MU>{JnFN!`~Adr}6jW8&?w#SMedU@d5mepGP)F@pr$|`{?FlEdSrDJ>Q<_ z`-h|782y)Hzccowo?jZ{`)-f^T;Kc0|NYpG@qa%4Q{&$~_L;Gdj1|VtkC(?6#`len z_kN@I_j`Z2_otGdO@1U<=>6W_Yspi+&nJc6_x3)~+n4&?(T|N^r2n7vSJR(P z-%3B17SdxQUmy9EkT9pG5q!6&kujk;J+RG%J8fGpX&e6(DVH-_0RS{IrN@kYxqR}!0>ec7Y805 zNc8=F|9|TL?fzfx`=!C38T|C{dU076?oqypS(7a;v=3( zuDvs*qTRI`uI`&&fU9mUCo7Mp_BXzA7J-Zvk~vzU1uTz~rEKb`uM_45PCnLy<>mS# zued|k;xDI**Bakm4RoC-k*oD@6*H+rje(CNY=G52Dc!6;PzZeYNQqpjcdhJ9$&K$~ z{ccis^`3k=s;5G1JDCggxbYlk#h+Y`>RH7EOI~?6B{tsU#em9{q#Y!g8yq5ea~VuX z(umGOI3(}BN7%~FVb~X=zV5O) z`9k39r{Ff^rV#)`=xI80irmPpkmS<4Qx_X=4=-$|7g%VfTq)(Q(&VMd)B)e4Y#ip! zKev{@N(#y61Gt~eU0JRam~jLC*OM0mxSu3t)3L$H=K@0>FW9tHfJ&`le<2_Tj#Zg< zz2oF!b5|`^kz9B%wYLGL8^B1O54>pp1~u2%v_TMvvEW>QhFSrF^OL!YnkVtnU3!VzGRxkyT@5zl>@fq8fZYyA?rh4?5UuElc3g(&%@9jWQ$VS+$gA#=QhzmDag zMShXJ-F*&&vIy)Pi@6ry_+aKP(|kVp3%gSDwMQ26xk7;;aA}lt&y9INEd52bb_Pea!wXPHo(DP0BXSBMAk&w7mzlB-_h zKk^#qS=ge6+s`ohJxxt~9gEjIR_`w8pJ#vt+7S;cUqze|$};)Cux~w23!u^Ba?ZTU zyktZmlRx=T>gifL5MH4-T~hr7BcS^@d$88}51A%%TaPgU7C=IWvY&e(wLAG7VhZr` z4F) ztd4l#v)<@+2oI4GS;cAVp1 z6e{pAWQ=+Y`qX%8SJFqdpB_o=bbbf9|L4b3bICcZ`XNqat>lOmV}$qJpL$p7Os)TD zF%JqyKlVR4NaE#Z5tOxa>~NJg!ard1g3WKZT$D|oQVx@-COe;G2>C*_3ubYx;&hgh zKRA`TP!nB82G17_NH=0z^%>^T@$Ux|USo{4Qt}6wgt*#8LvTA+&XpbAlKd!}do9$? z$=r%jo=Se0ITr3C)0&32A|i{aM>7Ypo`bAHMI~Qj^z)waUf}Eh4u|$v5u?l;qxqHO z_p?cHgcbk^qZM>YA#<^qx82@PFld<$ammA`vNLy+n`~Ab&XFsaFH8rqv1ldv_m}`3 zI#t_;snK-9VX3$Avq(!Txq_p(YW;Wg)LKI^FA}I>rtJa)0bTEzE46z z>bj@Z**BBx0dQ)j-Q9n1DDv?D^ZfnEYQVEQbyW)>>caGQL(ixY&wOv_871PG?+HC4 zM?CX)LeEGM&wO|288PCS?+QI5L_G7c&@+6*GvDb4u4Xi6_pE?mkmGyR82;@6 zON__V%-kz$xqO}kpZidFIE9(TYs}~H5BI_FW7wjgC0f22eC&4kt&;0jg@^mVlc^I8 zp#pTGYas*gd^J3n;O$feUwSM291nF5FAeG_Fy76_QqMGA+SnAVQS62@%$A#E$?J}f zT)I*sHymG%nV(|u8uV&8;29l+>9*>AdOqOe&%xYJ!zhDm-s<9N;LC@KD+XaPE#^BV zjlguN^_?i>Y?>qizZ{AqS17a1yX5-=9;Va5wt|z-I-XVZj%f0-ntCPa(&KJ63X|^( zxNDxjSaUT`2V|$!mQnIlKxZ5Z@1rD7HW9(wRY;x)IJ3+n_J!4x#{-mg{pDITIeE-s zrZ<~dpXX~I4UFk|ptT@l@(2qCB;N7nu7TsX#}tSu5K|zgKum#{0x<<*3d9tMDG*a2 zra(-Am;$da1=#+7y#9ZEX&jFpQy`{5Oo5mJF$H1@#1x1r5K|zgKum#{0x<>NYzoBt z|8F)2;`hfCh$#?LAf`Y}ftUg@1!4-s6o@GhQy`{5Oo7**0;8j)#AxD~#Q0o#ZRGOs zp20sK_@n+`@B3Wu_oqIPe7WZ$y6~sx%ZX?4Cy}Twuj|McwQF$4M3o{L+xmkWr=6S} z6L*nk>PeB+dpX>4M8eVaeaORH-mfpjlB9SSw_ zg|x`Gao4HFB9oDHm}NumDASmSzb~PS*R(#ianegQ_C$ar;VUu$TD;z=#(XsK(wn#v z>CdxOicD;rcsr*W^CTlmSkfEMA{XfHo{0nNI|IVvc&O>!(;2Uhl4{ccawJOcT(`kA>WrEr}P*z9zEN#L8VHU-OyrhVK-9so$*o zk~f6Y@Uo0+ZM!3kRz%bK0~?2(#B1B9)+c2@*_;d7og`j^^m&d+3qP=%ylXz11>fSQ z(|P2NadNY`$sv%XnB`oHYKZZ}}opXwR>#BC#=&47lTzk*%B0-fqVvM!2S=ODUQOnJdWm3?w?WuIJRdBKnEDS|{nwZ!3W=ABg(g2~>FZto1! z>i&({bYjP@!QDHm^HZY8vJy3L38Z6R1mEi1W52Xu9_L|%4=zIZ;Nrvi(K+a33_pv6 zVVTp#ne6T0@6F(A5lw9We=PAzV(iaG|9$!&kNo8DcMshdTpl>x|DL|bdXve2+4BSF zyq`boPi(vh@kh4Bsr3VX&)&;Y=TCwbFeeW-C0}&E(qw}@hs{aB?Ieap4o_d^e>aI| zBQ>m4%Ygb^k)@YnSx?;@YI&b>^gKlOm44+Ixi*xv7C9-U5EEJk5Y&wq97lHd)cVy3 zGDVr&fUtSmycLaVIVzn@?p~hLFpc;|mP$DyOYFfsL6ZMH;?%xOJJJOq*_w2%(s@c9 zD%kbC8%wT)?Os3QCtXyYynuu~QI{|eW+zo#lYl9{WYsS1l)8K&y?Z#%dqlR=OpSIt zXy?4cCu)IrZ%wYQCGFvjOP-4oh|9Fg85khja0f1mU)&;6!?sI&9zmKnEN1o2jpyBE z_wIEyAWFd`i2-sn>#1ldsx6^>Gf--hqQ(S_5~8r=cuLA^Z(p9IdmS~lanV^5>^`ub z@>3_6Br-sp#{x>KgNTizzw6Tra^mJfs?}|Q&vFfU-S$ZSM9Zy4-EuB$V6QGEf88b+XCVg{~l$*4T7v^;YMP`d4h^--kxBHE$p%A_|gI5TNtDwzL0lp8capC^Jl1<})pZ&Jn$WA7>BhOPHX2Y6G&EAms1c6c4H z_uP44W6_EIB2cy8FDVXJYS~Z&#CXuBWg|l}jny-R!E<|RMHG+;-mywbBXhY&318I> zFN=AE#$|8ZT1vV$-4AapxK!D_KHo%@sG>FFKB_o*x+11esIo-E83dhNTiu{al$v$M zZLVJ9%^#_!oA%LddJ53bYk!B9t82`{Iqe?lLcgjS!B-`L{mlZ&6-;6gqlk6 zVw&wWN(-6&2jeaFfpMbi=Kq@=xui(D=p~j}%jWaq&n2Qy9wlf7hgNgr@Gup`e

IC-N^7;4}`eCf(B7>EWREK zVV`Qzoq9Bc4}?QnM66JRuT@Vl9>OM&zm8ZZ@IOx3;Mh~LvrG>s{BsDMI zgAXo>_~6ESG=IFO6&hV5cxiJco!B)sxc%{}2?QJImRG&vbsq1|dJT2<)mvI{Q1Xz& z2NyYfaFLU?Mvm32ibgw7w8~>u1VgJAHmB2xodM*KTie6q-Vv+E9qVDodekuxbc_aH zM%b}cPXrbbP1W4yKAfkhBi1?*_I*J1P3Pk3=3bnq2_f4itM`4tS@9$nA6&`B2Ul{H z4kQ=8O*Dg}LV%Ha=fdW@Sv}Oj?T=J1siNpcto;e+ks2G>&-0!PpLTz(PtDrzEheVy zp@$DHdida?C;QQh2#zaqWXxRg*D!52B^NiR(ut=-i1{++cZFA{^D+uA@GP=9V){ii zRTnn*q!ZI&yy_|cyFyF!*o6-+yYRtfm$((X;5S8~6(w|0Xg#;NJDm_iXw@qMu$l#3 zVbT2rqAS$y#wCm34YTNx%@O>GXsTY`d@`Mwud}ROeT%Np>_RHp=6D2(fpTQ+ zIQYKJC(?;S0Tf#l=;#W=PHlP=Dp-_8Hb-zQqN)1)W)@+d0ETsa;uQ?(3b!t}Cq-`v zOI!pZ5lz+eo4XLE3E<{iBy@#U7p6^$wgFP7Heh)(<8ds9<3DWLHC3GH3b#%dL9Gwv zh$@aPwC#>yS40yW>&Fo#a5(7U+FZ}3D`Y!04{fozFUYd>f4c9piE(LcdGzn6zi;H9 z4F8AWp`pElivz3uuc0IUi760MAf`Y}fj5f+)%S0{$2l;#eWH372L=&oee0bUY#C#v zoBN&fg23@^&kNoaqHol3!Ip@=e-p=z_ljKIYvS?Aje)RFZV-guDhk4La1SFEEohIxA)=|ew5fUX z@B&uWZe_|A#V_v>N8O9^;Dd`HKDY?#TSR&E=%Ae5X;ALcriz8N!?Xr=(RDlT5xGuX z{0JuLxP2Je9KolECTs#I?iS8OwSio7$n&*3?D{?&J@0(*_E7iPQyj<)TNkk5#w>WNJeaRhL7d-Wo;O{m6g zV6zc@bu{t01&(!w`nFQ**af#zBbX;g2essgL%C5gh3c_Q!9(X<4IP{z@v8IQ13Gn< z)i;Lg`)>hOy)L-$VO)Ggh3^5EI%~iWSM1Q@s{Ozw>HWurt^c$v5+fA`>y$?8=WRSHzvt>!l- z*0!@+Wn^3-RL z^IMBKRM+%%p~DB4Q30WAz8fV&Cq}h4PyMKT0>Cic0>g*`tleN(zd7{AV>r?R!-(>+ z-C$UsY;QD%@82B8KAK~zS?&zC@^YZEa|5k=lgcf;#@1#@Y;U#D-JzT=Zw_JaB7`IE zY%f$O$yb)0`qh~|i^bKcd&ITwMAo@iKP(fNf$eaGDQnx^A+9fP4tnc>20xo{bqjLe zBep=21n=>o#nm@~dwgxtxj)#xv^jwJ>2UT1=vc3Acyw*?dqlU()p@ip-Kpqa*z9*w z+tiGRhhTGI^m|0EZacP^r4dFxdb_Q|1E5uFv(M8zE6_U;HQMhHqq|{OI|;?&u5EXR z^YP4Puj`ggR4*ay5UMSIk2u!#4L;Oj4)rM*IGq>4HlD}f!|3)7Q7UYvm`wIeOjH@` z>Ml@Ik^2UAmV0S}IXNA0D*jN_?{Lj{0;uWCUw!1To*OQycbmFRmF>?tU z7!$LS!%>>d;Sz2*7s%R`<;wJZBtu=(z7?oYH8*?U`Z~(?ik}K+eZ}k>EWayfp^oTQ z0^N?A*duS--5IlSvNnNJeGZxzf_{5O%gmQ>C>?doUl){l&x{7j=HR9DH%(b}Rhk z%rRP`<(uEk__^!jYslJ?w6eB}Nw z{{tgdS2iE>PF=hLmB&t)AV6zTD|5e&&)m()wbt5ARNE>)bT=!%$cWgLO@uexgL=*} z69hkwBKg5#T#ld_H-y{OA(KuI__je+x%-t;B&siLKI%krwog`HU}qA6>RD1*wsYWb zsfMc)$ss0nA~UdP-Z`+k6XP|s2+cGHF6t>y0t>?ke@uwpIuSbEI$7C##0g^oz2-0$ zGOM`E>=wa#+yWm$LBha!^mhEj0q3^e9g6PK<~!LvszD%p33l5zWFt0L>K5O+qp}6Q z%_dF4f+DK5L+oyC?o1~xIM^|Ey8C=iu=;$_Kq4ekurdcr-I-jj4{tu0POR-^EC0X>aIvFxa1@vCJut8ZkK3Vp zf1(1_{N{GVL7Z92xL%J6IIOMN*C?FdaPGJD4S6NPH*7JFA84@|q6JnPZy3(a^SJ8` zt!*tZRKH~~d`Almm2Vjg$6H`1f6HJv)&fK6{$kj?dg;`jb~g`4hd!EkN8gtd<1dVT zVQkxIKK;+q*^v(n|MoC9_$Pyh2YzVip_iKum#{0&gY-s=KNq zgNf?sA*Ae}R5eVVaEi_uydp@ZMl@B|R6`}2VTyui5y|4IDO<87C?qC_yP79AX^Ca8MQUNBd#<<*+1vH?in1sOvm7@o2{VesE!EqRkiXU*(NvwR4l^M4 zGaxOMazx}LPEkZv6+~O-1zWKV-J-;%nt&U808BL$U7@mQ5ROx9i`Qja(q;J0At0}; zFfgM5O?_`x$Wa08TbkSu;4zRCyw5s%08@ zr>u#bXj9JCM3V?0lB^2`0M#tc&>#+gUbcy-fY>46%wpL?#_50UU3Ml4RlKn$8hf)eHtAxUDD_Z)uWd z3MRPC8z7{tP>GX>j^o0bD5})fG2cVLwUJ0kndQY9U6eymI_*IyohCrp<3ULvVo-`i z(``N8G|T-ZK$fjLx1X$#K};K5D1$m3aF?M%aWwKf|3(vWH|y#F0{%A zl$-!46CRW*XBh%WsA77EJg4hAu{5d}fI}1v{3e*DE-4yjy=YoCPYp%233MZbmO*uC{9x~`#}##aM2JAyp@+kTeehz*KF0a z4K{Z$GbCMt+OarU<5Y;Hg7RI0DB7@vif+Sj-i4mTn2&S0|9iUsFD9@?7MZy}WJtYNY2GZRO zWH_Y=@DY@1_5&V}nq(WiE^->N@qPlcXi5?>MJO63l@f3BnyN~QVF4`Dq6+ejV46`$ zx1h7MyP>2A$6|(8n}B5PAxg5QYW7tRNCgCwDdvQ#sj{L`2)1QoQcKhl;Wa>utAJYr z)Pe@1Bv_gy^CGM^FI%F?n|CpBU>1cLA>{h-@Q2VI0+KaVv$s4TB}L?@Oe79QS~o>b zfQ}Jmctes5O~|RdAwZ!k927SvX}rOKppr~vQLsgglkN^kNt_Y1CQ1sk;am@ZTVhtn z`Nr z(oWt=e>pHclwaD*>xo?uFKgw!XP3s#KxDB1IpF%a6*NMcm=)E~*57&OW$ZIM)R>H* z2FaVtxnjXjk)44XQLRAt<;)GHuS5>mmMKrqlUvwySy(2e)%!u6j`N&4qzFzompW5- zavpU88I@gGIfV5M%BWC3b;bkKX_cZiOdX!TyNs}h={16CNfjq6>>HdEwk5H8?<}+2 zay^fSQn%MORBi<5)W~SxsRZHl9%d3Y$dLfmo2xW$?aN#!7$i>$Fmm@pXymS^RPUWD z?9@@u?)hq<%*LVOia{z6?;ODP%gloTnTeu@ms&C)H}YQIt7L^_(+4}Ffj1IJ)jl0L zyS)*qTEh1>TFFDTaL2~3|5H8N=c^a|s-;GU6NQ`|5Q!9a);dNW`RdQR;vj6n^^P&_ zn)B70cc^1pwjZco4`9qHOqQ<~O98g`MdORJAvvV7wa5yp@E~yFs87+uR%~#3Uqo*8 z2>LnWZOLvKhXf+o4Tpgf$N+DM+=SU$l z7t{gwW=Zt>t_PaRZsBf3b6aO*SQqY?>BK8f_3W5m-@&$(-Fwru3Q^}N>_r*wMY)VS zAZum9&Z_M>0vkd~E13l*Aya1?We{ zk1cg%)NE$BKNDOSzEABt#2jD_2E|-ee3sC>HKA-+)M<4#}#@vz?aw}TMozkLz0}E`I7OzIoqC#xDds^^8TD&fl=ycWCvZPAy23F6E z5(k1(;VyL@*U(RiyI()o3!cF>^cIWz{441#q=Ma<+gc*Jro-?CR?nbAxBy&@4y(*l z_QmJ!E#6Y61!4&;qES9-w2I%ALTroVlHl`Vy)cY`gw-!{R@R&=NqHn70{Rt#3Q#Q5e0 z*2*v~-^#(tR>-fXHn7@#+XO3Hl0n$ODmD&QIz{iBf|V_)_UOh-aj=q~ZABmV{(sfI z|G$v_z{n?u|MAeT4gUGSKkfg+zW>zwUwTuiY;vy0NK~6b0QaY%`qIV+yc8MX1QJr_ z6uFUGxz8CSaMi-Su~^R_5lE$V-)}m-u<>d-aUwFwiI_Q#+x~%@B&%%c#x^2KcXf9S zw?(klDraZw$)#Af1NR1TAan42NAIPLTdnvfc>5;z6~i~0e=lv^Y=t0?(n@Pi4g+_^ z%lNid>XwD|`|h}88*vBxzH>0YaU-30W>?RSP?D*}u3#9i_pq%l2jz|~3*VnSVfXFI zcV*)`V<@{q>?GCNa@ViH&?9#>Deo8FceiiXO4V1_Hm>0^8=Oe7deMK0c7c|z6{o>t zWLh!lY6WMANZ!dB?VYOv)~AYVg$k0fVCT-;cJu{r-2%Xhcf^6`d=Z(5Z~B8VZ8j{` z_K4#OL14qOCE_n_tU2pPAb!FhxU3_7FUU&wf^1|knxWaEqca58pW3Lf1<~O4x%GJz z6__iR$y&aG>=cDUu`s=WOC9F2AIAVc7mE3u1+Erfrr37Qo%itMz%TO=-`X0(yDN4Z6)8c=o4_hoyAU0sb7{P5L-mNWa(#w*we zb#|eGVKj(494jPkDKC3_P2N5fJId1rSI*+RjTk>i!{6|;vjq;_BKOk9DrR-_7Tf9K zH4;XO<+%uh7-FEuz5BJf);;$YHi`_vA?zW}`K9$l35nrDvf3U$M=42}=iLo7#iw$@ zMA@2eP&3gC4V^@9DU@`h;BAdw^rLkg#~uq-j+AbOk?Vkad+Rmj?;HQRM)Z9fD<1y> zh#o1CD`6Dd^Upnq?eVXHp)~d8vhsZ!c|;GIr{KXnQkR8M9Bz-JU$Nkj*Glm!&Fta1 IHy6YIANRRDwg3PC literal 0 HcmV?d00001 diff --git a/database/sqlite/deathwatch.db.pre_transform.2025-08-16T081324978Z.bak b/database/sqlite/deathwatch.db.pre_transform.2025-08-16T081324978Z.bak new file mode 100644 index 0000000000000000000000000000000000000000..9a2eb1142a8f751f65840ec0a9a8d65f28f29eb2 GIT binary patch literal 131072 zcmeIb3w#{cc^|si#TyI26h%R_1ZlaFOu{6fc|SliGDw0C@lAlD2uY^T%$y-sT|)8K9<~OQ$i+FcXTI0@zVCeJobOvWcQRL@8M|0oA(f1nct;|c zOuRRfNhA_!{LlV<4FC7w{}KG(i~qeJ*0$A8Ix+Ln2S&$~#8}UFC3?PV{HvpXn68fg zY9%|NVns>%E#<-fEz?MgN`Wdj=*Rd8FsHfeJD5bTvJLU%h^LnUt4Xb(%sQr`8i=1CJcqHF#%trIfpJg_c}cF1u8$(3SG#N^XUgD`aK0(dM!I z{PClVvu(apV=a?~xg(2s_QF|4m&}>dnZ|IwhYrpkJ$~Bvd&c`hK0EH z==H51@)71Tlj^&e1}>6E&YYh=e)P1XCic`RGnF|%e*}CyeQ186p=5H_6qBUG^C#ya zQ-|gj4$U2&_hwbZa4;#1fPuk$g0&}dJfE~oZSW%l6Vub4ta#uRuF*oJSh^Yh{lS3D zgnQp&a`Va>DO7Tmn@v(sS73aQw8Vr8D&4KJbJ-FQ6Ivm;eA&@Y!8g3+WFZKiYo;1P zx-a7im|td|N%v1IO!p*m1&iJ&zmmr@m&sZMIvc-V4hzL)KHRcnfH`T_6F81Cu*!oS4hXZeFG*6xD@1K}{q$gKL$(=*x%S?Q0 zp9h*=;D3mXT>E_w`_k0<)4c-|laoCgygTV?_<7*=1t(msw?5r`rhH4cw}FQ%fi0Y0 z7*pat;Q4ocueU+=y2174!97Xl-OJ?E(|!FDhbCJ}qbFp%N5cNIss4$*dwVXq1a=i; z8E!2tn6#!RyZM!qHquM8mgF7k+3%C>b)!X=!Ev;r}rG42el$5fwFT9#%b~HPiUBqLV z6NQ{jv-`5IRBmQx`P(n;%evn@?LKp8xs)rT+gv84TGPQ&v9e4{(>$8XS9AG%8G~l$ z%u>-Hm7H15?3ueVg}%A#1W^uHm&~5Cw8UCYQ7dN>n%Q%_P?^f&RcutO=qcX8zL}kU zHG6R(J1ffjvIp_6#NEEl3!?O-U_8llPae(*ho3%rG=FyS=@a%fZS}ZvIR6|yc}*2= zUAtB~bL`w1`?=@O(euw;w2mx4Z&uW~m&-E(C&<&BHqFZ!L73&ZSxJa!V*csIGY^j? zwr$(?+USH!#w#lg^6BhH*_X|ED@x!D1l%wVXvqc$lIh9{ey@?-MRgU3;!&r=g1bx# za9+KJ@+viR1Zxnm!F>ebj;r|0$h=y-PD^v8758~GShQ@Ga;q#B;yu1f%9VMx+(iTX z3Ic(}0?8lty$H<_6u%C-^ZT*}`-cNdo!>AD+Q=2>9|W?{&x%dTpA=zqfr- z06ec#vI>{gB@d~A{3;%*kUW4xhXY;trn#Im-CwR3*9sOo*i$)#cnS^?*l#PvYtFL5 z?X$6#aX*>G65?Sl_5k??;Bo$0SatBn=Ry&afDM1!C>E|1YZ7E~&#f$+J$3!e=|dMT z9<@oUFVTvSS@FBrELeB#3Mv!Xc5E50TH zP4cWHG6A@wrp6MFY}>X`b|zxaj@4yMkKAfQjD#&EC@}kK->>nlHvib{WD_bAFZT{2ydVfbhOtoQ0!;Kz{X-^KQFCX`9Xv62IjQtv{Y=! z)crIO&^R^4cf3?AWR4Lw*O>-uD8L28TuihDbRZO05$cewf6-M_hR;#xP*OlcKqXd6 zYc#AB=Q1!ZR)&-_1t*Agt?^Z#rd%M`sFi^|%ajpjv)I59it}hG$FzBb@(h_PpDw&N zi`Y<~bsiin<|~=AjGK9v5LcM-=7p6kv(}!9eIa|68Hr5IN}#8%a9_wS7T2yUGgHir z?y9GInE~@=Ff49E*}~4bx)w@4LarOy)$t(Q6=|kuXY93n9=ivWR~;4F05&YT&n2ugZq9u6)GG(6sISc|o>}8h-a7Ki$!E{peD3JU z++mKcmOG;S5{bXVc%G4 zS5G6#Ah8}dQueO?)HXcy@JQ;Bp4yH>YA7|)-iH~jX zO-&EF=L~Sux^_EqJeAs&Y}`aj{u1yR>+!zyp^+XI7;x{FOMU3;9sg5?@#Oe7#{Vl$ z0sQIk*N2}S`mv$J;0ps^7}z%Qo&EW~|D$hr?`x?)P902srsr>ZUP^q0ec?_2sZM4F z6V=iE2Sia7P0^G^f#Wq|o1Ct4nkCx2C2O20@|LCvlA>6eVH*~;P0`jYOA<|0G-O#) zsYPB5o|ATCEZN)jlOD<<&&`VZtRT$Dim+5~mor{_L{oM0aSuMl&=j7hwqgsiXbPrI zZB^$rg@^!H6>OCXrlCuO6Kq?PB~#@&ljBTTPz~KyWVti=G@N~zkt8(?A8QZ6$C|3y z#~6I`pdSGcI%iUjXp+KfIx#IWeuF0~>S%wLoTZ+utwk#V0r-Yf@j)-`(I->|$n24;s8A!D{`G`kE z1>X{FLIg_%{}dhKV#}7Tu|K8?0xAYX!7@~t=QtwBm`$2(X}ZMAgg0z4#OW3@MVgiQ z8BLSI@Uiv~e5|QD`A!c$Ns3gL0k12PTUW-wa<9lO>1AJ3S_2eh3hGN!BPe1ZP&5mSA(5$(uT_D;79Q zEnT(+QQ&#iQgP$K5F`Mo5(B~;g0Bse1#woEW+XK%iB5Zvh)z>=@?npNR3iEe2W+FH|9g)?=Cprk_25sAvSZrZXc$Q%(>i8pxDR75Cus%w@Zh$b&; z3JuTXHbmrc9#ET+_%NrP_7ITl(Q0;w2PD*rZdsPe;f1=zYa(a!rlJ8p0m?<=DP{_O zF)R)9!jKJ3GE7M!Iu#^BRqZZxA`ck@r@63BblO8evPY}g2R$G)UBDFJILo3`GX={w zOvQvc*G6qSgejVVd82z{gLrVd>$a75B=-~b7LrW^e5@h_P+MQC8(`RK3 z*8pbV2>5~Y+I>KJP1WoJ9+2R+Xv0p3BEXRqRTWG@6=mI|JSSSjB!V-R2Bl zmMosYzmhajR0ILm8PkQz(3LWDxvW{HMs$p&@dDHi3?nmxCZr(*WQ6u%#1e2#XNFe; z+Q(}T!N(r0J~qzaI{^3uOW}B3Co&N=(Xz0uV{Xf0)!_NEDs+Ab?I&b@CyPfD~NSsjg~@EWo3|47N1I z5+y>Q4xzLyg%}*bGa#o>*P>!`ifU=l@&cU74!v0@7a8z1IXX_e4?Z}!P7_znj(B3I zn3x2d4IpjX&@ic~NhMx0@ySqh+cbDp<}gb*6>g1UNR&4SXWFoewk>Ir6yk83xq{mQ zk~G7q0sRf?I_*9vy{2lm&jV6ccnh*97`ke4oW^T5rn3RB#)bxhA*2?sss_Z+fRzSw zHCt3+HFchdlBtQEx?>CyZB`IxR89`Cy4LOoves06tk;u8SZdi4cwB45!ax+@KEU_K z9F{nkLPDUCz-yRB6PKMt!?Hx418rf7usR@6sv$~7$|55n^B185!T_@N5P+wW=_0~O z5a81&BEg~w9+)X6cJNN;3ZQak}PBPLj}oF$M#R16&2ipn-R1yqggxF z>)USPuk>;JH6r7$;mIWa?iv3A{!YAO{0r&7P3<1|7kw9dpBdTF^VQ*xjQ-}}4=2Zy z|E~WVeSa|a+5VsJ`&8<`4gdP!9}Ub6eKGmTv6p(kHuTEK3+Z1RK9u;Y#LtX==fG<{ zcSinr=x+wMkIoP6O_x(Y+dq}O(6_C3bL>w>K0W^B^mJ-v{OO(pgO}I~@9Ag0w>sLR z%c_l)7U+i=Zm2Mbf<^>QwG2*%B=T@CRD)+LX?Q@KPT)N1%t~{nM3}#J%o#;9ZO(!h zXKAXg3D6EECs?pekaa9KVEAn!sg_ACN;HkLFjILG;>L+kesHIyqs}O{u0e$m83u*3 zO*kx2&w{PPPt>4uR7_`>Y+~}ZMBu22JX{RijMODlw3yn~jyR(bK{Bx@s%~IaNm&8MN$n}hl)@n=w#SmTT&>+ z(q4x;6E#2pCjo|nh?KM8)Y^uq64*Iglr#l4hCk?zV)MKq0XAJVc}=34#Y+Y?v24Uj zhDeHrWtk{JvFfm#ripbVb3mzVSa_+zi*wE>ESv%TPkGDcoP{Q*V@86kSO-&}hOfcN z(m*Ka5gp&f`wd;uWk|lpsn&a)Q51CGS4~iDtoAuUHwk=OPEj<~G+@0|z%6Jd%n*;o zm~LpY2}ACvZ$c$Od&U_>=D|P22n56dsN++Ly2=}HjM*X>9uyY7SZ)${rJ`!{R3mVo z1h7;AUj@VbHfI!3w;)My{}7eo@LrxX2vC5JpmEeR4ZKyhMJOW5@d_MRRkBP$mPJdH zv96}-0cR9PaN)1XifCimYS|D8lOy;fDj=AsgLTko1nL0cATU|L!c8ZfY9ihOR=md< z#RLTKqre44RSd&632zfhz!THNx)jk436xbd5rGg6TE@_z7ZJEoWle+MYU$1>3ZO+O zMT2{0UWl*CA8?x%UVsHFJXsNI zD2Sa7!80%p*bFxf78{ck?il=UP9my^xDSDSf-E|ts2H2VONR_lSrdtFD4cGAJ23c| zJ@AwjC(F9fFWoH!2#)1aalb}yzMX_0w0qy|;PYSew#`6e? z!Oj_oM{!UskbV)4HgpiAT9pwhb4C#jLnbP-=$fR#O@b7{dsBIvLQ^0lh1iB^i9{9+ zkW|4mVL?n#Toe(nv}HqdMv*C|qXxc#u&Rc|h9sDr0bfdxp#z{bEP-e;uOz>5N9-b#4apE0|-`GoWdja1BZf$Fx*tN01SFK1s*0b1f9_k zb4Q`PGYb4V8ybzW7!q)SPatzDf*Yz0!m5b4LS?|2hsf@~J$z?9-)ogi=+kjL6`k28vHsGuKQU4yeB2DSmO3QJ)PZWZ1P ze^s<($PlkV+%3&w4^q>D0+*p_d5i9LMgapA3yL10Qq3^{vI-rgfg73%`2_mV))e6= zI3$Ev(4eXS64{auh zHr8dP`lK@od^r)eS;wRnuo{DLgz<%Aj6es1=HM4hp@n#YMp-Z#`oe(bhNVY<12czH zo^VD{un>XqLqvqbN?3uWr9GB(7Azf>Qt)Rv2`dx`98?Ro5HM+>li?>Qde#}m zFlAVDi!v8iFnKonq2IBVM96?5C6~Hn*a0-*NoxC@QQ$9e5;g;PJSD*s z#S$7V*bU+c(eNMCCxPP)w-Y-bSkNLug;f9?DMf}k(2c{+DBXsNMx0T)jpg(?qjVc= z>2*fwHX@R8M(HMSftB;PGf3BlB){YOECpv3d9tMDG*a2ra(-Am;x~cVhY3* zh$#?L;Ps@yeZT+j+y5Vn_y6Plf9DiIy#F8X|Hu3P@&13j{~z!F$NT^B{(sw>fARi* z^gXnA|3CU}LcISUeKRNC|Bt>Z67T;vUtBKQ{K^v8!XJ$M~@aNB?T{cSpZ6`Xi%vM(xq#qx(k3)BidBTj^g& ze=_~SG)W&$?@kYo{MpEFjQs4#Cq{0Lyg2gANOq)e_&<*C9RAwyPY-|ZaAo-7@a*v9 zxH6m=`h%fg8TyH#j|~-v&JW2$4-bB0@b?CPdGJREUmJXR@YLY;f&V)2uLpicv6-rNl=gdRg7L8HLApKNjxg*mJ%Bgy($|SHwTvzA8ziIaO+E)!5y-t#Cl{e zhjb<~daDt=xE_kz{S4-Be>8QV$4@JsT_}_}B%lzNJ`~w0@iV$2EqySuQ&47*aA4_n zM5lA7&H z3y=)Lb4w)L3Bo%3lyEV2F`^Uv)N#XHSXzka1Z|}mT%cGwAKi(on2Nk~F5HR9hFg#z zpQJ6Fjqb#-y0&yCqElhCMGk_c)2%vjqhRS&M5jE<$ul@>yL2+5Q<}v*!wtiw6VaXg z46eN`JsZ)%A z%fV16m<|V9b>arw(p*F*BmwCJ6m99f(Vakr)0du!=tP}YWblyrrEiPwRPjx2=|Ds$ zKg)@@R;(_)r@0e_!JvnbjAluX?v!V6T6#%q?&OgMO2lPqbxDox1fG~>N<=4a5#t&* z1Wb)PAEqFhlC&a z=HBQ|2?mc}dUtatq)$|#Z>6QF=uTxu5S67p5uFe)ZU#5BmUc&W^7@RZC`<2(=mbBZ zq#(CXMR#IYO`GC3EG6Y zOUlyzh)!rtNIX>P;ZUcSn8L|nF%s^CLa67C=!@uN$rzlx4ZRVa^{ff0$j(}}g5)Eq z14BOF1o;UXSpr6f5{d0d>Nozv*cZkoMz5uRGrf;x|7)B3?<;Zszec);IR9Uq|F4!r zvD@p59p)lo5(gs?=l_fI|7p{_lY!JR&~g4hlt&Mw7GkNZ>JCWV1UeLp^Z&*9{}6r{ z{(9oaYT7%_|K~Y1$|Cck>yEN-;&|;5O>g!5e~8e1I?n$mPjj#tPBv=<6XX1UasIzJ z|DTfz|1?>l+1c#3a{fPmc6BcZFbcK!VCqy)@82CHssD^9z?a7!a-snI$j65Nbol7d z=Z2C4zdZ10{|EYhr%z3tN)GlcC;m75dF%XCv+wcpEOwh)tq7%`Lp+Wk5;p~N5pPZ%Z1=;HKXw6MhHF#q|+YJ zRGrj3B6gd(E(ByW5g8orEISP7>>TR3V61 zdqh)pQt*h_ZIZ(fkS&M^IBMHuL5i{VX843^miLG#cbPsh1YbKM*0<|I5V7`%rs^c; z5wY9sj3FRf5D{>=JBH1`go(%=eXG~NQLEX#9+$gKOc^3zOD_AjR{d10wMR5nC*SRH zS?)6LWeCV9F1v8JySvT6AhTgZ-_#zhW~V$NB1L6a88t)jwIO0-mpKTL(;m@Oo!sLQ zvD<{5At0lP$l!1{x|@LsC~a=md9<3{?GdrtRG=aF+7Yq7;T{5#wMR5nC*S1}vD-|e zAs|~25hsk?J^v(%U29ud3EVH$$39TDqi4?+;J_K2qH=PalyG_0tg0CGB>&GxcK(h9Trs`zYBVxC?T|+>&AR^m# zb54RZ0~4Ok?9pm=mq)~Iv&M$tYeU4wiIgCaPJ2Yt=*Y(s52XG);jQ%tje)O>zaLS6 zM-T=0?KD3y*?*(&|LhZcKc4#Y)am3;Bu9Hz694?Iv-tNQsb)`m#73fB6j(qGX_e(r zM=bzUX;LH`shE-58A;8N-Ed8GQakuIOuNMDWWJ{Gb*QxzpOj82J-lZN&4f_}=@ z+9R5(lczk1McQFR0+2ymWtoFHB)evH0d?d7my!P+De+AdXhSwm8+8P9Bo#MQB#Y;e zds#=$Uu3Bd0U0H+9(?S`VgxV|P1T(z8GIsw6uhFL5+NrFf{KjVsNlj%C9vemL`Q)% zq>M-Qe3tl_LmqXIP3EYE#P>Y1W~)eh-BecU%1Urw4zSfvOojkq?Ga7Y>>~h?c?1*;5fqd`a&c70M6CeTU^Ng7 zWdBEUf8^#CQTIJI@6>mCsTWlr-Wb|}qaJW|int=&PqVp(xS??^$TX_2*d$7*wE~`z2h}eeHtbCn& z?IcJ^r#+&nIyvWYTIw>HRS3vvPP_22n=cW-L^M^i@AZh-ZJDePeC>!>zkw5ih_y#F zRVSbEh}dlvt`LwdhzK~`OF+%Qg#0jxJzC9vn@7ZM>wAUZYe&TTWuy?0tUaQsI(fh& zVz=ePLO`}4BH(cELp1{vb|KiK!-LxsGd*8Tj7_9|ws&)UZSiru2#P$DL*Z)gi zNF3?u)(L*=)&J{u0sO3!;G$d2^VX~X*KK6wq+30t%NWQBm%4AE`hVR<#7?;hQSM9q zKLuM@sPM)rm!UWgYT7A^uJI`QEu!QY3c#Vv9IJmPvC`@?3N@py84Apy2px*=QOfHJ z4lLd7yubD8{|P9$Do|19QE`+*^-BpQv{9%K#ph754<*|uYA0(bHfo{55Tcr_!lJ1e zD1L{)8_KP5iw<47-Ddq(t^dcP3@Z*AP+K<0qjb9kbwBI>Nr;4^ij;)n+bFdPcGv{iuv(-z zA%Y5?s6uO?S|Eq&TBv%9N{$wfF4XuGY*FJR^Oj2&?4g?)k$4HENm2C{ibS_iPZe=s z6ZV0_TMWz~R+S#x6DYihqVIUrGIWzCvZmg2MnS>G`%wQ6@n&!mg+F=JR7Cw!6xc*1 zWZOUqW0jx+GB_qXWsygl3XsiL7EEUH6- zj}pq->N1ZCqACZ)V50iAhU&kpex=Mqx(Mozil`#|YK_wpqNXj>WV_uHbKczK}>vyGYkxuYznA=jH1LSRgAf( z8dM-UtC5PLoG4?7rxg@~#x@gbBr_02RAaVKAQnoU3W-f;7}VRAFwF^SwWIhe7=@Cu zV2Ob31KvWJTU6x4K)iukq1e-sP@)$xd{#MHg<7+zmRNU&VcbKxT|>o7QPCcyX$i^; zE2tC;bpeBcqOYcoWD!6XGKGrF2C9^z`m0P)a+)Z7;@e%RGf_z$MR8fhSrEoR#b?t- zm0=0BqInrg1*mW+d&m?FYIzdu1qwDqT_LFYD{=Hg&L~~i{~P<0#C(s@W&J;gE~t@> z>bHu)ql7&O%jO_eBoTG1QFKp5X;mJjhEcjtLit&g?WR~Z;8`de#X^}}LK7dZ&7-*f zpQ!36u?Kl_ih=iye>w57o^I>^xid*Zk$8wcio@HeDo;@m8{2$v5>e8Y0}n7=bqh+& z(6GCV8ET;{Hp(KRnlWc#|5izS#Nkml_5a`&h%9se{17!T@dd>oIE*6+*fv&Bh!H-S z1n(4Y7F5)!*02pOD44gXhbzH#g~CyuTe4aGKR)@1MC!@$FZF(HyfQvB_8-SS z)BDW8+`w!7KR@UuZtuG|dN}<*(!Y@UN9j^}-^hRHFOK}k z$kNDz!@t(|2gy$ie|Y%d(0}j$#?TjsUP)a|{@dQo)PEb=JNQR~KRkE|FN%L+3UovP zXP#L$s-Z*CA)OUA$DzJ$ibEP4im*!(EAP!)DCmqT@+fX58D|BX88sH6_-qA+(F?hR^Eiztb% zCBD-cM#Vu4YEx7vmr((g=!kt=*cOL9LM|?3ok3Z9r%<}aqcl3aH`E!&NZpcuTA*J=BdsusAbtVuT0g$nnH<6@wU_IIJtGkE8Onl&Cs7 z$VQ!Ov{KYa$H^0TvZ&#X%Hz-|aOaq7f=aGXZ!qL2rwz-m!Zhg?>?qHvx<#zp&L|rE z0hEx%k_9IU3{4x3a#1A;5=oCf1AxrRgMO2tq zO}rQd-0={+I4Do%O29dX=Y)}ExJew2oM?a-HOcX)nRiBkbHz@cz-J}wnxO*!2FoK6 zM|d=m@(?isADSIgf{O(IRfhiuj3K~-m3Wjww+v?#lt@Q)U)=!FbxBuk17d}8@OS{rOI_q~ z$OlJgbR6-Ku;zeU34!KN##huRB9};5oyFMCNVQC+4Q0_iiv{l@N`jVoj}g8=(RA?qbm;!PCR3F-g>Lcns7QkTa6w4V7YI!b3jm zjzV#SOfzjz8D23&RAiiod;xV80W1#C8K#Ey7<3C3TKGENW?_|QKvhulj5A8Nhv-f_ zqjYpBO`t`Gq%g=>r>OgM*z^!zH+Ix$;E*xgZ73Gpck?F)w*0X!LV z0ZhdNfWnX<1QeQ70`pAUf&(X0EXSdOpd=uVrYXBso4dVX_#Ouq+HDQ>!&n)1?fbc) z$WW3pREwl(SjG`THHeqWs(Gu-V^uVsd6P)Qh$T3V+cA?OL4HLUo+pZfyQSs3b*$aO z+THHTD-K58UdWQ1QM%oieQ#|P9(Ks2h?}s0F@#TsPD4Np3d4Z06%`mtfh}KQ{B7Kl zGND!omcdw5LpKo49R;S$hV|5Cm_o$GP@s%6Nld4MMIsqiIV9ft{BG1(uhnPS^$uaoA)Wf#p?0vLqNB z8vzh_RBizbkW{0%prz?>bP&6MCxi97LZDX>&$XGMhTo@3I9kbq7H}M>t|175;Fkzn zO(tAe;Ge=><2YWD5Y$0DP!lC=E7%B{avP~9gvfXXK zZf}q5c3{zEywl)i_+SJ}MF~M1ME_upAtg?LNY*4#hGy2_z@P(i3|&f*PZ)w>Yx+BC zqre3K3KHxQoEr*)Y6M4wEm#{UTO5sr_rk;Dz+Qods4%DkuMxPy<7BdU%ozpt43Si- zSj=@7Sb*|gO0{W*fb-o1D+st225cStGXWkBW`?30z>qV+bLR1ym`R!elaDYw+;Pj9 zWMtBXrOT7E$7`bqJT~Mx3oa$1X3WSaCXBkyLOCFXYO~EH7FRY5LV1J*IcN(NZl;^J z=RtRrZo-S8#LjsCzgwZ|_IT})c>h200DQdvAAPeT-v5uj5fktKD>(arc#U8ZY`JL^ z2NKx+tKb-lZZEL&&M5KzzksMAPJpP0+gUa?)21A{bbFn6k26ZV{~z!F$NT^B{(rpx zAMgLi`~L`f*b=t-?o<80c>h1%|LfxB9jB^XTMdSVdx6S_lXwR+0MB=v+ zPR_r_M?aMQ-Sq6p-y8mahtCduerROy>cFoIysLk`@Avw?t@j60f1O%Nej)h~9{;U3 ze~s7%f@=1rml*wBbosJKd2?!>-Mr`2*^;f zJ;2bYMI8jhX^&{CPOf@cE4sbH*#ui9oNh=!4&izUZa*-!_K2qHt|Ei)5E2!3d-yyA zAA@eyDF_nCD^-Khtpwf-kU#yW_h@yp;L#B0?7BMI9)gh+ELtiz!H2}HZZYx@e5^g9 zsXCeW;Oq9ddkDUW%p@R6qvUxI7^gj=sk-Z`$K!4f(ud${&0_|OTY0@1Ab(QI8ai@y z(x}t0%Vl~9#t0gsUQ?s^yAM9EJ))_)i+D8bc5^udUke)6U~%igHv{CSq4#KY*OCWg zx0e(;gb``!Q5R61!NsCLzNT8cAM9FFb@Ec3&s|x)wdoz5<*L;z| zHxGS?TPs~%(FnoU%HZ+P*iL~sUQ$9tblQVJI!)Ed=R6{Idjli{WHb@kOHmM+6NeIXmL=;dYaYhn^ zFnp{%1RravX3u*>?DlF+2)=eigo%@8a77^uBx?@=$(pK@=R6{IdvhlQWD6qVrQ(dL zG%=aAH^V1Zvu8ab>RsLm3c=Tsh)C0mvf!|Nk`^Fht=$h~t*JVB#v`KM<&~olkWoZ* zUkWDcQSb$rTzfRm2p)E{Q5?w4SRQ8tk28Wp7Ldf8?;HQi#K8Ek_G2~r&hg(K|JCt- zGyX^8e?I=#$~=g;#|2xO7Jr?hn7jM zVCTw}6`H5?A|x{vA)c7=4|mgExnqx$O^f_3OWk7=ezgC ztnluIgD++?^ZPSrX(7XN_?JDHIg+D!YhPxOl2Wd4Wnbn(;W}%%ncbH)^Q2tH2(4a% zN6N*ulF8n3GItGM&&-!fq(U;+_!&O4ikmap+buf$`V?%CW^uFESIeZ2V}iDpxW`ifaXn(PdTFv$vbuB2bQKS{Ksk#48Ys`Sl$~85LGQ z^-R&uRF-MxJY6Z4%HVw&a#C6=6D*B0dyW)KVCYI_;d-%TP5B9Qq?Oo|ax1w??ivl# zM$4RcWk%Vb*~@d8N-?vXtL)D#fGmt1Tav~b*e@=JDXA=9Clzx!a|obj&adUEQ7m4C z&?sv5cH8a<3Pm)nZy$l^?C#mIcb)gorNg-^xeCc=j^t7A6w+F_Lao}2dV-PWEaaz{ z$2^+9QLN-lA2rUiXEV|YP=9**>FNEMpy){ZGl%lI)eOHMJjoY{g?>4646G{eci*-z zv#?qs{+ShenV&+@^G0knp#ol1n+Y{OoKBnpRi@Xs`>As1rkO7mXyz1~Re72@N!AMH za)>@V8GTMcq$^N2)3s-s2qbcxLn48Z2-ny$3$FM;I4!qN7nNB{l2Lc9(`+y z2(2g*$mrXSB17rK94Ioi{#1Y>#lkfNnR3NK<{)hn6-W6VqvYDn){=ruMGaYDgsACW zj}Q=;nxF_S9Wsm8F}ECT?x#ucHE#e#CI-_9b$8F>Pp#`gimVv9X?Ly!=FRwdT3)3l zq~ahc=S)!KU@>255)6+Xl5g%j@5+WZcLc3Y6TX=yo{{p&i~ogNQbtl*$O`TdHrt+v zru8QW(uo5OWls4i!_d95R+wIZV!0ZcG#wHL7a<$MQd2Bp;xq&%ia2woxd!7)>$d#O zBh&W&bVA3J3JDM+6D>_2En3%a76KB~cN)sa&&!s=BYyJ=Pk&!JA%iNrgU%hJO2#z= z%`~YSh{zcw`ZR5{%AFnk$#d8fdYwTx7E;K#T#u zfGiaAIV*FvRD2mq2iB@dSZZ_;pO$Mz8g9$+kfwna_RMsIra@PZ7OUj9@^bf9;ccy=|lcnG7Elgey!|S@sKs!*_o+#glOUE2xaYwkcbaq@25#Ic{7bEKR*@13n?tZ zAHMS{`+MU>{JnFN!`~Adr}6jW8&?w#SMedU@d5mepGP)F@pr$|`{?FlEdSrDJ>Q<_ z`-h|782y)Hzccowo?jZ{`)-f^T;Kc0|NYpG@qa%4Q{&$~_L;Gdj1|VtkC(?6#`len z_kN@I_j`Z2_otGdO@1U<=>6W_Yspi+&nJc6_x3)~+n4&?(T|N^r2n7vSJR(P z-%3B17SdxQUmy9EkT9pG5q!6&kujk;J+RG%J8fGpX&e6(DVH-_0RS{IrN@kYxqR}!0>ec7Y805 zNc8=F|9|TL?fzfx`=!C38T|C{dU076?oqypS(7a;v=3( zuDvs*qTRI`uI`&&fU9mUCo7Mp_BXzA7J-Zvk~vzU1uTz~rEKb`uM_45PCnLy<>mS# zued|k;xDI**Bakm4RoC-k*oD@6*H+rje(CNY=G52Dc!6;PzZeYNQqpjcdhJ9$&K$~ z{ccis^`3k=s;5G1JDCggxbYlk#h+Y`>RH7EOI~?6B{tsU#em9{q#Y!g8yq5ea~VuX z(umGOI3(}BN7%~FVb~X=zV5O) z`9k39r{Ff^rV#)`=xI80irmPpkmS<4Qx_X=4=-$|7g%VfTq)(Q(&VMd)B)e4Y#ip! zKev{@N(#y61Gt~eU0JRam~jLC*OM0mxSu3t)3L$H=K@0>FW9tHfJ&`le<2_Tj#Zg< zz2oF!b5|`^kz9B%wYLGL8^B1O54>pp1~u2%v_TMvvEW>QhFSrF^OL!YnkVtnU3!VzGRxkyT@5zl>@fq8fZYyA?rh4?5UuElc3g(&%@9jWQ$VS+$gA#=QhzmDag zMShXJ-F*&&vIy)Pi@6ry_+aKP(|kVp3%gSDwMQ26xk7;;aA}lt&y9INEd52bb_Pea!wXPHo(DP0BXSBMAk&w7mzlB-_h zKk^#qS=ge6+s`ohJxxt~9gEjIR_`w8pJ#vt+7S;cUqze|$};)Cux~w23!u^Ba?ZTU zyktZmlRx=T>gifL5MH4-T~hr7BcS^@d$88}51A%%TaPgU7C=IWvY&e(wLAG7VhZr` z4F) ztd4l#v)<@+2oI4GS;cAVp1 z6e{pAWQ=+Y`qX%8SJFqdpB_o=bbbf9|L4b3bICcZ`XNqat>lOmV}$qJpL$p7Os)TD zF%JqyKlVR4NaE#Z5tOxa>~NJg!ard1g3WKZT$D|oQVx@-COe;G2>C*_3ubYx;&hgh zKRA`TP!nB82G17_NH=0z^%>^T@$Ux|USo{4Qt}6wgt*#8LvTA+&XpbAlKd!}do9$? z$=r%jo=Se0ITr3C)0&32A|i{aM>7Ypo`bAHMI~Qj^z)waUf}Eh4u|$v5u?l;qxqHO z_p?cHgcbk^qZM>YA#<^qx82@PFld<$ammA`vNLy+n`~Ab&XFsaFH8rqv1ldv_m}`3 zI#t_;snK-9VX3$Avq(!Txq_p(YW;Wg)LKI^FA}I>rtJa)0bTEzE46z z>bj@Z**BBx0dQ)j-Q9n1DDv?D^ZfnEYQVEQbyW)>>caGQL(ixY&wOv_871PG?+HC4 zM?CX)LeEGM&wO|288PCS?+QI5L_G7c&@+6*GvDb4u4Xi6_pE?mkmGyR82;@6 zON__V%-kz$xqO}kpZidFIE9(TYs}~H5BI_FW7wjgC0f22eC&4kt&;0jg@^mVlc^I8 zp#pTGYas*gd^J3n;O$feUwSM291nF5FAeG_Fy76_QqMGA+SnAVQS62@%$A#E$?J}f zT)I*sHymG%nV(|u8uV&8;29l+>9*>AdOqOe&%xYJ!zhDm-s<9N;LC@KD+XaPE#^BV zjlguN^_?i>Y?>qizZ{AqS17a1yX5-=9;Va5wt|z-I-XVZj%f0-ntCPa(&KJ63X|^( zxNDxjSaUT`2V|$!mQnIlKxZ5Z@1rD7HW9(wRY;x)IJ3+n_J!4x#{-mg{pDITIeE-s zrZ<~dpXX~I4UFk|ptT@l@(2qCB;N7nu7TsX#}tSu5K|zgKum#{0x<<*3d9tMDG*a2 zra(-Am;$da1=#+7y#9ZEX&jFpQy`{5Oo5mJF$H1@#1x1r5K|zgKum#{0x<>NYzoBt z|8F)2;`hfCh$#?LAf`Y}ftUg@1!4-s6o@GhQy`{5Oo7**0;8j)#AxD~#Q0o#ZRGOs zp20sK_@n+`@B3Wu_oqIPe7WZ$y6~sx%ZX?4Cy}Twuj|McwQF$4M3o{L+xmkWr=6S} z6L*nk>PeB+dpX>4M8eVaeaORH-mfpjlB9SSw_ zg|x`Gao4HFB9oDHm}NumDASmSzb~PS*R(#ianegQ_C$ar;VUu$TD;z=#(XsK(wn#v z>CdxOicD;rcsr*W^CTlmSkfEMA{XfHo{0nNI|IVvc&O>!(;2Uhl4{ccawJOcT(`kA>WrEr}P*z9zEN#L8VHU-OyrhVK-9so$*o zk~f6Y@Uo0+ZM!3kRz%bK0~?2(#B1B9)+c2@*_;d7og`j^^m&d+3qP=%ylXz11>fSQ z(|P2NadNY`$sv%XnB`oHYKZZ}}opXwR>#BC#=&47lTzk*%B0-fqVvM!2S=ODUQOnJdWm3?w?WuIJRdBKnEDS|{nwZ!3W=ABg(g2~>FZto1! z>i&({bYjP@!QDHm^HZY8vJy3L38Z6R1mEi1W52Xu9_L|%4=zIZ;Nrvi(K+a33_pv6 zVVTp#ne6T0@6F(A5lw9We=PAzV(iaG|9$!&kNo8DcMshdTpl>x|DL|bdXve2+4BSF zyq`boPi(vh@kh4Bsr3VX&)&;Y=TCwbFeeW-C0}&E(qw}@hs{aB?Ieap4o_d^e>aI| zBQ>m4%Ygb^k)@YnSx?;@YI&b>^gKlOm44+Ixi*xv7C9-U5EEJk5Y&wq97lHd)cVy3 zGDVr&fUtSmycLaVIVzn@?p~hLFpc;|mP$DyOYFfsL6ZMH;?%xOJJJOq*_w2%(s@c9 zD%kbC8%wT)?Os3QCtXyYynuu~QI{|eW+zo#lYl9{WYsS1l)8K&y?Z#%dqlR=OpSIt zXy?4cCu)IrZ%wYQCGFvjOP-4oh|9Fg85khja0f1mU)&;6!?sI&9zmKnEN1o2jpyBE z_wIEyAWFd`i2-sn>#1ldsx6^>Gf--hqQ(S_5~8r=cuLA^Z(p9IdmS~lanV^5>^`ub z@>3_6Br-sp#{x>KgNTizzw6Tra^mJfs?}|Q&vFfU-S$ZSM9Zy4-EuB$V6QGEf88b+XCVg{~l$*4T7v^;YMP`d4h^--kxBHE$p%A_|gI5TNtDwzL0lp8capC^Jl1<})pZ&Jn$WA7>BhOPHX2Y6G&EAms1c6c4H z_uP44W6_EIB2cy8FDVXJYS~Z&#CXuBWg|l}jny-R!E<|RMHG+;-mywbBXhY&318I> zFN=AE#$|8ZT1vV$-4AapxK!D_KHo%@sG>FFKB_o*x+11esIo-E83dhNTiu{al$v$M zZLVJ9%^#_!oA%LddJ53bYk!B9t82`{Iqe?lLcgjS!B-`L{mlZ&6-;6gqlk6 zVw&wWN(-6&2jeaFfpMbi=Kq@=xui(D=p~j}%jWaq&n2Qy9wlf7hgNgr@Gup`e

IC-N^7;4}`eCf(B7>EWREK zVV`Qzoq9Bc4}?QnM66JRuT@Vl9>OM&zm8ZZ@IOx3;Mh~LvrG>s{BsDMI zgAXo>_~6ESG=IFO6&hV5cxiJco!B)sxc%{}2?QJImRG&vbsq1|dJT2<)mvI{Q1Xz& z2NyYfaFLU?Mvm32ibgw7w8~>u1VgJAHmB2xodM*KTie6q-Vv+E9qVDodekuxbc_aH zM%b}cPXrbbP1W4yKAfkhBi1?*_I*J1P3Pk3=3bnq2_f4itM`4tS@9$nA6&`B2Ul{H z4kQ=8O*Dg}LV%Ha=fdW@Sv}Oj?T=J1siNpcto;e+ks2G>&-0!PpLTz(PtDrzEheVy zp@$DHdida?C;QQh2#zaqWXxRg*D!52B^NiR(ut=-i1{++cZFA{^D+uA@GP=9V){ii zRTnn*q!ZI&yy_|cyFyF!*o6-+yYRtfm$((X;5S8~6(w|0Xg#;NJDm_iXw@qMu$l#3 zVbT2rqAS$y#wCm34YTNx%@O>GXsTY`d@`Mwud}ROeT%Np>_RHp=6D2(fpTQ+ zIQYKJC(?;S0Tf#l=;#W=PHlP=Dp-_8Hb-zQqN)1)W)@+d0ETsa;uQ?(3b!t}Cq-`v zOI!pZ5lz+eo4XLE3E<{iBy@#U7p6^$wgFP7Heh)(<8ds9<3DWLHC3GH3b#%dL9Gwv zh$@aPwC#>yS40yW>&Fo#a5(7U+FZ}3D`Y!04{fozFUYd>f4c9piE(LcdGzn6zi;H9 z4F8AWp`pElivz3uuc0IUi760MAf`Y}fj5f+)%S0{$2l;#eWH372L=&oee0bUY#C#v zoBN&fg23@^&kNoaqHol3!Ip@=e-p=z_ljKIYvS?Aje)RFZV-guDhk4La1SFEEohIxA)=|ew5fUX z@B&uWZe_|A#V_v>N8O9^;Dd`HKDY?#TSR&E=%Ae5X;ALcriz8N!?Xr=(RDlT5xGuX z{0JuLxP2Je9KolECTs#I?iS8OwSio7$n&*3?D{?&J@0(*_E7iPQyj<)TNkk5#w>WNJeaRhL7d-Wo;O{m6g zV6zc@bu{t01&(!w`nFQ**af#zBbX;g2essgL%C5gh3c_Q!9(X<4IP{z@v8IQ13Gn< z)i;Lg`)>hOy)L-$VO)Ggh3^5EI%~iWSM1Q@s{Ozw>HWurt^c$v5+fA`>y$?8=WRSHzvt>!l- z*0!@+Wn^3-RL z^IMBKRM+%%p~DB4Q30WAz8fV&Cq}h4PyMKT0>Cic0>g*`tleN(zd7{AV>r?R!-(>+ z-C$UsY;QD%@82B8KAK~zS?&zC@^YZEa|5k=lgcf;#@1#@Y;U#D-JzT=Zw_JaB7`IE zY%f$O$yb)0`qh~|i^bKcd&ITwMAo@iKP(fNf$eaGDQnx^A+9fP4tnc>20xo{bqjLe zBep=21n=>o#nm@~dwgxtxj)#xv^jwJ>2UT1=vc3Acyw*?dqlU()p@ip-Kpqa*z9*w z+tiGRhhTGI^m|0EZacP^r4dFxdb_Q|1E5uFv(M8zE6_U;HQMhHqq|{OI|;?&u5EXR z^YP4Puj`ggR4*ay5UMSIk2u!#4L;Oj4)rM*IGq>4HlD}f!|3)7Q7UYvm`wIeOjH@` z>Ml@Ik^2UAmV0S}IXNA0D*jN_?{Lj{0;uWCUw!1To*OQycbmFRmF>?tU z7!$LS!%>>d;Sz2*7s%R`<;wJZBtu=(z7?oYH8*?U`Z~(?ik}K+eZ}k>EWayfp^oTQ z0^N?A*duS--5IlSvNnNJeGZxzf_{5O%gmQ>C>?doUl){l&x{7j=HR9DH%(b}Rhk z%rRP`<(uEk__^!jYslJ?w6eB}Nw z{{tgdS2iE>PF=hLmB&t)AV6zTD|5e&&)m()wbt5ARNE>)bT=!%$cWgLO@uexgL=*} z69hkwBKg5#T#ld_H-y{OA(KuI__je+x%-t;B&siLKI%krwog`HU}qA6>RD1*wsYWb zsfMc)$ss0nA~UdP-Z`+k6XP|s2+cGHF6t>y0t>?ke@uwpIuSbEI$7C##0g^oz2-0$ zGOM`E>=wa#+yWm$LBha!^mhEj0q3^e9g6PK<~!LvszD%p33l5zWFt0L>K5O+qp}6Q z%_dF4f+DK5L+oyC?o1~xIM^|Ey8C=iu=;$_Kq4ekurdcr-I-jj4{tu0POR-^EC0X>aIvFxa1@vCJut8ZkK3Vp zf1(1_{N{GVL7Z92xL%J6IIOMN*C?FdaPGJD4S6NPH*7JFA84@|q6JnPZy3(a^SJ8` zt!*tZRKH~~d`Almm2Vjg$6H`1f6HJv)&fK6{$kj?dg;`jb~g`4hd!EkN8gtd<1dVT zVQkxIKK;+q*^v(n|MoC9_$Pyh2YzVip_iKum#{0&gY-s=KNq zgNf?sA*Ae}R5eVVaEi_uydp@ZMl@B|R6`}2VTyui5y|4IDO<87C?qC_yP79AX^Ca8MQUNBd#<<*+1vH?in1sOvm7@o2{VesE!EqRkiXU*(NvwR4l^M4 zGaxOMazx}LPEkZv6+~O-1zWKV-J-;%nt&U808BL$U7@mQ5ROx9i`Qja(q;J0At0}; zFfgM5O?_`x$Wa08TbkSu;4zRCyw5s%08@ zr>u#bXj9JCM3V?0lB^2`0M#tc&>#+gUbcy-fY>46%wpL?#_50UU3Ml4RlKn$8hf)eHtAxUDD_Z)uWd z3MRPC8z7{tP>GX>j^o0bD5})fG2cVLwUJ0kndQY9U6eymI_*IyohCrp<3ULvVo-`i z(``N8G|T-ZK$fjLx1X$#K};K5D1$m3aF?M%aWwKf|3(vWH|y#F0{%A zl$-!46CRW*XBh%WsA77EJg4hAu{5d}fI}1v{3e*DE-4yjy=YoCPYp%233MZbmO*uC{9x~`#}##aM2JAyp@+kTeehz*KF0a z4K{Z$GbCMt+OarU<5Y;Hg7RI0DB7@vif+Sj-i4mTn2&S0|9iUsFD9@?7MZy}WJtYNY2GZRO zWH_Y=@DY@1_5&V}nq(WiE^->N@qPlcXi5?>MJO63l@f3BnyN~QVF4`Dq6+ejV46`$ zx1h7MyP>2A$6|(8n}B5PAxg5QYW7tRNCgCwDdvQ#sj{L`2)1QoQcKhl;Wa>utAJYr z)Pe@1Bv_gy^CGM^FI%F?n|CpBU>1cLA>{h-@Q2VI0+KaVv$s4TB}L?@Oe79QS~o>b zfQ}Jmctes5O~|RdAwZ!k927SvX}rOKppr~vQLsgglkN^kNt_Y1CQ1sk;am@ZTVhtn z`Nr z(oWt=e>pHclwaD*>xo?uFKgw!XP3s#KxDB1IpF%a6*NMcm=)E~*57&OW$ZIM)R>H* z2FaVtxnjXjk)44XQLRAt<;)GHuS5>mmMKrqlUvwySy(2e)%!u6j`N&4qzFzompW5- zavpU88I@gGIfV5M%BWC3b;bkKX_cZiOdX!TyNs}h={16CNfjq6>>HdEwk5H8?<}+2 zay^fSQn%MORBi<5)W~SxsRZHl9%d3Y$dLfmo2xW$?aN#!7$i>$Fmm@pXymS^RPUWD z?9@@u?)hq<%*LVOia{z6?;ODP%gloTnTeu@ms&C)H}YQIt7L^_(+4}Ffj1IJ)jl0L zyS)*qTEh1>TFFDTaL2~3|5H8N=c^a|s-;GU6NQ`|5Q!9a);dNW`RdQR;vj6n^^P&_ zn)B70cc^1pwjZco4`9qHOqQ<~O98g`MdORJAvvV7wa5yp@E~yFs87+uR%~#3Uqo*8 z2>LnWZOLvKhXf+o4Tpgf$N+DM+=SU$l z7t{gwW=Zt>t_PaRZsBf3b6aO*SQqY?>BK8f_3W5m-@&$(-Fwru3Q^}N>_r*wMY)VS zAZum9&Z_M>0vkd~E13l*Aya1?We{ zk1cg%)NE$BKNDOSzEABt#2jD_2E|-ee3sC>HKA-+)M<4#}#@vz?aw}TMozkLz0}E`I7OzIoqC#xDds^^8TD&fl=ycWCvZPAy23F6E z5(k1(;VyL@*U(RiyI()o3!cF>^cIWz{441#q=Ma<+gc*Jro-?CR?nbAxBy&@4y(*l z_QmJ!E#6Y61!4&;qES9-w2I%ALTroVlHl`Vy)cY`gw-!{R@R&=NqHn70{Rt#3Q#Q5e0 z*2*v~-^#(tR>-fXHn7@#+XO3Hl0n$ODmD&QIz{iBf|V_)_UOh-aj=q~ZABmV{(sfI z|G$v_z{n?u|MAeT4gUGSKkfg+zW>zwUwTuiY;vy0NK~6b0QaY%`qIV+yc8MX1QJr_ z6uFUGxz8CSaMi-Su~^R_5lE$V-)}m-u<>d-aUwFwiI_Q#+x~%@B&%%c#x^2KcXf9S zw?(klDraZw$)#Af1NR1TAan42NAIPLTdnvfc>5;z6~i~0e=lv^Y=t0?(n@Pi4g+_^ z%lNid>XwD|`|h}88*vBxzH>0YaU-30W>?RSP?D*}u3#9i_pq%l2jz|~3*VnSVfXFI zcV*)`V<@{q>?GCNa@ViH&?9#>Deo8FceiiXO4V1_Hm>0^8=Oe7deMK0c7c|z6{o>t zWLh!lY6WMANZ!dB?VYOv)~AYVg$k0fVCT-;cJu{r-2%Xhcf^6`d=Z(5Z~B8VZ8j{` z_K4#OL14qOCE_n_tU2pPAb!FhxU3_7FUU&wf^1|knxWaEqca58pW3Lf1<~O4x%GJz z6__iR$y&aG>=cDUu`s=WOC9F2AIAVc7mE3u1+Erfrr37Qo%itMz%TO=-`X0(yDN4Z6)8c=o4_hoyAU0sb7{P5L-mNWa(#w*we zb#|eGVKj(494jPkDKC3_P2N5fJId1rSI*+RjTk>i!{6|;vjq;_BKOk9DrR-_7Tf9K zH4;XO<+%uh7-FEuz5BJf);;$YHi`_vA?zW}`K9$l35nrDvf3U$M=42}=iLo7#iw$@ zMA@2eP&3gC4V^@9DU@`h;BAdw^rLkg#~uq-j+AbOk?Vkad+Rmj?;HQRM)Z9fD<1y> zh#o1CD`6Dd^Upnq?eVXHp)~d8vhsZ!c|;GIr{KXnQkR8M9Bz-JU$Nkj*Glm!&Fta1 IHy6YIANRRDwg3PC literal 0 HcmV?d00001 diff --git a/database/validate.js b/database/validate.js new file mode 100644 index 0000000..cf59bd4 --- /dev/null +++ b/database/validate.js @@ -0,0 +1,144 @@ +// Simple validation and normalization utilities for player records +function isObject(v) { return v && typeof v === 'object' && !Array.isArray(v); } + +function normalizeName(name) { + if (!name) return ''; + return String(name).trim().replace(/\s+/g, ' '); +} + +function normalizeTabInfo(tabInfo) { + const out = Object.assign({}, isObject(tabInfo) ? tabInfo : {}); + // Flatten nested tabInfo.tabInfo + if (isObject(out.tabInfo)) { + Object.assign(out, out.tabInfo); + delete out.tabInfo; + } + + // numeric fields + ['rp','xp','xpSpent','wounds','movement'].forEach(k=>{ + if (out[k] !== undefined) { + const n = Number(out[k]); + out[k] = Number.isFinite(n) ? n : 0; + } else { + out[k] = 0; + } + }); + + // Ensure standard arrays/objects exist + if (!Array.isArray(out.skills)) out.skills = []; + if (!Array.isArray(out.inventory)) out.inventory = []; + if (!isObject(out.characteristics)) out.characteristics = {}; + + // Ensure standard Deathwatch Space Marine characteristic keys exist (lowercase keys + // matching the frontend PlayerTab expectations). Do not overwrite existing values. + const standardChars = ['ws','bs','s','t','ag','int','per','wp','fel']; + // Accept existing upper/lower keys but store lowercase + const charsIn = Object.assign({}, out.characteristics); + out.characteristics = {}; + for (const k of standardChars) { + // prefer existing lowercase, then uppercase variants + if (charsIn[k] !== undefined) out.characteristics[k] = Number(charsIn[k]) || 0; + else if (charsIn[k.toUpperCase()] !== undefined) out.characteristics[k] = Number(charsIn[k.toUpperCase()]) || 0; + else out.characteristics[k] = 0; + } + + // Standard Deathwatch core skills to add if missing (preserve existing extras) + const standardSkills = [ + 'Acrobatics (Ag)', 'Awareness (Per)', 'Barter (Fel)', 'Blather (Fel)', + 'Carouse (Fel)', 'Charm (Fel)', 'Chem-Use (Int)', 'Ciphers (Int)', + 'Chapter Runes', 'Climb (S)', 'Command (Fel)', 'Common Lore (Int)', + 'Adeptus Astartes', 'Deathwatch', 'Imperium', 'War', 'Concealment (Ag)', + 'Contortionist (Ag)', 'Deceive (Fel)', 'Demolition (Int)', 'Disguise (Fel)', + 'Dodge (Ag)', 'Drive (Ag)', 'Evaluate', 'Forbidden Lore (Int)', 'Xenos', + 'Gamble (Int)', 'Inquiry (Fel)', 'Interrogation (WP)', 'Intimidate (S)', + 'Invocation (WP)', 'Lip Reading (Per)', 'Literacy (Int)', 'Logic (Int)', + 'Medicae (Int)', 'Navigation (Int)', 'Surface', 'Performer (Fel)', + 'Pilot (Ag)', 'Psyniscience (Per)', 'Scholastic Lore (Int)', 'Codex Astartes', + 'Scrutiny (Per)', 'Search (Per)', 'Secret Tongue (Int)', 'Security (Ag)', + 'Shadowing (Ag)', 'Silent Move (Ag)', 'Sleight of Hand (Ag)', 'Speak Language (Int)', + 'Survival (Int)', 'Swim (S)', 'Tactics (Int)', 'Tech-Use (Int)', 'Tracking (Int)', + 'Trade (Int)', 'Wrangling (Int)' + ]; + // Add any missing standard skills (case-sensitive check) + for (const s of standardSkills) { + if (!out.skills.includes(s)) out.skills.push(s); + } + + // renown normalization - allowed values: None, Respected, Distinguished, Renowned + const allowedRenown = ['None','Respected','Distinguished','Renowned']; + if (out.renown === '' || out.renown === null || out.renown === undefined) out.renown = 'None'; + if (typeof out.renown === 'string') { + // normalize casing + const cand = out.renown.trim(); + const found = allowedRenown.find(a => a.toLowerCase() === cand.toLowerCase()); + out.renown = found || 'None'; + } else { + out.renown = 'None'; + } + + // Clamp rp/xp ranges to reasonable bounds + out.rp = Math.max(0, Math.min(1000000, Number(out.rp || 0))); + out.xp = Math.max(0, Math.min(1000000, Number(out.xp || 0))); + out.xpSpent = Math.max(0, Math.min(out.xp, Number(out.xpSpent || 0))); + + return out; +} + +function validatePlayer(player) { + const errors = []; + const normalized = Object.assign({}, player); + + // name + normalized.name = normalizeName(player.name); + if (!normalized.name) errors.push('name: required'); + if (normalized.name.length > 100) errors.push('name: too long'); + + // roller/shop/tab must be objects + normalized.rollerInfo = isObject(player.rollerInfo) ? player.rollerInfo : {}; + normalized.shopInfo = isObject(player.shopInfo) ? player.shopInfo : {}; + + // If caller provided flat tab-related fields at top-level (common from frontend), + // move them into tabInfo before normalization so defaults and validation apply. + const flatFields = [ + 'playerName','charName','gear','chapter','demeanour','speciality','rank','powerArmour', + 'description','pastEvent','personalDemeanour','characteristics','skills','weapons','armour', + 'talents','psychic','wounds','insanity','movement','fate','corruption','renown','xp','xpSpent', + 'notes','rp','inventory' + ]; + + const incomingTab = isObject(player.tabInfo) ? Object.assign({}, player.tabInfo) : {}; + for (const k of flatFields) { + if (Object.prototype.hasOwnProperty.call(player, k) && incomingTab[k] === undefined) { + incomingTab[k] = player[k]; + } + } + + normalized.tabInfo = normalizeTabInfo(incomingTab); + + // Validate characteristics structure + if (isObject(normalized.tabInfo.characteristics)) { + const chars = normalized.tabInfo.characteristics; + Object.keys(chars).forEach(k => { + const n = Number(chars[k]); + if (!Number.isFinite(n) || n < 0 || n > 100) { + errors.push(`characteristics.${k}: must be number 0-100`); + chars[k] = Math.max(0, Math.min(100, Number.isFinite(n) ? n : 0)); + } + }); + } else { + normalized.tabInfo.characteristics = {}; + } + + // Truncate very long free-text fields + if (typeof normalized.tabInfo.description === 'string' && normalized.tabInfo.description.length > 2000) { + normalized.tabInfo.description = normalized.tabInfo.description.substring(0,2000); + errors.push('description: truncated to 2000 chars'); + } + + // passwords: prefer pwHash; if plain pw present flag it (do not accept plaintext pw) + if (player.pw && player.pw.length > 0) errors.push('pw: plain password present; provide pwHash instead'); + + return { valid: errors.length === 0, errors, normalized }; +} + +module.exports = { validatePlayer, normalizeTabInfo }; diff --git a/package.json b/package.json index f681acf..30a7d19 100755 --- a/package.json +++ b/package.json @@ -31,9 +31,8 @@ "db:migrate": "cd database && node migrate-to-sqlite.js", "db:export": "cd database && node migrate-to-sqlite.js --export-only", "db:sqlite": "cd database && ./switch-db.sh sqlite", - "db:mongo": "cd database && ./switch-db.sh mongo", - "prestart": "npm run db:sqlite", - "preserver": "npm run db:sqlite" + "prestart": "", + "preserver": "" }, "eslintConfig": { "extends": [ diff --git a/public/avatars/gm_1755339228091.png b/public/avatars/gm_1755339228091.png new file mode 100644 index 0000000000000000000000000000000000000000..2676aad561e54816c19347fcee2d5c09975b419e GIT binary patch literal 68 zcmeAS@N?(olHy`uVBq!ia0vp^j3CUx0wlM}@Gt=>Zci7-kcv6U2?; { + const command = `pdftotext -layout "${pdfPath}" "${outputPath}"`; + + exec(command, (error, stdout, stderr) => { + if (error) { + console.error(`Error extracting ${pdfPath}:`, error); + reject(error); + } else { + console.log(`Successfully extracted text from ${pdfPath}`); + resolve(outputPath); + } + }); + }); +} + +function parseRulesFromText(text, source) { + const rules = []; + const lines = text.split('\n'); + let currentRule = null; + let pageNumber = 1; + + for (let i = 0; i < lines.length; i++) { + const line = lines[i].trim(); + + // Skip empty lines + if (!line) continue; + + // Track page numbers (look for page number patterns) + const pageMatch = line.match(/^\d+$/); + if (pageMatch && parseInt(pageMatch[0]) > pageNumber) { + pageNumber = parseInt(pageMatch[0]); + continue; + } + + // Look for rule headers (usually bold or all caps) + const isRuleHeader = line.length > 3 && line.length < 50 && + (line === line.toUpperCase() || ruleKeywords.some(keyword => + line.toLowerCase().includes(keyword.toLowerCase()) + )); + + if (isRuleHeader) { + // Save previous rule if it exists + if (currentRule && currentRule.content.trim()) { + rules.push(currentRule); + } + + // Start new rule + currentRule = { + title: line, + content: '', + page: pageNumber, + source: source.name, + sourceAbbr: source.abbreviation, + category: categorizeRule(line) + }; + } else if (currentRule) { + // Add content to current rule + currentRule.content += line + '\n'; + + // If content gets too long, split it + if (currentRule.content.length > 1500) { + rules.push(currentRule); + currentRule = null; + } + } + } + + // Add the last rule + if (currentRule && currentRule.content.trim()) { + rules.push(currentRule); + } + + return rules; +} + +function categorizeRule(title) { + const titleLower = title.toLowerCase(); + + for (const pattern of rulePatterns) { + if (pattern.regex.test(title)) { + return pattern.category; + } + } + + // Default categorization based on common terms + if (titleLower.includes('attack') || titleLower.includes('combat') || titleLower.includes('damage')) { + return 'combat'; + } else if (titleLower.includes('weapon') || titleLower.includes('gun') || titleLower.includes('sword')) { + return 'weapons'; + } else if (titleLower.includes('armor') || titleLower.includes('protection')) { + return 'armor'; + } else if (titleLower.includes('skill')) { + return 'skills'; + } else if (titleLower.includes('talent')) { + return 'talents'; + } else if (titleLower.includes('psychic') || titleLower.includes('power')) { + return 'psychic'; + } else if (titleLower.includes('equipment') || titleLower.includes('gear')) { + return 'equipment'; + } else { + return 'general'; + } +} + +function createSearchIndex(rules) { + const index = {}; + + rules.forEach((rule, ruleIndex) => { + // Index by title words + const titleWords = rule.title.toLowerCase().split(/\s+/); + titleWords.forEach(word => { + if (word.length > 2) { + if (!index[word]) index[word] = []; + index[word].push(ruleIndex); + } + }); + + // Index by content words (first 100 words to avoid huge index) + const contentWords = rule.content.toLowerCase().split(/\s+/).slice(0, 100); + contentWords.forEach(word => { + const cleanWord = word.replace(/[^\w]/g, ''); + if (cleanWord.length > 3) { + if (!index[cleanWord]) index[cleanWord] = []; + if (!index[cleanWord].includes(ruleIndex)) { + index[cleanWord].push(ruleIndex); + } + } + }); + }); + + return index; +} + +async function processRulebooks() { + console.log('Starting PDF processing...'); + + let allRules = []; + + for (const rulebook of rulebooks) { + const pdfPath = path.join(dataDir, rulebook.filename); + + if (!fs.existsSync(pdfPath)) { + console.warn(`PDF not found: ${pdfPath}`); + continue; + } + + console.log(`Processing ${rulebook.name}...`); + + try { + // Extract text + const txtPath = path.join(outputDir, `${rulebook.abbreviation}.txt`); + await extractPDFText(pdfPath, txtPath); + + // Read extracted text + const text = fs.readFileSync(txtPath, 'utf8'); + + // Parse rules + const rules = parseRulesFromText(text, rulebook); + console.log(`Extracted ${rules.length} rules from ${rulebook.name}`); + + allRules = allRules.concat(rules); + + } catch (error) { + console.error(`Failed to process ${rulebook.name}:`, error); + } + } + + if (allRules.length === 0) { + console.error('No rules extracted! Make sure pdftotext is installed (sudo apt install poppler-utils)'); + return; + } + + // Assign unique IDs + allRules.forEach((rule, index) => { + rule.id = `rule_${index + 1}`; + }); + + // Create search index + console.log('Creating search index...'); + const searchIndex = createSearchIndex(allRules); + + // Save rules database + const rulesDbPath = path.join(outputDir, 'rules-database.json'); + fs.writeFileSync(rulesDbPath, JSON.stringify({ + rules: allRules, + searchIndex: searchIndex, + metadata: { + totalRules: allRules.length, + sources: rulebooks.map(rb => ({ name: rb.name, abbr: rb.abbreviation })), + categories: [...new Set(allRules.map(r => r.category))], + lastUpdated: new Date().toISOString() + } + }, null, 2)); + + console.log(`Rules database created: ${rulesDbPath}`); + console.log(`Total rules: ${allRules.length}`); + console.log(`Search terms indexed: ${Object.keys(searchIndex).length}`); + + // Create a sample rules file for immediate testing + const sampleRules = createSampleRules(); + const sampleDbPath = path.join(outputDir, 'sample-rules.json'); + fs.writeFileSync(sampleDbPath, JSON.stringify({ + rules: sampleRules, + searchIndex: createSearchIndex(sampleRules), + metadata: { + totalRules: sampleRules.length, + sources: [{ name: 'Sample Rules', abbr: 'SAMPLE' }], + categories: [...new Set(sampleRules.map(r => r.category))], + lastUpdated: new Date().toISOString() + } + }, null, 2)); + + console.log(`Sample rules created for testing: ${sampleDbPath}`); +} + +function createSampleRules() { + return [ + { + id: 'rule_sample_1', + title: 'Attack Roll', + content: 'To make an attack, roll 1d100 and compare to your Weapon Skill (for melee) or Ballistic Skill (for ranged). If the result is equal to or less than your skill, you hit. Apply modifiers for difficulty, range, and circumstances.', + page: 45, + source: 'Core Rulebook', + sourceAbbr: 'CR', + category: 'combat', + examples: 'Brother Marcus has WS 40. Rolling 35 succeeds, rolling 45 fails.', + relatedRules: ['Damage Roll', 'Critical Hit', 'Dodge'] + }, + { + id: 'rule_sample_2', + title: 'Damage Roll', + content: 'When you successfully hit, roll damage using the weapon\'s damage dice plus your Strength Bonus (for melee) or the weapon\'s damage value (for ranged). Compare to the target\'s Toughness and armor.', + page: 48, + source: 'Core Rulebook', + sourceAbbr: 'CR', + category: 'combat', + examples: 'Chainsword deals 1d10+3 damage. With SB 4, total damage is 1d10+7.', + relatedRules: ['Attack Roll', 'Armor', 'Critical Hit'] + }, + { + id: 'rule_sample_3', + title: 'Power Armor', + content: 'Astartes Power Armor provides 8 points of armor to all locations and includes built-in systems like auto-senses, vox communications, and life support. It also provides immunity to environmental hazards.', + page: 150, + source: 'Core Rulebook', + sourceAbbr: 'CR', + category: 'armor', + examples: 'An attack dealing 12 damage is reduced to 4 damage (12-8=4).', + relatedRules: ['Armor', 'Equipment', 'Requisition'] + }, + { + id: 'rule_sample_4', + title: 'Full Auto', + content: 'Weapons with Full Auto can fire multiple shots in a single attack. Roll to hit as normal. For every 2 degrees of success, score one additional hit (maximum of half the weapon\'s Rate of Fire).', + page: 52, + source: 'Core Rulebook', + sourceAbbr: 'CR', + category: 'weapons', + examples: 'Bolter RoF 4, hitting by 20 (2 degrees) scores 2 hits total.', + relatedRules: ['Attack Roll', 'Semi Auto', 'Jamming'] + }, + { + id: 'rule_sample_5', + title: 'Requisition', + content: 'Space Marines acquire equipment through the Requisition system using Requisition Points. Standard equipment costs 1-5 points, rare items cost more. Points are awarded for mission success and renewed each mission.', + page: 130, + source: 'Core Rulebook', + sourceAbbr: 'CR', + category: 'equipment', + examples: 'Bolter costs 1 RP, Heavy Bolter costs 15 RP.', + relatedRules: ['Equipment', 'Renown', 'Supply'] + }, + { + id: 'rule_sample_6', + title: 'Squad Mode', + content: 'When Battle-Brothers maintain Cohesion, they can enter Squad Mode and use special abilities. Each round in Squad Mode, generate Cohesion points based on squad leadership and spend them on Squad Mode abilities.', + page: 210, + source: 'Core Rulebook', + sourceAbbr: 'CR', + category: 'squad', + examples: 'A 5-man squad generates 2 Cohesion points per round.', + relatedRules: ['Cohesion', 'Leadership', 'Tactics'] + } + ]; +} + +// Check if pdftotext is available +exec('which pdftotext', (error) => { + if (error) { + console.log('pdftotext not found. Installing...'); + console.log('Run: sudo apt install poppler-utils'); + console.log('For now, creating sample rules database...'); + + // Create sample rules even without PDF processing + if (!fs.existsSync(outputDir)) { + fs.mkdirSync(outputDir, { recursive: true }); + } + + const sampleRules = createSampleRules(); + const sampleDbPath = path.join(outputDir, 'rules-database.json'); + fs.writeFileSync(sampleDbPath, JSON.stringify({ + rules: sampleRules, + searchIndex: createSearchIndex(sampleRules), + metadata: { + totalRules: sampleRules.length, + sources: [{ name: 'Sample Rules', abbr: 'SAMPLE' }], + categories: [...new Set(sampleRules.map(r => r.category))], + lastUpdated: new Date().toISOString() + } + }, null, 2)); + + console.log('Sample rules database created for testing.'); + } else { + // PDF processing is available + processRulebooks().catch(console.error); + } +}); diff --git a/src/App.js b/src/App.js index 9359034..2b7379e 100755 --- a/src/App.js +++ b/src/App.js @@ -2,6 +2,7 @@ import './App.css'; import DeathwatchRoller from './components/DeathwatchRoller'; import RequisitionShop from './components/RequisitionShop'; import PlayerTab from './components/PlayerTab'; +import RulesTab from './components/RulesTab'; import { useState, useEffect } from 'react'; import axios from 'axios'; import { debug, info, warn, error, logApiCall, logApiError, logUserAction } from './utils/logger'; @@ -208,6 +209,12 @@ function App() { > Character Sheet + @@ -245,7 +252,7 @@ function App() { )} - {tab==='roller' ? : tab==='shop' ? : : tab==='shop' ? : tab==='rules' ? : } diff --git a/src/components/PlayerTab.jsx b/src/components/PlayerTab.jsx index f271437..af34957 100755 --- a/src/components/PlayerTab.jsx +++ b/src/components/PlayerTab.jsx @@ -19,7 +19,6 @@ function safeGet(key) { function safeSet(key, val) { try { if (typeof window !== 'undefined' && 'localStorage' in window) window.localStorage.setItem(key, JSON.stringify(val)) } catch {} } const CHARACTERISTICS = [ - { key: 'ws', label: 'Weapon Skill (WS)' }, { key: 'bs', label: 'Ballistic Skill (BS)' }, { key: 's', label: 'Strength (S)' }, { key: 't', label: 'Toughness (T)' }, @@ -73,6 +72,7 @@ function PlayerTab({ const [armour, setArmour] = useState({}); const [talents, setTalents] = useState(''); const [psychic, setPsychic] = useState(''); + const [picture, setPicture] = useState(''); const [wounds, setWounds] = useState({}); const [insanity, setInsanity] = useState({}); const [movement, setMovement] = useState({}); @@ -104,8 +104,10 @@ function PlayerTab({ warn('PlayerTab', 'players is not an array', players); return null; } - const player = players.find(p => p.name === authedPlayer) || null; - debug('PlayerTab', 'currentPlayer computed', { authedPlayer, playerFound: !!player }); + // If GM panel is open and a playerName is provided, show that player's sheet. + const lookupName = (isGMLoggedIn() && playerName) ? playerName : authedPlayer; + const player = players.find(p => p.name === lookupName) || null; + debug('PlayerTab', 'currentPlayer computed', { authedPlayer, playerName, lookupName, playerFound: !!player }); return player; }, [players, authedPlayer]); @@ -163,6 +165,7 @@ function PlayerTab({ setSkills(tabInfo.skills || []); setWeapons(tabInfo.weapons || []); setArmour(tabInfo.armour || {}); + setPicture(tabInfo.picture || tabInfo.avatar || ''); setTalents(tabInfo.talents || ''); setPsychic(tabInfo.psychic || ''); setWounds(tabInfo.wounds || {}); @@ -216,6 +219,30 @@ function PlayerTab({ setGear(prev => prev.map(item => (item.id === id ? { ...item, ...updates } : item))); } + async function uploadAvatarFile(file) { + if (!file) return; + // limit size on client too (200KB) + const MAX_BYTES = 200 * 1024; + if (file.size > MAX_BYTES) { flash('File too large (max 200KB)'); return; } + + const reader = new FileReader(); + reader.onload = async (e) => { + const dataUrl = e.target.result; + try { + const resp = await axios.post(`/api/players/${currentPlayer.name}/avatar`, { filename: file.name, data: dataUrl }, { headers: buildHeaders({'Content-Type':'application/json'}) }); + // Update players list with returned data + const updated = resp.data; + setPlayers(prev => prev.map(p => p.name === updated.name ? updated : p)); + setPicture(updated.tabInfo?.picture || ''); + flash('Avatar uploaded'); + } catch (err) { + console.error('Avatar upload failed', err.response?.data || err.message); + flash('Avatar upload failed'); + } + }; + reader.readAsDataURL(file); + } + function deleteGear(id) { setGear(prev => prev.filter(item => item.id !== id)); } @@ -240,15 +267,14 @@ function PlayerTab({ console.log('DEBUG: GM is logged in, fetching all players from API'); logApiCall('PlayerTab', 'GET', '/api/players'); const response = await axios.get('/api/players', { headers: buildHeaders() }); - const data = response.data; - console.log('DEBUG: GM API response:', data.length, 'players'); - if (!Array.isArray(data)) { - warn('PlayerTab', '/api/players did not return an array', data); + console.log('DEBUG: GM API response:', response.data.length, 'players'); + if (!Array.isArray(response.data)) { + warn('PlayerTab', '/api/players did not return an array', response.data); setPlayers([]); } else { - info('PlayerTab', `Fetched ${data.length} players`); - setPlayers(data); - safeSet(STORAGE_SHOP_PLAYERS, data); + info('PlayerTab', `Fetched ${response.data.length} players`); + setPlayers(response.data); + safeSet(STORAGE_SHOP_PLAYERS, response.data); } return; } @@ -266,14 +292,13 @@ function PlayerTab({ console.log('DEBUG: Fetching from API for regular user'); logApiCall('PlayerTab', 'GET', '/api/players'); const response = await axios.get('/api/players', { headers: buildHeaders() }); - const data = response.data; - if (!Array.isArray(data)) { - warn('PlayerTab', '/api/players did not return an array', data); + if (!Array.isArray(response.data)) { + warn('PlayerTab', '/api/players did not return an array', response.data); setPlayers([]); } else { - info('PlayerTab', `Fetched ${data.length} players`); - setPlayers(data); - safeSet(STORAGE_SHOP_PLAYERS, data); + info('PlayerTab', `Fetched ${response.data.length} players`); + setPlayers(response.data); + safeSet(STORAGE_SHOP_PLAYERS, response.data); } } catch (apiError) { console.log('DEBUG: API error:', apiError); @@ -326,6 +351,7 @@ function PlayerTab({ xp: updatedPlayer.xp, xpSpent: updatedPlayer.xpSpent, notes: updatedPlayer.notes, + picture: updatedPlayer.picture, rp: updatedPlayer.rp }; @@ -392,6 +418,7 @@ function PlayerTab({ xp, xpSpent, notes, + picture, rp: (currentPlayer?.tabInfo?.rp) || 0, }; @@ -453,9 +480,28 @@ function PlayerTab({ const [name, setName] = useState('') const [rp, setRp] = useState(10) const [pw, setPw] = useState('') + const [pregens, setPregens] = useState([]) + const [usePregen, setUsePregen] = useState(false) + + useEffect(()=>{ + (async ()=>{ + try { + const res = await axios.get('/api/players/admin/pregens', { headers: buildHeaders() }); + setPregens(res.data || []); + } catch (e) { + console.warn('Failed to load pregens', e); + } + })(); + },[]) return (

- setName(e.target.value)} /> +
+ setName(e.target.value)} /> + +
setRp(parseInt(e.target.value||'0'))} /> setPw(e.target.value)} /> @@ -524,9 +570,9 @@ function PlayerTab({ return } try { - const { data } = await axios.put(`/api/players/${name}`, { + await axios.put(`/api/players/${name}`, { tabInfo: { ...player.tabInfo, xp } - }, { headers: buildHeaders() }) + }, { headers: buildHeaders() }); const res = await axios.get('/api/players', { headers: buildHeaders() }); setPlayers(res.data); @@ -546,9 +592,9 @@ function PlayerTab({ return } try { - const { data } = await axios.put(`/api/players/${name}`, { + await axios.put(`/api/players/${name}`, { tabInfo: { ...player.tabInfo, xpSpent } - }, { headers: buildHeaders() }) + }, { headers: buildHeaders() }); const res = await axios.get('/api/players', { headers: buildHeaders() }); setPlayers(res.data); @@ -656,44 +702,30 @@ function PlayerTab({ function refreshLogs() { setLogs(logger.getLogs({ limit: 200 })); } function clearLogs() { logger.clearLogs(); setLogs([]); } - // No per-tab login/logout; handled globally - - // Early return if not authenticated - if (!authedPlayer) { - return ( -
-
-
-

Player Tab

-

Please log in to access player data

-
-
-
- ); - } return (
- {/* Character Name & Player Name */} -
-
- - setCharName(e.target.value)} - /> + {/* Avatar header (standalone) */} +
+
+ avatar
-
- - setPlayerName(e.target.value)} - /> +
+
{charName || currentPlayer?.tabInfo?.charName || 'Unknown'}
+
{playerName || currentPlayer?.name}
+ {(isGMOrShopAuthed() || authedPlayer === currentPlayer?.name) && ( +
+
+ uploadAvatarFile(e.target.files?.[0])} /> +
Max 200KB. Supported: png/jpg/gif
+ setPicture(e.target.value)} placeholder="Or paste image URL" /> +
+
+ )} +
{/* Login status now handled globally in header */} @@ -1145,6 +1177,12 @@ function PlayerTab({
)} + {/* Player record timestamps */} +
+
Created: {currentPlayer?.createdAt ? new Date(currentPlayer.createdAt).toLocaleString() : '—'}
+
Updated: {currentPlayer?.updatedAt ? new Date(currentPlayer.updatedAt).toLocaleString() : '—'}
+
+ {/* In-app log panel */} {showLogs && (
@@ -1166,10 +1204,9 @@ function PlayerTab({ ))}
- )} -
-
- ); + )} + + ); } export default PlayerTab; diff --git a/src/components/RulesTab.jsx b/src/components/RulesTab.jsx new file mode 100644 index 0000000..3998aee --- /dev/null +++ b/src/components/RulesTab.jsx @@ -0,0 +1,337 @@ +import React, { useState, useEffect } from 'react'; +import axios from 'axios'; + +// Simple logging utilities +const log = (...args) => console.log('[RulesTab]', ...args); +const warn = (...args) => console.warn('[RulesTab]', ...args); +const error = (...args) => console.error('[RulesTab]', ...args); + +function RulesTab({ authedPlayer, sessionId }) { + const [searchQuery, setSearchQuery] = useState(''); + const [searchResults, setSearchResults] = useState([]); + const [recentSearches, setRecentSearches] = useState([]); + const [selectedCategory, setSelectedCategory] = useState('all'); + const [loading, setLoading] = useState(false); + const [selectedRule, setSelectedRule] = useState(null); + + // Common rule categories for Deathwatch + const ruleCategories = [ + { id: 'all', name: 'All Rules' }, + { id: 'combat', name: 'Combat' }, + { id: 'weapons', name: 'Weapons' }, + { id: 'armor', name: 'Armor' }, + { id: 'skills', name: 'Skills' }, + { id: 'talents', name: 'Talents' }, + { id: 'psychic', name: 'Psychic Powers' }, + { id: 'equipment', name: 'Equipment' }, + { id: 'vehicles', name: 'Vehicles' }, + { id: 'enemies', name: 'Enemies' }, + { id: 'gm', name: 'GM Rules' } + ]; + + // Popular/Quick access rules + const quickRules = [ + 'Attack Roll', + 'Damage', + 'Dodge', + 'Parry', + 'Full Auto', + 'Semi Auto', + 'Single Shot', + 'Power Armor', + 'Requisition', + 'Renown', + 'Squad Mode', + 'Cohesion', + 'Hordes' + ]; + + useEffect(() => { + loadRecentSearches(); + // eslint-disable-next-line react-hooks/exhaustive-deps + }, []); + + const loadRecentSearches = () => { + const saved = localStorage.getItem('dw:rules:recent'); + if (saved) { + try { + setRecentSearches(JSON.parse(saved)); + } catch (e) { + warn('Failed to load recent searches:', e); + } + } + }; + + const saveRecentSearch = (query) => { + const updated = [query, ...recentSearches.filter(q => q !== query)].slice(0, 10); + setRecentSearches(updated); + localStorage.setItem('dw:rules:recent', JSON.stringify(updated)); + }; + + const searchRules = async (query, category = selectedCategory) => { + if (!query.trim()) return; + + setLoading(true); + try { + log('Searching rules:', query, 'category:', category); + + const params = new URLSearchParams({ + q: query.trim(), + category: category !== 'all' ? category : '', + limit: '20' + }); + + const response = await axios.get(`/api/rules/search?${params}`, { + headers: buildHeaders() + }); + + if (response.data && Array.isArray(response.data)) { + setSearchResults(response.data); + saveRecentSearch(query.trim()); + } else { + setSearchResults([]); + warn('No search results returned'); + } + } catch (err) { + error('Search failed:', err); + setSearchResults([]); + + // Fallback - show some example results + setSearchResults([ + { + id: 'example_1', + title: 'Rules Search Not Available', + content: 'The rules database is not yet populated. This feature requires processing the PDF rulebooks.', + category: 'system', + page: null, + source: 'System' + } + ]); + } finally { + setLoading(false); + } + }; + + const handleSearch = (e) => { + e.preventDefault(); + searchRules(searchQuery); + }; + + const handleQuickSearch = (rule) => { + setSearchQuery(rule); + searchRules(rule); + }; + + const handleCategoryChange = (category) => { + setSelectedCategory(category); + if (searchQuery.trim()) { + searchRules(searchQuery, category); + } + }; + + const buildHeaders = () => { + const headers = { 'x-session-id': sessionId || '' }; + if (authedPlayer === 'gm') { + headers['x-gm-secret'] = 'bongo'; + } + return headers; + }; + + const highlightText = (text, query) => { + if (!query || !text) return text; + const regex = new RegExp(`(${query.replace(/[.*+?^${}()|[\]\\]/g, '\\$&')})`, 'gi'); + return text.replace(regex, '$1'); + }; + + return ( +
+
+ {/* Header */} +
+

Deathwatch Rules

+

Search and reference rules from the Core Rulebook and GM's Kit

+
+ + {/* Search Section */} +
+
+
+
+ setSearchQuery(e.target.value)} + placeholder="Search for rules, weapons, talents, skills..." + className="w-full px-4 py-2 rounded-lg border border-white/20 bg-white/10 text-white placeholder-slate-400 focus:outline-none focus:ring-2 focus:ring-blue-500" + /> +
+ + +
+
+ + {/* Quick Rules */} +
+

Quick Reference

+
+ {quickRules.map(rule => ( + + ))} +
+
+ + {/* Recent Searches */} + {recentSearches.length > 0 && ( +
+

Recent Searches

+
+ {recentSearches.map((query, index) => ( + + ))} +
+
+ )} +
+ + {/* Search Results */} + {searchResults.length > 0 && ( +
+

+ Search Results ({searchResults.length}) +

+ +
+ {searchResults.map((rule, index) => ( +
setSelectedRule(rule)} + > +
+

{rule.title}

+
+ {rule.category && ( + {rule.category} + )} + {rule.page && ( + p.{rule.page} + )} + {rule.source && ( + {rule.source} + )} +
+
+ +
200 ? '...' : ''), searchQuery) + }} + /> +
+ ))} +
+
+ )} + + {/* Rule Detail Modal */} + {selectedRule && ( +
+
+
+

{selectedRule.title}

+ +
+ +
+ {selectedRule.category && ( + {selectedRule.category} + )} + {selectedRule.page && ( + Page {selectedRule.page} + )} + {selectedRule.source && ( + {selectedRule.source} + )} +
+ +
+ + {selectedRule.examples && ( +
+

Examples:

+
{selectedRule.examples}
+
+ )} + + {selectedRule.relatedRules && selectedRule.relatedRules.length > 0 && ( +
+

Related Rules:

+
+ {selectedRule.relatedRules.map((related, index) => ( + + ))} +
+
+ )} +
+
+ )} + + {/* No Results */} + {searchQuery && !loading && searchResults.length === 0 && ( +
+

No rules found for "{searchQuery}"

+

Try different keywords or check a different category

+
+ )} +
+
+ ); +} + +export default RulesTab; diff --git a/test-rules.js b/test-rules.js new file mode 100644 index 0000000..d74aa31 --- /dev/null +++ b/test-rules.js @@ -0,0 +1,31 @@ +const axios = require('axios'); + +async function testRulesAPI() { + try { + console.log('Testing Rules API...'); + + // Test search endpoint + const searchResponse = await axios.get('http://localhost:5000/api/rules/search?q=combat', { + headers: { 'x-gm-secret': 'bongo' } + }); + + console.log('Search results:', searchResponse.data); + console.log('Number of results:', searchResponse.data.results ? searchResponse.data.results.length : 0); + + // Test stats endpoint + const statsResponse = await axios.get('http://localhost:5000/api/rules/stats', { + headers: { 'x-gm-secret': 'bongo' } + }); + + console.log('Stats:', statsResponse.data); + + } catch (error) { + console.error('API Test failed:', error.message); + if (error.response) { + console.error('Response data:', error.response.data); + console.error('Response status:', error.response.status); + } + } +} + +testRulesAPI();

4vb|x869BZL?wT&umOjgTcgr>OxVJkOiCv9ht z0>#l5idWkL)5hRsWN~dDL>otOykZC_jbC?1m*CJ< z;dnrfUV4X0Fh{EiMXp+-DwlIYWE+#0K(WDK+=@}bO~nvU9BQF>wXHjC3|jmb-(*kCYjN~z$cVrXSzr8hD-6}?Ly`>c@rK(UIW@PalQ zFD1%XKs1EEOD6JCLg$Q`^!d_ zR>v!bu+}}TwN_}m@GvH*t$LpeRL0TN!q7s4axa<&P-O%&sDB6>t1hwp1ff-^4^nB- zW5(LJywqBQnYCRwZ5+k%iXp6ZcWbS$wh63_$*Q$(GT7V*w3Qna7}xF2>ZL0;tn^0) zIo29Q>Ks*1bcUf12K7gDAO*BLu#lI;X;eKas@*w?Whe!sB`P>3a4p)mP;^40R@lPe zmL*=>ht$SN9IqIHAa=F{5d}bjjzot}R^%d4*^ew@kx@XSg%PNNc`P!zV}g-rIYR)1 z#wfH4qRv@b^v1O@cNsxk-w(B!rN(&05V-7Uae1|^byvjY>b|TkETOe$(?WxB!oX#% z#U=XSas~*|Y^TvoVNrlb{Tb0k>~cfnkYlKPViyLKoui(O#u~I@IrI^tVKFuWUICYA z-fr#>Yhx*nR}8I8ytBn58lq6XHz@R$9%d&G0)=68GNO-DQ;9xIXfi=BLLQ@x_@70W zQXx5-$j}==+NJSw3l3(Q+tjvlL@I_>Cf?Cv5)G25&*EDt8h6mv!DuWmBjADVKr_(w z0&5d%&Cw~M#{hq#D@2ovMc0$R0`rKybgSFtws3^z+|BD9FI}0q*kbZ(8#S+JxmUOC zZQ+P*3Md+T1DRTxczcVz+-%TAHiC`z`+0f*xk#&^Qn)<_Yw4Tf30KSx&E*A-PHZH;jfRS_Y}U& zIgj*p34sj=r1ue|_YtJ`5v2DKr1ud#cwu2_x;RlT-k+a1fb$L39-*;Cl45h^#+)b) z_>dO6COZ$!&xMtpoujqw+qSLrtiBA&&$zJk zCl^8>6rpVWSjoe0`KUK6Pa8iMfT-r)H1&d-UvsGw07-2#<;j zM;8t}_~`C~Xz1Oo1uN@Ei?{j5AN0%O^kW;3iN53w5E~hI=0eA4?e*KX{n%p-{yVPQ z5U#$UySO(j&f_j{{59Sjkls@`=Vtb9I4wTCr*NZOufGNM7z$A1XBP^$9LDF%@$&4< z%=psj5KuIWjm)b@q(5{Zy{EA8LXLc9e!fWWBf#4{XXhV>dc}7NKZ)N;$WQYpKfkzm zc47II^FD%(SN~mjPvOh^K7y|J?9tjskbTiV_+Ncx>c`?ff}XK2)W*Ir_N}pRj(vIT zck$0>Haw-I9}@xzfrLOpAR&+tNC+eZ5&{WtbKj$1{LQ$Jpm*~=g0nqed0zg~1qp$Kz)OQb+DDM~5u|+t)t#;r7xVeK zQ}e4Gt)4tId-Q>W=MEp*bNs}f;)zGk%H`dM_xbFUwsz0_g{cG6eAh!qPWb(g@4x?q zT0C?-zi@OzJ33xI#5rEaxnT%zFXIyX?qWChyL8uR?Z$1}o?cq*=3dRdzo1U;)qeC% zC)uoi9u409v|C&~-X`vxr|Ui6=xL8c=a^}z+#D2V!7VLM#Z4jD1#;9q9*Xhh(_wt+v9qp-R8-LB(>{VmYd5XjACvYGOm5mQ zw8=V0TfD_OFF^DlY-u0CGIn9bodbVo_7T*ceI@K8Sm}G~NbP2DvbxJ{{qUSdXt8nA z&f@VI{b2F7(w{ytTb|9A-n3LcaXjSrJ<4bK!lGIx4<9~%W?K9D{_~ITd+34bT~lY5 zH^no}*NtyF?qYQ)Mko@GFq`%fOn&UPXO4gB)3?TcfnIDJ*szb_Gie{eOY^{&W=#kr z1QG%XfrLOpAR&+tNC+eZ5&{W~pq*G|$M>*~6>bLsT_!pZ67FuT?D`1$|-ncb;h;3ZtdG<8BCA&?MA2qXj&0ttbHKtdoP zkPt`+Bm}-Q1YU}MfsV*Zt6$(7KlX)tzx20XJa_cL14t^2m-CCWZh4&7URCStto^|F zI4&K*fAR0upCSCv=s8#&Xw26lUgGbOTKzq*9vM~0SG>2@@!qj7jQqjy%E+gN>qEae zlno3Iy`lHR{a@@p({=h1pa0$(e%ISN`nKPAW5>JumR&v*R&zS5e|7FTGPUd2)cCPo zyAMo_uMUpiHaOn+GhK}DKXhzr-_()u2afDNxa-KnOQ$bI_KN{q=8BUL+Py&K*#3i4<1H@t z96xddw|g=U9zC|}-~%m|o3G$`fgfssb?5kEc+%E^WK>AB^lHK1GHN8(lS zHCHER!sB74jpewF=hoYws*U#Dxaa2ncipwr$Kr}a)QPtRhjv7233 zA8Rf7k^TGP%3kI(t4kYYVb?v!aP9F2A}-^H58+Kit<2$ui*`@#+ka@o@8hixtY1BT zbn4jZS2iHqIlcwhO%t5Bck0O0I0SL$_@Sv2_37fx8^}|K_C9_4NZl)I% zjNPG2*hU=_pBsOEP3xu`a=wwWChS)(^36{)mFDCIU1^v6)tQlIeg3O9N`{}u8=hJU zSUu^&Vt9Od{_N7p#f9g&axR>E{);vMbF%SbsTZyW&6~XE@R6zg`wlhC#BFQH+&+F} z>K?4)p*>Sa*Nx0{aeI`cy;BFKAX9sG9o@5Q?^H{xDyEBhY5=%tvJHZDTjhKkq~-Rf z=}_PHyY6bqN{hYLyXD${zjl+%v{PSUa)XV}bIa4q=eJ0~ngOGmp>-Z6Xz@yoU2|DB ziAh*)Y|W0QfAcrI;$&endrddBE~Iykw*+jX%-lWPyZz{09kpqk%KXIAV>7tsq&vF| zn~mR3whP5c+CFmK)2|um+kW%S9q&HZFi`6PyZ+OwHwoJM_*IM8x=(Idk5%Wq83_-c zaSAV2Z2FkirJJvLUc0m=XQcgu4JX$4{9@z1W1GKb?Q^#_eA?y@H&$f%{K9HvQOz3M z8~kS@^ti+Y^Jf?RWvBR#9Dh?6uH5}MKX*GH?A^Za=1WP|x)hwG>px#}y1#Gxn|E}q z^fcsex_IJbt73ODJh1?MUPAEF8X8!YtNn-ePQ492wDRJHGhZzg-nKr+?Wg-L`Aw_y z!xp!`ssGa7w0`lXZ(1L|{lVVe?RVYSF}-$6O&wY~8O3+?=e{jpu<@ce^Xl)n#Sh*7 z)SJ5dw(r={@ic8J-Rk|d*zMV@aI4fcb=%;|pEvAXzmKK_ULyE~Gj+`iTJhb+sCOOq zwYamT2j7uoUb#%({-&PZ?R$1yQW{qwf-J87)cZhJ@AfB^KCIfw z*00^0;of|0W5MpkrMHj$za1Zn4=T?zE#>NhuKtxCRPdm*_8jwaNyS~Az1w%)cqyr9 zso<*9TZ(52^shc#Z`w!j_}qW|2S0LK@9(C41m9b!hjh0IfrLOpAR&+tNC+eZ5&{W< zgg`wl#0m-@C1{dn(8&u{hI+WqdXZ+7kO{MnAb?f9YEuf`92*Z-{S81JvG zjJ$a#=bC%&C1->hS9)SKF$FJaAr0Z27RE54RAKTmFGA^gX^KK{uX!$|(4lZoPBc?0 zhmga>QKQXwL{3~>JE>Y7qhylXNyh3@v21NzjfjA=+HP-o}6uHZ#5=@c6oHh|B9aQkS1nW8%g)q#QPHO7PHvTreA#)3e_-0bq zoK!GLwlYapcI;?@XmaLM?tE^HCAkb=VHOWk!+AWJ5$J_XeLn{+EwLlb>Dp3>~VivS0b4N)ba;h{FRsiGDc$)`ljg*=c zxyPCpN|LgaGG|1!FY@I;#5e1@Vx}F$IKGuhy|UxR7KjR;;-zz}&{#iZAugpXN)!L_ z8UU&sqEO^oQbHV)&?ZwB#tJGO%}d_4(wEQ_F)3-?7}3sO9B<<<4z29?z7~H%h`b=o z>pW0pS;+zmlH|r3tfrQQ@denTxnTum)=~F}@kZ#?Z=+>sufO=`4|@gie^ilykvwQ)ow3fz>93G89A)>>!y&!WIE`B?6bZ zWx*D0Oja*4)sxiJiM4GYHpVye*BDxv*xmxs*}?=^Yh$${-a-V0hMjXF$kO^!Y9@)} zTF{(&uQ-f*u%^fv_mmqI+BNwyAW}8SOOfsGeJa@ZSdy@f4j#0gvC9w31w#7{{rvBb87l~k@^693cX z3q_LHNogjfts@ZF$Yg7L1Cyzi@e0J zrMWgbl!5zz!=H1Y4{2`GnM)xVzqu)sY}0bL#@m=|%H*~dleuCdkRYV8fotVWA&ALC zo?9niH63teIi&4uMMeFy~+Bt z#@qOdm#(~aEb_M#{INn2YORxw8}3WxsZbix0?RokQn~^PqczZiIdq;=r^-S=%NZg} zS(0|^(|XOw#%K|Y2#tTC)Vxg;8{?Z9Yz(dJcufnyfK|1@YNI4WL<0>jj4HTr4(1R> zyHGACU@wQ9!d!Dz5~T|RE6)&AzQAY}#zlg^ErCvBd;@<7a2rEpWn!o$hRQ<;NC_s( zGB;4_;DeyX0g9qd^d|cabQ|Lv zxNHrrO!Tyvl!_LRMV4D#5Mrn)q0Tv?ni3WWjxZEd>l|X3!%JgvP02O9rlpPxZ}97}Yi;D`hc47~@6QfOZDscpHOpXyvA^$e@L?lv?;;1D*_&;03WV zhss7>u{pJZI2i~Nf~nc2M1cv9c7ay|aP?L7WBydVD?imxIV z+=2fM;J>xJ!24(CZajA8AM6_JySFyo^&e|ve=zp>v0oT_@7TiF(b2yd{kNmPG5YhP z&yJoMJv2&3uO0czk*|&X>d41O-ZfH=>>s&vWNi3PhrcrX%fml2{ElHaym$E4;lZIl z8T!)Dr-q&zIzRM-Lw65N4D}5D(bx@xUmX0z;0Fem2Tu%64(=FJgSCO*ANUso|774N z2IdEj49J1&`@h})_5RQG|6KpO`ycH;*ndsmU-bR!zR&iPzK``i)ff8i=o{_*R_~X4 zKi&J&y%&3bxOY$Q8+-eE{ur5x_xCLJ9P9Z+&-LAZ-TiO6f35rD-A{EF-S_mU?%TQt zaZBk>LLecq0f8M|J3H6xmpaB)-&a!Sczmz@R5cYD97(gWH$k+6ODC%+{60XFpI)MMO$LeSbBT*0oYu?R^zgF)0*g2G2ivDJnrMS$l5SptyJ1TgKJQqYp2o}!^SiTp8IM)T0up|QPdg59X(S`<#mN8o!ZkC zR2^qVM3L2=-AWbk61)!IlGUE7q!Oe#C8#SERD_Lq>W@7C$W2{4J2pxVje&+FNKEnU zos~pE>sE>E9hF3;>PSRn7b}Q-k`M&@B71uU5h$`c!}>f~NyK9U@-*3nN+JQm%x34? zi6kyg%&`%jEmRX#-B^{)R}g6o2dN_29Mo*bW`sDhCQ*B2_QcjtB9P>&E~&_7s)-U& zCeO~a5fPtLgDA9)gi4mT6B$%)l4@jXbe2^UNgau_?BT6M)_4lU^HFx9nn>%6i0q+u zVv`{W;7R7%i2$~-o&sjzSOpR5Y4POAvZED5U@Pi)2Fi|96A_{*nLXG}gt8$z0(`<` z4^$H|tu@)<3ZjbGA~%s8x)c$qzU*KHQBD$BM~W>wP(c)v&@+Q1?)}w7T31$P_f-%{ zvk+mj{nbRMJ|yAZtwe$6QVzK#*}iHb1Ggf(r-EoEiK#P$zf%=NJT$h&PhL4k1aM z*=nM!Q+%h{N~9VloFS@CM2%p_7*4$W0T&~i_6i~xYG$ThQ%PLSm0wpuT+2~k+eVC;!L{7*H5J6Q zbmz7T;##ipRc%DP(pbQn#BfPvZ>}K1YC_^+QunqITM4U1ZfmHW2!pVeQ|hT8#w1N6 zpVM7IT+60(RT5XT7@aqE?Ht$;n;>too;^U^G8!KdTKxhy&b>#y>2nWUjOPx@jtjM} zTgE=q{l&56vHIvAjs9%+-F>_I-rf6)qd(a5(b3n8e5q$!-*1n+r?bEJ_Wo;nPK@jw z{?Eg|-1X0g7dxLDzH{ggd*_EfK9mhz+wr-a7X_)`ajnHaO5KWsnzc3UK!~`?GA-{6*4oP8AiB`N&sQd(CYCqMOrig_~q&<;tLSZZ5Awme`#f(55SQaQ`3M9-Z z67x2XwFcxK4Y4ROF&hwr8(RBdV;YCD2ugPWrFc}9z!s8O61gXarUsuQYaI(b2CWQm zd&(Mv!Woi=UMUm;1n#5uzUECa7I0H2yWkq?0?Iy;W8MPg(=wo19do#-sCq3?cJme; z5+y6a5la732VeWi#x$sb1XK@5j@mZnqo_4`m7~}Wca6L%;6dvG2eV$a9JMxwAT#g;P8zl+&?n)=E?qQCUP)!5FlmpfLn#z+7`wA5cpy zYEL)0L7EzsP^5zu3OcAImzFYgk>s`ru0+0{>&Ssd)?Ee3k!2?+R!}6`g_U>$slBH$ zjYEAJx8n>7GfXh6(4Ig+CP;`n#mXFsaEd!e?1usfnrBK^qU?bjB?@qb5Ve&lh+hX9 zY8*xb($6{a(#V%1d+B0sllc$}-%7^r3l)SH4)qFT|G}tn1;w*<;fjlmSxiwnG{8ug zyF%qe!*N4?sV@Y?&3Md<1%bp6WIj!a?hP3z^1G511fOB${3)fwq2EYu^AR&=@cvYk*VCL_x zuKMbK)n9-A6{%20`D$N~ra?VMkTrzPV$)pjP-4%A$JqA4q|%tW2qQa)ydxtgQjWw7 zVP+vW*k^Ou4^~?76r%Rhk+z;BaCV3X$IQV+$Pqvo7vdOUi%IA#C61jcm`2WX$6Xa z0u03ZBaeGfDqt%J4KDCp$79q}u7q--w%{UwKr%2ivB80^qA}EyUmX!L50F6;J651D zR>?8d*h|M2DtZSRm|8*(RRn~)o z1SBLM#n{)uym2Csa%Lf{Wvj7DD{hSB7VO?aZYjmq378AhWJ5}^i=wdI7!V4*j#&nG zV($!@8QAT`29cHqLfNV6h=>JlMcR&L6be?rraFO0AfXJii=7)TW63Z=q<-iOFJd8< zq<7`8O+r-QoUFE@99yeqpp2v`uqe|r5B|c?MZj=Fgj6LLsuH?IC(uDlDH_4%1W*+! z9Idn>T?WM-YVO2728}$VMmRjS1ol{gP^2({*cC*ILkzHFY;l1t^@xVH64=KIPE=Zn zJ%tns=oe(nNS%)aJD{+Qj8v`=h7Lvod)<_4T`Q?hpi@Zi3Ie3s#Ms9T#RIigTx{w| z8(X|24v|8D4O1)jppaec0>W|%sC5~FPbE?(7zM^yD0)1EnZ!n_d!X9N4eon2S6e|s z7&0$B+tHd^MNlh9sFL^%>H%iM!{#aWuQX^#{)6?kkf!5FBEWkX1$|Scl^fj;e#3rf z?~WVYg{pSt1~ZH9SZ?Kpc0F6FtuP0PePM*{QRFxw`2mU^3=(>w1+#{YKzK07W)y-T zF9vwRltMW(qzX!GX~GItT8Uyvi|ZhJ2mI_fP<+r&E;J@oVg&mPnZfoPCef0_gY71W z_1b6}E(EL&@**p(=CB+L_q(}B^rE|OXzuhPnmra#?Q zZ6&lJaFNn`!WK+25QL+I`Rs2(~Fvx$Vs7%Bz*ysz5I4W_+p ztF!`l!{uSXFmo}I3(=+prx3Oo+77uN(4IPb4`vfC2pCAa)dYcBPsSeHQ_Fs^+R6>4 z%HC6LTA(V6K*bF&f49phC9vnT`HAn@FJS+yRm0-}^k@oQ6ogqCI zd5rN$r4=Y^@D*|_0usZWivw)uBL~aHe!h%!(l3i_n<9Y%LKC@>z7Vz=ZjKF}r;&QN z+R6=P{k*Q$3S0mTfx{lbxk0WIB+YU~1nGpOgk^#ELUocflG}(UkrxQB5o3kNsZ;R| zRa${PgM2Aue8Y9OkoXZo1t9GRX$;6DMNU_Yg$ry7oM_i25qwb^B9j11gU~~!BtKYf zEDxPXZZn7F`=yws}W0{7rwdO0re^GE)c zzV{7}xcbn6roN|A_-}j5zcqhn%kMS)QtG3x)LMD%a~C_8&UdHSgG~?bTWsCS*dPkp z7R#!XK3SMk#q@z}sXVQ6N=+y^gR5t^JoYZ9m@QO0oWj!)JlpfieKB@9)4?k*6t6a1@eI`Gb#V_;yyZghOER}H2M$O`q zQl*+Mt~r*yh;F1uibY-A^dimB^bED_{;L}hRB6%^M%GbS$=is|twS)92U=rC^sbdYwi z`tHuP(Al|^T}Ef`dUS?yVCQr}mswurm%avcFw*PsO9dTDm*H`*0nak$>`w1j7o{%5 ztT|!_-B}0LMo+vhE8RF)ElX3~Df(d3z55oM*Ml{9sR5^3$5d%Xg*g9VBj&G@sR~B! zGDKnx*PO`*GAB_8H>$&7qgJnr!;Onn%hF_b%7aLaES#^$VYo0I;H-=BDJ}l>JacOU z&m{G{n4QM)6&FN=CZ+PYx=9g5(wA`|9VXk4sQ!<+`%@v9b z)83jq-eG-l!$d=UvgOgT)tTO%KCNUCD&X1xRNA}lblYr$>DC2yR^D^GhOR_0;?A0` zT$sn^(_pcjjk6(4>gaSni^Gv+KD|Zf z^w~lV_BE$=r;p1^*=d=pld?5WysmI@cLU)<*1)EOYw`Xi*_}EFe0DDGtJf^mA*T<{ z=F@w|;DE+Bl%N5oRXaN*OWAN^l<yU4fr(r_lK0cIDZX{>?%fkG%HmceYzea3el_al3l~7-r*erla|vv z*v{S8WUHh&h9y`a#(fjsmVeEg7>co z;&PuW7q1gTXB~FV3V%WT*2^Dt%1O=EEsf+%vAt3Qot$o^KS)PFVltPFF8phZqVXRYbDFZb)}Xk1yP}P$^0^ ztcx_FsaOC7f@v@+Iy+o~40 zaut935r`S!yZa~MpY{(tb){dQ_k&>6X()?yWdR3Od!anvKR~bk!0yI+n!{7YY)NZq zgmY>oHiwD@c)`UzR4eH7*<236uc!J4!(sso<7`+;?--oa!HmHMkKNIm+O}=myL)c0!Z~~*SpGuCQL++erC}PXm%u)s$L|{E86A48E<*4PzKB#QEM{l) znT^Yr&%h%Yxv28x>J>ApSSsXYZhzf_Y8_mI_#AMjyZZzEgJ4Q4pU?`vlarMnIBc`> z6Kz(0&Vipmja3dmuhww^#yMAwxK`o8dZ;qQE4ZjEbLbpe*ZrR<%_AfkRzJ*Dj4LJ| zS7C)M^A!;Er|H5)bYDMRe~NMDTJ^WEP{g^N)zPENm(ZWekMWtx#rQp6fDq{BuLgzu zWTD1EAvrree)9O-=!xMo6T{J^bF+4NX!Ky{PYTZ)E?gctmSuxy$0owV7Y`quaEd3+ z1eeF_*aa^QGB$vhiyFK!X5-at%>YZHxi@v!wr$UpDuUQ_Tdkt{Olqo)wL{Q8&WNvs$B;gFO?cJ$QH z(ZR{1r6ZS|c{V&h>Q9`w{G>lRF(+p1;@H^anNyc%O4(>4E*=dgj-kH6O2`ARNK(99 zSugr1@L_x4_$_+o7WQrFP2Ik2+d^wig(9f0N-t#It}_7V%*fdOiTupex~y}Q0f_B9A`s@_^v?*LU9$K4)v+DAk~!N zSp^*`^Z24cC6XdLCsE$1+Db9lk zsDN~Rb5*AcUz|l;Ri7(!FjUBuYq66m5S1M&YEAcRYrU*upX#sfPt~jhC@Tv0ss7W2 z*~uwwinY;Q(Y@M$ElV&g?y9ndovZ3vDES1wUe&G@52AW7h zScyEr3bSX9J~4i2I?J9sHy@mwjpEsGEH|BZ+|!Cpc<1I_G2>*y{Uvs)c>G|!irr9n ziL*uXZSUWuj;8M1w(Vd|cJ-!Iu~B#vMp56xGehG;ho^>vgU@t7)T^6%*L~M+t3gpU zXlKnM>$G!C0D@eh0FFdB3qDh$2;gG__eZt8p+d1b=bQ8drgbP;J0hF#210BL&g$@3 zHTJyD6}wu;%$ieP0mHuHUSUM57QN0TT$#AR@W}BCLwI>~HgkG(mL9u&;KH#Zqw{AE z9?R}0YC0UBDUW2_BjV7gd$dliYNLRH2KAM#u~sIi$WSrpaNwVUN2qSUov|0}4OTsm ziu+Oj#F`7Sz~9`Xo%ZuJM$^WyYWr99HH30gK6^bY7tiFxspyF~oSK-9XM@tCrTEer z6&yLorrAu|ul~Vr>$pH`L%x8C3#?zNnQsgNFB<|TE^t#qp(ZY1;sPcvVB!Lmlq-`j zaI;d%OuoPi$)GcF0h2GFGX_n*fX)DX-%=!U-x~f@6Y<4?|c4bTLYN~83YUh1_6VBLBJqj5HJWB1PlTO z0fT@+z#y<5fzIYTnsCz37kJyTTEA<89y?^%f;9rT~GI4?R;G1s@0tNwtfI+|@U=T0}7z7Lg z1_6VBLBJsJ3M24R#07MHft7rLfBgJ+f9Zd`=a+v!q3+dZg)^nEkc()Y3~7NAYc$M z2p9wm0tNwtfI+|@U=T0}7z7Lgsh%y(+qaZ(M5#XTHT9ueTAKH?SIc<<%7tr+uR_YFJ{pHX6`dGAY zB%!`Q(bN}s)$xPr&}#<)Q(wT;7clh&cK2VJ8J|)4a=$*|C|^M7U7YvSe>EuNCkqc) z!2^^$5R$Xg<0p^Ljh+}jGcg=pIyY;Vhei*E{-p4{;lkw+b55Z-r_h{J_|%pDyfo(& zPAi!&%od?V4i>Z1$;DYF#`_1Dy}N%1KRKzd%h5j=77KwaXG3#NVTnA!3bSX9J~4i2 zI?J9sHy@mwjpEsGEH|BZ+|!Cpc<1I_G2>*y{ieQvsW0#N!LT9zGz`g4W z3-lLfpmwa6xxPR{T;PlE`m6u=(cwStH*ta2&Vtj7^!ow<6BjUX0TUN6aRF7#mh>{D zf8a`geKE!J80?-_76{i?`o^&6V-6SP_a;+QpG*A`t?j%>D9HVJ80?-nz%q( z<|kE73rwU|BTx8Pno(g^=CWlI7cg;w%8DQH#z`eN5f|XhqP49Ld0Cx3GkW3td8>S4 z_CR6m*oh;Vxy*R3{N((p>|Bl=P?rwHb1Ltie9{@oPftYgqoW5CiVP-vwOn_wp}xR# zU;nRtKmEZ2W2U~q_r+S#bkZPT5HJWB1PlTO0fT@+z#w1{FbEg~USkL})))Bj&8RQX zp&?wZJ9v9|>@EMf>-9g|x%E)$T=O5K`o7WkyM4dd_ujslzVY7g_Wot>Z}xt?_u1a_ zy(fBU@2x%G>G^8UXL>%?v(yv!9PZiO)7SkE-CyqhRQE@^-_|X=_jf|_ zm9FQy=DXg~^;lPbS8M0D`tI!feCH=R-``p8oah|r+}`JOraHdf@jD&A(D5T3g^sZf zyW@`be{KI-`){=WT>HD*&$Sm4os((>mmpKbYA%VJB^a-h{|+0oM3{I?jC z`C|}xO(C$odEb_m$e?rDvIZy)DX}wzb3gUr1gbM&(F}7z{ZKNMWQ0xq)K4W)?E&Ux zJe&Bb53Z*YP)UXn+fV&?BGvLTj=;U|Po`QKPCe8Ct9|~ zmU73RNG8&ZMYw-bv2ut{5$wUSn zVEd=m5+Q5?so)vGUH@b<5zTt8Kbk;vG`5Z{{1Y1yElU042}E0~Sr5-VmO$hKkTchE z{iDf5nsGeaKaxNs0~RFIas9)|M2J2(;m~>__XZ#iu1EZX$wUji<^F*LqB}s`jAeWN zNCJ^-j`tuALmLqZ^ZdaCA~*p`9Yc9MnTVkf&wng|Xz31dn4vc(69w)h{=Nhv9Uv^j zUE#lJJ<$S#IT>mZ-%BRi8H#7R>xtCUATTC;kxbOaOZZL#Q4DaAVPG&jndsn7=JN!i ztu;BZsLzs#7L2^@TM0y{1@sm=fhH3zH~_9s))Ju@@t>Wsap$gNBF{Jwhey^E!F^0X z-*SIvGSSIc%<*?55W!&DZ?OD_6N%KzFqr;_5{Q^jC@JvmgULiR%c=iB0ulCCWLz%% z`;&<<0GQAI^+Z5{S+KgYbe)ZciYh zLn6a5ls6<2VE{NJ`?drkIt12)>9}sPt zLEiM4RNwP`<-Sbsw|alJ_o?37dj7EI*`A^9?>2p=`&YYXx*zHKM%PEXp6Ggg=NCHP z)%keGzjXW`9r=zO?SIw&k@hp~eOo`bb!qFH+Ww!mPqa<7^|$_6>rb|hwsy4qR?F2E z(fs$#zt|k1hT@-YdHsK zKn0Eq*{84}-1bNmgb`6P6of|95-znXoe?15Qy`cl7{&FTj9lde4wcLb@CiNh;2eZO z%)%(9XjR0LdbV;xDjk}7N2N0kuEL0jr{XwpLv$%roVp=?3mh*F11fAn13?6FY$w2Q z0!hNyv*S4CF6Uj#tvFbz5!;HxC=3F{tuVG@&O@MKyV5085$Q!i;L1q<^8zc5Z01M| zjT80u%8;DUvVo?hcoc>Kci}b$%95T#g#di6$1qk$gd9Dl3eO@g^Bga7C;*nqO1-n% z8O)9C64w$j9#1SUlu~-caa<7w%w@uXF?2%=mX1+E$7-#(FvTi% zV#{Ws6#^jPQP+`-x>8uNP*xatToNmeU7Lr3l8}(lwnX5?j&0vt9TMhNSR@2@*nxDM z5X=xemMv_~xf9tMYu$;M#nK^RC}~7O6iyNuxDLLsxRQ}n02tFsUCVOe z%-e#+1k)b_n+Uzd!zIpDr4+-nM1!3;(~#D!{Om70*)fSkNMTt$ zm`zhI9`9P70X3$r4?a8U^(!4MQlg0tN(@~bhr};3sa3K2O-k3 zV~iw@Fc@k}3TC{k+6q%4d})_CRzRXia`c8cm~xi}G_<17!;~otV~Dv8#>Q|lvLK+` z0vB-Gt+rx?%2wcS;R^Wl3Tx{Kd@Q(%n1|;(N)Rt}A$*n#uCgLGvMG~}q;|wY8eXZk zLLK0b4k{Leo+qf|crNv5z`&8xwIbrVS|TEb`Sp|++RT$w0W~~cQE$9D)qpQ@JTFjE z5-v2C$2NAYl;!bi|<{ zv119Qwpi+2)n=rKm{vQ1RD^LR1Fn%qhrqoY5)+}Tf=KW*i|{Z&h+n~^(18L>mHJ>6 z8n8A1gN_stAue@e!R!FM3Ld}=3KapEz(p@bB%sCJmLUIMv*j@H13fwoOv z$OJ3_I1|Ayn|hA4sTG88uC&6zcLAVuJZJ(J>NcW0P$7h!0dZIoJb-Zk=fQx4x@jmj z0<{)}oH~>ZRwfDa;5q?pme!47NIc7P1*ouRR8p6@1j<6%KpF$K?LeRpLfW2d#WqK` zQqNU8<6-7-H;kkeGHNr0kSc^JghWD#QwoI>d7lMc zFrgSbbQL7Z;%;bJ3d>L#d(tL$5Tln`y0nnNfP?#D>Om7j6}x+DtxyN*3AQ#?g2#cR zn%yWklS4x@3AG2I#}I5=8|4s&A#!XI#~7Xkt9f^|6%p8wBs2vpOKlDntDq^+cL40h zU}X$nfC(THj*@Y}goLS!8CZZ}1VhzU@Vl}lCy*J;CXA1avG`S3sY3I^9}cVlQ%Eo> z!l6oWBS;dSdkpA#c)8jNjC(|^5ayL)R>4V@vLSXJFqQ)979NMRXaLnmF@F?hMktRe zf#m`G6Y|DtE3oM#^t7rLSeQa32&i;QnQco69RhZ-BaVK;5n!PQ#T7*X{0NTTz?6rg z+6v}?1&|Yp`L!cqX@Lx(Ha$nkSOQ{L`iQ`wL*+P*g+E%+Fj$`0;vsumr4<$gHk>mU zPnWxJWNhui2tnbhkvLNDHZUm+I0UdEP6VV_2qlhgM6Mg72enpQC&ENn(s3&jWW(LC z-59PIcoY)H!14+>1aJjq1W!V%akS?IXvK*isn4>L{S7I*^gj%C{n76Rr|iG7t;v@VAy#|3PY*on453}Y z3R+8Q?u0|gB77MH+7N+L6!eLsyGC3LHt@T@^J26To={_JR)r1>!>S2?(*} zI1!D&LeMgBGbr3P-4utF@!;!2QiXz?DL1uP?F{@ED0CKr$zUj{1yvuzw}QTgaB4P% zLx?L_WDyVJ1jtlCzGK91EgG{U)m9v6Kh4sXfPsdS4SR;A1^iaeg4+Wd6`%!JU@Qof z2yLQVa1VuzK$k=i9jmqiO<~(H`Ule|!H^Wf$l$ubRe%8Ea(uEp2&OBk10zi>3dfkj zr4U#gM6v=5@ic;1+DNV;(Nd@!WZNsK6(}nU%8xK8O%4kL<)owqRR}qSI|-KixEzdaskVYqGw^;O zB+LWBOlV&mJ%pPWa2{sEo287`?DH}^R$A(CG!G5el`}9h5IWF+O+V=m{_i}%3u%c_f+rmE&ta1oh`rD^h>FazETU_wa;DbTsq&KVh=Vwyl=5}FJptH zvMi!9b^2ssP8HJ!P?%|2<&>IGat7x)-m_m4H zwk!RSoR*UcrE?H@CcCUh#)r})d($UXKJDR0t!b5ucBjwe=d$=^UKiZS$&xOKy-~Be z)CkJmhPvHj*^B5#dZbvCWtqN6Gc-LzZM*;K285L?4?B(Ywo0mK!dHuLTsqgC+FL!D@_ZsjlbI$JcesxiT zZ#844chH@6U~Tlo>$1{~gVnM$)t#abHr=~#v3WgMgO?g`x^+zHDmvv&$y5a+cNrqF zhHK8`1DTU~WFOSw@Cu4l%hF_b%7aLaES#^$VYo1j;?rPnE&la9b87?7B=sD{uCwLr zMOCL~Xk_oA>BChWL-wYJHiyA-OV{NG$Js!55H2B>y@$Aa=rvW#LVhXkPKgJbZW&oP zlYqm~d^T=iiRQul{H6y_NqVe0cI!H`zUdL)urghkUs4s*a?8GjxrPx>$!xwfS12}2 zdu#G|hxNq`6AksrmPgB0XL@(~w30=rfNKL#Y45tzZL{qfpH7CpARC*X)O^?my zR8T0KhXdk>{;Ss{ZxXe;mjdX_hnw!*wb*EA;UP`S^hr2jgq#2n80FPRa?%A8JT3fQrLa?^Ox$I1uT6-}!xq^(+EPY@$m)n~@Tgbt_ z=G5-=ad{~_Epv5Jw&sb~6)x^>AY91p*pzTB-oGTfQwM?1&c%K8nx#7A^ugJDde0af z&^TLE4KS_R*&$iVh8v@V?a{R`S<5g{*p~`U7GJ@MZvv;rN4^X&iKVwz*y!P%iw&l? z2Gg+2=L`7;d>Z}xLrPwpzXnEj6{9_xl`4)tU5^ok=+$`1u3=Q~@D71V%jq3#=k9B= zSYuDF4;|z%aUq~{oi<~w7k4c^UFEQc7f0(k?D%Z1oZWL=<*@45Q+? z@bV#G&Lc4A5t#D`%y|UnJc3h~XG+;`sJVg2z@&Y6+1{S*0_smbZn;Q=vyDmQ=rvO32vkIx)Cb#CZ*JTfvQ zxD{u{qbI_Pr@}Iyx-hYs0T54j;GLJ7dQ1U6b za|$a5as;_TAu{I?;55(a!bOOeK2!J#KE>dl>ThA8Se%_Hzk1FiXnOtk!#Ra7?|B5x zdTFy97r1@L2Y>%7pMA@x^?L-ZeV0fnPcd_(PTk|$tbVpb7 zT}?An*&K4Lnmd|rZ>q$`xAZpO-%%H3#uK*U-^zOgfBNjF{_2r^|8UX71=eA2zAy+F z1PlTO0fT@+z#w1{FbEg~3<3rLgTO0|z-l1i=EVgX-XrMU^Yk0O_Y=2$S-(fn*7zR5 zZ0na_>EWB_8w6gn2$=T>%zFgpJ%aiS?$u1!{;NSDKUt_{w1(vD^!Ul+bE7AQ&rA$Q zm(I=F<)P7op+6}+Z@6%I1^&L(cGK5YumPGO0{h6TJ(KWncTH}^oI8qYxnCnEm4-G_A;Y>SCFped?Tk_ z6D6v7=+yCSh?+K6`seU}y1PH9{;2*RS)2GuPF8+obrL5&&gcwR{G3A`JbuI~ho8vp zES<;30q)Z|^K;c|Jk<|)S03-wSJOV{^jrJ5NGF4$#)8ae%Sf}=pEgPqjq0+qD+8gZ z%zphe{Na$4MRxSm(9yxkqopI4oOw1pKk84MxcsC)Ix#0^?Bdwio77RaV1$1b^B(IRD3i->dTl+VJ8)-FpPjoA(G_ zvujc_aD#wBz#w1{FbEg~3<3rLgMdN6AYc%9bs(@NUtl$$@c4^=kDx^lZMnX{Pd@** zZ}^Mh3%}aa_svvG-zQUj|Je6QR2TU5SI6*8FAM?(0fT@+z#w1{FbEg~3<3rLgMdN6 zAn@8opl3_-_AMnGk%L-}rPPOSX=&cmUQIQ4dZm(XUvu+)TS`-fnWwX5HC@{BX+YN7 zw0zUsyP9<2fy(&{rN=>Ps4o!qcK%=A`O1I#y2%%KZS$EKy+ObrU=T0}7z7Lg1_6VB zLBJqj5HJY5DiL_e^9BC!H;7X1qu6jlSRQ`^CQZ_RaK- z_kOqcFMEHp_v5|K_MY!O(Mx-8?fFj6S9?Cw^Rb?#p19|5&+eYS?tke1a`&gYKhpiS zZrQ!R`{C}+uD|R0V%M*9J=Zng^_H&3y863XJHOR;XXocTKhgRA&T{8O=RoK7KBqI) z@%4`1>G*|?AL%G`jCI%@ceMX&``6lkqy6XF-`#$${doH=TmNb6SGIn-ooxM?t&3aL z)?HhB+rHiQrM6#d`*7RUwzswow>{L>-ugGKUub<_Yq9lo>nB?8X!)0xKX3VL%g0(4 zTcVZ&txn61md@tCZT$C9k&I(;KlPD~sDy+1;RLEP zV9^Y7LH$rNm1KlX{nSq-Q0)QcWjvessSmEF5>QEo5!+Awcp}yEGLFE#?@y*$8BRfc zUow?ugyZ^!Z0Oq7vcxsrM#O$pE)94##tUcq1xduAh3(dMb`j2O3O( z`rKM79k8tdn`T^smfw{?B?F9SEQ%4mGnvXV4zv8!GYM3oTecbVQ_rraa%X_DjK?qw zi-}ZXWo#SNg#;=eu-y#NeSXK?&HI|_xsDESPzkt>`EO4oa+>iR?!PUOXgL|-asO%p zkqr=%p@REAm_P)IR>s2oTuCHyma)LfmlKHu2wR>%zm`b!{N*Y)66S zu@TXt)IXj;vCOWv2`8a%2`l_A{rtpp;}0(uLbK$D3U901oR zYl%>d_|MMRxN}!Bk!Ku;!z1g7;65gxZ@IrSndoFJ=J-1jh+r`7H(36|i9`w`3)BBl z0ul2GB?Z2HFqw#EIrSe%Aj1BNjLU_8e=-pU0Q1?up2#Ykpw;+&$wV!@mY+@_!T`_= z$20FuCc<n2Br+UBc|#%*27p7dZ%ZJeLtssqj$79di3hhu z+Z7ug(=7?ailO5W`)vtCOKVLE|L}Edh$vCap-r^AzNPiw_r9U$i>=$X{(jGUwzRkHY`>*-qGx~i_qspT{9n3@Tb}FQ-St1)3SA%T z^1E(r`i;&%X#INUvz50vb9_2sa<&Nc~uKP?n`IDCSwX zhDsG#w$0FPL@64#T;|zU5P5beY&UR2FOGp`j2AFVVK1Rn5pNg$mJt6JL^Mn#a2$wm+R+dctRHYfEL=aL*91rkg`5d~^gANkmL4-O!~EHi<%HDXA!Y*zvWO|J+|&PXu-(9j2TRK02(C zXGhc}j&cFB%L3bpEla3CFd31+4x-dE)!sxx5y=QAj>Ck&oO;xXojC9!C1d4cJh}%W za6CuZERcja0M4^x?%7y@q~23$M#codQ0aOx*vs-9!D9+CiQPatRvZWsP>dYDAF(kU z^f;yx{1iJfia1X#jDU-qVj4+&s~Cxcz>zW5wUH-1E3m-b5s3oFR{+)jba&k%9eqQoPY=zZtyP+BMx?RL$r$t0ml%VW2Sis{-+#(TM@xM zR$Qp{B@AK_bHyZ-m=Ja>0}nF;&K8bP%nK=TT|uG{s0$g}=rS0YVNxR%$|zs$3y%Zp zG2+S?os}K|*Kip!9y2O2sWhgpfCL2*#t=rzk(eROEaWC6j>~?q(u$`@D5N88JxSo~ z5D$)-gNqb|!?7Wb5qE?T3@zIpSWAZBtH29F2bYGqN-GjQ4?WG{QUq?~C?`+^vI(hR zih{+Yg*%y$o-ORavLPOraY2DTffxkmt9`LC9EC+0k8N&SV1^*3aTrMI#KIPqEg~?Z zvMmzF5UN-b347_fj`FM!au!rtfg+#)BLL_g_n=h3RuCFo;JJ>+sHa>B`Ei7C;7PLCC;fo(ByVxZs*FazyL^Uk>bX zg_@|e64EFZ5jZxM;4=m#138mWoWg>nG8G3QG?^7*RU^PaB&3u_Sdi&HM*;KBR&jw^ zwG~099V#F=p@$1R{g?<$=P~dOVYn$05Nj5>mSck>W5;$VRHJ7-S!qQ{XkeQ-7QWQt zW5+ZEq=6lV;4~oVU}%a2p%rl!Lz!dVI1w=v2f|vm8mqM8#sL(m6GCn&wIl^|VVZ16 zDTP{>5N|@E*D=fBPDKNUE5$H%OiKfy>{N9`!~(avv8x${f)zY3BoGN#3d}CU#WI!* zBV=yG7|^y5OCmH73WBKu=VY}N<=9#^17#}?!JT?WM-YVMSwO(QQ5i1WmjfGGn)k-`Lq0fpNZ11uR^TtqUAXlN@D zN+&o`X(jel5OU}j9#|3s3t*~3no=4))c3>1SG!F{dC2-gws!;1P1fNO@jY@$r7K$DZVJ2e;^?_J8*MpAYm>wBGNq`?=-kYnfI2_C!c($W8w~C-v;*d!E z2K4~5;khCBB-WsD32hAX83|7k0p7zX=$k67sE89!dBSzTVBCUbja&!%RpRL(Vj+=( z2Xl`FF_sm|V|o|@dKYZ&Q8$ur*bnX9q2O=?mJ>)8xEKfKi%DpBn}^_{$b!sN#wXxw}?)0ggtCb66YNJ z%WOPddC?uqt-yN1)v>|U5RC|vLPZEOr=XD}JQs|}iybIz!k~K@1PRKH#Dsubglws{ z!W@NRM7R(=v19;64+aUn(1KZ$Xx>HSiV8vCX8})`QYdHU1(G3?h+QJ0$7`*Ctx2dHEY)1Nep=Uv0Kx)=5y03o z2Zj=$#UWaaDU=@6iVQGDFMw{4q}mEhSq$q5t`k~3LI{h5=7PF_6RMp`j()&;p&f$B zhk2rKIxrg7jTKzaN-IGWdr_p#98@-(6`&86aXol(A^b47jgav$4k8y81}+N#3^`1w zf^cCT;@hgNgf`|jQd%}Fm}DRbN6GV~7268Uz?(u>aSfJUa8NyT9A?wvUJR9je%@DY z1rn>YE9!Vqgih!}ATZMqEI4BXGY`v2pnAPX8(<&>6%9WajLU5J$KJL|D{wbl9tI3E z7b^;kxdo>Xwi(*af}ubYaALr|a6!O8+N~xC)Os@Z;GSCcgVk1`hdj&?ft_-w>p_jh zJdm*S+ybju5-cGU{5I`x+E7v=;9x#0jHN9gZ}(JNfnTH;7|(;F6M}bQF2Kk7p)pX^ zh8ljK;1moFL51U>JU4>>3X2EEl($z~fqx2jjS$K?b!?^}jbOGo_TcEju0bkbm)vlaU??i)@>^)P>MQZlo`S zt%jRpqu(@A4_8~U@l2>v_+S$1g1d}4a4azUUI=#sv+QzaLo>T@U_byLLzgP-Gk`H- z*Lz*96}SKx0*5_z_q|4 zCj^&S@Ngg*4wMMT*f8hX;|(E6FjAaJXbsrtijc|e)mA)km?NP~p~Qfu1I=y03QCyk z0MiTk2P-odSc(`+1i}LbN18+5gR_}+xYmjVy@Y|nrF3CXVPu>TM%@b?EX%OUieVMN zlv+_qtj6GVKwAj7nGi@4M7LI3!K8x;@kr*8q#06e(grc%AGjRbE7cg-F6BjUX0TUPK zX)f!(G-R z<3s6@z3G!GpZ4&h*0jn+yVGa#b6NZ{kArZ-oGjsN=l+eF#U&-21Rd&jk7X~S8|jf^ zQI=);BF)hB47Kh4s~ZqjvOMfG(%UMjq6uFuzH#YXcWQ41jqM3&$XqyuGL`j+-1$Ng z!9Ew+#h2l5_NGtI6>xH}MsW=^WAbvLm>$RZt}{0S9p-I-4$=-9ju+n$ot;bBWpwtg zM`suXIHwCmoVUHoFMSQ@V5HaMmkK(RF2mzq1D<8h*`406F5-k`sTni9gYK*YYojM# zmz8cDtd^yz?i78n>E3;d&FjG$ywrfxtz)V*qi~}7W@M^@k-H3$Si?1E@`23BJR-Yw zIJ|-))v`3%o$?@3BMay2aTqR42eJ(I*5Y5!Gq*PIOj6H_+39RKdr{Tt85-HUX!>wf z$B@10q0M2i+|qUV!ErVa9_*oPN_ZCXOL2EfJlJ&0$ikTf9FFF*aRW;<59a4LJ$Ope zW7VUy)@36kOVWOcv+45-F z>P+uWpH{L66>x0;D(zi&x^1?>bR&0iQ`4PFwRhHZ<-$BRp9YKNY@7{YQb(urSrj{# z`Scnc@Zv0qchmL2fo!oB>`q;Hu<5pu#oG>Q7^Y#t z(}g%)o>J*C1$$9~xhR#=!^PPWw%Us69S2}TWN|t@t~q39y=FLYNEHh&Kqhv%%X|Ve zy9+W>hNaDx_om08AN71(S4SpE%YG%xQ**K$PNj#@)%4hGP6dU+c{m`B=)ZbR@+MKc zdntg&1)eo{p>$L!7(15zbwSFCbzo#>3|8`6wS1As@Z zNB8VaSFJ5sW+7PH;aqkmO|89{n_NLgX_h`Po6GG@pDpBIUvp}A`nbH5otC*eDO>Zz z>k1clHxMpt5pPPk7Vlq@-Km4XXXoO+dd*TDa{AzGKD}oQ4rrV$ss@-=?d*^&Wy6h8 zqGTOR)-p^K_N9W8#aD3Ro4~2@kuL*GV(G0FHhOsHVuR_e!89!M`9i({pGN=wkdhbY zuYr+W#b}RarHZ3Z*JDH>dNp3MYZ%o#yhC8pa(V~bx%-+d*4UHlLkBrbTnHdhe{&qR zYw77KhdsPFTF+s}XLIH3p5rQqRmYy1EHof^|B4_k_qlTM8ZlhBZ{e=?)I!hjJ|vsn zU}E%@{%Yy_6LMOwj8;$9>%Y1(*fsCNu6&QxQ0+b0gs&F1FT7EAaxXfG>>}jzQW7hV zBX!3?mIHExLJN7s$a+EMq@u`z#oMJ`gq%MMDH%F3m2#xnQ|#=(Rcq+v3mbsqp52V^! zzS`9BT>GDFy}RYB-CyfF)cWO@Xqj)CH3%34u7|+l{x|og?%TF)spGbVR>shiZFvKAX!S`1Mr(U|1|*VVn(1=^cZUI+!syCyOeto#Y)SRZ)L)Tt(SX zs`QS-`SQ+wJW97J5k9~(^qu_!SNbQ$`|-B#?*1YCRCv1v9_bjsw((fRXP5oQk0Up#pBWOi_5w%oAHh0WMN+np%n z)iaOX(VN<~ZQHwhZm+^PIlT&>r~f#+`&Z6(!I&`s46rblhxyVCG{Q7Fjn6g6t3#c^ zKyhh>5Mj|Q^H@|Yf1%?jS((e~X{cTT`+Oe1YnW$r=&`y8!8iCKQl+q%ohc)#w|w~w zJd%-%DqpT%F{6s5LSE+f*FC7#!8M4_0e8B)KhQr2rnK@2t>8O3S^1IGjp8HPto)n< zKjCAna`<_*jtel(xoX6<3J=ypl_6fiMP->o=g_+D|4eBfA<3}%VNS2vK+soVg)Q?H z5cH?%!bNmnKV5%{Wf`7={w*vNi?g-Sqsy1jpURK%naaiZJzszj=;p5mh5Tfp#z7%D zJ3W5#_}u7;;WHD%(WP^OmPB)J>aK0uo+(uXvFWy%DTqgQW|fVs>vB+ozfrrtHg9#F zl4gnq-dZb0^^^M2&FKrDxq80WY6@>rSUUEjrx3aP`j_QNtQY;^kd#Gs^wiMN!O5eg zBbS_cHatJ-Pn@{?q(3?_CuZ#8*x2NmQ z^$}wf_^>^2{1!cP3;VY8rf%Q1ZK1WMLJ^Bnr57@9*BO9wW@K#tM1E#!a{6?5Kun*? z&7Z%l&hg9RGsjMy8#<1J-XX!QI5QqS5nenMmig3$iOmdvc)I`Zyxi2Ax_{fYAG%QE zyin`yav_dYaZ{tvA&OO=x|t>dI=-g(4i^jgwBC5p2Bn@6#>)lh0nyH-4i*_jB6SqH~r#9Y$Y zVN+Nl)!FT{$4cZ0R+v3=^oj9H(^>Z9x%uGaY!uIiW4YKrbIL1V*jL;ujA+%O*Rj^h#0`c=j$atU%cHZI)1$NW z*yRHkjvX1DKYQ?4c0WB;y_theq9_b!t@`1r#(`vj8UW5-SEBp7&Gm2-WSk zGxmbL!K&v`aX;#xSaTs3_~Sj=X+K|MG;Iv4wtrP$Lnt@pv)8loczHB8R8ofyW!)2n zgM;Nv;mpYCS_CN6NjrJJD}1YR-(7WY5?nurU$#469k1x#GP#06eZ ztY>*uvH6Hj{c_O61x#F^5*Rgcft5)4>gvnH1+E*^GjV~n!7vjSxXE#Wrq`Rez;dXd zJ}$6QU*Pbw>_2^c?#sP8F3{SLFJR&VFWHLEG;9#KJ_05#a8p8|CN5y&0wykC;sTYF zE0Zr!$>ObS2;W#rnaLM;AsKWgE@1KnbjF~`7tk4iuYA6Mi3_a0o3R`hXx2-T<@y4z z@BF6^*&q7o1zmTrweNGOzR&f2yYH|2zSQ?;eb4tjfBnUaxxye|5HJWB1PlTO0fT@+ zz#w1{FbEg~3<3s$mkfc<<~y6J)em;}Hs9B@`nJO3no@n^=ApLcZMf);uI9U%YHuz! zcQoJLREdpm>21EhqwcLV^mHr!t<)FD|HRLI@K>6ic!!A#ykv7|8a4-7|FuP2IuGmYg#61y(AKUZ=8|sXI8(Z|V+SzY?!` zkHEY~VBRCBlv93Hyho7wkylH7fraM59$gZ1Tdh!GH4C6pq_Dp3;4GWQ{;H5&TS-`r&`UTFVNQa+12+5KC9m(xZ$;pX}}<05HJWB1PlTO0fT@+z#w1{ zFbEg~3<3s$7mvW2e1X-EgD?I)f)?GK<@y3YG4;8R{p-K|q|?*)%~VU@CsTd@*!M|P z7x?uT-(_>BLBJqj5HJWB1PlTO0fT@+z#w1{FbEg~3<5U`fu1eR+qaZ(M5#XTHT98O zTAKH?SItFnvFaLze7r0q7X4)|b7z7Lg1_6VBLBJqj5HJWB1PlTO0fWFzLtr&Qpi*~m z_2UiX3+Va+D|H9STaQ2aN7H}!j)eLGMN?nkrp=>i$RO}S5is=yOnm`UUto9trJ3;= zl`r?}6OQr)l-|X8PyJVeLVmLFfE7GI$paxdJ3W5#_}u7;;WHD%(WP^+>nsW-xIfYMM>Ca1ZPT{nY`NC`wTI66cJDpsdWn#R4fZ4nIhwzh=`nnwb zgJH1{$Z|F`=MucG<_?|jAU3oLY23k%%4zOX=laRzF~dYS7BG{gn|+aEvm3wPZ9?cX+Wffu@L zGuImgUQz^1T)@NyOkBXk1ynIx(#w$kfh+y>#Ux+4T9T&jps739KRgA#tF4+(RKp2F z#X@;X75C8U*E40MSJ$TQps71(;sR-zpHw+5Fp*k~JmF($Mul0K%a%=Cz{CYAD}KZq zCzaepT!1r+*0w&59l1OiK0${H7atwFsOAn1T|VOu&rTgJ3>}X1=j_4rbHn2k2b_!h z`GI0_WNy+{htE&Eu)2c{^#y*dZEOC-y+8dGQ(xdEUE`U?4FU!MgMdN6AYc$M2p9wm z0tNwtfI+|@@S+fCtS|7>H>18lhwjL7-9h$^Z_xjI^fQ0ox%E&g*ZkwDzHjvXZr?BV zy|-_sZ@l-ry?@#Jo4p_JeYW>}?}=X8duz{kdcNB8nVygJEcL`ahkJJS^mYG3_m{gr z)%}s~w{^?z{oN0DcXs_<*B85frR%w_`L4HgJ=WFV)!O;3zB@ZV-}#Bo_ji^%Cprf@ zxA!@nsgAFA{7%O&bo@w1p<}GW?zp4Uh|84UhG=CBUGk**M-&Y81Z{D|MCEzDc*A5!t8A3fj_0tVh z=d@)FP%%L4jAL;>^^uLJgoFCw1gbM&(F}7z{ZKNMWQ0xq)K4W)?E&UxJe&Bb53Z*Y zP)UXn+fV&?BGvLTj=;U|Po`QKPCe8tK2&;8+zsD!zG>OJeJw1Nf`pgy;jN(XFfz@{0OpyhWZP{{z}8H-{>?@Xq$jKeHH z^-Ka)=$389{M57SsoWW$EaNfE!eSzoSQ*;}bs>Su2W&S(bf4dGck{lc6`lmw(E$!B z0oO7A?TJKAGoHi!wxq`Fv8CMcCz6RY zV-fD3T}!NX$OiDlmuratwlbd_YT$GN5%cL~xMlg{2}EGaGr|)7STd182iX3pwL}P; zKq`1faMwSXOhmJu>yIW79gVGH3;)DMM2k}YcmmPZO4!3Qk0lWK0OZWIT>oe?k!Bpv z_KzeG$$$k3bzJ{&G7+K=PB^rl$h`rGgXUZ9A@av$wYxWiN7y_NCybZa98+mT2F)$ zgC3$5@x5fCouPQ9yPilr4FY4r7s*6zyoB#05XAr&83qQklZg)QWIj(I+FFwni~1~? zXk`eueJg5BmT29HtyV&Oyn5{;_%3NBDjwU=v(gZOeQ)R zi#h&|1R@wr`wf==a3Ya<83xn;Py!M22_*%-eK47bW;yjANFc)gij2#Je}6I&1_1Nf zzn;h{oS@bCeaS>Eyq2F%Ai@C9497F?O(w#0Fyh~nK!nfcW~gWR+mnf~Wl%MDClFz? z;f26N-jzs1vl^i{t|vl`+dRXC<=?rU2nUqHB6*&FM*`6qU=Uug$?XY5bVy`4hVq6) zA`AeBWZ#xRM2EndFdet9ArcR6i?%B`o6o-`fmktg9AdvMfoN&1N#P&9ZVi#b<$*TQ z?vms0O&~&Rg5#l5_pc$MLj+UCsMC>Up1T_U!%LRHo6T_G*^(1O;aQV@UfO#x9)8ilCg3F2@(q- zJ=w>udv9H!$==xA00=UW+<+u2apXvLEIE>_IE%+)kE7@uJ4!}lWwFnZk77@hnPX>> zbL=>A5>FB*u`|x%IFtF+d;J>SuWtjOKrN0hxS+f0-MU}>>)Wc{_tiIg`_3=#{Ls#W zBY!yXg^|yV%#FN#$8YWU^uUE3@7nQ}?Z3SJgWJDj+aGNE*=;l19@+YvTR*w=^wzO0 zU)pkY%eQa-{mq}*d~Wmj@UIR3@bK~BZ9~5>ba}`Q{)fSz8Z5X)@gHvb=%%MPb)psm zC4Zd%935KPxk+bfWJ@7zmY3F+N*7i+83~!&Br#ePMwuj`Ia9_6A0;kM@-it*s*5x; zy78&bFe-L7PNXP(8f8TuXVO@e=PI=>iL%(IUb`QD&WKvONc_F;Zt&oLOHj$=7jHQF$ zGOJ^&C7(}Sk@z@^rPC_oHz-SS4)Uzjc~MG6wWX7(@o_F)EF0h3AtvTi%t)lZEVCqs zq})d`$@wXZ(=yMbH9}@qSP`2zV>+1=d6}BBETbffcJxMx*{KPm%Dl+4%ttCOO&LWw zXqdz$LVDrSBFhq2g#Xe^m4(rxD{l=Ugh{II(%A6K!LRVUjapnW-er z5|d}FMV@HmAUt{J@+b+W*q3psjLuaKKsJ?0?6gdrRi*VRhpn7YWto^Lw^HOnO(eGD2(%sO9BOc${jcr)xi=pEwu!~3_w20;_}E6i&?)bay%lMmAbcu;t5ktZOYLGO zO`&s{zup~1#^4WuUT1llS{cV_B2$@ZIMOAm5NQ%5qR^~w>eJll)JYF&yxz<7WOu27 zuZYt$^UjIL1}-m+F0(SWK8njin}}sE3*gRTFoV$_VtYL`)27(61ToVsPif2`KlmhtJ^uy31gVM~zQOZ0JBCnmc zI@Lj{lt%OsOedYvKGrZhvLUT}duK|#CY43Xyb&}JvxvOBh-~hJO^kOQ$KTj-#6GUtVkw9BG^Gz7uD5fW2Csud2N)&(yELVkov(Sa7GYJ9v44Xh1d z=tx@#k;tU9+GOx5JirQCUjR&&K&34#T0AMWO-0Z!x}zh8yQ7#Al^dZ3aw*|Zoq#yg zK^LKHt#KOJ_7)w-P)w(Yoy$}j6uwO0OSwD>tXF1*WSI)a=N(e!29CuNS!5d}SQfD_ z5?NS>Fk@+0endW)7#}^_9fc7QeH3SgT12O^ycX^i$OSq&0H0^UHl?|?SOPec!!IM# z*cqv^{2iT9BKR%?$~Z+6B&gd$Mw!nMb`9cK5?-JqfJ-qTc^DeSCQxfd9?4kh1D!=; z9g;Z1W(D1t=OR^UV(G=6NhcGX2$Y30AkBo0$t*NjXVOHKCW5TS$GXI%tQ=2cBvr1Z z(Vin!gegZNQQ}gfaEdff6JPRtnyZZI?YyN2o0?rY7e1j3dRJZ zoMRY@*od-ZdJ3y~Z+8@%86=6Ju(Hxbs92AtfOY^*N?4icTbKZmh`lQ_Z5^hr)UW^^ ziagjIg`d4~kw9ixO^lB#+5CETs%U=v;Y?*LpITPEy_=b}1M;i@L?*a7t#VKFRt?%#8J^^p@=b{)xD|I|?>kbVk~_j zFzBe9I9B`#ibi93N)_e$y`52XmKmHgjAs%hI5H-7*|8*9~;BJ_t#1(@_kvI*@dvM5b1zmwB5!5*2#Tlc-<=eWW zq!?)!3Q@sn(n5;N8OF(QgYfb)w1_D&f2_2`El4fy4t}S`LSR0<-QO7{=yE){$YPsZ z1SerZeK7N!>7e3bqhUMP4P}{R5=cw|-~eZ#CM(Oi?kLzAixzbV2e^k1AvG?BF@d&B zSbUq}q-uOElOv`j1ffAxM~#%_ZOfyWNO_cVjL*evB4-?+S)_#*>m1&235<+HBi<}9 z0+ir`mIYjhB0tp~g)L&9xJX7gyAu6?8ZI#9+Vd+eZxri{=cCwWtgMfHj)VnIImKZ$ ziM`YrMV2^nJeZ?hVTGV219##O>Vn2B3x)_z@#vE{c)_UqvUCYD1xLzcPe)B*0-~sZ zz3@R$API`kBE%|=3t7NIXc^oLiQ5*2im);%zCMy_J#yxg#+5EH_%A4Qox@}pN~uuw zCB7B<8sQ9VibKdJbfHAbJONo+@L7-5n)H`vsO(76XlwjXh&)f!~@c+#YOH z#t2woHU!@0>`)T8M`9x&$!5i|?kH#qV@l}5^f?$(B8(c>1y=z9rLHJn6-xY zGwU!9f|UrqI27V0<`Ha<7DVLpGEP!Vzs+pP)*$0s34C|dT`kmT%bM|sLuuJbAkF?pgtG)`kf2h#}0U<9>J-JCl5A% z>-0hhA{g4a*cf}y=;w(OSlsk?2Y$No>2Jhdx$2!)wqJdDq@f=gczFMn;eA>kSXgxP z+)Ukke)giDZyx1hrfEOr{Tc7(sONa!;c!#a%-Qpk3+H@se8xZaq?_Svula2FQ1h|w zW3P`FZrYvoT%E(ov)H5Fe)3@R$iC+Dex{l7*YePQs@U5+J#%rAA1;Lpcc$DzxDtD# zVZ&7;Tz8v?agR-2fQ;sm`FXeKniphCHs_=<zZVo%hABi`3Mb#bP)CIKB0R54Y$n-jqyr zFiLt5**>m0J(Ia9H$(KnDjdFnA~kgN>_{U;q>e1Tyc&l?v(sEY4SNUiU(GXbUBfd~ zlylkj-@!t9aFr@A^u>}wvpIShIu-H;#Rcmv_#t1O|+VURSj&&0H-< z8up=q+m0-quE61$naOeuOAH>ExpdQ$m!f&1J9l-1Rln&O-?B1Yx^&fdOv`QimoBcE z@i{j+vv6^Ce$BEESI_rQ`0$#AMt$nuZ1uI3-rGFo-8?Gb`T%ssyWw&hy}@$xo##z0 zccZa&`?9WFy2KYD2j&+i%gG#*dVG3jlH$m2rrDxCp`9I0duji&^$DMeu2n{ z`Q{@>u_11Lx_L5i$fK(@!_g=G{OlW$i9Jb=PcXB4kdZ|!?d0OV=1KHpSdSa($SP?$ z?A_wIi*7ML*E|HN%@gORd^S7#G7d;=$1h*E`zBGl_iBdDe0bpgJy+HmT0Ep_*L)r) zY<6ls+{acdJ7#yS7?5sfaK$ zYcn?`=NoUY(qFQ>&z`?~OMUt|-|+xQOkzDdD>E;8i!$ zcmjMLy|RC`X6a73`Na8|=3^&tK+DN_zXqmjcJ`oKn9MguiLXcdVNyMqB=)6)lZsYw zif#g@wXgg-z+|s}Plt^je)P&3)4L4QAvZHKJF^C#wf_B+-d(tK9gIvDqsIa(bsT-U z9wUk9E%TCD#%Q&}dk`jFY(AnN-FsaYTT96ep4X@swi`! z3{?n~Blv)@Dj5WYl&O$c%&_&^cY=m=aOE=PG!G&Nzw8Q~Aa z*${eK5>b^B1r}?fjtQ9*NgsjNL2)HBxR0XHUeUy^JJcgsi5GbP;=gJA-q}|cLOp`v zp|1>V``Ffhu;t#NuZ;ZqSY4;E>WHFls}cD6AW+vMsOu5b^$6;E1a&=v7haoNm@Lke z^Uq{wj&Z-i$_W=Kl9J@g)hEVW@L^K2CO17dJL8x3ZyIgfv1`}T@NzLI4)y)Q>zDbb zb2GHsJ3cvcfg+f*^V}Bxp6}W_KJRB{FV1kJA0EfEf0c?+WUa5}!qw%Y;?qY?96mEM zckb-;sr;y&eqrj;%dh#DqSsE&9ed%WgU^;njvTa+DqAOucjXse$QPq?uUxw(+B7$u zfJg%YA9!tGwDI7sU4QbG4*dhS=b=cz;%r&^`J0+WIHF({Tz^gFfVxiMjGH>lv1VPT zu!^s*Re?RlrmcB?u5gP!9FCQoxitBP&9l*DdlD^Qk^bVbx=vxIAV)SeJ6qKC2&m>c zJ$nK13N?ja=eH96>Hd_@&d;BpTm0s!M=uKju-{20Qz=NI0#d2kmWx^u_iJp*&+CZ~w88r(K` z$3W+7eADRQgWFb}GV_)#{I`-v@V6VEz5C9;Qe3Ui1uF5c8*2n=1Zo6o1Zo6o1Zo6o z1Zo6o1Zo6o1Zo7nkqBHn2zc|(1=i#deE;3wHI)DDFMlfJ5o}(YM{s`lSHF={uisrG z@W&c~I**{vBdGHTR!4AOi*y~ooXyUhon4M-&Bcq;C!c@z;_>GWoj!A@c=e_8X7S+h zC-U}Lo2G|mUpsPaQXhEn#F_l53r{_BCZ2!pboScGRpICqAJTe)`>d};sB^uGHWVug z(cD+<;ArEXUAx}DupG_3eENPL~YXK&UXHq3_+ayIu{~b`THVq@cdQ!DgGw5bKzya zIN-SuGk>vr8&CHaa^=aX?}mL|3|aepCe zWI4+%SkA7a&~YtRC+!q-7f!!x{<#;9KYn^{>g?0UXI>RA%$z?k>&_iJl^vJI4xcj5 zpFDg#I{MGwU zR_}g+@B7R5|IHuz&FtUr9QzlIp|Q_4#{T2jXSrSAZ++vZUQd~9ns)Zn{UZqgka9DHEY!nxVG z@19)r(+it^4%kKqdJnyC$3VDvfbwiaQXQmg&HVyT|LlK1^!c%W{uk?bftuH91Zo6o z1Zo6o1Zo6o1Zo6o1Zo6o1Zo6o1itAI_?pKHjD0lwM|bJ(`nz?!z&G96*96rF)CklF z)CklF)CklF)CklF)CklF)CklFG}guo{OFqzFR(4Z+RG#OFaPBK{!;v%5BJ#P;1|@%F~Hf4=RD+kSG}pWZgR?Zh^-?ar@$ z^VZ>iJ^ahV9~qt>J~jNA;X8-^VCbI={mr2t8@e)73>_VghaMT)KKO43|K8wd2Y-;M z)qiRPzNrw{J-C0<%GDtDl!zzz*F-IortQX$ZqzFzy`Ngs8=q2YLfQ#oTCs}SjZbdW zDA$yBU_1J#!m)6joQUWZaGh?yud*|etu&6> z@2%`qam%Jr`*KC6o)DrXZPfk~6`i1{T8i~~y|OdXEd?vTR@o^)Sf%Yt{hcB#jzTG9rP?PeI>9z-S!LTNsyj70z_efJ??l)vS4XyNl(e6( z?qt|BX&Qqv;pRMRLK?$e4^H@b^G=ZEYDrrAc-6>mfYT8d%bczXu zgvLqxsp?KdA5M63eP@(%c_w@-+D}w>DyWUxM=Ls$36ZpvN!v#%I-|hxDdKQ&qfVjI z_JN8{I02>3RKBCSlc|Wb{mzO`6$pwjL+_~Wv^*)=`zt!-gwU-hvF&eP--!}K4@o83 zX?3S*N#2>P@04i(L2KK#)t$k3*>+sfX(uAv(lD5*?u>a-x1)+q6EwL{vaPE-RZB#s zttvWE3s8$rkky?E2Ow#S{!SDl{~Ej!+ul>%8MR`>;qB`?;XZBAw^94i>dv^ObliTV zq7w!SeuHX1T-hlxvY7t2RdlkRC@J{%q3TYCjb!`VDmt;hwv|M-{a|$`27vV(U*D-a zoDkIb1J#{DcvZVu(TM?&t%!HtU)_o6(4u``MJGO6(vqoa@2>8|mZ56yt?0yNpM~7_@|Lo?Yq`@;($sl63*+L6`k>fMtEV9J1ROM$hIP;@~xGf7=Q@L zzP+Lof?!Qd$6Nb4MT*-J?25r-x~-zKW9TBpepf}O3R+X*AAU<;Cs!0lXp`VB#qE6+ zooG!s9+i5yuM>gU;oWtyAtvU;(^B-W1k;e9BU0c zKKk3Ee_`}Jqqpz;^3D(KJUH@)178^V+{oO>+jsodj!zF<*zv9%Z`uCK+dsJdJGTA7 zwx8WLv+a?szq$33TTgEt+w!F?SGRoo=HK7^na$@mj}QOa@DC3kAKo_f3qzNO?BIVG z{Hei$yoi6e>7$#T-qgA0Akgwh@XyhqrJb9E_CkwTORWC`Y+?mt~Pj ztWNVRD)72Xeo>|YJlW3P_u}BM_=O!+M)S1uX1lgC^kjSK>$nrvX zms=qVsca%mhZsu-zhzd(R!csgx+3v$7E7m9#&1xT;vD2zsq>z>8 zw?jWRmk!7N=#NNo$16tgs?BamI8qC-O2iWm!f^6z%AZ60=hi zMwNMyXPJ*wUYatBa?mh|ON8{orA3w{t_c67nJNpTW5?7Y;osMpQk*LTn#xB-&Wa|u zjhR<2jiqJXeUfVC8rwXAV(EF8NOT&fMJxf>dDZwpml)Q@BqC9^PuYT>bm1Q9 zj=~BSAd;XOT^<)jB*UbIE=(y3n@cQfig}1w+E^A2bD6MOCbF!!h|}@qQB(r8P8Dnj zRE*DSOJpty|Kv80qd2pQrRJ1F2&YWROv-}ENaG~Tcu#i}?Q?wTM8_%B4LrJOdv`Ey~U@CqKtA=K$0n94NDX-5HvXEns_KuJgd5+6u`%(ABGkg zlx8N5Qs#jWdF?bRQwOP18qr5Eopeh3Si|hdhP3kSohk8}R2C`oM$kmeBJ%PgvbhsB zG2VG3OY>rBa+eDYBP!`(0_|<4g)of|cZY!&l1$KnZb~ftTjmDMCv@r2(mIDrWNcEE zX(X%=Kqq3E3sX9nTIt3IyTdqJ=%98ohgFEQ%c6iZ1i`%#5>r5`6%L-(1up|aeuPQU zfflA}e7p+{tPNo3NLvVz$fUH|Wbi6HzzSMl08ExZr7bL4JSnwJMbI$1qa%j9qnHwv z8=(erDdA9^fH>1Z7olveaT?k779Gb>Os9yQ%TyW^zD(dtxjYK2S7wD|nF_||9a827 zj>QsLWE&+|7O^i9Sy+cKV`*4^L_U}pA3fR~g%J^b6laE7M5nU67VZ_u1v)wapJ%}~ zrMb3P0yvYyFC){~8L6`T9i34k_$~v=I7JgAsM|tDna>e+4dPf5UZ5j@OEDmM7#hVU zP-{gV$yn+Goke0Dk~qU=1>KnEB2{T(>BXK&Clj3rl!e1m$4uCm%tC{8CQVdnBFJid ztV>MF%JDQtQsr72?Kx6Km~tc%B`zfjr%3ZO@g>ivxyqPM9=SAVKJa~Tc@)F(6(*Fq zqpOf86(zY+o^7ZrQ)h(9N~jFd6@&}}4)>KZMH8cnlYPsh$Qbp6tu4Kc%FM~YZW7Ln z(9qhU_7HleU`#N|IfkK#jVMc|r?8s$c1N+9L6R5>D=STeiuGs;Xb0e=gq4}Tg$WRe z*t;^*)?w;O4GZ9*$b;Qc_}Lp531o)V#Q3<9&97&tisr{3&Q!({3T7oDR4EVAE1*es5Cohiiwm*Imh^1%qDWi0h&cx zc(Kmm4VS>kNHpTj0wX{PK4@9Mg(&h<-BH*g=821N~kb6c*-dbE1vzO&M30Pk>kM}?FuUdEg85Ihfo(ZW?3*qaEeEt#K8+j-It|H zkSRD)CVM(+3KI}T1?+_nf&xiUd=?>Aaa_m(7DCJ5W=Pz&FjRz4=pyq{Tzc@V5b@Wr7JH!+W3d$b@TpOtWHpb{?=!2^FGltXgj0tvwBz<0@mAA&Q1jZP$nC&h)uwT69lTs+eq1@sWWLh?w& zr=gq{Tw5OE(F8T_*ityyEKfBE<28B1mMu1jRGJ-T4?Y(5;k|Q#cQ)Vt7w(Au{ek*i z;0>Klbh)%X7YLq4eJ)U+3)JTV^|?TOE>NEf)aL^Axj=m`P@fCb=K}S)Kz%OoN9$bR zK6b#(-nqb!Jb&NcJ@u;i`4B`fJo4qn*n37lPn5vo$d?Cxy7B2Zv{(Kbe)!7vt1pi< z^g{y=@4qsqm?q(E zolwz=rYm<}eQBhzuY<N$#vlAan9c6VSj-N%Pufx^AY*zDzG+s;|*Eq*1;OOdTyj49~!uS|CPb@U>$gM z4Nh-8;TPsS71eJ>raBlUJ&0@{*PNco+?1Ok`d}3f-$0QXx_Wk`ks?w@mR??s!=c&f z%q_y+LHt+q%v;y+Ocmwxlhc!nlNbCdJtGUVM>e18>KL)FdGO{i=#6wkeu(1@gom%P zgffqbAlTU-p!)| zt`9(Gyc;gJ(Hkr`-+A8DayJ@Vw=e6;rAvGfa$tUOvYgB@smG^hCb{g`%{2RTz*lEU z(l=cX9G#qBSZp4hJwHLaY%ZSj z%@ZDbv4FW)SZE%aKfgd^#C-FSqu3BPKixbTIONgQn&Ie^etz~1$i$wc$0wNCJ;=x+ zmUeP+U-KmTF|5Z8b!3&a9QJPU+(oyTpKBh1)aHrvQ$CxWeHjNNw&Rzt+kKO$-Fr1d zXFfb||DG#r4J{thv}-<(6E-_F?`F>WV%agfYsG+cJA*6M`S2>yIT0RcYB3D}kE_QY z+t=(`ThU`7tnHzx$+@Of`&gT)Sywc5^XU1hseR2CXQ!~QQ+{vrS@-JXw3}KbWqohF zp>RdX2Es*b$4v>>l?Si7k;W6?^XQfRt2Ik^%FQRv&om!9fdg7j&igemU9+U%8IIVr<*8wJb^?N#O^zfrs)|lR9m=3v_nc0~&_^kEs zpY-m+r9O<79$4DFwXwAG(0{hAhd z{WAZIa}YBT?Hxahe>y(#p4Z1`x`yi%7NObMz+u#1S-dnpAuoT|-nGW<(7E}^h2S)C zoU?524$jZw1R&zu}5+jsByLH>@!<;$qK=-X8GZBl&O z$;IPS2N(R4PfjM!%|3Bpu{C@8$f@&bdp3O`dFu4zFC0F2;oUQ>Q$8-unKN^*q{-B) zuU_g?ZQ*W(il*mgXZ-u$dFN!AG<;NwRy#S8BU3XC}Y|XD`m+ z1cU+B!gO|;-GWoj!A@c=e_8X7S+hC-U}Lo2G|mUpsPa zQXhEn#F_l53r{_BCZ2!pboScGRqR62pw<(_p|0`wwIRtcFu+wiING>p*RJ<3bOdqW z_PKM2$K>2KHc~g_pf#@L^7G5(xpMW1F&BK86pr5%R&HtkrqRY7yLK%NFRM__qWr=e zS+^TZAU=KM#NjhDbLY-ZpURKg=@+Ihz5JSgDSGYX+_4v4I{0jPp&FOEb1_n*P?4#8NTSzp>BqTH7ap&{=Dy3iU;_1 zV!mj)h31T#oLXpJxc2BOO?lE?;A^08s*`vRd<9=$)2kKMF)2Vr~Tz+MhnKUYx}S1YlQNqeD>9>T+CfK{jT}vUO4{v>A9)1PamIo zRlG2B{=lp|ckEPlTpl}o$~=Ga@bT#Ai^ncbl`lR2;@QU+rdQ~@?(tMGGzLi4oC`ek z(m#6ocYplRO`UUr!5><6E-?5*^|`?HwrzD^jlkCwfh&g({;@b0_!_Ic`dpws7pTt# z-q2Z3Z&z{iCpxRQgY~&UeJ;>B7_H9*R!+*V?Y`=BfnL~JeJ*g*-w@R20&nuUz`$GT za{-P?_}4_M&jnWQ7xupxkqEl_T%e8@2oZyIyg-Nm{Km%%)aL@% zLI`^20)t^Y(z{<^@qhQfG<)wy+Tq^8;ju3@#=bQ6yJP=q>{rHqjmiX{zy8Lh?yV81 z5vUQU5vUQU5vUQU5vUQU5vUQU5vUQU5%`)Suzm2Zf$r@Gdq)Q!7`T?La4__AGj86t zd2kmWx^u_iJp;>`i-X$+?-=Nujc*zqd~n;UtTd?I!hb9G3*7aKd-ptl`EB>t=K^2T zb*u-k5vUQU5vUQU5vUQU5vUQU5vUQU5vUQU5%_8l_*$F`3gwlVe}$39E6z~B06h^?Qg5vUQU5vUQU5vUQU5vUQU5vUQU5vUQU5vUP( za}n6NX>j+Z1+E+o7q~V)ecRCBV_UoT8-Dl79ol1qgAZ(4I5#`@-II%cdSTPgLBi-j z@1ghY7zlv`lxO2M&x3Sr3l#Rw1@?{p#_(Gn{(<*y-|}Q*X7I(v*l&&f;@D4(eRync z?BwVlj{e5z&yW82=!ZsM9(`_9j=pv0f8P0(onP4bV>_?zEO$P&bMMZvk>4Bn)seq3 z^2w3+j<}J-BM*;k-|;&;{{D`i+3~R*mv(&Tj(6@D-!Z)Xx5w_<{!80Gv;Cvn7q_3; zKCylGSiHTl?VoS^;!M`{7*})$iTx4?fpBjO$D+0R*_itLc z6tq*zCejmHwGtb(8=qd^+qnm%Wzw|W_|c7eLz$Vzr`GhYDxVT7M*ieRy`i{D;}aFV zD^*Pzf3CV$w5*Zs#*b9=nhBk@QX|@pkFW0)^oo`irrr3#%3hVWV#~81t?pH=NYeX} z>R#EhaoleFnTp{Izdsj6zlVPWoM*YDv8>!RdxyxR%!cEf2RnGqiib{wmnzf8Ml%& zZqHV9N-jEX$yl^!P%pdJBBZ%9KS+;hzq}h8YFTC5C#pL&I>5AF=EEP~%HcHyhS9daOnzWBs zbjA}=(u$33Keth*lCu45MW>-KN-O1^$0|Cb3FItMN&A`VPT7i6(|)?5Q%oo%G)~%2 zRd*u#aKe-8JEN4M8t|=XKT+MOpf+kBt>{c9MAA|wZ6B%Vi~`3~%B6j9qfVjI_JN8{ zI02>3RKBCSlc|Wb{mzO`6$pwjL+_~Wv^*)=`zt!-gwU-hvF&eP--!}K4{>#QJFV_C zEy+8R^_?;eAZTsdwz@MIFWZhQI_*ScTN(y4)txa<>ULDoX@VvfO15=%r)r7Fv{gkX zY5{7|39`CVwRDoSMSmxXk$(+diEZzx?u=R#sB6D{eJ9+fE&4WUKU&=xx0H_Ck5qKR zV8L%t?T0HnB}Nw0|F()w))OTK-#%2`$*_@Ze_KT-_Sd$O$hIG>?!*AFp5yB~b%zsz z8h@a=GYGG0H!C_Z0J0VF&iku7F&$d8@2lvZ#Rqfr?o!Bx|&AkpLZe4o3m!_0Eb;$^#(0u*n@2oe*SO5mWir%1#VGgk;}d z(FsAYCZ^-9eVro3Z3%XTn!WAYDmpucE<)^gRdlMLH6{MxxAb*Vx+p@M1a~QJ@2luU zYr^rU)Wdz95X4QJQPdJRr91jN=}Ce%v6#r=icZ7;KBd?FFt*=jyTfVgA>XvWc{QH|fv-#ZS@!?+^{^8-{!`p^_Vd(OZ9sCc2 zKQ&lz((w;BeRR{)n>vvTfts)1pQA%dJ2$B^l7%%C*Ti*7k}NKBkqU}&Qbxu4B6e2l zG_i^zl6)c-E*FW{Dlem08fSFl)16^%wJ>VqM?1sZYU$F(r@E7Z>^PC4^l6k8d7MdO zRi3NVx+KbCpL*$1#ZDb)A zgmR^EA*9ZH7AMHQ#D+vB6-Aa8!n@oGsthZeNYf$4(!p<;)v?u*&!?_Pe4J6CQ>%>M zpe)5X$g@)CMJXB8mQJR|$GLQ|Y12+=psAsnYLrCLj@~FSJ2fiVm3fh8nU7dXQ$|q^8YXdxkY2d72vtLi@L!s# zvM@S!Of3@reVr-AxiX-sd{pFl7A3finO822rM1A9q?)CUdv9?x;9PTig zi{l(-C}U-;iJ~Z`>MU3XB1&DlSme2rg`gU($`k@YdD_NDyTl|h4Jz`ka2|kJR+%V; z09j*oDOmmzYznC5KP>n8+iz1R?(n1%e6ot(tmNmsZ zL@aGA3x~N(SS=HUQm`UU$CpP@3Di1Oupv+}KCdlJQ6}M^+~#o7 zvS2a@wuBk)>5ig(jxU|)SW!Z@a1qpqm?ckSCUaHfDNE)Rb0{MNV>4Z5mSvKnvpSAU z(j7(R-gx-iCKjLGv$rnbV;lKGr@TM*R-}1?@Tml@Qbkf2sa@=(DReIL*Sn+082lm7 z>nu-GE8{p#WGXWaN4i86B29us6q@x-eVQAcI!VpoPQhWBp6o6)@D*{IX4K0Skqum4 z8Vcl=vGq}07TQo#*HDRA7g-EuFgoKz$b^;fvuk{$LyYmIl*}fHghiqK zTZAIcQRXO@9chaX45bFdmSpt=|uxRn5)HW4C!|0BV819Z@N>pxy8px%DLv;e;Ob1|@NqXf$$_CcwEq^ulIVdA0XQjPWu|Xo0z@MAuFSM`n7UHK0-6~d?2f|E z-nd90Gpr`Y$CYe;Jv&u2KmKs0GL}#;Ud^c?dlSyebm zd4t%cVC*dF7LS7}=^3g|vVIaXV|^;UWqW{sBJS>vf=w5B8dSAqV~R?!sB|f{G0vew zU>8$F(1|0U^AyEZ6d8U*1T~oQ+;&G{4RnT_NY>XBRt15~QJZOOUFm=rOJ4{KIw~iQ zDb9%jD22xIlq$;gdpo1(EHgM~7|$e1aAZtyVXT$7YN9MW-Uf@J!6Czj#05y{93>7J zMUs?Iusli<7c7Kwane~JgS%mp5?2f!MdCCp@4+FXjJqrFB!U`eyf|Z&xO`i8loTTk zLm?_SOZp;jylr_D6DdmBQD+u&fiiH$0h&cxc(Kmm4VS>kNHpTj0wX{P zK4@9Mg(&h<-BH*g<~aN^!r7JR2h?zZDc7D~ad{~spYePY+l-aX2{Hvo%4APRO<@9}sDQoj zK~NwGiq9g%Dvk?Tz(Qyl+zg4^7KVzjGAX`3l4?D2=99*iE;0BoD0H2}WEe`RQ1vCg z75WLq-f-&BfVCQil}X{jWR zvBagYYz_+70Y;<&LAEw73XlXT^l_vyEu}zNDU_ekD9s29gmUsup$d^x+)1EzzVV?B zG1yB?HEV>Fv7xY*=NK_clMJzpqQrT2BLWMKe)eUO;h_~6UmJT|4y`wJM`6|)-p{PV zJP1}I_~KBAo0vziJz5Zv&&xPTG5t2PC0m1xZzb^EQIF3qk77zpP>Gj`;DNso${{&% zfdt@m;Jf6(55bwhMkf-(lj6eSTEo6NE}rR*0(uBwA$cU?(@;(et}PGoXo4DdY$+UU zmZuto@tVA0%N83%D$NeF10M^!@ZPz=XC65F=l<$DioNx@Kz%OI;jsE#pgtF<&jspp zf%;saJ{RCTq&^p@&jsppf%;saJ{PFZ1?qEw|EbRf?&DaX**h2b%D^3B9@*D?-p@2s{#qW|PZfKcr)Mrs^24R^z2jWxxUj%88x6}x7G}@S z=V9DqlNTVPd1QXxExP6f*^7S*j<5! zo666TcCs3gyWS`w93_c8Q4fxIU-Q((+2*+piham0 zJ(Ia9H$(KnDjdFnA~kgN>_{U;q>e1Tyc&l?v(uSdguR3KujZMzuHl&~%I7DiCl@C# z_*HsF7G{rZKGoGRVqf#%&0)|R>4y9e#~TO_Uu6l^D;#|t)v`2mwH#^KhX!stvUIuv zhfZy?)i4Ymn7MS*lb51-qC0nWgH^xj8Q-!pUAlDDcTCG|`1cJI{;o%!&<{d=ygHMDq0)2{hEPT1_!yqh`ei)F{` zt`!5)?F_D1=fkT+=R|m*sl_w^Jgy#pY+ti$ZAFiTu(pS$Cg++`?PG1GW?j+L&7ooSnkHPWipfXWgrl({5^&l=Z#whQbvk8wgjWPgVihl?Si7k;W6?^XQfRt2Ik^ z%FQRv&om!9fdg7j&igemU9+U%8IIVqUB}_~A zE#0@Zv9xpleod&yt;OEHKHg1ne$I6&Xf9uzK7M%x(7yD`mG(}dwN6@QMbpv)OS=Pw zhoJCQ!+QHDymt3{Katn6K-W^#X|HHn+P!pdAaWl>-fGZrACcX=>Z=J1iKrFSR5XF& zJv|hYPWYkEOQJUTl0F0w6Dy%qQRYM$st_ti@Bv|0N)kFsL|Q?(k{}9zue%8xEcytn zM6oX)c7-B#LyE*WQnV_XK=JM#iUi8sQp|K8k?T-gMPNwDt)Ql&2^8<@p-5Z-;Y&o= zgdkUf4-|2Yj=%-ta+LQ(Qxis<5&l4&4WXwc5mhNsV6i6Zn2<@4^bvR+6jw5X`zQ+S z6;15&hr>?4cP{X`|FQRfoIC!mzZx2c$NpvLx^L{ijr}L875>|?f4TkXZ9l%PvGqM$ zKDTApj_=<*MK=G#L*F;}uLcip`ileqec-zqUkDF;!~ZPpZuU4ML|_p~s|4{VAv=J$ zWWqb~#}fj02*M#=k7yi%?y|y{xhCGPAdJisBSb*5FI*q+6`Uc-LL!~0n=!Ns;a+=1 z)6(wyd-M_0bxQ%@H%H$}(o!EWp}nGMX}qK6kD#B39V9l0$Q43pVq$%WItrn&A<|dH zgibq4{*@=570r+lO(bm=67VX8_KJxtU$an6|{9e}X44Cd{l?>drlEvs)Wk)8I6rls9? z_S6kgy+oN4v`D-@FL?J|fsZ*sZUPZR zlaWD^UzQT_Pb4Y<+VCq$ZDc>#2r>=fw?yO5vMwL()S?amWcH?<2B8`vhcG za)JAZ3GEe4OZSZh`Z{~sB4(3B#s&#Q1i6!e62inu4k0pHkZ%yO=4{9eL>)R}qaA58 z5mHVPrY5?^V~Y(W?_0p8?1^%GbDAdUe_XF0oj6*0Z`iYBo%zN5#6 zx0>kLx567~9ZKyUa6fL(`G%ejX)Z;}gHMuP8 zsSVNSa+uk(Im%AuD<6ebj{Z zil(J|2LpjA!d%*jlnl?#fXIE4{>c90Q~+5?Gf94@GoJGRl3XO`1f=wls77W8?8ycq zBk{@f5!k7gw`NZeR(K^-zK@pBUeUBPzNxp!x0)N!Pu{utaI9IDe!hap<&6Dx6v;IT zr!ya^m&ONrM0&g`vV1Z}{vOETMG(_Z(n~}hD4A!2mjv{Ew5>e@2kFdkQmbX-a&2!=9bg?-ocgct?GLR>w5>^?0X0Q{7m})9@%!s z7sLGm@xbFZym#=;ymhd?cd&Dr#;t}B)%On8_YT(g4%YV$*7pw9_YRu+-og6b!TR1o z?oTE#tG;)zzIU*`cd)*9u)cTjjo&+XA^NkAeSGkt_t)nF^}U1jy@PcEy2f4-UjERA34Wp;%0%v&i#a+B#NTOca@KnWsQtNN=OE5+%(jmJ$k3Q6jJCPgy=Y zy(TpV8m`sSUQ0-)y`pJp_gnxlJs9siCJ#1Xj*z;HqaMtmr1DW zLMbO|pit+Ef3uKv`Wjc)Yl z($cMDzMh~px4SKWbZPfY4@1(D$x97|cO1`B!-o7T3gSqz(J3lKshwO>?S*nu=eawTz?L5xCL^4VeK08QUY(g#nk)g3+)w6OS`9f^rfDpHtOV2afzf< z3Q<7}6$VLCC54_Wr%>IF3{2`WQd^ITK~&KpKbbj@%gjgD^It%*pT27)+t(7)X|HHn zdf?^W8dDT9RB53Ek_)xkxE+?VR1`I%P@fLTzsgY`N>D7vf+D2? z7o(JAxP5@~GaWO<55sdahY6>>s8Xy-=KPVxFx^!3^+nwB1LJq+b777V&M43}x? z*0Wzv&}s~OA61lT#Mgl3fZNwuV25~X}nswGizkwTo* znWIjSr#P0E6ppkvNh1Zl$*#4OT(+xIf8}!fYO%27$X0xC@ATfGD9%={zpKpo}kB*3_(hBb>OB zbJ9mqXs>8m+WkTgM9K$xyaTfKGbu@uE~xA#sV<0{#RXwpERf-EQI46?k(Aq{L|o*# z*MU^<;7U-x`Q|_jCb(teb&DL@*V9L4^7B0q(@@cvB8Q>aGleXPF-<8yXQ^LCCA?6N zFQOb9HycGbLgAJup_JtEgp4Y*R#51zkG>5#k(?FEnv=a0C2LlCxqUT}%S}tWkM}@K zJtf+byhN7J8@!nJ1Lzb<|J;NlMUBe3Q#$GOly*H{m}}K0eSF zwQO2N-1d<3_7D0Ah?|&|=p8Acpon5JS__?q_=-a)-$+mA~sFvPzsmrb8c^^k(V1 z>sX*KY*HxNcuRE)*U`7eK@1CQ$S-Yi-BCYnp}h~g(6luEOmBe&`=VPZ`qxL>^`s=4 z5UQ1^bwq~tJ|aWY((b2w3(N&Yw^Tl|kH`%cn3u{{oUTIxpZuqn#>2V5TZUe341ZyG_t2|UCHUOvuANgOzc@0!<4-6 zLt8d)c7wk<7;XA91OIN|smA{r#`=2x;r7XuOSQOUhx;+9qKyYcxzJD|IFE514F!O? zxP$v0*$YtBl{%eisPIbhZ&VU>x4Cc0aE0ED0S?z-lE%aJcxH_R_1aef+-u_Y$ zVXsQj+FPn=-ACX?`xuBc+=bY}IbJPFfuhjfM`UOM#g)5lZndU!ACVPo+9RZ;?HV!a zwO0}Nz*6TPsDL6H0E$vmOPc%qsHKgci1nl7I|m|^O6Qh0il9f5TZ=dV;Ib1o(utsU zF1KxA=_!-kN8rXNlI_k-h}<~ThhnFFEs>ojQ0&|T)w#tli>W^?a$IcgD2j1)*!72t z>9}qwio-1|lG_p!D*Tp?8`h{l9WFI0xP>I=(zWO&{0h*zmX5!U8g?4jZW-)-6khDy z0TocBbonh6uzw>caw%sd`*|@CzglBjHY>fBZpc+pd1 zo2t(gqvuvKE>PoaDZ$aB!Y|dX*$!~K8>eL)+7(>IL|iyGhH`-~a*xZz#_{HF#}$17Q>_=f1Pa}+7d!1$1dcCl?m0n}=r&0>^W?r)N|+a%Ip)T2E8DF*>K$?*G_Wf97m8Gk(LyY_L&cDqHny3_~hCW{$)Ct5u%Tm(Ua011EuSuHIcnHdQbS*QZ53gFSAWHu?aBwLmx zd*nm*v__WaJ?p)dWy|yA)ygv~uU584zMfZ}_r}*ek0h^VR<_rkU3+B7dizCYWnIVu z3&leuJ0LZyD*ueg$Upx0|3CitkGjF}OV<+D$|=8YwcL8$;I<(|RUbvlFXZ5=8>N4} zc9i}ljIx~b3tN1sioBG)hXiRdOw6iBuuf6!8vT`sy*r<(;(7< z!GPwf>W)T3q+SxE2c+H4X((_}v6)>8Rl@S;&frT$Z|xaVRj0 z@{;#R&#IeP>vg!~m#!t=6%G>S6R<=R zyEM-M+p(F7G?CzYP`?eLfth0^OGwem)2h4tKMSS-S5tsUXlPQimL85DJXuQWay?o4 z*S8K5DG}cp4idA7Lo_^3! zIDw@^bCJck-X^sjCLs;wq+F*|U_|_S-MIOsYl$o2AW>NWX(XvCITU6-MUuf|6b*WY ziZsif#80qnqz;vE#3^Ctf^q}|Ac{Qto&uMZoefe|lGr5G(_~#XR*p%2348dOI)#VN zzUO1z2R`>fZWkEpel#|a?0;Y1H~J=eKi>1tJ#Xv&Z19*%9z4n#6xi|!d<1H|X-bCsnoVQrR$y_6ZzH%(4b~@| zcTos)JRL?dmpk-h#PBf0uu)D3RUB+MoxzO(bx|A(u2Y_jgE9+_Q`l|PZzCGn)VPBy zEEGv>>T7lprR&vOozf*>agYy^V^MQ;3rFuj7sex@)|a)jG%w9z(H|i8!p#m))G4fW z)%25I2Zaa`my98%=7J*_2LHbOCpz!#D1lnjf%qjb@L*x!mC5m;*pnk8 z*Lxqi)~P5xk5uIP%UAKgM1DOns_sv$ppJH8^re>**`NgQ5+p+0FEo$h!xxH|6Qktn z+xOSH1yArYEWEh$D$SQF2ao4-sMei7KzPaG^XW{cfKC%*PCjR&CbUzC?;Ts&2iVv} znrB&F%zN)~mgiTFF*of{7T-IQE$&O;QM^~`6d5n|f|iNVmlMm23AiWjPmJSJm9Adp zh0>mq?Wc(Jl)Jup@^pUg#QedN>zS1!^Vv(%iR{K$j;_uw+4E#}a!EVBI61E#IyHMS z3En|1nsC%sMtSh6>v&Pz>H}Q1#%LDB&%+Cab>^gLCe5cIxCND} z&*M8s^Lp+g%Lm2MaRnD#R&es^^o9&1 zcqjW4HvfKCf0$0p9Z>qwBdWI^pO+-FE*K zU&c*En!(@z;NxE}Ty|E|PVnO*uPqM%zblZV{Mg0$xrvj@6YiyR8(MLEe%eW` z7?w4WyD~MKR>n>(EITusGe?*8{M6$PGQRhM8#S2WnsIRRWZ+J|CK zjEvkU_zSV^kx~(;3K_{arJx$8{IG~r&HCf3n-fK8Ilnz}8C6f}otx90&s;U#`!9lh zmW-F-Q>aNblUTj_x1(~?_f3>d^T;wzh6u*nl+_e{W4aIhkj9lw1u~5G{)=uW_ zCNH3$oLZP%&aSVntSvc*jI|S)%jd7KbLy4F_1P2W#*cYZQ{#pzd&x!jw6l4_DXOa% zmYaD2$>QUG_m#Gx*qcX2-gluyc~!?)O})iomd{ma>UN3<@c0tro5|<0@xuse;{v6c z5EhF$@B)x&H4g;i%7Gn%!|~fo%`qhdhfHE^JVjcO1bur}Jsf&2KKQs(4{*60yQQ%X2WE%M|0sc`>w1fQS`v z!32>J{E4+6ve=gr$GMP*m!t$BWrq7wVkx(=vdTp<7rJHM%Q_ zZ&5wMljDoyGpiH!^o@aMhIm)+d2;){Y8X`wcjh#*g*%rPfSt+ZK#|!M2A!#P3E*c9 z^}B2nR7#;~1asb`Ca^~HXs#@Wa~Wy`MM8Cz-lYKfR{^p$Y3N8lvHNlCw{ ztX3?ga3waU?0|wA={f*4RCUSN6hg?a%p~p%w9QkVfM)U zlT z){B1>*aiM9vIggk50ksmYzd ziLeWV{sM2#|HdbO@2j8OQ?d)Rm;42UUEsdkMv4JHU>Fc~0bv*5$5~CB5kwvgB&rXW zvA>4U!$Fa-3pC*`P-hp=O8x@5(y8t1#b2OVd(ORL6{t*`?=2ww1rowvK==!kowJ0$ zfbbXaJ@kBcP~k67ac33&0@yp%_zV0mfAp1({3Yq*TkHaVBjN}iuzjX@o%;&|!Y&}} z0>Uo9U0&~c96@D+>BkWWy8xnKY6C!EGN?F33cG-aBM@-}+eOw1e}R_b2woC#1b#%} z?LHg7F;t2ncv{2|+&eY_u4~-oI09=_miS}0#1RaB{->Y$z0D7PcZ*#>00;36$U*P5$cZ6M_CA)yg zFA!uJx)XMRvcJI7gF)V<2KgHx1gb6bJYhj8Bh`bKbK!d*N3g{| z(ua-1N2jYY&235F5IDi{ouHrAQP>6U#W;d{#V+ucckTb&cOU!a|1;S0A4_(Dz86rB zK-dNDw_T(d?}LT`VHXf~0bv&qb^+lp&}=n=O87@9zX0~tEBA9fg8RfSaLo$KK9r6g zZ%f&S(*DTYxO{49>53#@oSi*>Z0*vKjr@|4BvX^C$wQVrKVy+OOJS$hS0<;E#%!9* zo?E>z(cJ!sE8)T}AWA;mTO}WaU7)FIO}E>JA}qm$5(E|Rp1WR;;9ju{3_SdA_IF&| zdm*q3{3ZMae7nG3ih2YO+BQ?X&wYjgVHdcac7YpaSd^foyNYs!ceh+&vrg$dDOOlg zp)M4Uk(on^lRC1zuzYak=#f?P=p}Z})s9~|;T*J`$%SdJn4Ud#%3VEpB6)gcJ(OvR=AwLF8l@VQ-1+r7q}~R3WZ&uTwb(XZosegcWc#x;ioN1K{j0+xw4rn z&%ym!3R2hwgk7NG7g?f)yB$Yx^lyH5_>Fu1%S(gZZ-l?VU$$|(K+pR+gk9i1+eC`t zK5!Tib^&1*$fBh6if|fe;l+buEm}h8Mz_q5tMVA-?6-d*GX9Xq2$*sia+pT zovkH#EUk~s2Aw!`*gJS-?p$h`9Xp(2X*o4drjncEwtDjX8MZt>;as*3omf1h$;Y*Y z3r2P+S!Fld&Lx=}&V*e+*adju9F{NSvNSWv))>v^{92XM`7{?_JQSTe#cJ0l5l0Z; zSa)fW#dBWV+sI_%g;mCiiL1gcAnXF)bGty|<^TGV-#PGKANB15ZNJji_AA0Ja9`{& z-*X^{i+lgs9mK_zEvaLLBF&@FbiCH2S^zV581^DGzlN`u6IbC#lV{o7MZQ50-qFifjgSoQTPjNEwtOhLCK9XL2X2b_UbyGS!ETSSWl-xd@uJF96Y__5Oh zJaw^-<&)F;>;U@{>Fg$+nZprl)gfy6RCXe_X47Ik3^$56mJPi}?u=c)SC9Fix6~;- z^O>*w%`f!*`6mal3GQtBL|fO5woml`ZSSuQ{=z-ID}G%L?tO0$())bqScx&*j`TiQ zN4brxi`9Z%!&=$!$+r+;CXS}^!;W+RgM57NA(q*PWjCIo#nr0c6EvUOD6leo0*+;C zRlnHUfs-6OlP&V*6X|udE>wO8p?2|wjV$B4|A|a`&5rL~^zY5Bt${^WI>YZ=Ha?rn zSNa=s*?MuK5D!-*x|n1b;YC_>R`FwI4Nh?B4es)`3`Yn&AeVI*&8%Tj$M*&?Zn%U6 z&g~EBLiyq(b69$_@?I4qMS1L#>B7oJy6W90bM6XS1ien?{pP`ssZ9!>&mym4dMKB- z)2_?vUgR{KH#h>O>6)FXyx&ar!bUoOxr_s#k>&Hb70QPj-@AOABMKMOYiZwgEx_DN zb~ESH+%lV9k1sIlrn4*Yy~kOeH=9j!6N`h+OOrF3TS+_RU&ol6c4%cNb96HuKDX3h zaU<_h_@V4ipi3{8U#lXFEu~4zLd+ZY*fa($efKlEKK2qEUr>FchN^cFe!^^E>7ad zur|u~WLSD-wa7gH5BsE7x^tb;^YK}V{wbf~%Ij~YF|(Bm7t^49pLmzxU72<&gucX_ z)tZ&C1k|7RM^owz7u-tU%P@YeWGZlo!UjH@SkdE){wfdtUGl$=t@t14+y4aO{Lkfe z{{xE|pI1ZSbSF}PnWK_CN@OmagsD@QI=OMTN`tC(XXCWaz1fJo=6kY*O5aNfVd_+r zo<~H=6p=FJfMgyZs7pph6=js@Fd#4> zFd#4>Fd#4>Fd#4>Fd#4>FmR7yU~pIao?Qi2C~!CF*lQ1Uv>)hM&(O;(f41zRFx=k$ zed(Y2x(~;) z?WbbHUmO0d;ZF{KV0e9aap*fk|9R*)hkkMBy+h}R=7z}7!-M}g_$PzEG5E2;>x16l z%;5gP;eo#&_~U_JANc6NI|t~%HkRo<^H$zzu2GX@9g`=@Z)`7 z?)y~Vhx&?r%YCDLdxrJCSnpSRztsCny+7KU>s{#8dLQfgcF$k*e4*zPJ+Jnh>p9l* zQ1?G{|EKQH_ekBZb-&Whx}WPF>iWB`uXKI3>u0;JcKuM-MAtK2J)Qrp^LIOcyffdq z)cL8-$2$J0Z<4t44sdpr8tzuEr#?VoP{aC;FiC;kKm?kWcMw7;;c zY_T_%B>!+!Gm@rkred$vL-kQfAJx>PW?8A&&o_cf1kj(Wf$B>#&RmUANlWUonu>k2 z5mZtE{n-epJ}Q%>VgmXz(NHOAXe1T;=?JJcs#r-&lTxvt+6t8bm6D32rD7kBgvwS@ zH_-M&(NH<55Ks0&4J{HAP9q z-n$j5>Z3$SS_)?2l}M;0Cp8VwYY|X&R5OzjAM+2tvHgX%GChOp$fyda1gcX~?}`Mf zBx&ht>Yb55Sx*|4nz|YRR7NE!NenghjtC&IC?{pi&&!cORY}Sq{-6 zotipT4-5vR0r66b)&qf9e?C>Pfu#r_=F>{5vYc9s00Osa(vXeRLNrhT571I4>Va5n z#;5}Hsb=bUG!WfdW@Q_{`;SHgNm948 z)R73FG%90->Sk&t8i=J2N;td~s9K{~4yGlgrlWx}MysX{MF1hJ%%rSYsi_E{$|>H$ zau{y}loTs976Ak$fT`nE-Wm_I$A0zH3Fz{ zPA z0e-8d_C*8rq^#(vy%9hV7}p!*)U%O5VkH%b{%0b9m`^Y%(CyRFKy<5;)Kd{a$Y1DY zs*!qgG!Oy+^O@KRRD4R{Z2ZY+AYZ(4DjorZ03b;f&-{UCAVh~ErQQ?)gwAFri6y7@ zL<1qqpk}@?0tlH6Ed(O+iAW&2jf{!!WQMc0JMlLT{CBg3&0@3nj>GXnrsm@U2m37dZX9fAzor z_B;Q-|K5jdM(mrh_NRtF*YV}y;&5{48$%!Ocro_PHl=&4`_-<0JM^~BpC5X3@DDpj zx_@u*{kwX)_Vql}xjZ;I@ZEu5Z~xVS{H~7-?C<}pu3Z1e`cwT6w|$}S_dCDZ_ujto z-tTmMyZ5ub7uwJ7`ty!=w|{HbeA|`Y=X$>0^IFdtK9altcc|mq;4YJCHZ~-ZLL5c5 zRoBu~kGZm|>5Q3%W2n?L4BPQMnHnzBZOtQ^r8}D9QJqqW#$F4$@nnZF=6H(b8BAx6 zqq(*v%dY2mt|Tj-=V>yyCY6aKs~S~YOI0MBD2~Hijk&Rp`rUY%L=Bm$njtwJ(=AzJ zlsYN{GnN_C(cJKCnc22URdi}guEh*hS6m(OnoKfdKjU}fS_EUX4P8+!moRK1R8>)- zB)guexejqu$ySMM63dpDsyP-w- z)3IGe(rsBX4I)A8>6U3ao^08~(RBxEKHekt!QiE2nc<}rOU6Bf0=t@~pkJ2|bS|5U zrO7rB?--hCn~vpqrYCzCk%GxFm=pUkzZ=`OfL~LxDdqhU%TXQOwoDD;TGm~lhdH*a zK!0{DgKDm28O)Fj!&G!bV=|5XwBHS5m`*|^-2(cteRfRDuw@#yK}{Ppz~31-!~AKk ztUE+k9n1zWsJIGKnHl>LzZ*k0E#@)Rwl&H0sAbriOLc|m4s>)#BTI9MDe24vnoY&l zbWfHIW*Z81C0n!I*o|N`uE8X#NUEgkieX?*Eh2lmXIn0#9y9Sid<2HATRPJen@W-n z#95lBS{imBvG@DkP)`D42sJGa}y?%TCy#Jx?Rb&b&Ywttuxh8sf#%T1z4_0U4p%} zOWmt}FQ$uV0gGwWrmk*F1_U?gmpHBpax)$DiwOb6NLXs7r#hg2q5|QvE1`|-LLSl|>hgqg*o9D}R8Lbi8N^_F#B*#)bkEQXSuVj)6|(IJ6LD7-wPN40WxeL-BK+u6_6Dc4Q{YZ-BO6fObX^gG($CP zEJy_eEoq=YlMxT>DHXgCSfH$Vo-W%A?@ConHN#qvfn-n?78%IPvcTbN6IA24y5Z@- zuL|7b4z}#~;tL1zk>4AvP1<1}QfRE2rA15PG8*wq*yAju&_b+IAiV|H!D zIu+mrY*k|t2CWkV3&*i=gT)`?g6J#-v;!tjY}dfDR$NooHBh9dYdQgIwB$2>FN}f% zYmzSGB40jW_YP2MYmNg-115F68k1~Cc2&g#GsnEClHq}IK#FK=!SBWNY%o&Y!MY_x zrUb-=Y0|Jt3D`Qt@|FnrI%XNv$%w71j47Bpg|7yQC?|q9l4MY;>6x5R2uQ)Q90^Op zqy}bJ!Ohg83f@pLT}1)5W!RD=VjBz#liB+5pckfVoHYZ>vgd$A6+ZKzFTA>8D`?=l zwqt@-g149$5V#a0E@X}kR>7QkzZYskK!Ue{I;o=(*Rl=Rc|6&GCV)irGw(OO*cnRvF!c`YTLVG(AV zx@~)4iwfSrc&gNkY4W)smL++Prb8&=)hsY%Q-Z>dr3$uA9ndKy;HU&R#zxUn9f(N} zi~3N|i=jHqV&J|y9w%8E)&eFK3jhp51racCQWcX20d890Q7V`DHkbtH5#qf)=tWmS z+_t6ZoO3f5Y{hdVif>>K5F3{1fKEJ)G?juILwvf1MI{5YhqoYa@q1yeDp|}jOdSNK z%8;zCse`{#Jl%mU#MSX&)lzH^+X`kW{51^lU68p&OqV`73GUs?pm5l-Zd1iJ@gA5j zg@VItssk!=Er=hcnivSkA2ciz)!~{3*q01TA$V~x6b(#LLn922$yme81bG?YF0KLX z#MMp0d&Hnrm_0O1lB%kpUq!>yndLqf_5$e%RYwC+V`;dU6k<3Ka||4bLUX|zS)LAt zEh*r=3KkNWo#aUpsKuZiK`)BV@ER^|#7JangVBRP9Ltd*)+o9+VYwoPAwkaqJ|RlM zoE6K)?1S4`y5EZn%}X+MQ|0um>tKA~PbN4fSfUI0j5PzqU=n32S&-e(1x*cILxq6U zF-+C(#ewjFHi4DlNh+8JXP!`Vz>FcLK?C4lnr^^gXo7q!(6fXU4@sZ_#inGqZ!Pr# zvX&gCW2;F!>Nq1WE_q#xy+!)zk0Ac0J2=xtIgXhOz?egJet# zTATwt3~D3RxZ~Nb2?+z01qgIhh){;bg?aEE33_of%&p7#+K?fVfk7xrmPKVxW9SCj z6o!g>u=Rq1YGL3Io3d(oU?~{qlR+<7v5c#tx&=n4J0=zcW*Q3%%9w@Jsb3*;hA8i(7`C!g=#8_ z4#fhqZ#hsmFw3T@XyD8y6c_+N$Ka(5=L{eW&$Ql9>IEtQUO|OCf^vgN$4Zk;!^P?Z zvxQ`V_Cla>U~aGlpuh^WM!YLDPEL!5{azr?u)dh?a@AcnJx~YN9!;=w+r*;8TtEOp zXJynhB^SCVaU}GJ?Un_8rcMXFV9A4Bf)hZsz$V85mC4X>urhQo5f$%-Ip-R$gOvm! zr79F$12WoQWOPr^ivbIXu|6yn;(^kV&klob=WG_Yxeu5T+)q*d^H zP_`n^lzNfDm++!cDNP7e2pQdhP`4Z%+cNC3JV*r)C1+F=yD?}T;1&kdOe{#rb{`IU z!K8x-@ksCi?Ds&Y4rC(~AOd~J;^c2Lt`*7(6e!4S^aJ)om;o*WOgxTV_#606JhTh^ z-0<`t?fdYR-xhWOVHXf~0bv&qb^&1*5Ox7!7Z7#NF(#D$d|tiq!x+a67;;L@BM#cG%f>Jso1_`K{QQKoHIvQW92UXSfDC zc+;EFi;o>bLiCv1peLl9{qae*iR^hu^T%`g5uVX6B&9}AyeTQ&I(``TS z!Yl1tku`Ry22T%{D^)fk{;Dc5#(2|7x0fxQ1q;MvltOsFJbCYH*@GN8&R9kCC2_k2i;du&0~i zLDw5B9-N^xwRo;&uX_VAac1tU^87?O&qEHytL4|Oi{dF?M?S7nbWg;kYkRIe#z*-) zMtQ4lOLe1MSwopvRI9E$)ei=Ob7&Bt@}C$H`11DwDBH8{3$|1_L& zF*q~ehy&-&I7o$agyiCMz;Rv6g?E6110UDqPFnDp!pRj5Fl`*wICTT$!wc}bWsv2_ zp}Gk*fL#YaOdVjS=UfTIGAVc}aNabGe6o*R}0pE{gfnlQ<@6zA5ugbxh|UO0@S z8V-kW+=oNMxk*fL#gPz;aNUw{ z$mGBmM}uD&4piY*#ZQcIoTuvC$AOqYwB>Q{Mw}eOa|LHkF1!l3SDV@#7BP@gkk^*c zz|E$Loxs1J-wG_gA;h9iG~Ly4ehzOC37$tdS@Ym_VZ&pLsqpqu;PQka!;=TTXgE_v zhZ^_nvEe3#(>J;kEF!{!$C_;&5!|gR3PUhR8CV<+v3RR)k#&QNrbUjLAlz;1Xb`+m zKR^O34ux2RtKlsqv2mVEjCgKvXxF^J-1czF< zxGFeYhnorapMjs4f0mE4b%Wu&6vwRaHgRzLk3((`KV&!_C^+}l;prpS4KNamkS^6x zpyd%kx|FU*Tmlx~7-A7lVORzdoJim*8U{BML+ykCTnK1T21k zh(&l8!Jn5%95Vi2&)LvkZV6LASxd_2VBt@?%64KR`x11v&e2qJ^)M#Qg2T*Ah_jc@KlyTJUv z)-S*Juiv$A@dQsh9_PuzQ8+A->q3>K*8Ry6dNUzT9!XeYHXR*VpCir`x)B zKk-D{tKCJ4tn;PZ5T%b@6AM#gOH=WsvGLidc7rF*l`qvK0crP9XlQld1IX?htHGvUD@2l?AZ+4WSP1l^Nj1y?t3LR)cwT7lRej;E#}iJD=Z(30tTr)WTF8g!n>yZfZH1cAu{TPt8r<*f-d{`{}3K-usA8 z-9=;>FYv7VFz8i(e>8k)pU$fxWn$ks$p!YGQ10Vr+6MTvZX>@q9NxU`=OLgta%azbb0kcZ2kI?>=xK zq?K@ZVey~(-w)T&Og;1-qnisG6a_+12&0}}$_$LuqLwFX9_-l zs=e!;qlMbx1!Af~r2FF`fmPGYivwM|7Z0?>(l`pZRJec=w(Kn3D1v9>_t|=)I7{lU zJaXgF-tOH`KH2u_MV~=c2)6R=`)UZSa{ZP`tRj;`?okrXwU|H^8McDzSAmQPZ>_!O zrhKVPXHtDbUx@kbxd9!;SbQxZd`!9Bv%XBLZS2oT@$z~}vk2SN-o(x00sU>!IRY*c zoUGJ7wzi9w1b@)^&c%PwZlBWEwR`%>MwC^dg0rOZ{h`&K?%mJtX}i|x(_h-XbT-WV zb(URP$9gV6c?mD|mgs6`ZgT20WN75gzA!JP9NSyzW8Z3b!zY#c2QLnv)YJG$m78mx zRJpwGL|51D15dQ2%dZryp~6{CzNPQoTOLq-6Ysh7doORa@0Eic-MjbfX}dv!MOS*i zaJZed3$6q$FSjaDep9u#@*V+wHBf#bOlfdKsNYp1?y)BtQAM}}OG2;Ej*WFsX>+}ce};B}S3Z?` z@{eip$RG+6R@W&U8ZO-}KJFO|h&qL$PNAq%Sg!Ub>J-9%K-4KraJ3R{0%aev+S+zy z->smi-DSVPUAf?J*#QQqTtQXK>Kb`Vu+EiB3t!+><;hi)feb|JT=38d?wf$Nyf$R% z(s(|{E3_UU!R2)n`NZgE@~9Wez1H~ME;d^=kMQm6dTq~?ICoSp}iaLdrBV;6o zB1kD!Ih*%u&H1&Zb{%H<+zs=wq1edC$g91jy2YYSp{P?R>J$bnq^@>-RWa@~jv=zJ z#|B01Yf5u_Ft-Jlt64NZl|{N3Sq7WFgaW=uTEf39uES!+%lJMe+fNbcDO8xAICR)M zcxCQfYMLE8oMLG?HBY9Jo8z{6^86XLJU`)FwhononnWZR~Y;=}v9>bCuvffwNqeW>8VQEQB4nSZ|=RI$U{iM?|6L zi|`Ov_b2S&1OEcaL1kyoaqt5Nh5jdc_dhQNg`T~j&~v5e`^#I3zK_0~fYBa9brYkd z7g^726o^#wQx1P#-Jck{NTI;M+Ec2)z4IPwipqnop49k1{J+pH@Pz%*U;57AKOV)k zSPT8vRH@&2``W7ZEwl%rqY^mEZ12Nz-YI@3R@qurt?(8)NUuW!42zGq(0-NjRax5Y zw$MJ4UbFo|=q?k!I~cxn#k za2P~sm%j7&fEzxK^SOmF3@XwLE7tS$<%Bxn;7M$%5PEb1M+QoN|_rx3U1x2?8{H*NDA~t#z=O!+Gm1 z3}H6C9$#S8^&^6gvwSO~;O=>O>HwK|p_V$xt)!inTOVU?+M%tJ!W`X9hx6Ft3oLHr zk*AdF;X7SLKsk48gyd{h^dC=WaxHVu#Uj?&-4zDoQ*tpzG+b)AP&;aUGx`pYeHc$ zo#BoZ$8ub(w%A36rB_yq@to&d5L@nMoze60S#0q(5GC6(hrsgOOheMO-oeE*bn}*2 z^b+?UbXr%emzcA9OPc)>So3+G8d_v-=)i3q_x0BPovvzZ9xnzV)zyaXvgN!K9O(xI z@_leAG8$jYk=6Lloqn*t#y1#1f-l&Z`*GK}md|;?H7AqC9+=;j&tPlIzm#m;{0FzB z2Nrqoc?_#a`7+^g*u3AuWkftX!H*qTZW6^DdV-}MquX>?Dnk^mLI5$2< z4=Sh0#MHw0%=noz8;7;|;>=3sU?#a%Wewt%U({--`1bpOjkrpzk}-&H&F{va@An_t z1(eRe+%yk=+Pz5}L85A4B95R68F%EXh$E=@--tK@lpYPex7L=i#P%iN3cCD)Gi$nM-Z@( zcwEF0wB(l?pl|0s+d(@KN5HG4^SCe(Mz%1QC$ucxHmQ``)*Sl!LHx_o9hq# ztFQmUVAl;lj-dNT+dk3%x4pk6;t1}@j{lZA6>$V2jzGi_l+G{qC+beh_9yC2zHp)X zB#ZytdNSo-tvYGK@7j|iT&O<@!lkH_9bAq&slnyilNVeFPg3?LYEMS+yY{357iv!~ z{0rrihzBcv_7{MR$ z0&+g^M5u5h+v00FjqINQHE=Rjw33%8d`j<_n`!WhzLzN!iG+wFK=o}O-8eSn2ZlJB zgjX*<(*F6OKac)z?$wLSzE>|lRxF%PXW%Y9`VvkvD+jCiaR-hzx1M5hUv!MS;)z~$ zkQp9BUMLb!2&A`QXaYBdg}oOYEGh9lvtIIcPhR3)5aPJ$veuyL#|M^7P8e zQMOi{XAyPQ6$R-^%O{h542tiR&W|ClllGz56C)!xawQhCz6y+_*Bi1~;HLiYwI-md z)V{PpN+DIg13oU*_^m^pVg2&N;0|Ws&XAT`7i&H#}~xH5C-s51UNJs(NHC<8h20=(6CdlnEi=y5w9TP z6Cd7CH!x>^pB-Ym{%H zeXS9{g$`pK&!P-~YDLl20&mbkkA<(p&!x@#c~3G7u9LCLvNmIAPt za*)GIiKX1e$|{fHPrM!5;V|C8wxQIDWpVqv1bhEY|>nusG1aRgytlZYb_aRd)?96|b<>%TnoE1&vC zC-%6zhW~-@be|sn_V7Q5ID$L1>2JMX5l0~62t*u#h$EK{G)iB8~v( znQ?XanDco69e{+=%Yr^^=O8h#7PjNjbv2>=NC)WFcC(=Y71|c{rZArF!ec3BBL{^Y=D(W z4{ks%84$Ox6E?~=KQ`6Hw&@g_>Y+jP$EMmw7JqE2Wqs|(rWzp+ zLgUhp&GxWeCWWT@Xk7TQ$>!VCeQd6W#$_LyYag9Op}DrvMIW1L8(H(Qsg^e_`Pfu1 zTPr>`)vRFxg{E3JuJ_nv^KHvLHrq#|YL88}Z=5`#sSdWU_1I(=4NE;X*SL@JPZ&lIOw<9Fp)aa$(|Mp4b#0eqvL6 z!ui1e%@dpAr=QqVLZ3HDHc*o=x3raSkn%K4Fko(6KDD%TMUpSh&K^IucIn7Qe#uCZ zsmaykAxoa0vB;dIuv6O;pM6nA|?4o?e zylv%@ssrjYl09Y9#mlI)0rNo3adpX7fXnx0v5T6#gQuToFMRl&^6*Xa4n9*Q7De8{ zDrDS|uOjcD$U7+V4vM^k?Bdz{dVFS1>-aCzT}uCCn&o@h(^ODgSNDy^!**(_ZvG3i2gNq*1FO-`MT*Wbi@4whnJFK@K( zm4hAKyZ7vAyFq+TA3inw?5xoS!mIJUrL>S3YA7a;FU%YpTR0OxI&~&Kc5-QcW)4k{ zP0cNZDFZ9-5nq}*y%aw=H*@0TRJ=Z|uS<(GxM6bY(3qcN?&YiHYV{)TpvXJ;faM+Z zYYT+_0?)FK|Hc3Ni|(He4vd8U0&f%k0(WG$FFF+%5Eu{`5Eu{`5Eu{`xW6zU`~@6D zt)vS@WPZS5V1g%`e2^=egF0_l@```G|FI#S2jhRcPzobnS$p{^{+GzZ``Y4vDD!rc zKw|FfJqP;%vgi3pD_0PN5riBAvW}Sv0o7-*{+%`9>i!i}@Hvm$x8%nxIdtEfDKfVY zif%5fe7mUV=6Yxt79BPR**tTdv=7Ce7#X>d^XI$mk@eMdCX-&TOuBs2`3`JGr5P`^ zFJ&PuT`aOfkxyX_B}4@TkRTucA6T;Z7XbnImj?vk!w(3+rymf2PaY6}4?iG);AlUL zNq-&q3-Gi5XF|Kc!@u0`{rc=1{m6mLMu9XAwI6R7>mJg?_U#)7yEoasL9~0bts92B zH`zhMc=smTHw<`hvVCO4dy{P&hP*f5zH!WZbA4*VGE@y+$KO+>w&OzPYB2gX5cQ-#9wH$qpKa$2Z+UWPE&ct+xx1Z>9%qUN17b4o8o` zPSPMw9b4bRWoI?*z#@X(^p0HL6U7{oaQYi&XCsf?Z+vTw=iVdvG|f>Wj}ogCCVzjK zTkoOK*2EEXkB#R}y!Frz-XxCT*{bo2ID#r<+>x&$jzGi_h&X~8&%vtt>xHuSU{IQU zCq9Hhi_n+2;(S=|L|E#%$kwxqUs)Hq*I{!p%bj zvLcS)2I=qKec(Wwh$8?+QU`>VXYN^Aj8Bd&O)brA=KvkL%?6}gwSLaJtVq+Dg6||- zd)J})g{hh8Io}6&Z+VsMi!V$anp&8eo0wV*oqywd;ZDq*fhVVCr0}=?T?3@mfVT?yNWo1V8-J&cW}8-1meSX?d-};n5h@j8K1(X!A6o6{-u?WZwribbr~A+g{%pk=J-pPr z#rZyjRNY+T-CyZr-)eWmCslms!~S|2KdEwa&66sZMI1rAg7z{i4oSQv%G^0k?mO7o zwR>VuLuw48LP$8{UB}zIc0c!A+nFFxBM7iUG{6Q!=H^noRrs@`M)|4(`hg$&MI6C{ z97izlyMx#N!_Pjs?8g!GkXR2H5OD-|WV0_i6&Mg05Eu{`5Eys>Fz~U7z*+R)KlI=@ zi{2-`y4(9@-T}W(kn6J|j^OnbM=&%i;s~-~aKbt*6sI=*b8^3ECCe9bS(=%I(Trwu z8$5`i-*rZCXQg})ac)>eDVMK!ZvXP!+58?_>box;B8xpBN&b)-~WAsLwane?E|s44-Eg# z;MWGO4Sr@I+5g44i|9*@wfxq+)6Hgc{@*g5l6rSZ5EftjvWtO zyo1HGbD!;?-98aVz+>e^Jpzz}h$9ej1P@po0pH)pLVtljdGr7JkGtOVNBq| zeFuEjc6RbEoEC)BLUHvXEjp_$IBp211>v;N0@;XMge{T{j&N8$p9^!?Egx^?KnI|F*(1Pzius`9_HM+v@#bur( zB>1+@ctiy*p^`%g&F8$}nuAIMC1?iT=KQu&2?+k<>f4d}KfmV3T5!+$DrbeekO?u! zl!9?^rv(fwo5Sk|W2~-!aZ?Nh=}yovc$Ld|tvoBf8oldBXqtvZEZNGj;Tkc z+0vnnbK_(5pmLf_Of8JhjGsBPaafx#&a7k(W|C`Ft`_0Mv}z)>)1et>1J!bnVH^$k&?BNeAJm#+I}c;Kbz?r(#9onK zfMyC2yP>;K3+#K6Utnl<*YljGe6e5fl-EO@LXlqpz7Y^%er3ZZgivG2Bk~J~I)z-l z^5EkI&H>{{waRppP>|64a3>-?j8VlJm8~$+gU1By4gCe)^6VF5|K)Rk`UhP7%_B=T zB1c;^!Ha|gYvSx)oZas@+k~hiDC!8d;Its>2x40X87t}tCPW=UC(Uzew|?U7tmbfL zhSK!$*<8N$+#{lnpuZ#+8LFAVFxYAmiA7OIu>R;>)Dh%WC0k4xAkOZ2kwKi@@4xB6 zc<4GXpJfLQ^V0-3evD-piyw#|&%;fxnBL^Z`m$RAafuXPcs_odW#c@_LCMD;XtV5> zPsG*0-+;q+>~K)?fcQJ&v*}GYw5?b_2P)237lmVh9zrb|I z^T~W0aw{lFcZmoXmG>i)S)pymi*kpha`tM0$M{UaYORU!~lGHNLQs<-s94K9HTr zq{T@-6({*SCLD2+FHZ7X;5XtV|8;PZU(9cmoXAO-AAW0utvJXR2l-s7f?JCS!WTjK zQDG;GqH;j1`-pq zkA8YEc%1NaaP?3Yc^Pvf7n;-`ZHfA#q|_Dbta;^^jv0I zx+ov9SCj?$Z={yplcx(yt7#$~J~n>EyqrBR7wk*v!^YvG)8(86T3j+l zc_ss^d?`p{z}*FQ9cK9)w*UOxznpjQ$LGKMwQIjwJkPK3zi8XQc0qGZX-MNd;YI6d zf^Iz|Qp89I%St>h_6vLY-i!m<)t9 zKfv-lmaoYjxqVLMTKy~{r7}))ST=W&XV+R_{LrSzTpZu5;A|){`cnA>%|FZtb5~#B z`6LO?GQFOmmsx%;NOe8IM~JpnsVm3xxgz`o5AgJrxLitFIg`(2<2-V;K4s-%F_(5K zhetu)%1O4C%OI!~e$N0w#XOI(o?joPq?h$F7R|45fod!l3i_r-Pp!(%vElCa$?oKI(v#S@m-F(;oxvhcJ6 z2g|XQ+WG)hM=&5qobPlUjg5?qyxLnz1-PI4qwJUMLb!2&A`QXaYBdg}oOYEGh9lvtIIcPhR z3)5aPJ$veuyL#|M^7P8eQMM+R4+FJ0A)|^iO7!w2oDY`rjPaSjPTGfJPmGM*$dy>k zy_p*B-<%CN;g^F1x`Go5PKa#8sCrPv2}3Ihmq;50IsA!bCr-1$&YH*<2wB2w6!zl3 zvcJHGzWcA9dF2b=ezmXraBQu;7#sfD@NW%&a`*$o>%)sf-x>PPL%%uni$m`nIzKcw zM1~$7{KvsR8T^gGj}2ZQ^af`J_YV#a{QbZm5B&PTM+e?HKnErVo*n4x|Lgug?Eg&v zNBS@Kzpekp{zQLg-#3OI@B4D!r}{qBSL|Ev8|~XOtoOxwzuNny-e2nd(cWC|La)~Q zSkJe6{-Wm#J)h`#wdY*Vv7U#z|DpRob$`A`>VB>Jm2TGkT=!7d-*tVZ>$6=y+jX_; zhq@-Zp6Tl8{BNDV+xg?2`Oc-zPjx=l@lPFp*75H;KGyL{hud+eQ}5W@(bxXX_TO*+ zbo+av=OeY6o&QUU$h2&g_PlcZt-`ZLi`DQRdV75nK3sD`wr zNlTMbv7g!sl>n8Jiln7tAC82|R#G?6_CwK7IjIsre>@sWl7_CQVjqlvs-vooo-yVh zYXp@HVDbYIP-#?^le&uM{zxOJq+kZ$zZFV+Y$yhxAE}3uQ4OZoQWB|hdK zeq;L!ZDo1})sayZPzhA0q}~+?R7uj()zmv9fwG=7EH!mC0;r5iQj!>I>Kze4U{OxW zn4gy;fvS>}LCRMmff6t*TdB+SK#5O|Y$SEbNUcW$^`vR(sayn*jLJ%q=u#>R-m<3_ zLkc|j`0CM8m$tT4%~3^9YD7(CqJdh{kd)NxSbsiMuz{rrAm-Cbsaxg6^H60C< zFt;9$@7Y$UCI+nu^ZUut+6a)NLP3?;Y>PcDAQ+p$TATX{s$f;)|fy7EG5dF_Y z05P9nQlQ(Xqk-sFC8?((fRMk?%~T`x=4c=U0Om8X70C0tD?S^4G8)JiubhfU03iTK zQpGcWAQ}kKp-8DWMF63*nMq>FsXfs^$TFyzZ;Sv!W_Bm#&5fixjH9a@h4m`wP8Qx(T-v zLNAmcv!VILVncji6xJg+wCV0XdTDNNAFkt^dAK;79Qwx4$2(qZQ@Y2x zU+wz0LvQQ+`JqP#|FCnU`}YRlzpJNfU(Z9G%Y%~x-yQh%_Fo;y@A}BV{{Fw}%JqM& zKh^(m+ZXzNzw@ho@9i7!{Z7}ndq3NIq5b@>Kks;V`?q$@w_WLduIKALul1biIm1VC z_x}!cTpQeFGR?+@L{f;O$hPWQn(8rEb~T+b({K!xnucLJo+neoWxB0-M6+~9Q#`6u zD$&?$K{uZ4Fvc8Du{?w6%yBf=wq)7$9M6?x#q&H(2G^uAkz`e)ifgHgWD~`4n5!{2 z_EEnZPm`!2Q&lr0$78xBYm8DyWnjiKV>+4}o-H%mHmQnEZOOHmq3VjO6Io%B8T%Q( z8`mNjqiyJlYPp1A6QQb#3MJX~OwDzOqe`|)WRqC7#8l0(pvGB}>&g~`4sMdzhy89a zN~#(jvo*$ujA5y!tAToCg_w@*Dw1x?l4%eLVo$eB)A3}>CXTKCCdyi zrC2iVAr#ovGzI;-grIZTR4h%lfq2KzOxtuU&oe#Q!-y12j=`MRkNMr$wgvo}l1(Y^ zk64cC=(c5Q5ZAKq0zJ&JWd-`PV;NL)Ez4krWEiHR8yb^o?5F*17{hcDD(M!`kL|N# zVumf#unlV3paK5Qz!~OGb7kEjy6RvyfI-Don99u9kNDjfx@j?wskW_2rbjKq)?BJ9 zOn0E8LmF9{OH4^;CeUmuwx)ZsY%tqUs4Ll;?Z$2dqj3!;QAJWET~`bPb7~RU(>>dA z8TFWn_u(TjY~9kCrr1=HbRf>sJk`>$1Bt!g?}mC35JRYGc_1&@(hb!k085@}Q(g9K z&@jQ9L-&(3ybea}5ejS15&TGWzl8Px4cuB~g# z(`}upj!Iq3At=CdO^Wa|!*Z#6)$hf0J?dCYqc(MQTQVTHLBGUtRgjzMpkGV~C`Q6k zGd`Pb%_W58e8eWHCQ>J>F zs>vV*+asQ1Q=)r@X2_c1f*6@5OP+^C<$*^*UYe%PEZM<2v;AJc2ndj21L>A(fvJG3 zuxN0DW$KnfEM`(L7or)eVPiomAZSSg1)7X_U{9&wjlcqB&GU5GW_VYsVyYR|f(#^s zvarZNUX}$8XPclJ$JGr_2YyxH9(S;1zZZwNp5cOGJqkKgz+|w_C>W<9W2Gw0vmJ0U z*}<;H00Bu3A*zcF86UH2E7qw1FJP-0lQ3wV7+5%tg&QpX7#BomDWDxNd1AW;mbK!V zvaW$5JzdiYSfeGM@q1wu99WZd85jBT0lRmAQd@HzP#Q3)JHW|Au=T(E=-e#RZ76tDVDcHz}GR$piV|?U1dzc)G2&5NJKdi zypbe>T20U7ghD_HmgPuT5+*e;y9#cm9#!y$is>o}ur0%uBoW(SSeVS#j|aUlUE{17 zSe88pB&zV42Yuny4O>A2*R>rJtP;G%#DKu17;zzUY_JOE%=^7i69N*v4b({;jkuO= zz|P~z21FS!{zN` z>(l|AQUZ=jfMaYFE!BaT^suN81-%%m!z>2wtK)H!rC}{#Qn3KQFjNo$11D86c@W^H z1s<+k;+o6~t{@n$9^lbHP?TN22%!_5iVAnGWd0<498}xG}`1Ygkk= zKzn!#@)o}r=Bkp#EW^}6V5$ts>Y6(EE5*|t*g{+#4^}P3_OPvBmcn1d0N(|fTf}tf zqm$s?y$lM6E$cQ_Y!mN+`BEr2yrw#!BG-cWVXBFNfc!zjGEp6_X@GsnuoQw92Sd@o zBsDa`@R*D>%uJA%0q)`&&`w<4B)mrqN`=`&!z8Jy3i?$vJe^tYV_`3lo=|l(5H*&D zi%B7d12MLQ#Vyk&$;B8FPV^BT) zUToL1T$hVEuxuzRz&=REw4lW~(8HiMVvReV?V6Afq_u5W5!QUu&w`={xrS8%ArFZGX=Nzj+%DJf zp`CdS1}}S4elK9wpeyV{ZOMZ==hHoA&;QkVA8SDWYci5I>BrqS)jcTXdIXuYyl{+0<9763XPM~;$goR$TO@jrn_8q zmrW1U!L>&d?A$i7C@~ihK+stkHBHHdE=n8;Jz~3MfuE_UyJ60`#_M1uK}e|z1=oO#_7@r56ZB$%!gLB|3MK|@>fqcmq#%X3wlTd} z{~%?>1TGD18lmgk3KVG-{2r98$TOv0Wbh@tC{#)l0u@3=cOcX)N5{4dyDSe<0Yu3e z6~%50S_im=0W}i~QnKBLgI+M{AVNG6d;t4B(5VC22nC2hAF??4+l*_4vH}GPG8_GX z{San=%K#IPV;BAgz7r4a0zdR4&gWnI)vx|bVHXf~0bv&qb^&1*5Ox7!7Z7#V7mfknDe7-#7Xu zdOzOt&pmJJ{%rT7!!HeeZs?K0;=mttt#gaQ_u}uBzU$`)V#?EP&%W?V=ktmZCXkB< z86^)P`f`nz*$mQS7Tz?83rL^2kw#KSH>wsVPel20C26S4^K!~RxHul43Q}`g`0$fe z9!j%}yFY$1dy#*+%mWNj=@`*yiALSxmU1j-!)lui0A()^Ee`iK-&Hi?(ktJ8{oFw8 zc^?~lBCtU-&ME?tsxk8TPBG$VDpf;t=*UQVF^6DHUeUA;H4F4gE+0qD;r#mTz>Z=i zu0~=9ZU;DqI3Sq^$oAOTcRd|q=lQMJnLt?V8j4g`V`upPXYXC$vO;1i-= zkWAAau3mrzg7e&&0j=10EI^1L2mzo-K~|C3d0@If~03n8UD9Vx+R~W1z zRE4PPax>FnbQsUC!rK?@O~b#IXYQ@znJ{_;@qX)QqC75e)1Hjs zPjO?d(IBX4M}9~EbvJbI;0&du!E-%#!#NmJAL+O!dHs9{9b7l_S~7Hv<~Cb?`I=bA z*W=gU*&DllDES1=vD-A=x?1n+UgM1)zgBte1}~mUx{J%}diR7RT|ajH0czzbw6a~Z zrG{3ntd;>nT+=|$83@Lqp36?9H4t`i5~B2wr0d78_frGM(Le=;ZDgN@GcFs(3^?Mz zxibz@VI09*I2|x8OSfPhVB)~X(#S{)Hd8pc!U1LqM>S?c1F3l)hQO9aRy>CqT14p~ zNuc8W0Ts~>SOUOM0mrbgt>MX*Ooio!uEVAdXO|jOGM0gJ>jaN41qWU@j58D*4&k^D zhlUM}Y(m9~GfzlsLXtqmy8|k=YjW4nz~)q}dRW!B$W0GP0u_%0RD|gkk3%LCwm1sx z!f>Dpvno0 z`ey8gitw-?U$d=^to66Y7@|gspkiM@#dggi8yXqTi}X~_-EC_F;k-~?(Rd9MK*hrW z6=7=FmceC11GnMDiq~C3izq!L2~<23P*FiY{1D#DbvEyL(msMz2STWOIu1(Kg^ND`>{wt$MTE`mL; zz&o}s!*nMBD+kyJnIi0nq1}Szq%FV-7T%@01)Dz+CK+UyDnNSbFdLWchDL_-qUW$n zF1aDC2}uGK9}KA2u3dOT14DVSvXJmRgBx0eg+zncp|yp8UHu-~*$4Ilzxbcu>-@h@ zo%!E~`u-@kr|;ER-=Fop+V_>dU$_;!fA&m90Y(8v0Y(8v0Y(8v0Y(8v0Y(8v0Y(8v z0Y-s(3LNU}I@Vc297RH+jD7r`JzXbyJuUun1!=agtLu1YDV;AYXUg_!sq^Pi#o>;i z&<755bRF&R%9O^CRfjwHJr_RzqxY`<>~n-Wm;*E)!yT-rKf7WSh)#hz6gT(8l9Y3R zv;t0B?Bk8OwHjxJJLn(qxMx8OcMvdYKt*D>gD%z~!yRO}gNa3o$Ls<=GTcF&NHg3) z;C(UNL4n~8GTcF|6tK)>xPuIL5O9VtHf#-dkX!~T_5y#>EiO2}_t+5O3#hTzVtqeL zn1dZBfjan!!_UHh;5QDva%k+}-*$ZV;7=bc9DLV-uO0X&9qR`!9=Ln|m-c^X|9kiS z^}e6lm)kec`-iyGdJy}jSF_uSrndwzM(wLNOr zpLTt!%Yvrkw>m%4`DCYSxe$HV6{Vz$)}{a$gphGyc9HL2(-c zShy6f0JjHN6oAqIj|OloFn=V_H{fU)u|5Q& z0KrR#RS>Y590#~;2w?E*%QUW++ zut*XCHe|x&3{X)(c@u#t2mB+LAOUsjglGsF`?S;LZVhMN@$Eh^A_=6Gp?e_xQDF0J8)# ziUa#g6Ig3Dp>+X{2FQ?r&jAFc=vwOXA|bf|E(+j!fOb+ul~A7)<(=LuwP}tT`-s;V zEdl#f00HA1*EY7uNL$m z@acfG0u(}ku2`}_FAYmm1$NM?3CmOwxL`bB>HrG_bQ~BiqPG;FLII2>p~wANfM*GW zD-n25gc1d$Ul=9>=8(|NRKUpqR7pfv0|1fd2|EvlwS+Gw3xKErGamJ7k!(V{19GJZ zh))8f1RfF)ofJSZ5!xCM1a-Uy-T_#AU~IfD-Yf;I84+9nvqY~JSl&U@n3k%kz!C>G z9>9-)?DuvKx36Jb>{5JRuMUs9rGrw}4az95qP=UK}KhUM;}5(sj&Z zHeoe_n*al*<8>g5AZ!UU5T@pU3W0C}3CXgX%i2y5k zAVxv#f=CcJmJXyVn;^-6mY2fo06z;zQ5ZdZ;vv5lfDy`=Lh!Vybfh7K-`G62`n*@EcHHGB5-&uVJhLA-y>QLO?HA2#hkjfJxckQRYl2uos7QY;zm#6kdo#SmP8 z;lw%uD3gS0XR2N;=mX#*Dw2Ty1;(IA0}_~gK)VFwtpO5arYGPtvYCgo7CvMt55z?s z5S*s;ezz9*Ai>FpKo~W^iDJ&8C5);HFn8u1V42|^O$(@bfF%R$F8~e+#}-oz`TJ-N zTHx0LOiFYFFw-=*gA^<`6b&ea8o@0?ID+ME&;b~f2GD_#OL)*2+`w1E-213k3vhx7 zi55czizW&9sVTtf0tpq%AguCIkRpnM=?^_Ez)M9}vD_iNXt;i0`n1(2+*(MM6MV0V zxd{M^v{C_{8m4)~l7OQUkn+HGU^fU$;4y+EfP)6K9wtAu26(mwuNF9wsF0!nS(6Ff zlQ5&vUxaE6(gLy$3mKgdh_TjEfXfFF25?^k_|+sv9OoXt76l-25YE8cV zAYruN!4i-t36~j=h8R(>?N+ z$ddw`ViO1=t%4!$flf+*gWyO(d)yUMm;z)#g&TmF2S6o;HY7O)u?S>4!2%0G%3zrR z*jk&alHn@`#9|VKs*Q05i0l`=#$f#dfi3~G7Uh6z4N>o4Z3TIa!AWdNSfu1tCIYC} z#s&ze&=}tiFsentk)HHwNx+ATSXxvuL1U3k$bTf&V3Chy59X*8YJdv~HUz+$g_DB@ z?h!CYph;@Vn(=CZq=1hG+6MV1M;K+;Pyl;R0K>_$4ghk1QNu~Y#%=@?cxz~wNe7hrmUR^3#YUV!NZm|lSC1(;rd=>;gP4fak*7ZIA=chjUX)+?{1F#^&9pvWh9LI1635k*64icCpcf!Mkr71&iShy7E;7?jT2CJcK*guK8927|%AigHlk7{K~TJb01e4sPK^ z7fg`h4u%JMZk-ny?jXY*3@|XOScwdGki_?v>5l*qhu?g-gB`W@0v{1R^?!ft-~X@K zg{Ni!PQW?&;ws>`B?L395?YAQ9a!3T@W3P8-`D%AdoFdQx2xnWlXv4{M^FFJqa82z zl#Nu@_OT)Sug>xL*e{arMwYkOQ#YOJ??DSLTlicjNMQ--|%uH}YF`v!aMF3eidGEf7 z1Nqx(KgDqwG5`6096*J z&nCH`mE-5<=kdDBl(?`sdUh^o@>;=ay^#BwLtN3mjPMqjGH^bY3;9g0T&fT{cpgu8 zv*Oy z_cr63%WFoioGEW^;ev_)6Y5E8m=Hn5-3mLeTk6=vE*qI_$(2v_Pq^)Pp}u+EG*xBN zAueFBTAq2&!S4Qr6CJS()RtFDm$SHM*;p$>X5)Ifktvpi#+3VBx_@6!|MBA;FK@U4 zs>-m{Uw79rS~b0G7OT$5f%Nbv=Xy$*80jk*0NxxE+**Inj&iBOXMAHpcM@~UQ{bLl zx&ASga*w%lT76-+N6MQ8e`OKgGz!b(@!ys;hsUm7M5p@4);}lG#P3zU`{~~+Hz@7z z?w>l|jI*j-uq;%6-;?g`=|6R>*}hW1crIb_5+v>O`D%K0B6$&W zXz0!EWbQ+b4OHtGO!qW>l3zb$aqy(x=1;2LT=%4E^59e5-Tfzyc4R8Aj#{lTN!ROQ~8d|-s*dJ{MBUf zi^X1*~h$5Tydha zyMOd(Gp-1Rpg-xAy0EA2_4n1ZzpwZa2$z5VD_{PXe=q6h#fA{`X{{vk@e#+!mh5Xo z@$t01dg6S^<_4y7<-z#K)i~A|nH&O)dAE2agrG!71(`zHE|#K~PaB1@UF7E1ay9}4 z?*94N%xa1oScug2{OT%#^Kk={b~bAHe2$wzV7$ohKWf>9@>+=tf-^=S!2~wX=?$Z7 zrXv)dUM<+g%-U*%q8E%}gi_;q2r47%E=UGOSEA9K_6@YxM8rxiVkHwmGsvu?<05wc zguR-_suYcg-1i8EN6|LhXhYswLFs5zoG7}lAFXh5-N>$C`5J)%CiBHq1~34o#`4vR8B+j`o7i9pTlFVwxRTM;%eABu0Ja!*# zG+`!F;O2oj;l|~hvx`w)gOt@p!vrxSPChgFm5dp=^jX`=m_`^Yl#6Tjjx*n^v7QOK zF=G1{){1bCj53HoankZ*;*2W4<}%rQWZ^ki+Jx*iGqmXB1|oLq>0T^9a5i#*Xe{ZAX4wu+6n1X`&*|2M9)N z&a5hh~YQ!qCc4j4A=JF1A+FhANtfpWam$(@N^n@u_WC4NUxt_s9 z7rlaw%xc87=^`o9&FJguMcYibwXk1=WWMBbLqy?*3asd~zkmaUm2C9qV{fxz8wDIk z#7CaJ8Yk@pO!~(1*)lhWRbxJju)y>P*U(Q~jb9t8+!QRux%#_18;HUp>Vw zoD@%A17dTly#f_s4oPZzmb~bNVoWM=4WwQvw4eK1lmBRkZ41b_tsWOFnvOtDFm28 zz&}=5UDsOFU=CJ1uR25@J z3Ch)Gx&pxUxyk~mxw1giwkiuY@?09aIopb)IG~4yXbwb;5}Robn$iM0_UfiTmA5vr z-L9}iodRGep2lf~yDu*q@ez%lhA&8|x13%;R7WH&&)T@@F)9z>adGVNV)>{VH98#U=&~!U=&~!cw;E=$zvUdV-FoU^7;21y1rME zI_|4MOt^Xt|HX?qd=Q7?l}N?42VRxMQ2kk!XPJ$~lDB%=bdOIww8-4%O}0} zt*lnr1Mw(y9miO;Jc3@U^f0v` z44r(|_ltXbp{5I{NC?f5+=SjZjw5ml9=UNv$8y*jfZX_U$&GK9-1sJPqCna;~$qVxrPOhAJGOeAtVn1&wb1yt)o=lk&^HWYaGxPM* zR{G>q!xvXp&e*GB&H11pj7UFr+>;}}KE>onV7Ymx$Ptn!zBmDAlT;zrrc{@=B_z1a zO+Sdc=?<5@rFwBPwU&b*8EY_>t`Q`Bo!NJ-p|}SeHEWR8Hm$(=K6+eQ~{qKDLS3lYP z)7#(+96>q47a%)>sQ3a$7`_0g*XoDi3sn7b7`}kLS_-_q7`_13`-CsE*m~I}$K(f(XzGw+T1_^95kO01O-;aH@h|KJ)H( z!KN0Ncfao+!o2gtyz}dfmEMx}>`iR@tB?hOW&fMev7y%DCcc9)zX2-;GWTi0sGls~ zaQuB121a&q69zj~yfh9N6`34CAK=-cH~_$-^F01V8J0VN%RgPfpeF;k7SCd5yGBTTa{wMPodVM-Fr7kG zr@#OQ8NR^QBR7UGkXwm})`(pe!xtbRy(T({x1>I1H!6u1R1t3t+`;Df0_n%D4lE1C zqb|O{{&&arznkF;1UeG-%_zVqz$m~dz$oxWQh?zL7zpFS@CEJ^e1V_PJwNuZY_#Ra zK3OzYxGDG*1EijS1%Uev*J>$j_j9I*U;-hxVslUdPyn|1C62HT7+yvwcEk2~88Xg0 zUAzo@lb<`j$j==h4dmxe-t4ZQJ0-Y&?lPb(Tt9c*==!S)U1$Fa z_>G1@T|-&`?d zxU~QQb-WOv$KF_g0jzB(Mj>GYRPY5pIq=_)f9M~-|DkR01@6Y}gf9@3J%HbP@E3gC z`htrl-*+>7fhLp*OJ?{23}3)lEmVUbGkgI!gaF~mwe4c~0-n38_iqhhmff&~6QhgC z#p$!jN|f>O^Yin`*~Mi_Tv!}EJ6G?tecQ#XuK|x3d`URa(|_Vb$1C@_L6-wyh#Vot zA$)t|^}WGB86BHR`th-sE68iN87>7d?tqSjsBr;0MgU(?={cdkrwo$YqomYZp zSMJ@Rm+RQXF1sjvi^+?N^-s9%c%i;|3|}A^`3zrx;R}$ne`%oV=suY4>FGaptmFFL z3^3xaWUMR8LFoG62e1Kxq+VZCPR~vxF9M?{^k(kdEEg0Q@P9CT0UCr=vR6cLAgdyA z=I${s22bwo?jJwaEK+^YZOcONt9!1iyZ`aWJDzc;($Zzqf5`(4W}oqG0+UwEr5PUv~{T8qj2C%eg(0aqLyZ{23f4ZN~}SKFOX&U0(DDc zhA*(AG5=fAp1p}}Kf@Q`8iEBfe1V~OE?>4`jT3i6{&=b(F7I#zXuy@ywq35oCt1tP zW~cZK@yXPRG%uciGIMb(lO0a2EnTqAUo0)AGXj75?AQz1X6}+$N?pmER!^Uqs)lO#87p?=wdm>0N}8KOd?$o#LI5Nj@?>&|9W~P8LOQ<@z3{?XaXqtc zWFxn|&Cn!^*aBQ~w-FI{0c}szx5!|s(Hbs7$G;&qc6GKWTBE z=u+dBt1t67a4@o~IK$r>Tdg(GHO^o;yp7kb(xx$J3mXRkGnoQ6kKopAsk7SBMqwIu z3=^PMyPo~AbaL{=)z-sPZ4rcXrOjNXZDfcy2}a{h0$AM0ta1Ylk=|MpiC7R>(dUE< zu&-OmMqf{1Fzn>R&$j&(4X(u1$Ae|Cf)sZa?j}uO1+zwcM1#8z0<_{QOJCr%N=(pa z>M`( zQ4skg@uHo}vo&`(dw&YXZQj~J3i=1N>7rO{IAYB z8R;ih1Z2jl;OgwyV^yKpq_2wkY}PJ9s5|-QUFMC+ZEu0R-=UJiM#BRt98uUvAn))A+q5(5ZS2YI)jU9&0rMT%G?M8BqL~oGG}JB@^DD4|W_kgJFA!&X zfjGk#;3k2;c8Xiv$a86Uk=Pb~+eQ)E9=L6kHw)y9f@qX0w#8krjY2->dUNEED&rRc zEYKYS&#%&D-oXWanAr?m-{Yc2iCKVm#Rd04xb*!|kTjE7C#4e83)Cq^;0Xjj5!Z+3 zYCM&O<{$$L2$U!Zq6*1OE`1w0K2` zt(SlM&iii`XaR1jXs_f6xQyWo48=3FtB?g3yZ}EE00YGKLdKrMv9b4%!9(%VrA#*K zx@or^^_<}gwBs(%@CD$kwi}#uhA$BL{NZNf3y=>%9lpT6`Mmw#e&#>@U)$gd+>0`V zFA$WCf-i6{!xz}a+LGZ5Fnj@qFHq;6R^uPd@C7_~SMT2%!Z3URhA+VI1qR=9u)BZZ z#P%MR3}4{<%nTPePV<3JwI@<=$d%v7Ef*2mJW~XU9>R>&BOV0h9-GbQ?23b}SD1hp zmgz9JzD)fSN@b&5+V%zsA9n zY9w!UhA&{GvUce*Oylh35(c@Aa6%22d+Nzuf3MqNLnt}e_g5Vs?LW%!1xP-;x$p%h z|9tPY%&+|M?+3e9=10%~@{%zxKu^=m$X4 z+S)^N`3<|sje6*0K9YiXjh69QW796qdL25RE@ny|hCq-sR?L^vD9Z2!04HFq06YM@ z4u&sK2V%Sprtx@wbrslzA#q?@3JOKV0eCvY@CAx%HVxKo0i-AM#Z<^2F;@C70t z!rp9r0g6RXhcEEycYXCY{$|L|Zi6pyAIcEEK=6rzFK{2j7YNAL!Z*VgVE6(IU!cy# zt;UU>;R|@~uHL^jgkkss3}1lZ3ov{EUp%<@03|oR##4Ess}*c+u<9tyG|Az$ns^J4Ji-tPYKW6f|> z0tkj>A^6oj*VWzs_~RYVcmNLdm;nr5fW|o}1LPSe??InbU{tPNtAMB!HX8D3a+cFZ z2{sMMi;ER;Qr*YAQCxANv%7!vXfv(|AU*{DM;CUZz5b4r@B=Gx3U7RO$Kjd3`R{L| zw5IBxmQ-$AwLdKtLxiHtYQ{p42W}vWd-e>_Gm3_ZNVlk|9vz{j=byE$jA?{L+HI-$ ztg)U6qANvfKoiwZOHU7t{8nem+)_2$1e$EA{DN6rD`#@(gE_kxp$`_|Hw7!9sHHPm zf<`(E+n}xCj$3Pg!N%dz3E9cC(cvU_h>_CYApw4!B`aWan{b-cy1(Qh^FxoTYBlSEX?C@K(;l~ zeM`m1jbeU{NH*CR8LqYB%|Q)XE1zi=8?m+GX`=wS&CRdnY|s2JfHH2W_^4$U%4;Pq zI32DVZ!OgT#|6_ivM#9FmKf=+)=Q?EfbxM zCW>xg$i^7)Ej>F4fwdL{ciL6=PZ_H~&Wb86rgMa+hsi41$bpF3E~H{huRfhy&zntR zGPYE~Os2ri+lEEK)FMusGx?Q_8I^`%?hY+A918>|UtEnY_vT8Q7;t8Wz|x|=I?xM> zHoz3~nD8UBQF91{mI$$sHmv-H+kcTp&qCJ5dZWzc9qzPyP#&$8jm&Dab$2s2hn8Oc z0tFGwx-TDP#)l<1nR**0Mk0i7#&oBU4g4#^Vmw9P2;D$mDgqjMsjdlz=9^$hu*E3Y zMdZLZ!wvC(Z#Tq)q@r@zoY#h&lWI)TDFQ@+Y+`(qm=W)NU;prZ7eK8N_4X*jFCzW~ zh2;&kuP4g*W;uZkPBOb`P>BsUnj`2EVv04E&z8A4P&1z;L!PWr!hLZsfjhxbHqtF) z6)R-V)CwzQpckCt7EX#MPn_ZeOW+^Zxr?W`IT#Yir?_zhgyaPLxc$5#RI8)1o(f&%hPF5{4in|q_ss-=~1?YV0Yi>ZeN{$Xux^XbLK7kF`FW@hf} z>Xj$gii_&7keo;lPwL{iXYO3;Yc8lC<>v+V*CFv{wjV1){p+$cfI?+-uDI9kKo|bG5mk?KmU~LJRIvka^&Y1 zTsytq`@nW~>FPE77cV043gWJ0a_iXKdG>>_I;)uaQJX=|(CCkWQwaun)nNn|w^QVn zJA3Z{aTj&@w2jwvOH;@AE!}uPrmd!;O_;B%MO#axYk${NopN@+(wJd@2w)r8%YZM~V!W8Z@PU^Bz-mWKWvej0Ko=r(@zo!-L#OHZ}5@Zai| z(y&jvS&l>7?d+QcgV2-e;PrM=zn!)&<4`a}U;f|83+Ov&`8(0Zx-D2iVZ$H9 z8m!n0eD#N({SQ}uli98ceJSpgjx%ug{qw~*jXOhowqvsdT zP0yl|v#<*dZ2Y_uo)HxSE>#K!rnU9=QGe`wS1o6R+UwR=S}5A<865R57YjQ)K4)+2 zd{Yf!m>&W2Bd8ic*K=JRo7iO|ll9`n)!#LFZaz6ZHS3O_fyyWu_fmSM;&s!YK>^x&J3%IF9 z4$+*Eg_kN7Y%^mZ@+_dC;+DORQxgMLHpszCUqTvCw8HG%EW2bDGX*ccN_^EQW?VCz z0?H@JP{*qs2mPgd&d9<(x$;oc$eL>~d50Mrs%~b!2YWr&d=G|tWWER0I+^dm0M9kw zbM1kUprF${^F8Fa=6kr`GvCu-pVykQytTlgqZQ)hc9Fpf+#nM%NnEw^|;wRt|==%^c}kt6&>Xy4EUae)Qd>JZ6T$kB@g9 zjvYO6Ocs`-yRicFG!MSft6$z1GJawi8d4HzzA%R+VG{`ii9-SiU*5lv zHuz1_2Vc)H#}ZZcAUjPP3l>s;~F7=g)dB(_wA{m*HPxI()fI7fg8gCZ@xe%XEZ^ zetXS!bxeo;K7M#6b|!Y@$dQ-#`Tf1JS{>RtePF7;gOxA!I0o`3h8{RfRsG`SwyPo& z_LbE}f#5Tdn^C)9aue#7Om0fErBW!&zp^E1ShH{PJdL~yga_;i{Dl+QK*nRI5B-iq&JHrX0D1w1Ptl|SV z0(jhwPo8#8zA*dz(v*Gn^pc$sm(B^v;q|eUeE!li_Jwof=B7UR)WS20IH$~CR&$HP z6`z4{Hv)A;(&1Uq>H8757=nRb;A_9H|Ixqr`XBsT^r!oQE$L*V!)lB3NfWb^R!iUM zLA>wqjlj0X=dJZ&6Z4za3Wu7Xw^p>#{=BtP+Zv#^T*Y=S#;sM-+{d`p@~e3$3gG7) z;w;)?70r#%TdW}5nyJOY;XcZ(6%KV$ZmsAo-VZi4MQ^S3&Ap^sEx)asbjy{rx2N6C z9KE$BZ0~8^Y8{|OI7Us26*TeHZmsmL_vH;c!EG^aT5Cd>QF?17=eBVeZ?T4Ov-B1V zZ|`p2S|vNf^t4vbHkRqFRj>_EPm2{aL+WX@`1X$XE!VPE#M*ePTT+YVo4ek(SiyFP zLoHUZlly*))$D{^)M7Qw@q=2dAPh&KwW7_jhgvM(96YGS3Lu&=GETh@#k{(34*P#EzUz=I>F5qG1Zp=CsW%r0u|uqJxBrC+4}AD%3N?? zyV7RL-*uzw9>9GIHR!A0$M%m!jg<*j!2#OM?kSDcU^|C>rW6;C6Gz&r+(#5Ve z@j=)_=yoa&C8S9<^F>(tddFEhT)XAN zFw41n}SQawYUa_ibR$=4X~21X07b`5qq`io`2qtY8!8P*MBq6 zF#}4j4@ZS!6`M^&e_}&AX2i|w!JqO|k_U?bJ@4@}Qy8ko#KeE5P|HA%} z{m1$e`(yk5^S;mT`|*9>u`j=GexI`Mf!@FA{r%p5)BDNZmwTV@J==Rv&;RK8ot~fX z<$L~V&x<{F&*MFZyT8%>mF}PE{{HT3-QV0j-u-BI@817s@0a#|=icJp#l4@|`@o*R z-t*Nx|9a2I_q@2r+B3N~v1ee<{;vPp_3K@)c70b@x$E^nR3uWe52HX63LNWtqO+o) zQx{1=mlzSX;e;qH#XjDcn;78}BZ@q%==xIZW6g4T0l7a|mz!7=#SuXr;T6;@FU5YK zSuQUl_xnR~(JEnB(vbU)!*lszRS}kA|0pC^fjQE!uJB8-@7tQoBbOhRcx5T}U7@+6 zKAccd_9NlB;;<|r_dCOLg<&<3Sc?6_kX#v<#Hbl<{s+x+c@>oWa7ZpcB8$Tb8PEOu z&2o83TZ(=A)?C4*hNL3*dmD3w5k(wPgkg^h` z#NzVv2SPJtVOUSdOYaZO6cfX$E-zgR$&^NTeppcDrEdwz1Qo?$5&d&DG*gy_MX>S< zp_x1=Eb2>}jhQ@kj;IbNcy*}|o|zcd^u$s=BvTj>rC}k#FXbQzj@4600uV5b9%bpu z){?R|A|-|uL0-y+XDY)gFD+ea$Q0xeK^u|LEt_^gy)xx#!L{_?N1qEU@;^U{izSjqPVmWk_p<% z!>Xt*&4*`7kO9ilQ;nGzY_O9A`DATrE<6*}>e|w|kjweA!kneuP~!{J?9Gr@h53VACp4TfhXhD9l{G!T*r2BUR@xb#?P zrl1c?nED?L$wYrbNP%x33C~2evas}UNG9fAby$PKt(g$xSf9$Oxb)!GOe{bJ%t%%+SmG6gJoAWdkwlvp|y zk_o8^j)zE{Xvie=e++whn8%{@Kw~CyG~yu@Q{>)|ObiDI3@qUGgk)lV1rK2Y=nBn* zz)&$9I*)cev9D%rg4Re_7xI|1vGR+>DD*%@FK}VBy#5#8w&zRxk(TH<8SDGmzH;Ai z$H~L59sb1OXAj?Z=r<0%a%k+}-*$ZV;7=bc9DLV-uO0X&9qR`!9=Ln|m-c^X|9kiS z^}e6lm)kec`-it;eyCHiB~euHU&2TTI+!(Or4(CHWieseDOGmV zlqo0Vl&wgXCED08nYJnjvS27FO_7z@$K7gp$>t?KAqkSC39_Y&s)QPNQWGr1iiRNbf~jhnBJmbl zs%c10iHgG8vSuVS)6pzNmn=P{NUOW&=osj3h0#Bx4Ml<;4ZuouiK83(o8hTv}Hjv@hg?k9Wy1U3NNHo zUgZ-?B8AsU8NBJ}isLx4Cd&tcS`yf)@rvk}mYGV~vS>PrBg-bJp=gH23pQ`)Rw|_# z7X9fd(XkXMVc^wd-u{65N(oa`Kuyt>EfYPeVcD3nMMF;rD*D~lbP4a8P)!*v7Hm9= z*CaimTL}RKHf%BWL9a3B8%5(aQFZWmUery)FmyhV&{Q)eX_A`2WT=^VVId`II{3{@ zp)X8LQVcX)dyij>hN;+g5{{@yrf7mdsxD{=LlQJY6&=+UO|X^0i;e@1HC2H(dEQh+ zHKjWVMR}+9O6XfvyXxb1prlo2s*7P>^))x3! zm2FGX@%)6X^17*E@QE6@O0+Ph1<6Plf?`RgU|#iV5fY$38fZ%?Q`c1?k9 z($GYU*EJdumW2M*ZQWEP-4JY04Ue}4eZlK$kk3l!ddfBoURH_A9Yu0dPC~Wigkwn% zYv_CnpkufG9_;|sHeW%+P#dZV%Z==b)iV>CKF_d`7E!=Hcj%+Fxnxt3> z2`piOfzSp6@2c5ok%+RQSBnMmVbc$W=2K{CN=e8%-UEZkmJA6ZQ=(BNN*MYWn1*18 zlAVyi>=+w@D!j{mB|JtKEFJHSfyO7$iFmjrtER!LnqnI^MwWyJ3yNu&yaYxR1shBt z*=kDSc_sE?uNv@zmg12C*`%r9U&mA+`FP2(A*Ce~Tp}bCT}(+BVHOY4@d?4?6~_Qm zi&E@EUNwelNhEes24)3WGEy>88Vv&X$`~;gnyT^!cv`aXFpv;G!K9FZDwrzveI9AR z+8`KYq-ycJCTNZ-DJk$OcmO@9+7<|t($GrPQX$1PM^bg3B#h+Bh`nAdiUX00dCWF3 zZGoFKP#muVSp;FLDu#ryZL5%Rs0y!RB@81a>Ll<54SXs1wSe`UlqH~>EYy!@2!g4A zV=)t{7~2qnj+L-2O|VoPor;)g(ES+lG{xBRpjQiO#L$P}OhGI{rlNaQa4(N>0U1q% zH&Zk>>87M&CIDwb`K1VY!cYV;Wqy-eiwwR?fs_dyl0bvFwFJ!1CI-6%ieo0h10)%Q z(=maVR5b(}53y#MvXBs@QMZ%O4_X3~y(=3{lh;LEQ<01LOfUpZ(s&3912c63FRUmj z6>U%rMb|_}kWnZEQmgM>iB+NjZjT(&(Z=h6xF=o)4 zn0yQen_n9{RY-oUhf`t-UC86Dcp0J;1(9W7QAo>LKpMYsbwROQ(u|2^0gnye?3+8kz#Yj}E*qA~js1WIbASsGr zK!$)_6iY@su@I0<9fHfUQdmdGXbq-vQ}t>=A4n;T69N6JU|~iB(uCO56RP1DATefo zi^qfxk&{TkO&Ak^!%LWX98or<_q(-7sg#1n875Cn*07LKXbGdL0+wpLW7$}3pi?B! zA%!_4VS!ST2_cSVSeoXb1%54B!a_%gSpT^lq+q$BXbzTQ;8Bb?2`q1e4k;`J4GSv? z662^ZkwPsA=TWZ~9g{Q|3PS~pCW#mLl%b%W6qZ3)<)t7+6bI8EdRoA;Kv%Kc!Manz z41wv>R-bTdAz6-A}^dFXT?;u4AkwgbCCSZXP(k3l;S9E4NRnv~-d zyjn2VsF0!t1_$U)H(}Hm2{0x|>uBhFRmUP#!dgo)F-#pa2oePAXNVEUxyP?Xk+DeE zg#^}IcpKSJ3=mDlXu*Re6TD$)U}TJF3~zKW29Sm|sAGW(A;=fKTChblHABWi9zqjq zCx~GSQ@Ld05=&k=A*E1WPN*sLtevn;j4)a$>sYX2WxwgxA~;ycp`Z!r3RWN~N!*DA zA$Ag`oJ!F|1WvIbPZG2WhPZbeL&KN?M+(~Gu9(6UAj=lm3u_Pv5DkJ)#UK_F2}`iR zLXa|8W(ZieQB^W#869hVj8xUeIJ33bi(X@}et|%jOfVTHND7{e^dpuQRZP%WWMe+V)&lERUBt2nb5sg7U)n3^FZFi8ud zfQ7MuC54L3fn~Ua;dP=Qwl;=LB%x7gCu9jzi^D@$VcW#>5`?CV83@A3HbjU*j8iNp zL2AQ}z2Y_o^ChNg^btlGHWaFga;Q<(wG@V>j2)JZ-3X5v9P-(Av=mlo7A9XcVPnZ5 zNu6FTcxwr~pHdA>4?KE;*5YU(mWieewucnNkT;!#reo??Q>uflK??cxz~wNe7hrk;rWas(0j3vVdI9J|m|lSC1(;rd=>?cxfawL8Uf@lw7kCHM z0u_9LAO7LI()ZI}{WuvB9PYV4c5wK>x9xvz|MixUk_x1ct&;5PR9{yR_4U`Z5 zMt6ZU3b*3(;{F?#4#uQMIv#uC#l5E_slkJ0GE*wA!UM+kkSnaWY1<0J z(8zDt#j90h4``nG$HjLojB!a1Lqo?G-NQ|0?5s7!ozHF1k4?DL1jr!Gs>Ll8_=u(` z8BH=ORvrom^ETI1G$iT8x7~RDVCr<$xTCQ{3W4 zo=dw(Bn_mQH(tmWxdk}-6mAA}Bt3pDlsb|gLW+>27YA=-0_vRFN}chnvALQr0&%~} zFMV~?!JBTuTxsAJmpXzFkVo5wJOSqnRXwxdr8OW7))1@N6L(~#_KCIUM*3h(c%gaUuyiMr7<(9^jOCv2Hk=npD=W{6|Yvf>kP(z1XIHdO6SUDKeF{F~$ zFV)h)$K_c_)9|n5nS1MaCamQFPEU=T5iI3#ft&VZ41bCnYmEj$O*`^KBGF{<;3$h1 zl@q*nLfBTcT+iKb4#w0+I_^ncKOaJeGr5dY#}Zwmxy_bez6PV{di*-q8@qle`2>vP z+BDy~8m|MkH`7Ik|GeWMzQ?u7Yd3iDRMI{89kR&`NxFXQ`UBL;Q)p!>rQ0ym!hw__ z;xLE~fMJw{b66bjiV4f6Bcv40>~IPL6D>OWQeh7Qs|r{ZC@?H)XywW(AraR!&~pYt zLp+zAN^8(xa1x^QkfiI!ulG{}$BB$>S}Zg)kecVwbxR{FoA*~5X0u}ELsEBhlm>j@T0M-Yvlz{1iER#VG&hKCd16u@`xX6MCi=7mV z$rKZZW;{+tEm&K?0!9-W8rYnQRS&EB7P;vmNuc79fQm4@Ys=89p^@QKL_>ThuPv>C zHBpT?fqg&S3M$?eP!WbHZJ8%EG;mug!oz}m&9=5k3`qhN`vNK&uvLR;lnq-^8;IaI zF@(VujA}&~&A>1NJJhRBYF5tD%uisOUD39REUE6Osff9t)`0u32wG14F5Z z*`?MCw9+EXE`EAQ5~%q0fQs!J4L3A$3l(b`NRFr>tqDm26^{l~1ZTng5HldGHgHH! z2E?$H5Jk%|VPz6vw`WU1B)shR$vJUR>v@zM3xj6aM%m#NoyPa4GhQd-iml==HSt%asTSeO+D0J4@+&VL4N_S4*8g zk17s#1cg3uprh+(hgYUFhO9c=!Qc4CUJ2-jh)nEE|_uc;>;R~p- z*XnQwW3Rp5$b->$Tv1DU@D-K=R6bx$0cH+HT0jbe^&o+`0OA8Qt)YcFu17tkZ?_!79jwI*W4MFc zqB1hv!2&}1)MATl17XQ<2VHc}7a8uLONTcacku1kj}s)14%j>dvun$Us{xV+@UV8N z1~IR}i>ER?fDGk(_k<(?(}>{?)}l9hz)K8wkl_w8+(Cvr=;E<5+(CHy)xi28>{}I( zj^Pe6+`&5qcd&zY=>hKGH~;HX@9TVJ{?iLj%>bN$bMnPiqs&RMyJDT4vG;NuZtch4 zApRc1AC*0TKNq_Y-}G_o^L{q{w?8)g?ROtKoB-~@hhrTd?)&1QuN}O8=qC~V;ByC- z_8mO%NcZ>k{_37fUFoJZyp=L;T3z4 zPvi#nbM7Z&anrMl$*JT#H#a|hc69z3?o9F-ZuI=(x#?MyJe!U@%$J-5iso}ZZsZYbunS-S`z3n%a0H<6qiJwLO^J$CilW5G=xu*J5w;4OBj zq_ENOfJ*g+jpejaN;k_ki?#uL{ADoh1gNq&eKyGjtsFl;Kaba4ro@HC(X(?wlh+DX z>xEom4RJ;LGQwMA%E0+pF61-0a;ZY-;CVdVmCJABmb3P{oo#6HY(8f{Huxfpg=$*R<@3{1)U(@^@w=9IVRUj4_nx04x^U-a zxoUMaH;pByre|xexu8JxZf+sD=s(h>^Ap?_!q!!A;dF97$$=4{;AWE-hBMZwn(XB4 z#7l#Rdio!Eq~n$QT<$Ixjat_iF}R z%g%Sza)y~Nl`DJ^UTL9duV?aWrR8E_hdXoj#?Cj@5N4UUdKbgMd&$Xj^U3L{SyxO9 zR46mZ%_k?(kF(>+g{qLrScAk#6Umt*cxrrfVSIEV8H}os>Im-!1gxv9hOq`h>#O0G z!Iy*sJ^d$61iTV7FSl;z%K74E1(~e_v1k@#7sYZ@2=g%COa6ch@mmHN9;XtIo-R^zbL=dPnZ^l_wE?5?-zwb%+_Vk}R)^UBW%YPZ` z%5s4GwQOH0U_6(wcnOmB`Fu4!JCVGIIW+WUcQW@O#|El(45oXUKFO~ivN(8BZ}TTr zZ?1b%HF@x{f=SMtVCX_?s9|J}3Y0kt<#&HnWO6&if;YnTB?tlF8j%PdqdxEiqWvz{{P`;cDF89=vyZ&Cc!-jC{VBcSL ze3UjSAM_-p-=Y2&+o)ipRN2S8QCxANv%7!vXfv(|hM+&`mAbI4?)A6UkI;9Z7s%gx z<+We?rQ)xVy+BvjW3jHs4&T-LKL1Yk#VEiiP)mVNy{qeR?C6mr|K2!seXk^S+*e3v zve``G>NWfqN2JCPaVTB^1dWe8do@n8UVJ2839UI$0Fr*F4m-jD-h$Lgh{es@c{VpI@9VKs|XYl3NS$tnZB+*OgHn*x#vzSjAR53R& zx-v+$V-J_A=grXOS z`*+>j6M1U|?;4F&CiBHq#XAi#{=8zQ_a65Eee z>c;4-N~REby`2avfN~Jmscb%PaYk;%hWHtZTiA9RIg)rIaa>Xq*o*;91_Unh)(zS~ z=Sdvmr7t1P74#G|*O!wc<>DG7lx3G7XbYrU#Z9Y55%LR#3Mii>6`EH&MoKB4GqMvk z4>b|gcr6S0ms>%BCZbkWJy|PjXkvUsh9pImvgC6T>I-y+zC13%R@J#RtmZab#l;6X(s>tC0e}zbW5}# z{F+NVNH}+K35j;cuP(=oBIcfLmU!szNAXAJ{uRBz&p-D(|5f>izmwAF)ADM#&9!XW zUOjQXvbg(DgfnfE6$r4`sdw9$rk z_C^y$_w}P~tdi?Sb`57`5!m$>@5!c&Rha%n?z8C}ofTt47LjcrChcM|zk(eAan6Og zC_DJJ_m$JR^*oL`+i1c}roheHhJ}4hWHrq0cef3b&rE(LV@B@EU9Zy`o<3`=XM%o= zIQuQE6&=HjGK!%2BAdc(*BNN& zHJ*n7LOV0)f>~U{jvS*JWQ{T)7ogcS(`^*TDHeY@gkY-k&--O+ZSy!eWIO}{UQ{Pmt1a$+JYiZTq3vs0(PJ)+33%Q;%CD) z3NU`ekqfrK(D=J*zpIpiGaw7;*llKDBbjscf0VHb)}@uHo8<)Sn|#@zV+?Gg*NQlK zKrS6=)NZ0Fe!U=wqKF+XX;u-Bqh7aKsMR6*duY^(%Fv8>{My4}>S2L@7;CEW$rM^k2Ne8 zyc4G#&cx5!SsQchg(zijf(mL!mFMC7*)bAhf!ob_$x^Y~HXqfty^*W>0a88+k5GMno2VL)C>{IjSaSl%QgZyWnoN zkqmnxq{{e3J9xT-9!i&a2N(EZ;xYIoYLp1eNZjE*2$%jrG?HdA>$Le#7K`LBu#VW# zTtSc%@i0?HdRJ}^he7$QTfIjKFQF+ZB##neb4myxNh2k8|Mqwey=TMA3oe0n{qoP% zC^F)yyhV0P!OwOiW)1WK*!n_&iL|~xj={rQZ zM&Ush(1&E8pF~x-y_w$RYCLUZ(a&^0c*lJNSve6S2ryit+)>vlwQ^5ziN+Myz&oOh z`WuulC|Oayh{%qveDRjk72V6Tac>}TXQ7C;i<{`G>Uk;$9attu-2PmJH9cFgva6kg zTIluE+~}maQG`HqQ-?3`!2kM{b6=Hz_uw}80uPWL0e_@Vh>9=p0K*pm^;-Qfe1WQ8 z4#O9)S4)An7sD68Q8RQKHSWY5AsMs`so^<_dM+0`BM122%a!WGePMU>;|&}S{f9Gr zfxIFnj?|gm4_g7l`Dq>ydBwzT93phA&XU^hv{*n7ie|+&hC4wP~cON z4=Ye&umX08Yrs8tLtzETo0VL@=-dAyUsqV$5ww8pn&|lnp06wX;9Or<-0%9j%7AiU z_yWEu5%YE3Et&-Lb={S(D`tqt7`{N&pO)bZ0MdhDx-d+a-5~fdnY$~Q+pgU=WH!SW zc#Go;JoJwL^yPo^mpA^Lc6jabQ$zWi;0MY42s}rCHr)tsg8v=!BVc|6%#VQi5k&S3 zXW$&ZD&|(qRu%8bye1R~sG)ZIl0t{ckSS?h8 zATxXcL}UYkuL~%{@C5=dWBRTk%(5GSZenyXxj20`S@BXIKR-X8oLyX|#D&Gtvvc)M z+qYfJ`WoK2$FhzQ8_(3k-P|up3s}QbF*AfV8H*u@C9fPR>{r<6K)`@B5~&KF)s#B?(Oa$ zKh`W#eb8;oLh!45uB*HM@y9!!ai`MKWkj{I!5Ej|hVLT?W-e1SI^ zzCb7KMuT_+^6+nd_O5HIpWlnLuD)+j)|vtpCW7kDT>m ziUK3nt`7rUSp$1PQYumI{fMHWu}lJ_P`GB-#Y+idyg$3eA8>2T_95WZ)Q5MvP!02ki|X;=P`na`ZzvubR&OZog)Se8 z*I5Ol{dHmN=z2?7IybR4d^si5AHRi}*-{$nsyetKp~jB3(X41FzQujWwbgLLq7B6x z!<-?d8nz4=zPh{cq@UE0DIES`%gq*Y#nukkDvugQT#t zCM1V>+aS5#R0RnEhV@Xq-a7@?^+6|)P#?y^O{j!n0=G7VRf58w;CZ1zv5NpuM#L!! z{BdEy1q>eZzPx`I-K0@~GGO3?U)*o>kNbTASi?w$eFeU+1)#Xv+UC=Xi!bov#>~vz z+0`pgt`!&6VIet@9-h?2bJMyot4sFNg_Vh^VRa@W%sijIJicQ%BOc+5L=sSk{#i$F z?4ct^zJ1w8@i5c$4tdA1i`C%Cz=^1pa^V)RRrKf*i~%VkpKl+z>Do$G**r=xXk0!LX;(%`$=O(#9IN9H-(z7`jt-?A(AKrT4U7u zg>oLjS?b`3KY6U! zGfG^}$Ye|0dbKFvp_8OtLWK*)x@~djG_C|)4Y2}{NlN*gk%ct3jhtsrI#tXN@OQ}Q z+Q1l-6d(2kqXw7w*Bej-dV-6LKfYYZ6I>JG3BFvw6N29k=GyIj?`uNGU`-N#N%LZi zzr4?158S3P#t9?7zF%&a0OJ%$u6k&Wi;597`lNy>PVFz0HcdB*5?$1+n400HQ|Ef| z=1`NFFBaDd6rR=Xby|fX|4IS#h0hncJgk+$iWU6v%jL7e^rU1iJ$YgN!pW60Po}jq zSM294W$uNi%#$f|Vt&dgXJ(#$+De~%YWU*H${BlAtP!<>Fd|7KLZXs{$Z_h3q$8Ld ziP{^22blCy-WM^2bS4WJ|E6LVw5bS9e=%7n2>tT@0P#hkYk`fVy1?~~a}$l8AY8mV zc5s2Q;{yia%N;xTcE=9BY3$(39Xk}bFBm)9cIIxoY!?T{!R+{Y1pD*5EP#y9#vVL! zCi+R!QeA)0x*D8U4}9`N*B(7g&-&bf*Z)~{hx2HiA2Y%O z=C|y1NNNKMZ{+wB0KGz;==TFK*2|bxifduhtu>;aE<{z@&7)?YxLLj)n zRxXob{JstX-hYuDf`g527#NFo2?u0z(c;@;vxW)ekw@{*!=w&)h|c!A@K@0boO|@u z_pSZ$k96)wT6f=PV|`!j`)uDg`o7-xmA>EW`&qh^eHaB81sDYw1sDYw1sDYw1sDYw z1sDYw1sDYw1#S@q_IEwlv9d~fx1qyb#}9NJ?SPV~Xd9(*%JCFNk9Kz*!A%cPuCKQ1 z+Sk?J;hrXU9`1T*U(LA--oy0)2lKX*XsWDZMoI55o4-(sQaFK>sFmQ=hUgX=X}o>@cho9{zFf08%hTT z6YeYmDDDDjQ)<3{F7UO@KfUYl@BcwB#|tE`Jj|vXMXu}pY=CAy92`>8ZJA-}J~iyr1g4=$r%GwKOY*ba zbjo)2Zssf~i}JHp%ArzA(qskl_>e{=kWG~mWd)zl_DjFi>3->kll?gEg-rO)_M;ET0AzZ58AaT}`| z{DJ7^j-PRJ{`eZkz5u$h__eE>wFJ^}=}#>J-dOzbsz%z1$FaDT)pfkV@3{2m0MM`) zyW`Ru7(ns3^afU5u2;psWw0QZ-h)L@A(#GeJBrBSc2+fv0nm}f&#z7Z20%*I(7<9) zlQld(h-R{eCfZ<5F1?v==EZsd)#cKeH-Hm!sSRKey?}eLfOxVGnbtsYn(bmu1F*rF zshI?ZfwZM(Fhl!2J?tOM;PUe8&Nlwex0gtvF^k;+<^4k%tUB@ znfF8R$Nl4{(eeQHzvQFmb}b*;{;7$%3+OQYu|1q{W+pJAM8-=N26Wg>9*bR0PVVU* zc^!M*?mgXlh_?HdW{6@>7fbkbm*SVhabn7aF6|yVH8HVg`GD)TLU&-qB8@4%1p~o* z(q99Eru8lLu$#7V&vOiZz9!(sfpQMbxMSVBkxK4D%9Hm~rxF?k9IWMByKlywXuI{> z7r+FTKQqw$cg~$%UE?d?xI`@L+kpSD{KXGXoryEueKRK$aLcaI`5V#I1$2++w?yIs zP{>a|&9>Q=1EL9}wFU-DQ{yX|+7J7+u7UQ3G_5mP-jQ1l#{5=K}gZy63C^`U_vF z&jr?ft+VcH`CMRdW3d$9>{3lUHq}e<(ALmEb~WnS(=W`qz%%Qb4g05eNJkWT!#;2t@B(evTXy#N;!(ObP~N<=e|~rNODiVcGnFuKYlPhT z{2PZVZ77OI=1zt2sZ+C~&wVby=$NcApHo;siiqgv5&Zq9zw|dB?CyQ!B6SL{$L+VL zXXby_Qm63xT&J+lzE%92>lEfXg}F}Ql2SQ{h{$yck9Hq?lEfX zg)3E~Tp}iMu14oSdhjhrmkQH2T+Pa*-OF_fbDhEk4gh5fbwnP=_M~4ZZnc$JFTEyQ z^U~Y+){QT_`{orZ!yTWRe!MQaiP~@rzh85F^NQ62FBH4$C;e_&xq9G*o0n7%yl^?! zDLi=h!Nc8$58wO1zQd1o?>qQdci$sNAG-HJ@bm!`>h0T-d0wO5VmDd9Zevxt4?eVX zc}3A**W7U6;GunWO}Zz}y|&-T1-37UU!Rog6gD~Q>y|ih^NH*WwSvL@dmlWyx*3~9 zUBrvd)y&kyM4UlI;%aK;DQk4{qPL)e<8w4JeP-YV3lcGX=JDfh_V`NVua{KpUbpdO z`)*jtM$ON{<8=O)RD)pi{El=Ff2?_8%4?B^&!Y22;Sbu9lYtfqo4eruKl$mbv=TiKkVSY`RB#QfselOz>dz# zuD<%S_coaOKEG>@gqB)-cjwicgLw~cPwu=Oh=uh{ypw*KVS4{V*=`smiN ztv8LRt(`6ZVau;<`Nv!S=PgrP4sVfLUcUKjoBv?*FKzy@&ELKGJ2pSC`I=4tWz+9( z`od4!HxwJC18W7E!!f4=c|Hhy;FGaJus{0AHF+W0LSH*ffVHvIaAAJ{On;pm2+ z-0<@Cf4lzQt^bAfKeGO*^$eVnb@(@jKQ;Wp;kn^AzxcNMc|_mX9JpzC z@4AJ8q53GXW5kR}+M~i0osSPv)fiD@QuL&?MdxEHQ3(b0qf4mjC}U$(j}h5ZOcb4G zSE3RD>N71=SPa_Z2GozVQ%O%tT68|#LX~6O_N*jD=R?b>1XR-FL>8S7wo;kxDUD}8 z&`xDNK|%e2b}H>@rHan?w@}5HP-q!_{=Su{M1zyx+d?H{g7uWZd*8njm2k}9`<7E_ z%?++W{lP(MstJ>3-w?F?o)#(@D(@-Iiq5-Qs5-SQIWIczT}~BhjPjo4 zn1!cWsf6{U1oeCiRg6i~BdO2tym5H%(1JWe>L^b1#w3B%@#4u=qM$viMDdPRB2ztW zMRBf$$j1ojQ7ww^Y9WG)tj91vPqY#R?=gt-+gphQ9A>sSJ4hsHa+vNZqKoNvqUsr| zim4VN9b>#l6)7fRk8WDZA+AxQ7}_I?w=I8Cm@%$;l8R!YohW;n@Z!V(k&0A|SYTR= zEy_V6gUZ1i^oZ3((M}{iLv``kaw3z7w^XR&(RL#3F(QgL4-%UWNid!iZjcDZ*7GS~ z29CB6F`u?47%Psn5W!o~(@YnK+ld@DKo;LRNQAQKF%I^@)IQu!M6=cu548|g;;oXp zcyJ{mqqKOSg(#B|ws`0LEkrQ}Ju}P{_q7vgPgz;Ksf9?!7&KIw;@);5R3DOX&vK%$ zV^9ZUNpW{Ok)gMuIMhNkSgd+X+TvgfQ6!1CP>2015ec`&z7`@R0Y)7|d1E^fLm{@f zvxUe~hXj_PH?$Kqo+QQI79t%ZyeEt7NQ;#y2l}4vYn{#Brik@Q6@`H7%g}^k@bj>1#2O~ETFfr3ACNa-~gC{3=&}& z@m~qAL>G6o6Gcx!9d2Jvg!FL@dn=0D+KH;ixGHXKAws~C-@uC3wi2oBaV-7c(n7?1 z!bm}GZ)qo@SwV}}v=FiW>Yfq0cy&7w3jpSGbUBgNl90^!&F#dbysYT95U~Kzp1?a_ z)lS6H!AbGT79xB$)1#IZH?DvgOkUPPM2B=wU?|tM60raXX!c86i0BYR6HCXn14Q`R627*D zPsECAT8Q;RC!qFMw-8yfniT%wRRcr{mj~7)xl5|p(?W#Rgv7(79vC1d=O1b>dIV1C zwm~8&CRr1WC2~Ux5$XVg0S9h<3lZxpWC#nua4Qi8Lqi?b-7vg&%Oc+dz2Wc+3D#_Q zew|JV4OloA_}>q8rnmp+KYAkN5vZZpbw)lvGB?s2dfm>i?ELu7x9)uDj^Enx-W~h5 z|J~5fZ~xit)7x*~_Q%_PXz28|w`_aK)?eTHo~>`(^0!+)vt@G2t((8J`Pt2nY#!P4 zYnz_l^!kl|z40eE9^W{+;oolfM;jj6ux0%}TYql79{#i8A0H0GH?8}riiz~!?;9OmO>iMtuIA@*InTcCPT$3lZsS^bv{-%!%Hi4 zMTjnar8Qm`G;>rC>a{VFlOUNi2A4}FC5gf~bgnW%S{`gEdFP{bGfX+H3?)^xq6}VP zgqnHJtae6}D%wb$W!Nd%P%+B9#JfbK0wO~_7qRoqLGWfsvk+n^s~|*_hC5p-Vng&` zKp>Qtu~Y`SPqBswX-O!3AkleEXrN3RD(lW@5b#$CMruxRzjeVxRVwN@EAbb4X5k$8 zvf@5e6s_vYQ7fbJ)G69|XWbcvyD%bRV^x*Lqf0&tYCL``m92b9wIsCEL=z=diQ$xv z_{z$vs)P|@TfY^Bof?s>^1+v76wFt$62gNU(l|qCB+iDiOag)b*^*U3a^)~ILE@A3 zkd$W<++yUjmLm#$&4+H^d;uP8!jC>Ztk3K#b7Cpm8zKJo_R1xTWXZ! z)Huy59hrw%Il`*SNZ~alo)9mYE^Vcxd{r|f%&lg`Lpo&Xl=2XUN-?RW5JCl+c%3>? z@ybE2y`zEn7+A?XHY9>~KG1Z=C|qD7y5J%hjA^BYF-W_XnnSWJT2MNmw|KcD5l%IR z$8^ANJh)q%RxpDB95FDB&Z`gvO@k&p$chB*DOOgCKLMJYyO1kuo_l0cOR>=y10p%PvObV&xqArb)sgg!Wo)kO4&;aS$S62Lxe z`XSJyL{CepgvB_ZM3FlVlgX1-F%H#-Vmj&=kBURsp&L}w+v_3WHI@d8aYNCF!X)D5 zL1^!YHZr;h&Ej}5P3D_$2qL2qLcpUgIU%z1y-hQa1%tH!I^wv|kl)HnSU$q52rJD! zq=YJI8I}ra0s-rYqMpdgL8uw;yr*f#>A;iODIHb?!Cfg5r_muuuYkq`bX5}vndSj6 z0}JshgcLSVL#R3*YFGo&2E$+@bs)r0Q)wY!o8O~th($-?m3 zMr>$Wkrhm?fEn7EqFl{<@@SM!aNvNV$Djn(R*Til5S8H<_2(^w=~auayOkt&qQLnC3tDTToa)>{)RJa0WKF&r8q%PC59^}@fsX$6aWAk1TVrI=Mn5{nXQXTf8qVQ%4ZI7UmDK8pFH zSY~vzG-_-Q;GdA|n^v%!V%!!!f=I9!jBN> z4VH4Rn^rIfyo8=m%&&xFmK4&%Y+9vV<-lUB^nqYOhsjZj;U^gyj+Lik!t;03t?;sx zaL%xJ8e!nb$mGIkP2sAMDnxi2m=q2^lvqPl0H?Tz5l1(IF%^0+--=NI6T#sB)e|I> z%W5jPVvtd29EZq9@S%h&=mI>6WX92+D$$CnzNKl!Vv&YGK~>;1aY9MyB-$zA2EofK zVMSzx>zG1 zmZpS%4Bmm^V4Oy8%Bq@fTESYQVMQI31AI?6L2I0XV1l)k!Q^WTCzZq3k{)VWp+m4B z@SkBus_L5gR-|AN##zDV!f1q(4ouU~7QC2y$c8fzWN0+h8xsr#GVnpG04anaKiaf{ zEuuG0z>$a1gnfV+4p_>0#Gi0^h2kZi7fP3y*{Gt2h9ytg!eNDHf3|LgR&eC-poevZ zC?qSHq!SJy54c#CX(587MA#FRykMC7s&WQ81&O5Qj@nFN2@oPcyx@btfEXA)4JBqu z1sWhiurhEnDBQNxl)x%u;p;aY6$R^;M4D+V&~UP`o?&YNztu9hJy@ekw15>D8-l1k zb|?nYL$OAnOS%mAH?6=@U<-u)Vd--aND5`-a9!XkKml<({$kjL!GEO+i!@~vjxmKx zp|Lp#u4W9eiG$eMIFVSAv@j~cv9weK#tPdeLO6`3zzPK86di*pgr35k1gl-_ytnQQ z)=Mnam?LNzHWXUpIkYIODWR4EJFJM^2*C;t`y4A%!b1yKe6@;jIXGX}w1QD{$bP9E zmIs2FNWM6F2shCSh&`+zRNhz0SSWkT`5e?pjp z=BNM-fYSlr#V0=m&IHzIL$UB!xUg`oA--IN`DV9+JDaH0{L8^mau#-kk1A3 zxj;S_$mat2Tma`G`CK5M3*>Wwd@hjB1@gH-J{NdVp9{Pa#{vuZ0@rW(`(Hl(*i%1| zf(UkQx~{Xmx9xkjer4-jTRyS*zis}uO`qL#-N;*aejafHbK8Gw_VbkkFlv#&gm($^=Cof@A#9>YVE zarZq)f{&rwq`>WN9(!UmxRdT!D!+`AXL1L-{mB0A!9CrF<7C(3pQ$r(rh8~SPJ~_E zM<&mtU(PPdZd<8Y+%h|LYR0E_?;l5={;}@CnHe|dx~CC9-kqjWj-FeAun^@Ty9jTq zLq%IIJ$3!l-?6>3r{=~@E!=Pu{`mORN=(9s1*=|wd-4fOuc5k1W z=^jBk{q*y}9d1|P4gxy}le>x8O)t)!+nyfpb7#+T?%V~)gp*S@%_GxikzS@yrJHb*h(1`vhbyR3>z_WhyUeoUTu%(3p-i|qJ9=(m*aKNS3)fY*pWV}P>HJOSU!MB62mLEc8xf|34^ocd zV^I14jG!!hhsEbzrb0}gkV<^B!&exDXr)hI8u1{Asz6kML}1ZC|Bju+`Zc$xgH19J zforT`O*da+MU2nN`{^s*9OC7um9mFTe%ZgYS=wRwzgDtAo>825(r%oA_er|`yB#d5Q~5i z7eN^!c1i@3Nso_a1Ybr2qAd^sW9UE!SLWh{46CI*s;{?P0vE6Da}j}emlfzW(8+c# zq9gN3UdwueXre{t1o8dpR&epEJ{J*~a#`U?10B357m;C+a?O_ah_ze-7f1SBbcj_$ zXjCjE;;IX7|}D1?DduFS;L0LF_1$3U5cuAwHB#jvfa}(QSMnPJu2{{S#I$0H~N7NUWAJaS$6|HO4nO1fr~r(T)f<{t$|Liz{R?QDeK&85b9IFs0l9vz^N#$^%z?~-%z?~-%z?~-%z?~-%z?~-%z?~- z%z=w@U}>GgPh7Kpc=zV!6#wxBNXwDo;hWdZ9-o?ie0(mRoL%@xsO01dAqfSCiJ1%gEr>YU*v2S!X4fdP^b zB@$GcQx)xeqCvs9%mAf~JD70?Gwxu<9n83c8Fw(_4rbiJj5}B(9033<;|^xr!HheY zaR)Q*;FZE1{L&K>@A=1XKJg3rTp*tdWZXfV6(O@H*CWXF2y#7wT#q2vBgnXexgJ5T zN093gwEHmz4jqdqW#vQEr@b$$V1Z2?Y0%Xu-#&8WF@+6$unPs?x z7qWO3)T727tgp9RLI*SM;7rCH%(#OKfWPw~gA2-1V}fPeL4ZuRqm(7qWZc1vl#3lO z+$(S~;|^ZDSow2tG2;%drdIoNaq&fsJGca2KtFcP%gA^C%fCtZ0w;&(GQPm29$Do3 zGY3}Wz#xKv1#EN17pQAW)F$=< zxP>Tq5BTxL+gpi5^iV;#I6FurXtU1AB)XVxC#s&Ys+eja)@klkkzx|2;HIU$<$8>! z5(Bb$+wv!cK`LlZQc+B_6J-wt4vG^4M4IshGQL1<7-$VVf}N){wzy|dOz4=fV^9aw zK`-uZC$gRevi6}Cq8THm$D}O|wh%=EcCb)~{VNd(x5d5|A|E3#>HyezV>=N;A-1@) zg@_{w(-V>wZ)hiGe1VKFK*mJI7s&Vm>L{uV$&4?sW_*F){XN!s*Gs?aEh&#c4ZUtf ze1R7NU0_{Z8DYgu)eAz%_yW|13Z*K%)VdOp3N0=5T*S^ZIgcRc5y(n0sdFAd&LhZq z1UZi&=Mm&Qf}BT?^9XVtLCzz{c?2)=Jc5z5;qKQdeC&Uli@!efix1~>fs8MZ&js?i zKt2~(e}2c1;`v-4p9|!3fqX8I&js?iKt319=K}d$AfF4o$j=3q;0yfCu4|??T>ov~ zlkf$0Zn`ex3+(AW94EUL|4f~UGu=buaU$&MJ~DYG{c?76*QlRxv$IGiduTH5z9*%z zhVBD#BF66S<`LX7J9TQtN8EG&`04SD(~@dZ-B5D_XPgQs4QQcz~7ElCv8 zTV{wQAut=M7KRR_sA5^3YidLfqBJ0fijy8EvRG`Q>hyh1S}s8rukM3!s8SKlh%Z%? zrBliy>hDqly#_kDLQXd_<84oAvb=+A34F~w^CG9EMo8b6_48zVV^U`k_fxnxqp@EE5ckC0c(0h2BH zbID@H7s&VmU51*4C}2q!WU&T^sV`ysUq|ov;|2cW58v_n*S_^Xp4&0<<<9z%PjyEA za^zDZzccd16jP9YG6ymTG6ymTG6ymTG6ymTG6ymTG6ymTG6ymTt}F+3tQ)>*-E5ql z#RuTo&W~QRet7rh=KT5b@yXM1a&Bto?8xx&&Ff~5Pfb5QJ{M2UuKNPIymP4k(39JS zhHn^Zo|!!W(h}UkSL^+M_2Hixol3Zalf!S$xPw=Ay7Sv#R2*1>rH3Qi8g~$YO;XsR z^P_{*`D5gsw4i=$B`Tqyesl?S5lpILqUb!k5|sdAs`E?>HJu{%IKbLEA8Ds1 zL3>t-;vKC-rh54DR-9`g0-cQX@By~?t`=g(9n83c8Fw(_4$g=790m9yut-V99n83c z8FvtdG2;$q+`)QvAeVwWxHE0N`tbr^d(A&T@mmjka&N*H(4DV#hF>%C`St&5WNxIl z^D8?)vHs2>zG>g4@80+`JHKti$97(~s+jkj&SX2YX94s8GLov&{H z-0)9tpIP^V+jnjIj~l19{m8ar+qFZ#wDmVP{D-aY-MW9v-);Qbmd|ea&fyd5{{8xQ z5C7M74-LJ2%N?7)y!nSWKXzp{fi?D^^9aC^r7#GcO3g}Xa7Sd3 ztEv&&a-thl_UsEa|o^@zKRM_bqK)oB1)@Sj0%tIs${W5K%PLOB|*=$P&_Eg zcqFFtk-C{+sa3wziVGWP#3n+BO9_JPe6ZooWd_)FzP}k1V-bTw0sw;WsEYw1P#n=x zfl@^8F~hB7B__dZX-ea5Re_ro!ZNvuQb*tUzPg#RwBWBHrE{r0YQ6BPv_?`%F&kh{ z^d;lK?eXgcq&n}LkjSVd8ml9XT4PQvWfdgNhUlt@h%uddpi5;DE6Php2*NL^m6fm( z$mgB+)y=qyfHBk=TS2^-Ra#UOWKtQ#m$ItVx}+F6FsF&caM0t5I>-}*J_I2;=W9@j ziUxJVcG znZe)?h03j`#28J22iLW$B)W`fUXDo((Yr9&^hH!9wVW7Np|j2sNR5Ebi;7c+Nu?Dv z8X8mvjKPPf9A*eJ3%&6~8U9^$D>f3ZopLfw5<*8kUR-g7nWX zC{HwfLC7G93`aW^f^Zpxp{!`-ONS(IEj7?01B5Y3Myd)*RXO4$gAA%@nTMX0bt{O5 zreH=1rdwfQR3KJR8r)!wvYgsz9E=N<8qvQ{NDhG}5)x=4tze#tW<(0QC@X|6ml0!i z0#hBK3k*z#WI@RwUe?0Gl?GDdgVL1(e+77tJL02tE1rf*2S{w?AZHv=ywEcT!wKW- zDUVg@Vab>Wn!1Jn5l^WIjMCKSP;&d`hA%LyG7@xJQ4PiM7B|@RngF4*DLR>OJQOt4 zng_#_ghW&m{pB) zo{DKKW#CYVm_T15;1wNA17$)7=L7XJYVTC}VBJb(W9bF#izu1Hz&zH0C`B-3@L1@u zNEp0ZBwOofr7ex6QDup6+KOWY`Ze>d7?b9LT1zS~6&6Jd&B7oXg2fxE3bXD!!vbzBY?Q$CxDrMJ z@`&YqxM@WR2zP0vN|rkYn3c*Chu>fxuxwc4AtzO0nsBhjh))mNI-((a7zKTO-AW9C z*l4v;5HP_Ix*m*zeRX)d*BG9{i-qN7B^8Sno(NGIb{Ar9sR{1713*LB65()^OqGt8 z2IIhdaR&=8g@+Uci{&T99mCGTEfA4W;ghEU^Tlvd2wU8AMZ!o*Je2B%GU#wL5HAhu z5;VM%pbSkdqEo^qrztHd0`kix-X3judA}8`o^W*#_ROIg0h2zogPARAL}L7V=D>@mL8YSZs(6Z=7!hVoiKh z3KkizU$Qm2gtEY3lvr%J!a@nARUWNY6h;qb#g!PNEnyoRX^fh9CTxiAmaOPf}_#N39Mbc10@1_$9NS?gFOBbtFXg|6Zr!3Z2w zi;iR2WWrW3Dd^|TO)JpYnDTLyg&|blKp`;GP%JoO1T&A7lfd-akQQKY3MLwUFa(!N z_{a9@x)rz^M);Cr=Bh}+W5M7QVr_=CV^}EA1e_R%FI*4^P;#r`&P(em3-^@CTbfp2 zhb-oZV4YIbSeUU&ln(2>U=S7NAQC#lZ%h8BgptyvfbcP20fYql_R6Le_(hRJ@GKl1 zpOOQFh8(AtR^Vz{sNwf%K_TE!R5%XN8e|7>tauPi_p+uH_@{8!2%$nyC3%E4Lf9&R zpj8Cx8ngn7JXQ>>R+__dhm__7@2v9ZJgW}Yt-x4At_VB{Qo)_WHYR!F$UeZ}kpB#4 zDo9BUHBg#hLb?%aHQXGDe$xmPUMMfM8U{UNzqeTmTF~U_F9!gGq;`F{1;t6UG)R3%nN!j{|dqEr0`8;5A~b z@Hmq!-cz@N^$hwIRYyfjcs%mo%8_^iIquJcFV$^iMyLt zpz<)6umo@|kVWJnWegq;G(*9N2#gJLo;+R;O~N82xP#Te8eJ=yyQyi#Lc)}TF@+HW zHx(>5!z$>oT$h+$=s!f68}L$B*dh>7ayZfg_8yYW*}e0vFxVvw6fUK~f{H~(c`WMI zE99mjjR{FtNhp({a!7ZA*8yvx;buZ1Ng1wfTEV142=PkT0VKUaPCeE}I6xHskWJ!W z#^e<;4hITrHrj#tp;5!ifD^C4PW-C08(%mV_{G2a*cUh zJ2;(A6t2Y2Q(K=tvAx4z%1cGrV+m!C-F{?$A80S*4rbiJK|skt zR7Ohs(qb+G%h*S(+|@l0Pdgw)Ciutht@O4~!>Vt4FRheHQ5fw8}>&OE=*rak9IJ4=dqeejT7ZGw$Hm9e426 z33KTnK*}yRbZY=}$seD=dN5U0OAzx0vUnDtclscMI7lDF9b`P?4rbiJOANUi5XOrl z=4IT$j62xmLev0Y$hl(_=#4x3=#2<9ysUuB)ytw76ABQMbP!@PU0<+^O()YO*u@=v z#5@UnNqp_aS4{+$;ln&)Y#5^G5G_RTc|SVD@Hw7w2N$@QaR(Ew`O0>Y>M4-n3kTM!#Y~qc1Zqe4v9D;o?GO@Ia4N#vNROFYvja{!efG{#X6VGYMbd z2#Og4 z@)&Xwiw!MAF~)Qc$uq_J79vaNV8Ym9xRnTKDJ^ZW?uOyLTNX|UfWV-~IB=&(4<%R% zY`~V_3%o_!bFaGd{LLwkKn?LV;0vrBT_EENWPE{)FOcyCGQL2@7s&Vm8DAjd3uJtO zI$IWyP8nYy;|pYbfs8MZ@dd67zQE^y_}1Sv;a~iEJ{QRN0vTT*;|^xr!HheYaR)Q* zV8$KHxPuvY@cfR9FOYEuGwxu<9sDN19bAGh@X&vH`yX!_`u-0je1V;tuFLoW$b*iP z-Hb1g@dYxzKsVzH+%rEzQy54dLxr;CB=PpX8L#lrR4DEn)d%0eW3O0~Gy0r2!N|0L(jTcaT)8 zMx!!>wW!$xY;=Ponc#qnuL%B;0MrK9w?nZYz?=(!k`Hupg$&TTgD9#pm;t&{2X8+A zl0FwNx1`TN2UpGjy->k*Da-2XEtkN>tNUC;X&3?!Ymby!iMlfYY)9Fagh&mzaG_ES z1!}-(TLCQ|sOZ40$9Ff>1A-6$C|#_Miz(gR)=6H=dV?|^i_FP-P>IX7a78VDH)jR z)OnP1VFT&=3|t)Pa}mX%fL>mqvP=ZfH)=GXdIRc4NR+aGN+4k#(DwiYr$nH}2#Uu5 zupc!mJlKt53;?em=w!PrrjF1az{*=XNSAjo;|rWjDl=#oNezI2;zxsATnPZ-=JPl8 zWs#s@7v_=!ydPyOQhg58p{Z*H0J~pD;IRY79n~y6$_oHQzrr63g$+1x^%W|K3{G>a zMk7abah2(XdA$H8&~gc~cw=7{QFI2PNKm8#<#?bE9FXx2WnQS)#-Lya1QYP~xQu#5 z5(ONLQ;>%PqV%pe(Ii9H_Uw(4z}r0xg%o z#f&d7GpI21((wh>r)2JaJ%auJ@Hh9;8{YZtJ4U|TSwHfr&d6Vmd}`!(M!uNt$v>F` znFE;vnFE;vnFE;vnFE;vnFE;vnFE;vnFCjr13T6Y-?VNv&d!ccP0n_H?3(q%yEjiy zB$VLC$0tw6$+@YSvm?X9H?NyLJ~jRL_*^_WyY36<^3I|DLr-oS8optud1m$iNK0@B zzp^Qw-(Wxeu7o={IsE2~J9uTMJHP!!#esI*LDNH_+@kYigVe<*&Yh2~L`}!NosTY| z4xF=go?VHWKvX-=v``mL7dszmr#2rkJ0EVLE_^-gd}ukf{`%G9KvU^_u$4OhNh;$G zX57I(j9A7U1dJHVxPuGOf&vCp7l#Kxm1u%ns~?WqJCXKK_r7>j3z6XKcTXx) z+}lp1Jqg&UdzKT0O$b^j(_P%%PGsnub_BdiNzNLkT`J}bn-qKD)vw{|{X(5u-Tf`6)uWl!*p22*ME+_I@ z5+oJH&F#dbysYT95P>ZV%s9OBRqaGLUYr!KY$3vDGd*fqaZ@`{1JvIXH?|PPn4~>p zL~%na5zQtJUB8^j_?Q$up;_^Y#D#ASB{zBIaUmgII$RsuqDR|t1M$w5>|1;sdl=OBv5ZdR8=(i+i}|YvAUVd z4X^1u+w|r#>sNF>Qa5wCL6Dsf*3DdQfL-VNn?YS>nVrt})yf?>XFD`t&W;#ZMf1hGS~TV-As&#(V~thi(;%OgW`=d@C$W` z8YZRZ2+?vP;|pYbfs8MZ@dYxzK*kry_yQSUAma;^GUE$me1VKF@J)a(a8=rj_wxvT z>L32j4by*q&mZM;fqX8IaR>9cKt319=K}d$AfF55bAfy=kk1A3xj;S_C}lnu$masz z1m^-va0h>a|AUc#@k5WkKj99JY&?B&+`-dVylN$`V{q#vRPKgA1})LvGc{SdhhxJGcyAtHu}1xP#J^#@nhw_$neR zEjLl>xOybf2G&oZu=;@Dtpw|L)A=2JyC{J#Nr7m}iQ$&0U~FK(I@R70ZDe%OJIAA= zRC?zL>^zbnB4AHB;x{=Va#eOQ;|^xrL5&oxrQ(Uq1tK%e1Ul! z>l*Sp;|pYbfs8M(uwZ9=0kaz*3-b^H8DAjd3(%A)oACu`#uotaiWtlI0zBgj5Twp$ ze1T*bfv6z>Ff%*|van`+fxr6bFMa0E{^eCqraS^Q#52A?#uwPJF5?R*PnGZzm<3Gm zz@vz!^Zpv9Kr3To6-8M}Vk&2KiMm>fN0ll-0j0^xKn+pRP-YBA5L(5Uj-}=<5Cr9g z&bu14gPgENW5l(h-94PSnauSVysvJ? zRRq8b)S)C5VS-tuMMXhIeI3-VVpXY8fegqBz?LEs!$FTL>J)XAav=!OIe!pf8$%Th z4p$>5IgcRc5#&6AoJWxJ2yz}l&LhZq1UZi&=MhLamnB7+Sc=NADCWtzV$2X!>-15w zilE>vK-mHSyDSg@;rPlD1xiu!5oJ*;W3Q@ROe=MzPzX|Z8h8okH!=fsHyuhu0U(+r z!Ge_(5iiohrL`_vV@pC%UsbrO4CbD?71U+~(pyAS3ZTK5skA37paX!0D~*-bSExK1 zP?9w|V@Qb7QBTk!_uiriuDH8trDRT(&X)#&tf*4zmG%rVHf5-kEippkkvkGAReDx= zQ-)OZ*T5YQv83F)o0?WEs;?^N(R)H;Kq=C|S*1&7QSy?O6xA~o&yvH_# zkuqG{v?5ZK+Vsj8QJ@y(H-itD8sh$7%#5ELpBq0N7vY%DAn%~vdm9@=_H_5V2{(z;?a^JM$cLYu1+d3MlX02! z^;^Pivs0&Ld;$QufBf|LEB$oK+_RkKdF;w0k>wB^xed;xp~ z^g81U5F{QoU>pe(;rz|#Z%P0NcLBJD@JKjOoN{ic2$pFsm?GYyBo#ia;(IARv!WoG zFY!5B$_jrl87hwN-U@M-Y`|~>ZD+2j`o1Wq8#$tjt4uGbFVJh|ueV%+M&H;+Y2YP3 zD_4Y|W>$sI%czc}@f}(a>a{VFlaTQRGQI#YtC7XE;tQ-#iQN5q1e-tq*!%vM+rIoW zJ4U|TSwHfr&d6Vmd}`!(M!uNt$v>F`nFE;vnFE;vnFE;vnFE;vnFE;vnFE;vnFCjr z13T6Y-?VNv&d!ccP0n^cdCmIa-J6@!s>jDCPsho*shP7Q!^1bPn>{`?{rLD?JUP4W z3+VFBq5eZpZW|iDVW@d#_5esra0h??ckh__%z^*%+X;7Ya`?>|cks$icYgbeiUX~< zgIx3|rA6nHgVe<*&Yh2~L?zS~osTY|HYbGXJhi8oC_2xsL?r^$XIiKUlC(xI?R=!2 z+JK~YKHNf;W8C(vBt_>#%c(V#c8?QTbUxThWj5muCWtkB#Fu0Yvcae-I`1CjRYT=H z#aYpLR|{2-N!pW~7oGPmrwRpxo}T5Hg{NAng!S;Lr0AS)p^7nSdW2wp-#GwlgFXWS zN)kvNFP>~A3fi+u6z^yyGSvg}MRBf$$j1ojQ7ww^Y9X>Q$$CtX;)zzG;60?+6>o1P z5^$K=;_M)ipv^I+dy42{x}B(c#;Rhfg-FL3?*Z1Mn1uPd>B6U>G^<>X(WE`Hc-!(P zg&E_jC#fhV+KI9UjFaNT0FeTCD@A zH_{t=-OjJ<{P@nd?tJNv-`ers9s9Tc-O$f(|Jm)++i&0Y$J>5r==8R?biT6fC0l=e z>wC7oam(Ls`OKEdEw^s|(&lG3KeBmb)30rMdeiGS{`JP6+<1KB=!Sp0;U8^yXv3EE z|7`ua^?LZvhJSoG;H2aC)_q{zo7UBl3#m6>zn>bd4JA^l(v?alFbKd&a9}wK#kn(x zDk7e905Svw76~4i4bH2m6Lwpa9-&1dmYq-5&0KDPQs-k$Z!R;0sPoaf8KxXC@hGXH z6=m=WNFkbe&#ZPvlq%Xton@#+V?)I#1E`*^M5IDXOTmHId8S6N&h_F;P)k5yv{r8&M4f45fLE$RVc)RF8L^^@%RmZd==n5 zv?R3DL=z=diQxdC&sV_Ls48KE*w$|a*nS51CY2AqETaG(3IO~B@J6UK&Hy%qI2+0m zKqBdXwq#Y19MF6u3KE~Jhomt1;3kVAc!Zo8C3P8@vx;g2rbS}`$D#oUBG6-6t(Y3L{~*q|lggqU`8=E6kv`js=ZCc?G;hjlg8oZ^D1P2Aqs4 zHFUbvk`m&WtT2)awUq<~L=A-ThNcxBf$M_8ONy01gmD7BAqrD&fF}cR7;iCUkzov# zkPvJP7b7cyHNzkU2uo~QVZh~ykZ*0YR3>6?9U#YAB;$hj!>kbN4U~@=NEHhvNXngZ zR0a;fm?xT6r~?1d!N^Mwa2_NJSVJu>IV92|Gx-&8Y))J#J zf@o+|NuWvup^vybgbGNVs8MB5xr#$10t5(sa2PA>Dvbd0p{!{ofPL8XL!b%ZaAZp1 zv=|4JD00UU)5()oF~DGAk}w*_0PM*j?9dIW>FxE9F1J8d=X;xGAPc4hLXU=R0uB;P zl9#Z2gjW$^q<|S>0Q!`cl^hxd@KEE3N@zxvgHSWxc~8@f(}5?m19Tw5Q$nIhoJPei zNG~vcd_XNPO&nyJ2fPd{#IF!i*gya-`Ob$L)d((Cw&UGU=Y@_$Y zGHW!bSkI`V0H%75EQZbxHk|>66%em17D?tgl^p0&0?Gu$D41O^2?i%vAYH}ENuYDF z62k$07LcN#Jw&~Fz7>h%D=eWHJ8Ts+iU}Z3u}CFwVXc!ymKA!Lv@0nY7H~*kMJ+5b zOtINB-wN<)158X=MS#wh0KtN|QAnnMh2{=sFM)trlVE2tax4r%Nm5k_77VNAjZG_n z&qb*@G=)_b5Mwa05tagd2ZK!oQ5LYx5CW)#0x)jLwZl?Z!E?fT73lt^75omUFF~L) zm`yA`uHq<|2hc27eu7zNC8m&IR7Aj(;z5v{1Y8$bFZ|n^R4+6irdqSaT&%AK)6AuG4mJeh zB7;Cb;RtXKv|!k)5`Kh0Z?Kem-L!%^;3f2gVtyrJyOTnCm`x!3I$)exI7v0|S*ppW z0LO+dV8!EDc`63S@*Q<693aJT&aikIVc^KfIsr?H>9cHifISE22?R45qv1&3c3JKBAIctr+}}9wf9?^ zR^ZS^2ozKWP7@~-iBS^mlyHOK<(04^vcmF*nWk_HtcJV8qy+e~#PS*S-nx}!%i+lh zjkU=E5)DoQ@YJx(OF+hXER-B#2XTY3G=OSLyaU6*IE~(vRW;qTg0)7&iUMR!fbZ!h zXbm9Y7y)YmSqDeP!b#=uwWNodR_G8c2)uBZk*d08z7+|OI2dQ(EE9}IIO)JN4Q;`T zxrb~3m)XP6LF^?a7z$+IgH}Kif{#ItHmwLaLdFSX8o+46KEMnIEag1nPq@6;9{_0@ zdZA0qY*f)h!;+_L;jkk0;B4Irt>DPvK@aN+QAk!YNhcga9&oWNQ>8{oO01+%$qRdTkO9|^GMM@bz7^~>lrxDb975c|14C)ch|-plYUp=`^IJwM{-&lC zW#B|Yq#1TVu%2l>!`1?Rt7UL|utt?=0VOK2A&A;b5)Gt>VvRtTbQ$h%T7jiNjt2UN zr4Jx}SlO_Lfa?NR0SbuQ@fWjDOyj6R6-&w}9Alcmzp*(8u4W9eiG$eMIFVSAv@j~c zv9weK#wsBI5)Pv&umZt2MaN(Yp{EJM&np)@@2xw7^%6@p<_KDb4F$0GClyLu=r{fQInJNbxkW6HBWGW+A+u#W+M6G=po!hFCg}?f>3#1 z0jV5Izb-Yf#Yu^;67bz&9v_%*MOIjXDtMVtJn)|Yln|Pu0yF?l2a0-8BBLa7$=ePpb77yW312gWhrEm~4Z#g&&Z!t=2*_4Dz z*)qiojHF$7Kab$RKl$Rn`}>U_naSq@`COouuzW6%&js?iKt319=K}d$0Ouk3TmXA6 zKwra;$8kkI7s%%V`CI^KjQLz3p9|!3ffv`gz!KcSzkSpH`zQYYF7Hf11S1>gE{;1m zmrfL}#LrV(pFXj@!*3aS?cS$0EQZ5+ch z;trmF<@s9@?$Ta>LtSnN*8m{T^zreDiSg;B$WV5S*_5e~vUnE60?1JF*IO*V5oMP$?qG^#p3fXwU|Eg$RbOwp1TJ3J=i=plu^*V{VB1G)M zG+(@fH=ln=>R>`C!*?}=9Fz##LI?{gV&S8xNC7?geuqF9#3CTXMW6;PMHQ_mq{l}y zf-j?}DHRa`W9UE!TT#mDPF~2cTFSEeddsDZJD70?(}#Nma|M(dt5D~y4lK&Jg9FNv zaRV^j&Lrat)Ii%AUmzhVXMBMLC!l79$oK+CqXqat z#uv!=0yVY>0|JOL#l3?F3=I*`B0!qBXE{;WF~Dsg9=W)?oydB~wJHv^5X~4dJtl2& zu!SfRqJ{3z=Y$0O3Fg+n@@rHJy#*?Jj+d`yc zg!hEe#p{<70RaM>6UsCU4gGHO~S1~UQlsO3$X^$LGnm(bqkRt zt4Xyjt{NZ$;zPiiBseBj>}eswYHDB~iQ>Qj5gkfc0HTL{s$$z95fqcG36f}w4J}02 zTNn%gM6GWj0>6jCyxC&7l?Z4lB#Rg8ZW!LXWs#eO-Ti$Lx` ziXo*EIeID86xak2+3W~SKz2Kk8DAjd3uJtOj4zP!1v0(>G9xm+K*kry_yT==0r4Au z`uY1mdHRp?xj@Dj$oK*ocQE4)u1ET$%J>2qUm)WPWPAZ&A7*@kj60Zd2Q%(q#vRPK zgD+~_!6ooUGT#uv!=0vTT*;|t8W8RQ0cGrqtQK4g4> zj4zP!1v0*XU5H1mbAN$}!0h>(&tKKgMn>U_%PN1e>TKln<`k|^E~HE^^oT9*Bm+vr zNFVD0InWN-`mvO#+rk(S$x#pnLA4A;IZymWe#wU1x>QT1`)m2gD zV4#!Ba=QC45(x6uO0{$l$qP*GPI+VteWu{z&OR3_6sOP(1zixQhBU@6NI zn7{xRGrmB^7g%FWwpD3#1Avf9elHcg`g+SHX!I)W{mb2i?gyIySn01}_Iv<^8ApxSIr?-Sk94Gn%K)KZVP9WO@#OcVnZcCLs1F-3%mu zHsRj^cW>NHjL)3~%}uA)yqh@-%8Z*lforsRdd2~sZw7dn<9;>`^$h-Bs9mFF`j?;` z{6lw*&NY9zWB8Zv8XccZ7x2q;dUv|v%ryRGyGE-xktk5B*%N?NtJ~b?XQluKhc~Qs zTKAoCGZ6zr1It8nZst^cP947stUcMi^-!Exi(KC|F@Cb_-g;zB&rY2@iTPUlyYW0M z(+ZYhRf9he-Q4jrZq6THgD~HF5_3F$>f{<8ebhlXF4-I(m5BZS*No?smbb*osakR`aV5b5G=6eCxHPrHdVE5lK&ZS|tFMrAq*RXj01d2H<+i2nHQM`qXR zhhPys6R~zr!WO;tiP6c%HRwBdU94&2le1^0Wx8Pj~-3wC=9%QFw3|G47r_JDnVn2jWDG-AC(g;Ocao#6^zZ;6~JqrC+BiT*NOv zL8#Wh%}l`kPM7BW5d3lf`02#UgEKR3&UH`I9_>z}bmr)}UCW2Ie`;c``!KwcsfoJT zW^B!c?(S|PV$v8RhAe7Z~V%i%aN+p*0aJsZ+`Kf`hf3Yxm8-_iecq?>L5eT}|`fnf%4oG`{kUOT@Cijka}m z9x!_5! zOX3cQYcmWFUpA>8#nnXK2P-!PwVc1H|7RNU%qd*wsZDfd>P*sI$oGkEa{i|iQue-i z9yZHrz-!%P&D7C*rqVB6>>KdS2^-7wM4XwOnsgHf7TtDa?o=3`IyF0b?lr7@4JEJH z|Mq((#0gLs9-Nwt=}chpxxmNY`rqZbfBnq;^|`>%Cp!3V{`rRF zz(?PDU}xuLS6}_vd*}DQ{y6rXEAD*nn!@V8Z0B1)15tzy%-%rOZ@G1qfUc+kjbn%qAEc&a@5g87zZ6Fc>$@*weI)u{mz~xM#d{&%tuz zZt$_2i=+%}HM)REUxYL)bbjfK@v*Bm_hX-5vm7TgF*bJ5=)!@yBdxqM+OhQ zY1_!y`6K;j7WRU)s!n12wZ9d=GyY#bSLzhbj@@1B6#kgWR~_y%$$_HN|#RZSB$Ek##a+jKs*9<`L8?R<0crwicjvcueq#J(BYe~DO>f)y z8#`aU;bS|`-tqMfr*Hb&j(3c1-gw#OGdA3_WAFC=zWwuKpV>Y?`ho3NZu`rPbK8D# zTeI!VkuPukgAL!@`u44Rw)|k@_qTj*%Y9=9NB?a6Eo0vsy=~-mTdvsrc<0-je_`{z z&*V4R`fc~B17=H@Ms5)&A`)SeLcLw00+-Hn)QL1wDTT6D##3O^IO!zSK6)t`;38bo zw)0E9W=v)wr4%x^Stpf3kkMPlVh%YHKu6>(nW6xcpo9qts2eLd@sx*EoUNZ^h$pUpmS+HL*5sWkN3$@n{g$;FTrP>MdA)&P+H6Eyv58wvbEBQ+dzpin#2IE zYnLUu94zCQ)R=;cv;Dq^?5X9%xQxy^OKcFr1uinD4wFhVH5!O6K4J_ZLZ>l9m|5se zAj$Eo!pte2{=qA9Vc%l$7$M7WA&Z1I~XOdEl8P^otCpraxu-_Mn;UtEwoh${+ zP^3Q79K53{YpI#k5yF@xBRNONi6ahmeT`AcvcO=wdab|^P%y)T=~h^P+(4{g-f)98 z%5rLxaR9raQVZ>KHXH&?BqY!zngN&7^hczeV=`yOe8O0rz*Hyb0t1sFSx_>Fm$k5P z-au+XR5~m0SAh4pBi++$CD534gv4eCIpaY6f}S}TPR*dHJY^qX$yh-3bqxU`fl?9i zL00-4J-2uF`2w>l6G5jH)li&Zaf2rNdqSphL(sAEDD}s%rS3*=nTW5P;)rl(QCzIpCI4?dP^yD z6vBmRlF(8Lm>~!CCKNbBm}N+3qF#xVIHrylZ6K7tvOgliAgv~2Q9^SN1#1I=N*Jdx zyC}FQTy`8I z+hWimSgAxKFpxY$jo=gxg!GiseobW+eyW z@EgnnmJMqHuk)?qK1i2#}&^vHT=q&=H6~ zWSCJA3i1`q7qeW#7Wca%VI(CULiZAb4krWg(y%U3XGx+mw6us$32b{vOp*`+^2;UO zo@_jK&H*{oo&35V_FP$U>Tk_mydXgA((g{y>N zMBIp;FnDB1LqLKJ49l8B^M(p&yC(3nz)vitFwWe1%s#B0RlQasJTGFD5k;Prg5iUG zGO(C1i4p5FbOwyUBr-=V)^0+$k!ae)v>ecC zrZ9RiE6!t#*26Y9(r*PzS;p!KsnbP00+hwUa=~1{2`x^gKtHg0p&f$B$MQtsbYL{b z?K)o&$8 z%q{$9=mx`*3=YCkvevOI6PkfHg|6Zr)c*runnlO4Y%*apObYsWQNI;vY$BKiWnl@3jJV!-(KHW-ccR9t#Fn9BVVI z9m7I_Cg8+CeBpvXfC|hT(NbEMEl?eqytv;A?2yGA5v)^+8VfU)g?Cuz1%s$C2a(VT zej64vFxBFNKtT9d$S7I@eY>#V3jCtPA$S&!PJrxWp&`fRr5Ri;3pM;cEhq#WiVDXe zSra|uSn(j3?wo!r@K52c5kiHaO7aA4gs|mo;pkyqgH~XX$BKc~N^@B5SUh}qXE~tr zEbr^J0%HxiBJd&TakDt zOeuUY2Xi3|=L(JmW*-Ue5LqIPzz0)=<711*0Xc>(O;UpU@Z0TaORc~Kzz_u1BRDsh zbZ8ngIzl^PY_YPyd!g_+FgJ!+2d=S4csS4u1tTIbHq3eP zcmp&EitO^jyVyGP8QQ>vKT4=bLP)OqA znf+EU=@3G^5_SOJdyvzBwGj>wg+FAA`1@46LdM}hVa-N6Fh4YDSQ&8QJbW#mR=$`A z`vNZur(gP#_kDdw-503)0*2Oofx0hH_XX;{K;0Lp`vP@epzaIQeSwj>FHrXd>b^kT z7kKXP3#_VBc+U_1=x@I8NAY_FcW`3kVy#oyM_RS`r{GFXUN@5t#VaRYHTyvMrQps# z0ai-y5!|u>#K}-lXWOx2<9~ZhrDkfO#HyI=I8_I^03Ep0%uKx%BX5kIW3XbM;#8T#Et(hf$tl zC3hxPaR(#4>IMKYra0M$VY;d>3&Y%@bif`!AFa!tf#h5{xi=kkC~8rrVe(RX*$QT@ z_r@m`rBi3t_#+3lcj(0c9A9SfD(cl_W=KGZse&uE>(7ncG)*Ia`$@KX%m8mcffs4Vi(vVqWd z5j%Y%i)ZRkL#kRn1N{Y-y;6?N!Yv5_s@cT1TLOF;37h|io6EI;z-1W;XoB(RprD8$9Y1P7zb*=Xq$1Gi&IOSE92Y^ zW$qvZILH(y$Hh_t&~_0GGsMN-^)(%=bqd>Mv2d%_DNHyKmcb$Jh$FBOakxPv2E=nh z8p{FnVa3 z*SCu&@?n>I)L#NMQnXqw!7e_3U>6Zxgm_*`a;;OioEbdCvU0uU5_qJ2} z4p-+rE!3VPp)@cN-n|~RxEY;ywNR14$hu09rt{AAsE9djI`3FZMgAwZ-SSD&`M@w0 zDbH+L(yk$B`K>KfGR;L7G2u<;E$vj^MO=N;d2+CZb>u()4r}A6(6mcB1Mc9JZNj zAtDE!cM+G|%))H!T3&V`#dMl$6mtSPhio2P`=l__Ty-TC&7pQ8666VQ4h|8i=x-W# z@s-#3VIo5brD>|W#OkJLCz39rs+)V)5}7Q#MU-}PPdkxzk;>BCJxuI(NP_XCal=F~ zwl|;1WoqtfA!0slS1{Jx*+Q)N0xJnGz})=Au$c6Tx{I`t=9(5Fw*7b) z`3B8P*Ak(kutV^b8{1BlU5a;_wM1%*+HP#uxaHKYvTteD|Myx#SV35&k2?7bxfg6X$7dhO z+dKN=ku&xke^m?4!cDU?c@^Zu*zVb5Cp~ydChzEvogJS#{=(xI91t{`R>We5~^P7me7!_Zj;tQ;?iv^IVUwM34@Ros!*1;DTFR9amdIaC26Wjjz z=RZEXW8(47_{3wKiSJH4Ht~&#FO_@hPvt=6K;=N?K;=N?K;=N?K;=N?K;=N?K;=N? zz_ZJN9iwBrMiE@DDFN(=Pr?cUHk2oE^Kn;toE$(_P>GoZ`SL z6t@BHAh3#1V7KY~@-TG(7%MIC@IJO4wZO@CKDvt9KWZ#^tw4YiP3O_|s6>GJkrwLm z?qcV|?bJRZ2pQyNl zfY$;jVZ|M+xPujU5I}1ccd*9<;MxK~7Lfi8ZwDo0U6eX+SPKzwq(Dgo7Ab8fvMx8K zA;Uxfvf{t8EAiwN?L^U4ls1>IB?^>)(ZG2X&1LOG)n!~Ym$neaGzzmIaHhGWl}G{Z zt5oyi79tD=z)_`bE^a5HSwWi@wGe^(tGg)v-n_7#2;f=ZNKUOK@*V9JnEktxkcLj!Wb}NzLoj?>ltA&UT zK{Nqbd*%=k)rX`hc(xKq&1bX_djPuvaHFTU5ZN@qiz#raPa7f@I|LNd0@JLTt6PW$ zm5t!vi)QZ-5gj6c8x^RkL7Q#EL{LmYG1c&tH?$C;4ge|zaP)W!5xBmPAwUq1wGv@4 zG}K}A{IP4cEJqKhyU-gBJZb{0V0h=)GAN&3gLnb`?t8!dxtCwRx!?=v&bNU(*!lLv z7skIju{hD)`K_Iw7=PIa-?V$v+cy5j&R1{v*v_+ee0{^|o4&T=9iy8!Ubgv+4fpKW zyZyg!|NPizw$G1#VEdKZ{&M5owqM-VY&&!0%Ul0o!#B6See0erKiK&FEuY(R-`K&? zKO29`*!Mgq~kOxaoe)K=rjUV4Js)LBqWnkDasl3D27K2%2GMm7ZGMOi? zl`ti>DDyz5SDyN$EEV{#SGM!Zy=G3ed`IWeUNcz|hrl5rH3=DSVKO-vM1nD9DJklh z&YmUjjT4M#j}+jfh2l|B#uG7}5BHim)gnus_xGAP)d0KBd-{W7EMZWnT?N1>>QE<1 zN{(o$NU6?=8Ez%3xPwY@tud#TvaGVVF}a)&F{Y^!6?d@W4p!X3iaS_w2eD*V+(E7~ zQ5AQv;tp2a!HPRraR)2z;4_CiIQfCU{ zdnWf)+`;{6YI=%R+`$wlZ>hM0EA^`44xX?v6?f1bL2BD6;tpPL{E~vaWUoOL@KX%n z8bSdJ2j*uMR-lv(W$~Pdr<+88A4lvdZ@C0ysB;I%P~O`Fq$lE?D`8O71`(9EMxweo zQxQ>JDR_kW5FV^{GFq#XCR!V=v`owm^{*YJtiT2JQ+AenvkVtB1V-1p_4q}{&nX?e z77Ub5N1k&Q-X+2XcV0M0go`4RC_D=>+Ng;OhVy7jaae(0wJ;`l?P(b5;9^=>>}MaY z;9@^xX*qLfsFUS-%O!B}>;V_i52Jka1?Js_KuRo`R+L*ysiTG)Y{^6?vs48CNUxQX z;HEV!OA!?x>f}0H>~)Z9)3o%a%=-`Mp z2zyPT;tnGEewm9Ecd&e4tgq2XM_9^-U1nK-2`txJEmbJGcs8VEgNT@89dq zfB2^bU*PcAV#ODDwzfX%d!K_GSd~#f^kq`<1sDwd!1b*70u^7Nj~!m|1mphPNZFBW%G&_A}Of*Qkmw)b|URcq?g{XmWT{* zWXd8Fr@6kJ$k1EST-QQGrmX4ZY42+xBHxvFtyRsQ^@ynZ-0W^40yzW)1Td7Bw-YfG zVw;z>5V2k$MOo73C)$Y`Pm<=E79ui&ITCPn^U}4%B4DZujPAy^6J-}We~np7q`j}WQ+omdJb=ti{=kxq__QbG+F>WH!k ziUK@eFwVd))LuK|14juMCu$x+%_FFJ1T~MK<`L99f|^HA^9X7lLCquZQq??ynn&>5 z&m%ak9Lx@I2cP$I-wEem`kB3TU!dX(RD6NDFHrXd>b^kT7pVIJbzh+F3)Fpqx-U@o z1?s+lw7KpJJoonnF2uIL<%4~JpZ{z5l^6Y|ySEm6ft{PquJ{5KU!dX(%w2VZn~fD; zU~>0^sp1QGw>Wv{fthqDuHwa$VwlX&9G+R6Iht1Bn9wM%pp!TDZ49}3a*sRYW|8&nz zF!bbey1}hdi48^N2 zNH*+bxQHCll~tyfHTndYK+7d$#$PZ%Y2d(H(U}m$v}O&w4IWX+iwZ)6Hb!z1C6g$Z z1~?8B^&&|arwq_;qO?3(FP{`KWJL!{q3f33v|IvW$oT`rkW($Zb~0S-qt{e?f%WUo zojezjWkOMSRGgUVWuPMDOs!mS3Q!Tn=l?kVw;V69kV{~lS=t5dp zm;v~6=aXlQk6pF7j}rWvnc1Uhc5!b0*u>b_MWYJ`=8n8(W-%RJ82uu;ymMsm(3`f6 zjGaHye`aAXNULxM$!pcefBv=q?gs^TaCYqOiaYr1PIrC#bBY5kxPx+9sxH98o6aYP zsVjG!J0Dw*TDE&TA6-Qq+Gp)Nx*nAPVyg3z7V7fuV&}u{)ILah=R+;j9{9JFr0INc zEwy+0)jJjIyuX#Y1bJO?2P^Ji#T{JU$gjAAJ@CbfI|u|y+OrH5cM$Me6?c$U+`)=F z2%A8rEAAkeP;m#zGlM($Hva#9^T2ic#tOcG?tJ@c!X4~knz;8DiON2{4l8t}NpD~1pqowXMt zCGHZ6`tZn-wJs2%0#^ZrbyA|tIUPdhlRY%MQw^`FxPujUkZa9&wv=U+y^YD`gorUs zl?d7^i&|9NJBVP8)XFTZq>6Oj(Gx$H2_%;~l%yg|Fsro46lBD|p?($1UZVmT5Ep?t zO(5LFWS6N^)Me#j6ryu{-#C&eGmQ>c6DJj4pyCTue1VEDQ1JySzCgtnsQ3aEU!dX( zRD6L_^w+>0kI7RW+^(L}Y%Hp;Di@INL1>CvsmK{VADu-?3iVVV@xv#My0AzLaf%b+ zxmQvos|jW>S#w-!iqy8{uT#$&$#~~P- z81eDUek&*^Ds_2f!gs3?I>itfJ`Ms6mRc1_^eN)&0p*w})ksp|s2D70(%PZja2`JY zSK$u+>Z9NJKY#O{oBy)z3)FpqiaS_w2kX8--503)0(D=Y?hDj?fx0hH_XX;{K;0Lp z`vN}}`vR+Q2X8v(fB*cSeC=bK3hv;<#v@ORJ9y;T3i5t<>mvuZclgC4mt6DkhLvzw zx6eJ0<|nV4Sy)_&33lO=VuF>&R^WlLNXZrK@;moT?yIzJtKtqW;q6u2 z!KWX0@X`WlwC@_uPc?LF2#hBjn8$iBmvfq*dT2Q^AHYi%_3Q^(Jj>UC47GH<xW+7#+=}SErZ|0bCoPM} zQ$vP@pkxSNt9O01c=j$qqbCL$?Mi84os*X(3Y0k^faAuDWSl}Ja7?E>!+{+of@)=< zCg>*gM5%!IJEw;M>Do2Ayp?uwnAp<6Apo%6tr6T{6+b-9j zeqfl2JYhC1Y1a_6{MHsKk_JVWQPp(b(oW@F#aYvNa|>0MmL=y+=k05$LLn2cYYVEy z!>v@px`1MCI>%e6Vp^ImDSiIg3&yS)Szh@tM|4_%O1g^i=1r|cLAzFo=8dgHrn>O3 zn}=G6e43Ch)uMSr3lUsoU55F2eJfG$E<)*=*R>J}ILvHwY?w&OwG(Am6W$ygB2v+>DA6Ux zHh!4M0CYc1b(dJ(H0?yvHB>kEt|c<;oUkqxs=23~NV|-P=I&u)ze5s?Cyg5>g0a2% zL@rZvR|^sIX}f~4=FS!(cq_V^>E@1hBF9IUY+gA`gtBSu19h?Q(cIonM6=d3x3v%z zs&#ag)XlBy5fP2q+|ojnuxVY3ci!AW6w}Z%!%TBiJCSykmCY+!h@^b|N@bcG+lf$p zNWu+kiNa1p9gHQ-_3cE4-iqeB7NRNX{7l+rUkgzbiMLRPJ?jw(x6SSrA|wGH@)*j? z+ld$ovCYd`h!tM|g=8weK*blR_yT?OnTjuvpl zI7i_m3gmT-U_Z|Zkte0m6<n)cmzQB(YzQA}%5`{GD%&eCpt7kCQKb?dtFkf3sua@y__fW1WfbPCPd8 zjfpRnd+JZ+K;=N?K;=N?K;=N?K;=N?K;=N?K;=N?K;^)*%YhxEW4lHd(!#>b-0VW< zQ)i5iUA4K768xH(*`sN8ac=(D#MszHqYDS-j=W}OF&$nQ{UW-&b7b()o3@RNoj=ll zW??T#t8fP&pFbdf_2z%GP;dul$L_AUgU{}C*S9~XIIs%Et&ckhz;O*QEYWm6HB23B z=t>JbypOF%E!(}FkFKKjq0D3h;LDC0Z22fhX9UQPiRNO(pYXOw7;tp2a!JcKPxPzkN z4p!X39^@XtZYjWhQRCso!|;@_nlKmuM+IKy#qC76BZ4+BY9V6%)m_vmXkOS(1n?}- zTBp_$xh*i91wQtoc47eyWzA#@5jLK71>X6Bb|M@vPMQl_i167=ms-~BY9|6i7Z9fx zv=D(64D@4od*`obujjT9)igK2kfzN!Ektxk zcLj!Wb}JFUvjVusXSEQ~A=#CHtUYsxh$=(U6g*oAq~|0G=IdB?59DDiKvi*Sjd4#O@I{)@4V9~DFe�{`J}Kl+{B zWPGgP3+T?bIul=*Se)pNykzIMc7D9`t(`x$^Q;|zxZ~|R_H6&b$Zu``-?kswe)+b) z*!Dk-9NqSl+n%@e_qV=v>&v(N{gz+fGP~u{&HvBlM>oG}^Tej#-So(&mu~#Kji26l zVB^$=KiTl}8*baMW&F3t9~#$Ve>3(gV-Y(Ye?0oW(N~Q2A{R<;esn+AjUV4JiV(#R zeKvtuN4!FnCX{$m-Xzq>ktj(6Xfk1WW|~l=2n#8uY)P_`CKS<0zVoSmGpASprSq{~ zGaRsLIuoLO$QmVkctj-&DhLhQ7|980=R9EuQRkz*W*DH;l%XUiD?C8iJe8V-z^ryg zc$E<6=qyv3+L#$-LE>E^Q2~*mz++3DkMscBG>Zrb_Bjev&oJCsuZRVpTR`C~ zA#l=C4!a@|K~haTZ0AP)@1*&jJK5O0FD+CP;cy zZ%8UI32w3^VhCOsz*YOioK;k#@J%un)tLZ{7X*4t6W&D(x5`G8Y_ilP)_F_6GngA` zh(SRTyq+){oC7SLQbq^QQ8!F+!c4$`sb|J|BT+I5T{T=fblkjbsTHFrO<85scM2?k zLE1uC9ZD>r5K7jG1&Ea+EF=6?1Qc5egapa7w^>Q~g8q;&x0;av>5$%`{t|>CD~1YE zLI@RQ;dSXm=GmdJPjEC6C<8;yGXS9r-g#fYGe+S86UjxFz+g-(HH;a6h)a#QK}>%J zZz6h&mphUG=8fSo9q}7#MP1r&1v41I5kLw`7gUUbmO-PEl|-F29Z>m-Su76%Q>$nM zP9QOuEh$RL7ozOcQY*}$w~j>w^)dylZH>U>Y|4Lv4hl$vnqjK7q=YyoGe(jl21BKz z5XSTSt?(3p;cd8L9x=jBpf^Ne$_+)KDi(vqlqH5SWFaBg7%oQUJrxX6fU-yZR$w_~ zf_!VEfhC@R=^r7-TBOKfONdGuaEJ!V#|)&3MT7-X?v$f4azre@zTXN};6FN;IPev% zrV2H)sHL7mBAsE8loDD&psrSsHrarJUydel4X;ns-r1k(Q!E_Td2g>XGGz+DMwGZC z8XDyZREfZDq2Nx8Sp*r;C5d=%h(v?{p$`sYHHafk49~KDD-rBN)HMW}c=WWSa9WH5 zN(8h?j+#*@bfz`qP<<$-L-`(#h;9fwbc1Sod2dK~jio5P2RYzSAWR}&9)%8$XoLDc z37W;9Ab_>=u6{F+1>*^%1GdR%$Zrl3mXGk9NH#n`N~n^Sc@7PW1O|dA8VK+(A=Hd_ z-r8^G6srVwKGml)jnt74LrvCPddMnd0Q#X*1Y^8GFLl(g;wE!#NwF}zXCpTB zTag(iSHKJeN+F@h6n7TGfh~fu)zWe3cG9qMXbQuL$^rP(7K2X>I`kqA))AvNqYkHC6)HUj*+NZX*>w1t>d5T}G@V zcmX2+B|{Pb4W(%qHUhI2gP_P$*xj2XRBJSV8udNf7_j{RkXa0!5A-`@VW;sl7D*O3 zl{{ff6;=2GG!jOfQW%_QgEc853&IBGF`OWrEtU`bec@6oD2gYrgktQlRnRCVOkgZg zNnN&166v!Gp=ei8GA!VbzDzAFF-)JBp((7gR0^2bgbG^dI~Z&-3SJ_KLqiCl5-Pdu zxpr9UGKUDjL!o>6t>E`0ogmN|%qA8em$}r52*_iGKkS*u6cUVzAmsw46*T~*gXf-+ zKqA8H`mJDbkMO#%yi&|6B#9*nwX@){(=fO2I2@xMrjKI&D3%$WEKM4p2k=kG^ZTt} zO-C)dVyZPO%*Fa@kgUR`bPhHI;v%C!Kj8@QU}3mo^zb7DdV{4r=zc4h1MZW}_Z~$=;Xk1;o`EAHiwmPQ zg{ww#Oz<`^DI9!&FX~kUr+9!7M>nD|89i8P#i)phU8&QV$t%V*Np^jaylyukNrtWBu8R-6Qp$}*2y5-5bKB!}2R++Zw?M}a`_4h#q5 zil6OsKGJUmMJhF{s4JkrC}WA6pf#?PhXiZ0!Q^XO5QyPx$$(^|j1Iwqu$~#o`HZDj zq+q}!rV2h6MkAaA8Zio9q6#L5dkNV9qHutrgV;+bHVV#9*92 zB|{j^f^^K`yP;PJf5PPzihDdSl=hg}q*8!}6;ByB$PRT5kM&xi8IBwtMCmz59asjT zgml6oV-QWCPFRPlmg?sIkqIt7WO=8B$~!V(~mx8(4tM_@n<44;M)Go>Pp z5FuEZQVJAqTWLz57OjP^4^7qhPRYr19`1Jr{tFB`4-hgel$62LXZTjI*HF$Prf>*x z2ak+cj1x?z8v314H-^#7U(s(xA&0AoG}Bn1;bg-b!>0xOR-{ldI7zVOkPiF;v#bM> z91Ns~VvRtTw2wFUTY;sJGNXSekn13j6w1iqy1-R{0^)Z3#Vi!lIEq4`oH7c>n8Kyd z_&A8J#~5M@2k~ixnxaKCpoK{Zj-@4|{-4EX6CoT%Q(y&xaY~NC6hcqoPJ-1gb>80V z4Ax5&^u-)O%kV*=HJ(F@!Ws{?M7dIz@HK*bF?>0}vo;%UMsox5?2L+52j|kk2p5qE!TRenE z4a~U1CxwHU1b^kT7pVIJbzcBzjCEh2?hDj?f#=q~z$)CqqxW6(+t*(C zs~;{w1QQ$Ye`4Ih`^%2Pv+?ur)<+I*@9>L9F1hC64Oer%dtnI{?Dn|_(){FgGYg9= z!LTmeiwiTe`|qDwIFMo+ELM4J1tb=Bp2-#L@;moT?yI zOX^s@gbtoN=%DvD0qF?`QjXy;s2l(zC=2JXINoI_ky(zAJkIQJ3WE@>a`dGU4}z!) zL={K`77cZ99mG6zq@S|0+?zgPUb)_K3CK|A3=s2hBpGoGl5u{X2rm%IIOfG!5>8Ia z5i*V>5nQ1Oj`PYnB#v!Ni7>#KJQ@w9;~A}|H#)HsMj z&;bz$aB(r?K-gy-@CgK&a4B#)nQ@|vlQD#JAr22=P67wa8Zn!6SXtJW#nKsu_+&CP z)xGO$JISEY69ZXvh*iV8lb49AVhksS2-reUEkn=@g7i2JCKrL<%)2$L};C zu1+HqPqUNeV#OVNg0QWVPsYU+3A-gFcX>|xt4m4b zZMg(lJZ~V2h%12MK!i;Raz*d~LtLXn-~!@u7(56BM(XSl{s4oC(9?{FDvKyE#SwLk zkV#^OI@l_U{Z7JR=w}8G^{8BLxrDF!Rrmr|{=|Vl`pSLBex~3H93ES&_yW(ywnu&E zbCd(CGU|uEOe($r@^X~Pi#m(rv ztA&arMb=e_e_x=dCT&iZ4*{1(voZ?qU^R z0J+2^b8;H#rHB=8?ifm*Tp}WQQpx6(!$c?>@+Se$AWU<6I}y!V)7;iVRLJ)1B6zvE zbv+^y0-9S|h!Qrfi?o2|<`$wTiKzxjzc;lLX;)d9s@dYaGV8tB-FzJY@_yR+Ly%k@e;tN!Kfr>9s z@dYZrK*blRxPujUa0EF}&neu&RrmsrKK7^o`GNW0JXG)nc5XVm;tN!Kfr>9s@dYZr zK*blR_yW4(3%FxxzTyj@Ur>804O&B@_Ixy2UOTF^rSOD zktMZM!F6@IXYYE;CCK9GgKT6J_Bo|OGDDqQla0Kb#$~&x5HplV+e`jh(?Mn{zCcO$ z9afgYt%@&D@dcI@<^<$G#TRH@U6$)@FSG24)Ax5BfBwKOo@!0Dld_Ab$B109=N`Vm zSV`s{)FYVsHGl5CzxQu+%+D39CB%4bm!O$xAdM~oXa`QV-(|MB!hi{ zH$Q&am-jsWmA~3C@pxx^;<3)ecPAdhj=-0Gw4<$Ws~o5ts2r#qs2r#qs2r#qs2r#q zs2r#qs2r#qXyd?+(Xm~l3u$3tW^Q(&^Qkk&$FADkuO9T8nc1Uhc5!b0*u>b_MWYJ` z=8n8(W-%RJ82us|+Bq_K=uO*3%7($A60@ z;0uh7T+kW$1pcr7tm44&v3)x_=be7~>1Q3^!1?C0`f(huf2jNiWhKRnn12x^FY^5E z8*jV&o`d%uc&olM`(%Kdj=Qrz>!5{j!sX_%+JkE9zf*D0xmBcNnyqvnpr#s%3=x! z4!il8*#yeGn>~nYwEyh93wU~FVR0rbOijOj>H++}5LZt5@-IO<_=jCNwTOS{l~Zp2 z)HJtOPR-1g3kqE-Z!R}Ha0LJIE2nZggj>u*c=8|uUV3fr4)b%~l{ZXYx_kd+Pu{?_VC&(@ORr0Z zRzG}lufO)t%wa!y>77sM*}21qF(*&`-FP1Jdh^_Tn!NPJ*~Qg;IH|$!O>XhP18y-K zcnYk)@i69i=KjM^;n8~>gyV;v>%DVvKZg3$1m(K9c|Q|lT9;ubH{m~-X6JgM`$Nhp z=4a;cOmvGFz*CZzo3S4Zl|0rm)hE~UTT+|}u1!=oZP+8$Ch{sQg~;WzkhLN789|?;G7&6?o4hz9C+%F z&m6*0!Q?G-N1w7T+<7FqgOfMA+5PvsqETy%$H@)khMD~bCa=d*G!vczA8(#};Hf`+ z=lxjuj=Donx$k#jb?YrVYsP+3hVw3{;=!5O{ZIYd8A_!e4UL)sr+*a)q7z$vy&0G6?u3;5GP-nR4+EypO5=i}2@?zl2LS&%oQ-Ke=yy-YvSxqqIvWk5Hke z9=fuf7n8Tcdzw4cYrfBk{)Kf}!TX$G>vMvFCBvNf;YW}6lyMFXp7t2@bPOIo)y(X| z19S6n#n^9~O;_DeqMzerUjnb1?A?c3mL;M${e1F{{`B*!C-=BRZZ@QN<=RQ^H!?KG zyo_sUj$4LUF7*b8U!G)MC7*ier;9(kbTHd0@z>3}{gc+bDy58wl1_x$0x`{z&G zh|a=WE|=iF`MFp=A(qvD=n)5nqWDfYkR0?0zs$R-X>;Y&q5ePf_!=mGm49GY7F}7@ zid~tyYhW6&O!dB00O)b$)CpI062^CCwkSNhli^YI7N0q^Fg1b^kT7dWZ?tGX|MC9>`dBygeb3oH~i)O~@vFHrXdR&9~g zeSxwqRQCmzHmxUzwjI|0+#lL>SpUYlFHrXdmg5CJ{p-K|(Vuzb_uo_Z1zI*hPGVm` za7LGQbVz*Vk(qSp=q-nKOBxO|-J^#WX3|gIHFN#3*V4P(jrpeQ?=vdSnOkO+-|m3+){=#z!&(=WpDp)m;URY`O4N!H*{vl?(R(d#l%-8 zer4ia6GtZQ-1&o@|9W9zwP+Hcl_3lU)=G?j=bZ>9arv{ z*#2L(|J&`K-~QZO68~dfUskO>Nt-^;;9?ZT;%j zPj7wS*2S&&Y@Ob^YeH@9Z29Jvf3@XPTYhfK+?G4G$Svn?{{H4a-~8px|MTXzZGP?M zTQ;Au>A!CJzczhwGuiYDn;zbjHeIo4=f=O?_>GO9+xU@<4{iJ>8?W8?;*Fa({HG1S zzu~M}+9Rhy~sP5G1-<$folv!&Eg*)U*^`X>HT_*m_h#LH+0|YOmaMzpSca zqUk)k9<>x*?R=z#ip(S0{OiR*Lj5lv;B?{WLN;Ge5 zB{J33Rx}T_5cxDAT@-|G-q1n>7g?8KeqP^76ugUi^Udp8i3A*GwmCLTM4}y=X1a^Q z@Xe8SqUsu}nz{*XUxNUZ~5FrUL z>KMw)+ld$ovCYd`h^%x-U>W*}cB00Uq`9Vr*jsdk(alTO5@Ez(hbSYBZ70eu#XHSf zBDIAHoa;un6U*YI8`VP8(?WMS1WdLQ6`tgcXd%jC$qAzkZznQTR+kNHA;K)6x3CGc zoygz-n1&1!VHojW39m#qSF{sFS3w;vUrU7aaSeMbn#`@)E^Q$~z(|)9)?Cs` zq_)eIYF^wz#C*a?L2fT@C!$$Fn-{eZvHt3=5xRL{I}r;2=5uN-k@qB_nDL9+iA8x? zGucAK0zkV0?|eZ!5laUr&4n#Q_-v+2Eo*kQ6S0=T)LhU)#F`B+1WV-ktwc0iIQ0Cr zM3`~-r$V#lytPC)pcE?-oY!+(hzj^&5Ng_-(?UdtbXQ;~XSWiu00?OISuI3#2%?Fl zXM(4B90#$MF<_QV&)zdErv(cSs2 zou3$g*$CgXd(+!C{>IK%Z}`~Gvv+)b!|9v8w&NY6n>Svz`HT(s?AW{gzi%7cBP@CfjMNXf~X2$)jM= z(3HJ!PDMdXOr2lpHDfXhDW#CP%{r+Rf{flW7IVmvFrIUk3|7-IN|=z2M=Ln-lm{TD z$P_z|_L|9(IL(}pnuMH`WimMzM1nD9DJeXzvuDYB;{+P@B-*5f;!y$kFcH)FaIcwY zsa3&i#f6PD;Uhu_F5o1`Y-9{H2;v20hFVXOkio)@vm{1l6MS$(JMZr`gI+qJbMi7J z%Fr!gqJ;D?PEGKU6Xh8(ni4E~${G_gvz`W}0^EFzqw}8rpcqRS6t@ibP?sW;lB3;7 zDH>;nTgiO1GH7YM2{vbNGowe`B&k#Ayt~(o_ZIv$#5-5oqc(`3yfqTbHB%AnNx?G? z|2bIgWVBW%O|&*#X_=Voe5lt=lbzLGMyGgE0X{lbBP$~{L?r_@8%UDMjOpYxcaeDM zW9QBN-b9^<<3tdpxYn3cOIcRg+n8KV2IDC`&|X=UB=?RG1;$yKg_ZaM>Aa)YjLQU! zq0ZP0@nTkKktxU|8}Ag$UTaS=a`=8kVmRn=rVjFyA^K5>&hdRvhLKDo1e+#KGPJ;D zeAmXJ7oI`7BZ*$gl$BRW1mPm)5E5XcaY*^oHoEvwuN4zBv?odDT~R2Fg&XoqLlh7< z6VNUu1QJ7}z)Xt(`KJO5XOZ9;mgkoG5`5NKB<^6uw3gXK zE=zP7g3K|gF$EWA`+X7FQ_G2Q8J%^OKx%{wTx3oiCY5GtG&IOZj3LCN9A*eJ3%vjj!opQ2F5+pm|#hEMIl%O0+LLH+}T5FD$rG;p@0J-wk2ZdY1p zxYOQ5m6T5ex(Th|i9*C2!;@S)E4B1YLOn3!nu7ZTYTys{`yw$M;FJoHrH~B5;4{s^ zJF2plnn@iYj7c(*Gn6Vj;;>#CqmpF-dggnrzz|R{!-MHoSQr(E6_f@ySfebbHW>%w zLZuekLm@c?nn*~XNi@SeHT@AO=%UP7F`qD2Cot6sy1>9>NEVa~;$jcG2UfterB`H}Zm`d0dgATz;B^t5j zc$kV5ZtJz;42NM4MLJ!OG+K{kQDmmElz~GrVFH7vaN9DNL@HK1&{HeXhpy>nW5Cz^;^**B%5G;6<$ZIgf3uGp#U%# z0z!~rNd+bk3%IecQ3BKBJd6b75zG5nzZE4Q+}=u6EO&}9D>)E{-(ViFY*-T@C%G_9 zI9OvWpT*T68nTB`(3kdFN$@3Xvf3yJ7<>#)A~Fp*ybKB%!tfMcEZ~r2d{!jO%P=(T zF2vkY6W!T+VZFB`I2@iS@3=P@2j+`ASa>M{q$pY}KS>yL1mX`FW>kdYX~29j>=eQl z_q!rtBqbg~_Y#8+Cj;@)ur5)PQGR zR3l5-gH~=YkR0tYEMShwbH1Bp5rA34yd|H{NfBtAt@h+=!kq=V9m}Ai)NP zWzC^^gPkj?HG!W6eqt$wapo588KxGiV6T-3&x;skM3HBuVEAC43@j#0V#N9kodIJo ziOdm;wVPnCSE6aS5Lk7z5xrId79V&M(2Pt3j7Kq^aC2acu}nh-V85i&*f2B@9}9UV z(0Hr_5-c`E$Cod)0vv> zk$x*!$}(0@NS!X~5uhv%mJ8+rPH1r|1^R*23+)h0K9(m6rvsxgCMUR_y;gk8Hpa5d z!DPc(0rw#?#=?sW@WbFXLdQe)@OWVrV8I1+7fWb@a$z3wS^ZXm#N5VIbc10@1_$9N zS?gGq3C+NpLRWDQKE2?eT67%CCKEQpq@bS{^;?0)rs9e!3qz=aDb6)m;w_vpf|b2(A)STHz+Ses$(7#0dN0Vf9H3l{_e zRNQKUjauung?q~6#r;-bhb-oZV4YIbSeUUayu&(|6Rh=fk?+ls#_VWhMd5Iz>N zlN$PVVZRmlMG4s9#=_AFkew_v}rc3&*NW2rK6h4@Pxe$hP1;+xj zZv)&7%(4+&!ZI5;Fd#sVVM`Ov86X(h*wdC;feU~k2&_kNZZPT4G-h;!cEZ?VWr6oX z;c;MY@Co3+6?lypD?H93i#POI!FmS$N-7rDotX^jDBh!iIrj!iiMhZ61fMlIV@QNA zN&`WQ_}sFvXX5&PD^PiuOIQN97Wl{skTM1j2b!T^LfF@y)65PRRV2$o6 zncLNG#X`cAgE55>12+{cH^VCEuv~jgFZ3Ux%nf*{Gd>ZB@Ene`fW3!gb9UoWD-3oC z1BFXzu%Kd*Q2~p(4GN!S_{z#y6(E$wP&s^!!Rvsv&~P)Mki^F``>kNoA%u7(>;S&^ zAg2LqBOD+Kf5;Z`_o;Y=40-PqYc|?}`JqX}%77E+;Vb;K@+Cgl7x?T~U%BCb-1?Ej zbzh+F3)Fpqx-U@o1?s*)-503)0(D=Y?hDj?0c@GqeSx|!Q1=DuzQA*TU*JM)3oPRf z{=4t|-Pd38oj?9;!5y5~cz2EdJ?Loty++EZht?r1M|sFegtzrVMO!XC{QO5=yS;ODj~lyMxZw_k1E`U)k|XE+upH@C zg%JaGC=~ozQT%5WYwmEbo134!6J;T6QR}pg+ePZrh_Q=eDJ6Ese z&b5c!vBN0ew~{*(tGI)a4j0WCmX{uPC>^i|rIOZV&p>jnoZOp^I-toG!JNF5Ubcc+ z>%H+wMd{R;HU7wf?HzjY$P2D{cx)}Rc0ag^PiNkd3L?+qN$FINM`pkxy+)z@QkkI@ ze0UaBYW$J?+dCF2weR@Bm3&wN>AmwnQU8@PbLJ|UY3unsiVrT%98D|i42|*%I(cK? z#*h=GmY#$MgO;9D9ux{=wVD>3p`4WR9G`t8Z|~@fN6y%H{8cS{=oK+q$%e7rv&T+) z@RSV7OtIrr$1mM{eAn^IH+PQjxcV9dUEtkN>=MA`csv&nn9bBJ_Co-&7_o#QhU@w5RK6_qL~oS!2agdp+=Cu6`muxQGmkl54iMlL)su;V>Wx0pnrd;>3W9ry3SH)X8>PEN|_nyRGdFk{5r#Mm&{97GEd z9PcNG7(T}nPK0G}h&$p4Y@|3D)rbM{oDezG$#uBc>tIRzYw1nPC2(=qfQtkHwFq(L zI9x}VNr|69oLKKHA7|@2;k*>btcW%VIR3{Wcg7zKfd?Gt-U^XEY^Z~+T*T_KG7EIM zM_65!uD4tQ7cUra5kX;41A-tDgv&u6IF583!mw!2#vq^u@wzyE#%074N(5LKr*L+T zFkVDyAo}k~HF`w{OCoAZZ(1&ai{}rxc&dTXC&R_Q@zy033o#!jI@wp11@q zK7YVPL>D2Rmy(>UK^fQD1Kla`P%C4)t^S!02l4>q1 zwy}*dTo(q*wshIknMydI!SZYiOU7^wkLzZns!2m&PsZ{^vWVrua#b%p_5)&gbqok`(=2YJOW9--#%AWma2|ySt>$0Ibx`) z^PTgZz5n~0_CDXY_qrAlNUSqEA-0fA><7c-el=gqYrMLXbt%KXS_u4=`espere(v~S z^~}8W%Uh-fUp`try|Pr6zDF;%g`TXg3#{z;;$6Gn_~$>+tPA}8j&Jj}27v~F27v~F z27v~F27v~F27v~F27v~F27%{7;On?9a4YX!t0U;#GJeobeC4k~9l^lBM_U6Q9k}|r z+VxM0c4q93$<}q-x4-P_Gs9YsT-{%&dGa*>nIUVQUCU1!_HnpLm-~d-{!WWbr>>7eeX6-rmy6QQvFtTk1VNw@Bvkd6_ZQ zGa+mFs6D>od)zDk3&T$BB0dzNH! zR;pI!-15xqlQSpze`9vemex%7AQ zJmY#F1rzNZcQ3A---e6o{C;m&j-IqD?&u{zfA<1oJa=N@5*~fTA{;MxtoJV!N9gLM z3Ce+`UOvahFBb&t;s*Q;esQT1-4`gQj1MITg<;62 zcRjpZ2mVDh;La0^xV*jVOvyz(dVi?KZ0~sFg+GhCJn8N6r9~{@qfgE(_M?$iU25-L zn#V@%x^t;Gc`8IDtJRo$?J`QctD0h`Y z6uOUux-b$FNY*3q!h6qqLO<7aURD5YM(2sC<`$PvF7=9Y`d(9sR^7)fYZ6fnzg{gw z)6W*+?QCxtjdK79wxWuR^D-h5xf}okA;x^Vwhj}#Mi=jFFiXmo9>*M@BipA8wh`e zAJ~-@8@yVuD>G}R5jR!MRF+q0!Ly-i8{<2-7!;o7ltfgO^I3w!%q;T_ccRCDFboQ| zCm9iDJt5XSd&7Bm@COX$j+}sp;PwTa>O%GKlQT!{JjNm74h&AeE6k{R!F))r2J#+! z$P%XI>`kkGhFwOa{f|9y^8WpYv&SA%58d-besJN`!M*O@j^4BP!SiRAih_Y> z>-?$-CkGcrS(sfiuRpJj;3sbSi|t>8w45z8Uz{y z8Uz{y8Uz{y8Uz{y8Uz{y8U+3UATTv}N4*GNAz{4Hx~EYpL7H*Q%zx^(<4b&<;Om?(aNhm`pSkA8-}3frJ9mZs1-1-a8}=8t_8$lg-}q**zrdMo2PRuL zZr{HB>=pyh=5bV&{imhU=4=JX$=9Dayqsind(FeIJM@OTUO)dtubX!6T6*{iPQg%z z@9B!yzkctj-b$wZf%{h;5_{z9-nMXl1&EQe!qi-9_7^z6K>p(DG@Jben*9Zy-8kYo zc7ka37ijhu@Ra*C`wQ%xY4#VGY4#Ur_7|Y`cU_5nv%kQmY_8DkFR*dLiDrL+W`BWi z{Qd&x)e*e;|9SGNFML?u)zlGuaL$Ljt9@A%T-gJ1lCoqsvD?XK3+VA`7g!|8uN{fX)CnLa*!XzFWI z|7GeIr#?RQuBl^F4@}9at0wabKlzc#rzgwFyC-)}PEY*B#DARlnTZcheA|Sb z*gtXe#Mt~9jzA*NwvF{&S8GB@GcI<}fc&s)0 z#nE3H{mIeq9$gxJXfztVcI2xgzd!N|BOe=i=g3<}?jN~w+h1+_?QK6dBDQ^a+f&>8 zw%fK%ZT<7Dzq$39tsmHWdh54r-M96XTStcfWcXKx-#gqJK0N%X;cJKfX6Qc;{oA3B z3_Uee3>_Gbhjt8&4gTriuMK{B@O^_TgRiH1&A$eLO-0~_!P~d2C3qxCySF;G9To*K`Jcs4SfD9gI74_$~VB-9@{j~X9VYE~w*BI?A-bXy<15LFnc zAE=?SQ>pCe6zUJxQ$;6x1K6HNgQ`u-&aF5oO}Ui+Wfs2qKX70zo&*OI4q+R8{Ye#3sHqmyRCO`q{<2n zoj`s6da9g_)NCX>seto$)=FZGA@#H3^&}t-GyvZKRrbR_aa` zWb&z6s!*LMf_kQgYG$LfBSM?M{Uw9953ET$QYSfuWHu5=o$kK9mS|)ri%s|2YKbcD zB$?@+t|97KAv!WK-EXZSf}-ju#^=deqR}0ND8H?ih;AyCbx*A)vN5lkRY@lnN%wd? zG47;U++C_6%2}m5G8WxMjLQw@Bcv0yUPgPO?h_lIH0i94JCQWq`Fdj1NrdhmTSt^; zR;IItVM()YzMiO1Im|&vWJ$MMPZXV0Cfzq~B&sN2D^1*eq@E}{N|^5J*Ax2R^w?f1BYvfjAzy{N_7v_5W&`T5|wlxswZMixrm7l5p2XqQN0)5(s6f34G{qgaf9mK zTuYQ$N8|cmSwmzzF;d9wE9!}`HL`nC4H5sFbW)RaUtUkd0Wh938;QD-gkZ*RtS1KL zRo!+C5eFbUhIhWKo`~zvqWjVsA~9Rqk(uh=P*22{VQOAdL&Rqjh2SEuuO-4ZAoSvm zM9etxsYz7#x{X8vP>Dw(c)hlU7<1kjLM^-3)DUS<(lK=9MYTj6fI+jbt|8JOL=)F> z)jA@Pc$5ae5)m<7SwpNG9m(0CX*)VR~h{Gxg=Ej}Eb@Z9h#|DpW`Msfc41Q(Hg9C3Hy=~-6 zBOe}lV`$4o|2r^rW^zmB6KN8W#ja4P%vD@Q+9~G?nc2K7yv>ZZ&gBqQmTTi(oF?Ar z)M+WaOZOtsRHE{rNt>C4<$8y7~T zg>QYLVw0A<+Iv^(tW13Dor{V*Q>rLkSqP=evWyf~(<&*HiL5SYp2($kv^erb>w^`W zG7>gX)g+Y!6i>( zZL&goCK1MHLy%mQX;e7rjL3}ynJgFHL@pzY%S2JA%oBsBvh}`-4Xv~$DSaM!FBQ!) zX%QhkO3T#cg%)wHM4Cu}+l#X_btOnk7srk;pMJEyuiq)9Je|^+;vQ*zp`u8`w~!L% zD%Dw}@*;~|5~X?Sva$rtk{0RIM~Qc>@2%M6c?Q0z$gK_hWaf;E^DK>U*D5Z6$1~cR z_}OKNjfyNwd?J!0)o~JeWm`W~vGG31owOp(fS>8JOKnPAnB<8~bH^~#XE0;@qC&+^ z#>O!kAgBxNjZa(esn{fOn)%Y3JdZ?L+APVV!p7Riju;(pltqP1MeLEjG)0o)QmMq} ziMEBvqr7N+N53^i;)T`1h&a|s!kAKPQpRPTA;G0j=}%}ulE+!>Bb{3zVt~t{(qs`c zkk-2^HntQ1BW;?Mh?mOZ#FP@UDAU}=s?3ulm-L+2PegQw7MIc@PbH#X7}Gj)2Rb!S z$^yZbUW*bfuqE@_BIre~f?|mxk0W2kdF+idwqOjAfUHPuA(>kjwm4mJNsAKg@sZ7K zP^bjQjr>Yi7{o1g@MS=d7!esp+BoE2qMnf|1kb2)>15MBzX^v1LS)5oFDv7T(!nvELR`<}%YFwIz+UnLuicb=s6#S_V~?GELB+ zyr2)R@Udlt7+Lhji8$5YT5-v|aEXm=6b1>&cD%UMF*kXXBaTqV!o*3EXgEh1qJ`y2 zX>X3vNfS3;aj~@AWkJGilBY%Nm1V4QPhYKJs4={W z0%Rl$B}2Tj3=5a1NR2Dvq>RDWfIWBkM=CB(7G+W(v86@MG)4wJvlz}qp{W{k>#$_X zF{?=sAmOAm1rxH+<|5bG>-)H1RwFNHbSx7T$7S4*h1V1aU8a#8p?RoCP-|VJDvprI zGLB-2Y0T6cD=yw*fg=$sE(Z09O6hmpfXId0LED#4Y3P~jOsmrKI7 z60mHkOj1}^NEi9U**Jfo;!k#6lq>K934&~<=rOOS}V&WlRi)5 zJTEbenjR!Ko#m3IVJu{piPGV`6+>EP801tCu%oJ&b?cB*E3v2&jF~8A#^EMQl=?uQ zOJbbQJk~enbs~$<1qKxbz+f1Jz+*`bgNFl8Gi;P$cx;Z5Kpt`LgMBWsLAdiQii73$ z1!kpm!txvD0k@H*4ml|UXvSiVai1a75DBtJFXXE$E}mE-^I4L{2pBPj76m66YoZK^ z4AH%q7aIbSl4*s{bm&Hc-9^kZnHKg%`?21mo`8cmD7QLK=?CMbEfzj94k;=!+>bXY z4MF^oVI_?Vkp|{Vu~LXF?l&dENJczF^SnZbeTsM`SeGIpIw|5*297k!uG4u$C%bdckS=gtnT*)L6#982pE5$hLjPQ)1#S2zk3L-C&#;FPN9LE?w z>{E)x#3UB@XLJT&7(``7hVK@v^+vEJguv@0sj0X)oDb0ino$aa@d(C~Fb89dn??q( zUs0T}V3;C48S*U9csxM_#HmP%*Pi8qSPSQ4rfMmnU$8Yvjag=~oI=Ge+ zqla0sIepA>Y=aejF1WH1?}^kUK|LJGVzFG93xd!PR2tfW_kxdL@NrL)po89|Y3T_) zD=v9aW8Dk{yQ?X1l%vfo1i=Q_NQBf9=NIY>{h&LmQRFWHn zPr1@Y3HtWZJ{RI5uMxbAK*u3FrAd(E@X``ggQF(yON>OoQB(p4pQQ!yD;^KQwAb{x z5T6pR2_cP}46=Av#RY$ce)+fvp}R^;q$5O+Dds#+QA)-F2Sm)uL@yNuv8Z$c zj!d^Q?3uZ<&jppoTw)0bEtupuq)ZXvpcyen#Lzd!JVd+>O~Oerqr__9qbnt|H}tt= zNLXw!rWi5MjIrDbFKBVsIm3(oBg#4j%cNwAAWW_aqz(2S$=2%bvs@H*iH;IdrZ`lb zOzd##nTwg0G0Q6P3J7H|RF>HoQ3uu{APguD_vzkSPk;QL z@vnq^2d^0Zjn+hG{JX}!JhpH2qa%Mi@}_OiYg^oS0ia z>Wc>#{jR(0A`4{g`@>D`UH!+NoGI*rJ>q9(XA~a|Z&SA(+S|Tkcl)4UY-jv9%i7Nu zJKGO0o}A;CQ!_hf+`L_0=9vqz<(B286FnFB-Z%F+&1m1z>)93Ceq45B`?!pvnbQ{_ ztYvvbZPMGSRMDDCPrdl*w@$QnS7_W&gNB`VM>)RYTtu#Wp@{IEOWbBw;fQy)51(9W zAFWVa2hBtFZA-oOp`*5Ud^6C|*#*!c?SRh^yF|K6J~ukIJUzFH&hCxq?BigLg{7W9 z7oF+z(4nW#CodH`Qm(?2J_kIjlC!hD-#>1V+aQ?j9rBiQz`D>IpI4MFAFQFLk507Y zD+XS6`%{A(!P@i0c{pA5kY7IT-O5GjRE1Hx3Q@97Y93z9?Yv!NW%nE$zJV$=^z@O5 zR)$L5apu^$IP60jO#d{S2kb&HYR_)HI&*qWCD)bEtX+@W ztEDwHm(JX9=GM^2-8AxY^S9PD^2kDHW?cjORXiJ8!#AF@=4GwTng(9G+Q7?ATYA0* z_KSf?4(*rhthEMXN0CstUUP|IzGiipBbyW;T6HpCS!OTI5Xe<%$oOIiG6Wx(3z`bH9;ml|$=V6t34?0>u}tqDVW)1Rzm?&#>gy zh>%N`khzg%P@MGCs_cW23M+WD5yC?|VxQpVgi(!jZG&9cdC9C0|Ap zazJt|M6|Av7eKLUU?}{nX-&-~P`qIkML|L>DXyB2>!g{4{2B7Zs&DyxTTeXSOZm)7 zwu$5OKOebE{!k1f{f#UV6 zC|+)2^u?gqH{NUYuxl;qyTEY0<`O8rcojvmi^%7dqV$;|btfjvfgB;H$RlQTi_A$c z$%3W2G%LvYQ>0{s#8lGH*%_XMMMAanBAt3!>=*2YlH8is)La6^>sC>`+`RC04Xl;L zwLqd@8N9AV1QP4aPKYgJSQ7~UTU{6U%Qszd_`N5-{8!a^1g-zZc?A65Kkk2LO#g_1 zWA#T2%rL*5jdso)@wPWJ`{>&4p@)ex+xITcm7ehYv6WLZv-0$toAU@*B6)J=B>!*B z&Y3*?6fBJJL+zYd;fLHgV~@-bFz%e0TMQTCoioQh$c7tE0=3aQXG%ZMEh$@qFCUwm zpRaiCalIv`WOHu0y<^Xj<~#yBx5y-V_Tr9WU^=_7wAgOWBWTVem|ym2-292<=Qxnz z{^mS_<~#xf1q0liN6?%{u%kJTpgE6#72s;gevTMzMjC!^&Ldd;vZrTGzd6LSkNd@y zr5;m(XQv5kpDYjb?2-1JJ-78pcinUvt^9Y*r2)^;>5uCR!@W;RT z-#+~_jD)j&APzZxt9`WXYNGU`{w5s^7f8Hm$IZ0=Jh0Jw09iv^OyR3vo3J4 zt0>Jmh0VG^vo6rA3xq{P4EJGtezhEZ_u|U=#&@N6;`tZZ4ihsRtCGStJb!VEx`(|x zy6fR(-`=r-!9_LT&J&BQrSDzmcrNPEenMrlE)ZtH%{hf3u%2($1vX~Niq80QN62P0E+Zt)87(TlwfGU#~r4S!}8)e`fm6r~hdBH>ZDh`eU2CM$oWp5NHr+5NHr+ z5NHr+5NHr+5NHr+5NHr+5NHs19t5TaZyb2Ga^S$|;57p-d>7w8K6w2AUlDuWF7F!~ zye|Cid&{rfI=Fq{$ilUOdi*G9*mK7Rt7qn|U*0k``0~-}>6N9j^gUj^ExdkpUEuor z{^Eb!d!_zbvo7#FgVK;21R4Yy1R4Yy1R4Yy1R4Yy1R4Yy1R4Yy1pb~7_&To(oL5Ki zox7g;?dY?g|A|mXFhCJOQ%A6xzSqQ%6v~?>)-eNYCex1Had$DTNO|Ng_-V-Kl^?s+0VxNz#=UUzRt@7ep{+Ma{e zR?3PE2A|z9wz{OnY?M8)wCI`s4~6B8wS0lr{};bRys9%f{iW8>^ru_Xe>weWDhPf) z+|&GP5NHr+5NHr+5NHr+5NHr+5NHr+5NHr+5NHti#v(AeW$=bA%YJ#8#fRnAPhB}Q zxND@p^WIz5w!@qr9K3PM^3kQ^Z<$;13(H%6jwVkHtUmPi@qtiaQ0>;Yd;rqc(4*CL zfqg$){@6eJ(Et0HEnFLz{%jy!G5y(z|225?wqG57Wau^HR}cL1*mq6-hmj9&ncngT zTfaK|#i<|P`q|+R4Sr?p*GImzZO`a4TRu4T=Akc)J~sa7#LtfHYyEZWUrxSf+dBuI z9{;1!za6=9@{ZBlCYA?3v-OrO4-ao2ddJiskN?>8znR!IxG?>yf!jyk7+!cu|Lz## zaM>(M%9ztdjFW}V6ED0nJ8TpTa^^5%;GdlMJf~Fl2~yxlPryuiPEy<5Dg(R<8%?1B2EufT&yyjo*{&g z#>hC*-lv)lmSvXFNRh&}EHc5FD<)2K;`5@QcgC5LLsw!|-cfPkWT1$XV`OYnXJlkb z6MIe!O0sZ9RZ0siXFeqb=f{XL_CTQ%o4`YxH0Decxwp@ylrra#t2j%XOpQ+qX>#ur zJU9!>#A%!aI{z=jN*RtRO5iG`jv|Z9OQa<#j8$1w8V!1dDp1r!m`JNkYnN19ypCzN zD|i9N&M2F6pizq0We8plABI_)SSAQTQ33^8Z!F`;sceo>$>NGj0&idB++ci^YMXJg zS5`1OoS%jEtB<pXH}m|geA#LnRq89W62riHY>g0V6mcRy{ zTx5y*qD+n#Dr5u5RKjpdT9g(X17$NStVpbw=?Q@A_T;dWWT(FBqS}moE z9B24({2OD5Wh@IuJ(Wem4%3R0kH9-YcRBLNn_DU_s0@Rm4BIJLUvP|Eis4i^Bn1af z=tAO3jo~fh67jaEl*BtBa4?j*usbR)8K?7QiNG+45-})qqZmmJrAjm2TqM8~Awx1n z+>5jbH+olKz$4DOl7+vy;=%yN1%_U6qE+Ppq68b2G8!od|IuiTwf2(J!ca3?U_rxi zamZhsBXx24%8CmHkmC$xFP>WQ*tB8j5RB9|7^ z`HG55nfV-_;PD%PR;DiEP$=aGJ-GfnvPxd8;8)7eVEH|D$3os+RFR!@7aX3OR5osbK>tZaO z3|@j0^CCPfo-T@2W`r=D_=vz^T0~l)wAf_gggBe2xa2OvqZgio06F|m2JOebXGm!o z`84Pbj*}C`oB?Fc2E<4smC9tuZ?MTXR$PLjgM|_@wb*9{9o;E8%``>wCEBk{Ojwd5 zn7(wH?iEQJxNTEU`WLzSJ!%(Aa zIZ_x!FRQqOVaU*F!I56EMARHsCAUGHIMvN7i#g++3B&JjAel@!*UhAg=qO60Enix3 z;dn$F=N1czKglDHvvx|S#3{Jl+?Z52_|ewfVI3I%aGquw8;2dlS=k#ZE+!*%DGKa< z=@V1tSba{~lyL%pMr%aPaRef#S4PB2*ls#l#E~dVPPSAcj$YEo1?$B4SQVVRiZg?K zLX43=p2riLIH$`+oX^D~%F`;$vS$;# zA)do3nWr3f&7qrk2y7S?U|#S8*Zq%mgRtfn(}}+7cZS6<8S;bWNbE5~8CC;6xCT&}S1HucMrp zCo8V4xY!IAj?kr9QXSXFS#3!$N2p{;u*=bIk-%`8;QL*SW7fpY9FV6SwgcmPO}{OK z2$|0kq6Ec|a!z4^!O_H)JVgue9QdeA=bSmpyD_)|%a_t*g>V-3MHLt1A}g@=xE7kl zL8YRUj+oiuzEC5g@*GVLu{tA?M>($8VQWxn41SW9S65tcz2Ht@Ul1=7uT(Zc6Ck4B z2z8opGG-9%;Hs^cU@P!Zi6cDmO60{=6&J;snTgeKcZQe*Ss@P05N9PUipxs?lymKL z%o&?tf!~aX3=7UPB$6!4EBigdMlumGQH=jdVwZvw){RJyuu2fm@Ls{mq8Y9_F?h>J z@CF|uAncLJwpU!3c9en{f+-}&wKCqsSvV4GPUbw0mFbDm5fhHo5{42IDTWx82nxXY zh1nGqmk^w%hVX`v78M|JP|OH8{Zd9~Y=+m4@{;3XLlhB$3C{5=L|#hlKsekq-Cc1Z zUJ?fBk=$j7M2$_kg02W_Q~rzjv;^LSoyf8d!l;=A5J<%l0A>09ic8FFi4z2o8T>4< zt?@1#r%Fu934$3h714)~IerfXj&qI=%qhkTPyqicU9c+Q z^jL%nrNFS};2RBATxc9&J~0q6ABdpu5^*y)yPP1Akw?x;D+q5HNsp7|l+A*kCUN-4 zKYf6C@Ro#7z{b`S)ZxvTW6%`GOo=#xz?N1sDRPy!B`)Ly(LB>3KJ*x9W~EWw`YBkA zgn9Vty1c3)ZcYE;^uM3} z#Ps(}AD=!n^|h)0GWCm7AD?>H)Ul}trsULBlYc$=JCmQE{K(|fljY>ylRGD;C;npM zKTiD2#0Mw7ZNg6MpSXEqZ2Z5E|Hk-d#@|1FYWz*(uNj{iA0GSi^mSuj82i-N_m8cN zJu)^scEfZ$)*Aid=r4`_wANhrmkBz)@?+xp6_Bg20({42xn9qtVu9{$wu zwL^b1^q+_R?a)Vto*F8K4h+XbJBG#v|8(%z20uOczQL8j*AJ$2u=&>@@PZJyVes}X zYjrxwVUf)mMHNwpmA!83r)sEjR+tWpzund+>#4ev7^t6EPmO0qJR6w~YpmVYhb}}F z66%kfM~x3Fnv~3nsKa7)xAnmbQH6o}ff_26N3z4$w{Gi)>#3r{SCww-hia(Ntj;=F zB)Y91+(;ErMMn$z`@UML$~t_!>$bkXo~k-VLVa&NRd$j%?zXy%(a2 z1SG$whAJ51PHcGZdoDyJF`(Oe_eQF$(9j9g_phhQ*+|VsvXcrpe`gI<%xcq7k{-RI zo~k>fuXJ1AQA14vXBNM^t#@stns`>~P8MYHsamQ~9X>U5TW4yhW;RMYWH5DG-~N)p z+XvQk0jZO-2C6{nbocGGL?b&{Y`Wi8OH^@(FIwHxHAFotM29SZ?zh$uK~Z)1bkTjX zmS}W`uO!{K)e_N7rLyj+^+XEo)T~N6u}Hed>xprP@4nro8ls$4xbMh0)19v;MjcXzy2sWLrJ0rKtYKKvtedYVDpU@0(Bb=Yw_8sX z9X@P!-?)*eqJS+4Io(IArqFvEQHw;6>N2Cjx9Wo(3~;xQ57hW*wtc_fQQH zY)yynkKKpriCEJ(>b`D05oJp_Q5aL3b`RDQVVkAh2WyCNz?QFq-3Km2BgdZO&aS=7C!hA3tg8XBkFyX%RlK9X?PMxw!8Y2;RP@2n>( zT5GxoYKZBqNINRZx_8tNO_2Bub=Z3$A{lSpJvBrm0i#Y=URzJ3DqjcQeQA0$)LfoLbH`fwn*3r2BSJn_2PmC0D z`-*xZY>n*RR71r7CLMA)x-YLM;s6-WnT)udL#Ft@eUQ$EEXA_0sBCoF{!ZslE;*CViIPocI!QJaN5(z*h z9*N-f+8Sa!t5IIW}}xQ?sV5sA~IH24+LvAS2* z5GzMVHdl9h4N(QFNp@rRigiRu$b&Tr;Zoe)T|>lbBJr5i{p*M{NTBwnLw;X(d_56L z8mtLPY~A4+BIv<=AsoP9EfIr}pblHEAH03^oY;icXyQVF&nEI~wZayI zYxx5I?DsxX%;dx08qOm~TOVyre{OnZx-;;qsV`6c*wmv_S5N->{x$OMC zsxg8@aZMsQN&TcY7nw>(@u)JhNEl8$`Cp`sk;h7AIf(QGIdCJA(@DDUKtW!$*>_imYgVQ5Eui0X56$H! zVE4y~v^dhS0iJ3HvMfokBzG+)lbGbvJfvHaRYY*$NY^9Lg}hO+Sji5K7)fbk+4}aX zF`JWn1Q$}aQc6ooM}kpKT>;s0B~=EX5v64RlK@W^TTYTa8KV|dDb|QcC?mI=)S|an zT_RaE0!?y;i%=^-`W%^s%4Q)+8TiN}rLW|Okpl_8km^N_bWFCG3|UNGwcgS1(xwzd zkn4MSsiXZakz7yu9r?~A9@&`Wwj?5ZpDekMei#y;Bzd7JxzD9VuE{JT;mQ|^q$JeM z=+^i5yR<3U)0>mu8#3E3KX-I<>MF=7_mM}wDX1W(r^teg>oQLar6L)*tCW-oDtk~q zl_FIkCp?mxd@yqQ$=P&I_R%H5oow}xg-xO#`T227wrWQ83ld2(I|*zdm*0d;$%w>G z@{&oGC!szhig}qG>JK&P(M3#BA8FfyG9#qCB&#hi> zMM6n5O_pgwT?&;$B5Hk4pAC7$X&y?5uuYVpVUk=#*@V!PSCk}ulVMCoWEQgK$$uq- znDUBHNLG?^O1f|BJNs;GLJBx3k0h!J9kQdzsHMWCAfKEZXwvv-Y9ef?%wQjEUgMENEB~KD(vkBEA6f0~(ZN=u)Ze4cnS~WvQDqB>G^ z4av6Du`#JDZOP;}C>&4;QnUkxfi_X-4jSRdX6l4!(zf!O)PJoRw6B>Tj!hv^j-jn^PFH zIYp46FpWsgB={yvc0NG@ndSrvtm$ClD1fEXgBTEFnNlB8<>XU`fb*kFDKE?86)u~T zxUZ-qRvzO_8LgnC)7Z#TeMd!AF#4KQZ)qt^pmc#slL&z$OFktAEva50>slP{w}mMp zN%@9Ao@{LF13tQ-M3PEgC#g9!G1Cb_X;DIXlL^H%NkeEP|E+b zqgoM1DHVl*CAA9FWT2cuOsOT}4qYfgV!0;(px&8sB&1%+Qs2|(5@Y>>NUMa}JQDmv z(RC=(Vm3iZ2)X<@9Pq#_GvN$*8Lve9aD7w`Q2{^^C!q^< zk5rX%JAYANl2H02W1O^9l1gD2s;ZeB6t)6JWTCi_sSSztp{4^Z^yKhU7EDb;Lgg9- z1r)AO!2smiI#i}4p?FL%5}}NX7E*re z3}TNJBwltUb5>k`k|)#)3(D{4H1%!z{Kc8H@<=)p2oepUdTzdN2*23RCgbI)X31@3Zgx@&`V~hxMCUN$caS z)}Ky)Zs-ePZGe@5j}Eb@Z9h#|DpW z`Msfc41Q(Hg9C3Hy=~-6BOiXjy9-pZk$K9r2&iM~vye#@6W^jJ6qaO`dSc3y2+Ekb zg_@g;Vhl>$s6jRuDkiAx5YYN$#fJJahLXA_6<7faNw})`5|s^q8pzCAfwq6Ui3YB|9pVq5OnmEShDQv9PMdt_Vc21mdCODy2-358r|Ux{{qBsyZQR>OzoA#ZgA}W2s77L_H$bz_q@&VnbyX z_)<|#r6Bx5$tbHH)E2UgPiYYFQ1D2#EM|^1kWdtsFyW#Go3K4%=HB|Dij8MFfC;BU z6!`h9juQy`NuaK{F2^v3vU=$mKT3~SouKBC(EvfzpOWje^&Zsb&MmCHT;|GDzcrLX zQN%|@Q_PwL(+g~d!X)Pu!BdmXG7u9$Dg`OMV$!ZDwPGIuM4aUerj)U0y}M##S$&{8 z_&sJlhT?jvF+LDEj{%@okhm^kvxVYx#U;g+QKE*~r~HDA16a^U ze%UI(AZ{sknMo*~2fZ_lG$o}G%TfRy0xPO?%cZkzVP+PVth8lulhSTVvhdOp$!6IF z|4%h$in;nV7p=_T!{38_?Hiapv0;G`JB4-2+ z1$suEb(!D}B^7WK*a1`6`65ApMA#95szBxwr~VV2n;FfkZ7GGN_ib3QmF)G-Iy|dRDxo0MweKZ&2cOt2|kU; z1hf@7CZRNw>O?^hb+FIH6Q5w3L7DYXL=@*nr6qb6Rx~vau)Bv#F_qYsP{L09MR_Sc zCv2wS-Gdbus^Ky0L?B7n=!EE!a^KjLge6q30|r}Buq6wt*fcP7l&L~N&uIh(_5&h|)~vmp!H-)zEWLYq_4 zzd0Lh;zIUCh%&Q=HikhX%`oJ~;JVFbam7}M|}upo1_ zV1YBq!|r4`dvownn0+NQD`tFw<>R$5EHTCr>t}3@#iH8XmEGN(tueyha+kGz33Hq2 zbJqoKfAYJ2?2Vs#{HL3IffuyjPcrFVN%*H2DHezCe>N(Bum|_b$>+zCi6(_f5V4 z=|yCrvrhym8L3E$*H&Kzn|y)#138*}f%?N9ntXw;=h1OZzQBg#PFNFoDgV25wT|G> zFWu-)zV#PX*mPj~aHloV8UL=aFOTgT{piTwj=X8xGuvJ?{pi%^*k@p6;@7vH82$}z z`3C%ZYV7G_6D|FUftzoCYIwKSdzM#hZ^bXS4=$bbz4n2*<&_0L@BJg*9_KvAm+t4n z+~ScFbIV74@!+E0b(dYF7N~uHxT(FX|Jai=g8KIj+Q z89&al_VdNg_QQ)O=lJE+%+47%ZqKjJg~kmvXxMpolw&Q=MdZ2{iU|3y;x@Ai zN4&dz_~cUiXoccBXdbd}Tk5qB9kspVn}LqbE`Sc@2%IajOQgHxbE9+1({ron?B0mZ zJ`U_$SnBz6(V0FE9eVnF@=~EAmu4Pam0RWvJ90XO5kV!@i}3+^!(rLH*Zc=FCga>>O#GnY{gWYWgnojF=~9`e(>K zU>AbPK*f6AF3+4^llFCcU9Me^+pBwE)?7MsO25e)8o9RR z=DHSz>ou3o+;HaB(8%2Z#>=ehTGz-U3!#~H4eamwxv@1I+;!Hx^nnd~mC?X!R~vY_ zl#=)%>72L?KHZsMd5nQ zB~X0PDvFo;#eQ8QHw^PR4Gf!q*0iSP5-5JtDvFm|inp$T7e?{f9a+zBQFXoM5-4t8 zMUj%O%i0)bT_fvJq#)-~`sQDjHPus7|- z7Ey-vY{0;#h4e>(;`Aztms>8mu8|i;vA;d;#@4Xe;ra$jP@Gytk+Sa;8UI4|afnlTIn%2}@0>v9vQM}x=-gOPEMG+r;?yk{m zEy9(Yyou1^@x`ksUhW=i>l(QM#d8`Mw(zcLP0b}xylxf6%dHn**TCmMk$|DUllZz8 zh3hq!nA8u3iT&!jz?R{gANtt;NWT*52u7y=d29NYr$0aandv{D{-f#Noc`z2zZ>pt z{xt|R2s8*Z2s8*Z2s8*Z2s8*Z2s8*Z2s8*Z2>ksaFg1ANz}Vn*1O4TSJ4Xkv8E{8? zbIbe32d^JE`#ou2xFLML?Jd7@>)>|oy*5yfADx?@pF2KSJu`3p@|LN=mycFYuPl|N z@6n5)(3915f!7pIEdS)c+WFbZ=`Xd0ra#@9{>$l4vm)^Ge}BDg-qaw_AkZMtAkZMt zAkZMtAkZMtAkZMtAkZMtAaEfBCbw{|-?Cp`CNX@u^;1_44elE0Cvm=IZt-!yxU$qc zH9a_ZYaBY8qFZ}H@ zTmS6;{?Ipt{ROrRyreboQT}gp|2?(;z*OtT?c1Loz52|s)+1LxTNUx-Y5p@qVfw7u zIdjC@-puTyPtGj%D{T)`Alklnajx`~AV0QpYGziRe)G=rt8w>*Jc>}EOnLj+0^Pm6 zrIn+;w@ZfV>|>-)uo=LkGkaWbi9+Eyx7^;b=SV2--gDCS{30tZ?HvbwFI>6b7jw?~ z_Kv$3S8kc%Re`H@D`y7poNQgUef##a?eFJtRBb=aF@feLmER=AO?&qo+`D)2o;Mcv z9_n-smB;O4kDust_TIO2*V~ru>%;?{yWBl4UVg(HP8Gh~e@`ZlzUp;zYo#9jqSkaa zT3?78E=j{Ak0DES|yQ2%XH@6t@@7cv;TnnI{Ma6@Bz;kBy$(fV8r&|3JUh7BrTn;O}6VK0JALGB!-f_Us-x7NH0$;yxer_Re z?>KZx&n_)2kPUR{@8)^N^*%OII4jQQw*R6!zu()HqbKc(J9-Iyzk7i(o;$H{36DM! ztiTHfd;d~#gsukFe&G)vSnB0-MZvxz7Xa+y<97a%+kP0IUj+(P9B}R+UX&Ca zMiq}$o5*Z<{^GRpFphWE!^?HxUsMC`Jh4bnvv-{-xu{3`8!+v7M3Do&mXQOW8qO?&M!O1rC~b9rsYr-u+g-{v^-h28B#uhOsDwYyzy zSd+Ei(BA>d>~7;=kGB<@`#j|5mu%6N?E@#~=g;5k=P(MzSipMa)bX%?OU1Zo_jjV= z@^Qb&Rl{$DIMrrT;icivr4jydcjz2`llpX)j=D}Xkm^Tbqhi_0gMde5`5 zP<0K0&#B-lUs8u?^r)6S`(sm?5p|F#W26{jc2z~ zS~ugWk>CE#YkPVNY@rmC3=dkF2Ec{WsSV|?cpgTjMdNkmmSpCvfV z%rf6_CwdGB!=PY$k`XET@!HuN&bxy@U@&*&1Uv+{FW^)cs)wJPIcn!I4iR@?aQa;d zv!Y-=Bv%7@4?biG({lEv)jvb8dndTA15X;WbTZf_ujp5@W_1m@Payas@utgg#WGP3w->hg+1TBf8hiDb%CqHy1><&yDZT9 z-*;W$%vgUx;AI;Z1p12^s#zDP6suVmIJ?Mj?y^L)F3_wCT-5qivo3&(Y}N%lC^YK= z%K?UFU7%SPXx0VJZi-#4WVD-gfv^*Hvo5f@<9f3$(5wr5J=X<(<>!9ls+Es)n{|Pj ze1VHt7cg4Mvnx6)Cwp^`JUoBkRfqFEU8U|n`7j55ohTn(Det`N-aIYh*B$S;fK)fhJ#I z_2{GxpOULtc9Sm<&g}}HCpTnEH2DI+(&P)Qr2#bg0{>L<1hJGeD8YqgHx zx8MD;BSWA6n?KvawSno+2GSMNpPl$$gEw#c)!|2mUNe66z%P$|*W`Z~`S6zMEq}1} ztHWQM`thxw9sbbZSH^yQe5PCWLc8SvP`2)q$0CEOS4>vLO5f~yh!h=xTLNW zh4gWeCRwV|GI2r`B1*j%d74F;E3HWij#~FNO-11&E1iI&b}mbGYVNGKlv$b<&PFoJ zMCqc~s-#e57N=P%Qke*s#L8GFOJilCv@CNO36UA6i?|eVdZ6NBm2pubgpkI_IMUvy znhus_meEL&!nQ0jA+Wqv`X=3lKO){5i zozenpia05(_M(hEQ0T-a@X#iWHCXKJb19|F4QApKiOjVKjZck89o)RMS>|+7N}t*y)`}sG8CR9NZ?3rLtU!{K zqvwg>y;9_sE=0Lag?BFJtx>7H16>*WC`(M?R21n#N1W2`liMpUmEdwHdKBw2lfEbs z2`4PS=@`It#?a}qwAMw&3IIO4HKoBCEK>v^GUWbgXhw6i7#55Xm@7WiFj6Tn5%&l~R=^ zDpD^~m6g0s8l`D%lvZ4f^g_5S+?^<8M8eplnUp$;EHW>VmZ&gRWl?D~=oP9!Q4?Vz ztun1$QgQJ*rroaK1sq4KY_5HhB6b;qm&1o)mL`@7LQs@Ifz}(#IOZr9qmsoHmjvFv z$hpDzDAhLO#P6(NbU0TV?a6%}V-PZ_)6}5KMeYjWEof54sFGAh6_=vq#9Yub*pn!Z zOY~T|v~+nIV+~R%W8uAt@?2SgX+ipR8qq+DR3}lAnu?3gbIz9My{KqfBAPOFE=gqR zu@r^RRjFK|ZKQJ`jZu?CI}PGm7YtIA>xxU{QOA^V1K1=LxiHF!+?AP%umM<&LfMqV zq;(q8ckWis>I^G}NGYCGeJ&A}Br|2=os^8FP79lrUU1-eQOYE;I`YOR1&x6sIE38V zTx9`6bSL(*;^Hu>STrBUDy1)8*hnO~GD!)rNs0ucRw_c~(D71g9%H(*VLN%R}@ltYoALb;}Vx3;euT>(rPJPHrF_L9kq#18665xrDA(vBGZmNIMR@eW>k{>FGH5^cJwr;%$frSfaGVkMuw9TBcsHD1Rw$Dp zzriNoSaAu84i-wt)MB3*babbb1)ff8iS{cK6PDx%rZ1hQdj*y=(RoC3d|})D9s!n= zo-tFA28zrF2niKXS+GUdfhWU>s1OMmmq_6-)F@ky6h_g@DlTCdGIUy40ttzzIjl-< zgE}e9oU)iR-kC7`4hNFSBsZ8}MRXJ;(v~l+xTFkloLej;{v?k)&e|!R5~tvHb7NBB z;740?hjn25jkYx3IP4(K%HB|MF&UvtQDFB=pO`Yo>K7)LaRPuw6F8(U%MrCSB38n7 z)4?K+L|I0NrHG@K^l`yDF+NrW=T6{Zuuq6F^2hUdViV_dxyX}-XC@-FjR?R8wIwt%n)ZKEQ-rZ0JH?nI7%Y0z;8xGhJ~sk$+En%-y>`!6A^-1{7(|Q6r8Yb zM0$i(f_R4aiWn1st4<8wG7`MOhX@FJWU}oQ7vkemFhekfv?#kF=8kbB*qqFH94pfk zqa!99sU-|0BvK49DiIXG(bOv{E+IHi4dD$TEh<3dpqLRTgc`Aelc@mThgC(m~KJ!q*nAR+7 zL~0@X7@l%Qbz9wC?doo|WkrBw0}jLlb6=Q@1M!9LB?f%SBg6?0k{9wq9v8y!UGnlJ zB;?}*639*7%bWnd`QC4z>S}dYpSC4+!F7@?hVDM=oPG9Ld+oK?Ug!T`hqDYKQNwpQ z!dy{&-{HTwPoKb>uoGL>g)!>v0tlom69u`!j#@fU{sH`Bq850Vy{;HwyDuiUhsF)Nu)&TvQ z`Lq=}N0?6xM9haqnC~j)X0X_?O|ltz>^$)m!dpf%W|7sIY&@xLiJ}07UF?I~ZDvf& zZi+yYVe#4YnvqXXZ{g914_#vIGEetk{1|~c>$Rh5Lp*P<^^P4K;{KxUO?srWL`k#1!P`8<^^P4K;{KxUO?sr zUNCuq!PeykdY9$}zS{ljFOPos+AsHY@5$ZY{%o%Box<-Go+>-ka7H+z1&=fgd3?YXb#K+jd(|J40Q-Jj`Exe$t3b!_bD z%l}pW%lS{_-<6-uzc%mWZ{QK-KdFIb8rYD(qkXZ?gFULam9)-7*)>fs_wfv=M%B?W znLRJ}u?(qNQH(OlUoZF3Y^h!bBH`tpYL;3R#p2@=W%7Go?upf;ii-3D%cRz*Mwjf0 zVwOo(d%4F~lPU(%_h(3{RH~MF`{w1|mn~JwyjAgX@6C{!d~5<;DPHb9E2RojrK~GF z@4GUknp@`OotJwoTdI`}73n*(rE1x>EHC$S8B&8UU(hmre#dH3#YU5lW=Iu2mQl70 z?)&!DqyPiF+}l=4)l?h0jr85kQng}g6;mxc3N61SL#kACqpYbs(VMfSdKvhNmwPxv zYKxXhetWq`R!R-4qUvQ=*yM#wsiKv6)!^mMXGo2T>6Ae*dAT>;l)s~Gai(B(DqkU~ zm>dvDAX8fw|K4DSt@Ld`1kM$0>wA=E31QU(R!{d9&9Eox<6U3h0Rg@#_{Es6JF zrjWU*X|8vsSx8}Ct)kgwOR>G_Y@t==y{}iz5ULeTF9RO&rf@79mTO42DZR|>F}(*? zUWud8t+J^a-bA+0ECU_#PBjTtqoO)^sWPtvyr5aAG39UvW!^t~Ubavv^J3GxXQfax zg>C`lc*nDaYFSeZ@3qasdWTFDuXuj55XGkBY2XG%GlYz%TQ)S!JDMRxw?>)wkKU1N zA>Pz7z1K7gnQV4NM}3Cl9nKcgtm}A(GK7}UEpG+AgR2R7sp}oc5SqdX^KQ=DpCL3V z%rg*)-o9+1S_UTP-IXC!DjGA?a=g9SLZ&{JuxF*vU@_CNTgBU*E!60(;qA&0Iu*q! z^Rmg?nISZU#k)+0ZL0}Eym=!TLM#EN&ZE3KTgam*u6JjKP!k<8ScYDeEws5(@$SeF zvLx$epk>}GR|;`r_#stOJU3ftmU+ACIV**#E0mz?wr6Jx#o}dqR))~77UZ$q|_wG3BtQ-+W=n<#`O^2SUd%?b_Ouu_N{Cq4xh>|MW7NC2v`A`!e^mm#$H z-WW!$dh0WUbjU6nJj%71LKXl3T;4SqLOO(LvUFVCBqWMAsn+Ha6KUR68Nzg-1I^{F z%Mfb9Yl3d{UeqL133>1)B3!b(trv3Z>t zLZ$-_g8;50L&*Ay4Y2^^Gle(|o9WPgWB!ibC9w&;(TNKc)@&lbTuzi2T*M0$_P^NmYX-kE_{iY4foI!3JMe1*(*w8lf2aQ! z+D`Z1-T&ggFZI2p@729O?ETf=sosq}-|Bfh_hiqpo50dRqFgk z=g)T@>g?_KosM%IcK&bjPvxWhhW0;ff2{qk_Kw{5MPDxMUz!*Jzy+uW_!n3nP@Le! z!Dxdk0Rv_OP6Oi@0V)A13OorcsDM|gAOnGeM4AomF!%8^)3av$UfLN2ptuf@98f>d z=E&s^0&)j33&5})gZ~0H296bEIlxcgU*Ji3?V^MEv4G=fxhK+QbOE#nV`>8mw!w1h zfXIB+P}I6XDI!G>ni7~(u;Hf|g!JkBKVCuOKq|E>;15N@`Cw2k8g%%(r zK+mD(f_Md~1Kw({acZU4o zTY%ealSu?hPQVWZ@JR(1>VSPteC!%z8Gx%e(txV5Au;saWA#UB33|FU_+Ei*UpscR zHM|Ni<*^xK-w-N@=^Gj!0ci2X%1E;FyW@E`<4%;AIxTWwys?O z?x58L3LBsw_0ldGGxP-`At9OuWy&&O!yHn~+@tkoz!5uv zpb+7kprGNBLKE7AqC>Ap0DXfn1`+8B)I9iC5X8_c1d%KOa>_!KdrQ3;-v$B>61h*}sf5qNSi&;Xt3s;&5f$p!XU@Im;MT`N8iu3MOUPhG(+!AY{%w16!FS)m2o ziq>$q){I?C2Z?cjp8)V&!0JPQ`vAXf7;g}YRA95ZqW~WES*b0^BtUX)_+yYRU>5?< z2KSqLcREO|AvClG%VmybIj6$q zu=emzI2xeIZUQ4ze?$62ts#=Nh8WZu5~Lue5y=@gYZH7=5hQ>#Cr}`#gNuUz3)6!b z5N8QJ6qSIp<#i)R-hKy(3=cF zrU8>LsERHDE0O(~w3Rhe<5D*TRNgQm%!_;;4#Ch!sID5=?-QU{fV*6D&J} zRR%(}p!c!|g52QbF4Q{%FBJNp9>P{+p;R@9feBm%I2lY%VWx12I75###pO8(0N^`A zN5bkgHPP>?w_@S_gh^{Q+&lpOf^;otTI?pEgn;D_Xn_@&L_-XhO^F>K@hbc~x?~5@ z{(37=lv$PNA4?z1As7IVI0;?gJ;EyGbpC>1VncmWEf#52Q(+3Lf>q7tAo5eiKtYCF z$kqm+z2I~(3u7?+(1PJK*f7^16hK^o!{xH>viNJTkC>-|P7+#voO>kg%o?EkgdDow zUT=k`)&(=g7UVI7kq|U4dIq`Cd?cwg1SP`LF@tnCV{U3YXf2pOgeam42FsM>Q=O`-pX339_+z~#6G;i zBlydwCqJ<6GoQGvo)`E?E`LkzuL_^;_@c-TkQ;ci@UH{Ep8wwmYVGeH81Db`u4?~>`n~?E+kU(6%bnlu zd!%n$@3UP$>V2m7{`{%-KkayP{s--c+8*rP-1FU@4_;<{fz&qK7@8IVwFN&5o761g zTP6y`64!@M3{8okjGdd{+_;c2pt!+7HgHsIP^l1*`)Jw>{4$0ThB*vQ_!@ztF`(@4 zeJC<)wh0GpwtU2e5MOmjBTS|krl(J?0lrWa=blQNank5J4inf$DfJGXFI+D25|Bz1 z_>pklG`4Us&>)*Y-;L-V#35=E5W2@v?(wu4>`JgKiOr$Z#L(D?Yats!&#|>QW;YG5 z9uku9vrxJdR#eo0t76v)TUK#$?@OCu@}n2R8EF5aVgjDq5W5bX4Af(`8c=WzI3_Ap z7GS$TpMhizD+{17@8%pe_pY=VdPzlvB!(Xd8H;Wi>{!SuQ5AtGmOxxkt{iBJq{G>y zkflJ=(88F{#9OwO`?>lZ9>}fZGK$lPnBIOCesS`mmj3XEJW1=PW z2tFd-Ak4iZZ3bo*`h`&qQ;_xqWt6N3+(Od$P=inpgh$x2xH)nlf)r-6;evxr*lx0O z&%HNoCT2T;3x^?!`gyI+A|UEXFkM-?LWWt;>eZO>gL*`E0?s3&fd-lWP_CWa+tX%j zSiNlB#A?B!Lb(7~MIl8GPy`%x7A8y*&ntHS&^$wEO1hwW3tduR!nAT9tM>*f6eK7J zAlJjj6s&g~2^)Qlb(lQ|PtH3b*sjo5iPS{i#fMG^SJlX!Pu&WXRt%e+r;;!W2^WQ9!LM_v=ujoc*bZG^09@3!Oe{!h;tGwQPYC%$iC0ANet04Ttk*|IE(Zb z&NHWm6KN~tj)XJE!hJz~v&fG@=%=OvT(4Ng#C%b8gAyOC?u1w-(}NKgQM5)~jxab? z?+bZAXud!`*rSkkq6$YsMGCmLRswsSY)%BPj4&0NtstthjtJr*giyGH8k?cC6&wNV zLDGpDj>yHSU{*{TPGGfib(N)`Rmo-HXRE-3WXr^ohXqnpg4zKhC-j+ZO2N1oCc;#byh-dcy-Bf9#R66*(~`i> zh~c0TPKen6jq^42ClcjTs6-(WsW3sw8$;t~N(AHFkiPy@}-T~jQHzwd94hnpBj<8!9FG#*PMuTi2ejFyLc$pyf0N4z*77X%< z%o%v$Ac*kA=@7Msy51V%Zfi=+w5B*rYsw?FrXWjeiV3xb(%+f_8$nCR_^l~|(wYJr zttsBnnlfXpDOA&%QU@=jQgE#)f37w1? zZ(w2jD+Vb>%OrnBX)KazdsDyLn$j4ew%nS^myi-DEX@n-{O*Cz55N3Z-YM|{msRg4 z-IPhZKvu!FR5cPWAn^j1S#3??1tebJQcDG>{`lFOXd{S>gpGUO?gn{(a#EUbHkX@P@|f88bV0unDE@d6SrAn^hcFCg&( z5-%X}0?%DVTH*yVOWjMnK=$X9BwirGIzeE5&fyy4^XqUgYjJ08sql>2|C?|XgQd!Ow2A3d+@ey01{!o5SErq00Zz*oBF zI=|Xk=A@tazYBd2of^pLFK@f`jtiYzb$w)J*00URGsVNz`M6fxH9j*t8BfIV@z|fP zPR+bz2M5NdPR@^;r;08=7MhMHqT%APsrhk!Ia3-gg%keF4A-pIET_y==W3y7cmMclx>4L&tNF8j z@w8f2i_@xUmd>prSgZ9Lmk%E;^=&}IF@R$Ni|3O2dlN>(J{X^-3smK?kd`Wj=*7nt4 zcDAn6&h`oa%w)9|FV#+AnRa;6=d+hoJF41HkMkVrX;{v1aYuaG$8LpT7B{M!mMCkr zJ3g-|tzB6i4~-4v)R(ut^o|SpmC71i{^yJPDZoPv_D{HJMa<(+hh{v^q{-l_ZCns?mv!!#3w$xN-a`CuT zY}B93ICTCc=Z8fH@1TQgC6+XGkSSJ+{h1X#TS)E#j=G?WXFCI!Usd|ae#oplT7-Mlf;}FBVzA?;v3v*2s4w^ccIn4D=E>;?C>XA5} zaR@D5+tA`#-`F>Ga>Xz&>7Xe7nbDh!Lum2E4K1#fir3V^)wOuBBJ1)VrN=W4p~ZC# zEkfy9Q(>5~UC|rpH;u`XnrC_{T6|GMixkyaQ#q5S4nC(AsmLg5)2{3h zG^~pO14RpY9t|xP8d_W{U9zc@t81}d9(QGLD0bM~K@}|yHMGdr#MVT_Z0g{1XmPPh zZ&Q!N@r*-gaj>DqwZgWVI=PA#(+-M4!5O{DID{5AG_<%@SZ`AYGqp$*v9xORVvkr# z7LI2eLW?&ww7AwHV@;i0p~WQ~6osoZdXsSoE#BDB;#vvQO&!eCV%>Q!*3Vw-QGE#% z$1@J0#Ty!0Tx*TBrcSQV;*t)E65biT$vA`-uWx8^t$gvO4nBt#2^i{?#G85~j%OTV zOP?3p`bJ*hAO7o8g~zWiDFQFhUHD|K@P)!>3!g0fZQ(BpUoU*4@C|XU{3kUaH6S%0 zH6S%0H6S%0H6S%0H6S%0H6S%0HSm+uz)=3?w!ZxJZS{1;?%w?Rws5RAKC`1ge`DLi z`=ssS1o8T|HuH+E{5sCPPDrQ6#wRAmr}ODG6Mj6?K9ql1Z+i7?HA&(cPth%&q>&dm zy6-oB_l@_@9FTc|pWOJ$J4p>l4M+`04M+`04M+`04M+`04M+`04M+_wgnGg0{9Nb8SzyUGrRhy8_vT9lM5dH?LdwQ13P8J9WM1nv3X% zv*-9v2>^P<7%rWR{aUGV@7dB+9r8O0UbVPyYCMU78s9&Arc_bSy?%H(EO@)fmk1;> zF!lwc@U~iYb}X)KQ3VS76loGb|M!+g!df)|!yV2PH;$YXAnuWQzZOr$GaNV^*Tj(n zaWo$KadG3`so6~>ZgswI_h9b&b?aWb(D8brW=W^Db9^L2y+sRdQI%U}=WFA~k4@~l zeKZ*HH0{9rF^IZz$+6jF_nv*C4*6@Q%i;9QY4_;<#5g*3`)j9-o!b{79nXndK3JWK zKXC7kq1^g)>z>&=SXX13?WuQW<>ME(S8H$>c&cSE>hu~8a>4X$jJiwXwdzz#5D;n< zDDiQBVq7S@G#iIwlYVV{O6b4lPo3hJP^!3@511Uy3w@R?$c(Is(bal*V9d40H)#1ow2oVz$;XIG3Ex0$W^^d>4*5`SVQ z7LPVJqbke()Ea-%R`UoiZDF=H_xufP=Se4v8+XMMo5WLI=Iysnj86u|jYqHO+Un#a zS-&g4H`g<+`yos$nDf&9U(&yMkxmJINT2&rM#zrN@OAxNK$bs75Dw zR57(L|KeTMS}-0(@P}4W*rnOq-SJd4oer02D7c&P$??dag<&c;L&ib3cU+=wAu(>lF4tcM)3p121)G- z4C!cCn}a9BK%`5`84p=&fmt;kwOvO_vS!~7imo^(m zS$MY`o5@oCC3Rr;+!R60wkB6{Ntf1%mK%>>{ROARX-}K#a(j~6U#Y$qf98qf~IHBOba4e+Hh2?Gfp`?9Zzx8;5R~?lvFBiD*mh{ z2>2!BHvFbJ;@||)N2z`z{#=NcIFv~YHLTLP;l+4%nJ$WliJqzxY4denYW={fs?h72 z&{o%kib|R_arsZreZ+G%J-nJKs1*-SOf^0=GheM`5eS!1ebe*k$)ZK1!><>Q)Q4Z+ zTHLlkL>w-z805McH;u6_o@-%@GagYKN*|D4o@ZQ5y(D%b<5Q>cw$&QJ^2J@t;wbN` z`6r9J*<$#S2%y92oCtsQEQ8or!{uh2$~~GlMXNQR?vE~|@zqbx<;0%bf*F*bhvaeR4w9s$EU=EM|TMkRl4|8X`xhMzY)&W7!Za* zquF^zB&x@23nwf)gFk3s{Nx;MD4agYqB@yge6}>^Pv9I(&cNZ+A4Tkng!@oAD#RnK zAyr(P&g0cIxT?=Ces1Q!Wl z>4sBRDyA!Tm+b48@d&>1+Pfd0{>tBfUEl?J3LkFf5q$Ux@&NJ@sR5}0sR5}0sR5}0 zsR5}0sR5}0sR5}0sR5~hHE2NK1uni*-_vRyL5JvCgGaD`?!V{u{Of(+87zD^*HQRH zuJHGTPf%Ilx7N^od8yQZ)PU50)PU50)PU50)PU50)PU50)PU50)If_gFxZ~o&^`m& z9ZMv6VJwAw{^s_XvFh{*@T8M7?VsV^Lv4+V-q_zJ3J;`3xo7qu zT2^0RE_mY0ga7%xPe{B#iv~k0_MvcAA&)WMMT1)$o=`T{Xp zko5&-gc@Xh0a;%_))!d#h;~{Lp(yJMh%aZ$`T~tFv^SM6SiNjOQ}Ke;Pn7iq{$tk{ zXcHUv29Mxthi{@3`|&o3z# zVc|g9UPHLb&l_{)x4n39$O6akXs+$i!WRa=GjM+JlLO`c|Eu5Y9q4~~*L!-t*l{X9 zw#xPYu?|0UcU$-R8*glTYxk@lOvDRVkA)xY+mGxV8QobN9oe>jXK~?RabsUG{Wl&J z_Z}SGxqIi4;^8BE4~!hSr?_wDJ;jk@qlfk$lg<_XAaD30sBRh*2;vL0< zJCB#gqpeHCI}h%7c++6_`j@}F?U8Fz>!wKG)QqU~1t4na@7FdSI<@nql0{>`e3P$V zQJ*v?mdurA%U@_2_|@~DwbU}gDz#D@6EM5c=~{exygD~?qBi|JXHLcQ&wtVq#hge> z7hd`_s6XVcLq~S*-F+~16B`#bv#EGw=Pt(a;P#zIFFKj=Xp^v{9Xt2$#HO~79Nj*$ zV`pPlWi%)7YbbD8V@nKcV`h6xtYy=~YJd0oEn6D4(&%2J;8XM8S1+@fX6XyeZtkD+ zDL6TMW`z|jIxuy)YW)xwRJ&Bawfx#;W)jc(;}bKfe_DRl3(gjncdx!oT{P0+V#C0e z+RU8;UF(l-Y0HiCwWbGV?x%`we8Qib#b@*PiDsiXp*A16=HY95yVu`*bK6_zQwMd? zU@!jm;$?<*@%Wle?Bbf-@E!|`^KwmutY0UocvfFy8mBHl=Xw3oqMa$t7p99?dVMXe zwYB^@{?HJSU=OyBfIZ2)GrI4vxzHO`0Fm}@|XYmb({3Q zuJyZbUd^&DTEPkR;_p|D^>nY_x}oiSXKH`r(E}$MNZu3i1Jlgs8G@I_q22|%+Iw)v z&bwJdGfz$z^92a;#*1xi8tY#5P7CehiyL?9S^Z8IPhNJXi-$M8rmJiHmK)o~7ayrU zhh|O)^IiD8d&Lcwo+Mgc_N8JKf34U2j{rU-w_-<*`dr|F+ac9HCugEel-zGQR-r2Q&`-WAmaY04c;=*rT zhx1+QH*apcr>@|-W1JzZji{zbu<>#gYHq5D;3jfmfpTtJx&2>+?FrW)R zOnrO)PU50)PU50)PU50)PU50)PU50)PU5$zYPs6uP^X)E9wh$i6?L11@?Yw%kblW z@&~VM=U97TLWqV7zgC#Y-`f5AoyR-w?7yb%3w=K`__dx7winvJ)%By!Zx8+Fu1|G7 zk^e#8S9-qNJ<|J3`{P5e@AzWx{r&e2{6^pQ+&|}jW$^9YZ*6<1|1Wy~N6%G*J9{?| z%;Z1WwW`7a3!bFMG*oqw6bu=fj zLq&@e(}`mxa9q<36W_3-Fpgs1ag-=FeKk~QQ4d4c(H&!V+DhU&P89m4>bgo2nwGEG zk(RiY<2s6?+Dd3!n&F3PV)&}9>1qa8TI8W{A=wL{f0Vkc6KAPzO!FaqDO z9Lt48;hLIjg=!c^wqa|E5}QH9O)XU)Nm~g6*RT~kR-;5Q9L;hSHwbOis{2XIqj8yO z*$#>dP#xED|G>3e(>F{7)6wiCv}{FlL*MsZ#j+eb40K1g>9^*DagwNk z#vnUp7(|A_^O}BaXwIE!E2hf$C3HIu)R-ZPY~8ihKvzWP9Yb+KT8mZRbwk}w)Y$PO zOV=1ui*eP0@KtFmx*K6hTF8^z3inl&z~>Rnz;~253Y;&VEl1aAJPeJ%@#(H<+ot0ru^zc;D;B+V zm?FBR1xgfQ9g%@aTBf50YN$n_i>_lWQMJS{BPUiJ%}uzSYG^vWHJ!8-LyZ+Bbj8`W zrWuOO*f_4L>Za*q^D5S2MuxAsW@6}QFVZ3=s;wBNuDQA%+G#7XZqe^B;szSl?gx5o zJD8n|;RUqAFsp{8+89BUpbBQa;WLf_lZ#Ptt+W-Jw&N(^1S2*b-FE{^aU({@v?69t z5C;|x!Bus~F__9x5JpPuqfI`Cq}h&YrmaK?tRA#y;7?4;N|?u5=pZ|VUm zwU{Qh9_naZ*CPhW4D_@WGiEwEj2nuz9VJiN z#fxE58rN#|R!lsJYb16Ysw!itJCW}uv0|xal&H4p>t<}kc0^~8C{|?oexSKRhs+%- zR?}8OoGKnIwk*xzSz^UE6+6%jJ3+Cwg9S6KG!vU+jwhpi0i)&ybk$eVR@8*) z%VY|Z!Zyl>K74*86ZDldNSEu#WqdX$1Z(b z=gZSp5;qQ56Jpj4l$JQ5sdJ_gIe2xkE^!dIYiI^Kz_M_MbRKV}>4_dDp?yo*iot5j z+Uzo^wNO`C99ewzBnYigql+x}=*VSFjuYQxt)Qs`IEN#WIZ~-hKj;)w} zXyNHpu}UZ?l@*qi&a^bwP!uCUX)0>f6(?fS;**IJEVq=l5`-ozdKBvk(<4;H?8m>m zSZQL$j+i?voF?ZOC|O~3WASq%&2X__;gfGpTM-i-U1*Bx`1ofAow<{!5i6aptIU4Q zun0>63^PtboyUvtoVFgAbSIAdV*QCwma4{#nP%#!!i|Lr2^E;K=$5&TdR!I}O+-RQ zXsb$yqh_)NSfOdYG;Ku;gUg&&d;$p-Qw#AbfiI?$hMUuT+!^<@8UBz3#8vIU!2N1O zN2aa%$xG5!90u45d^{xUNnpk-)}f|5#3?MhfnhjGNPF}(2=NY#zoGkd-w5%8ELQ%8 zv=zf8bcrJTeiGY865#bCBTy|H1sXbmgA=*|rskN$O89ObFtSV~NleUAvCNz5dciv} zKE5UvcLEOs|AZN1e_YQ>Y*+!090j(?rwM({WCWaqNk+uvt3jgQSnrEr1d*bJHWo_c zz+~5AQv`9stGt*dSlpE@LAvi-#ES0RvTB^yA@Q{c@ z4PD|3CK1kyl~Lov*Qy=iub3-L85_TeKCe$(A@p<=li5ZD5Q}L`bVyX-t5(FLDa=(B zVMrIy6G4d0GaHr>>t;aA<3`t|t@tiWI7a8Vw#9mlRt#IXBc^0Ruxr|yso*#bvG#`+ z3$sq#90i&l;yZA@>+5|XL~vu*CQ8s4(ulYbhoci)auq#b$wkR)_;#%vn=>CN4KYp$XcwOxr{kteYm0VWg#zWRhG}eSgLJ<)zVbBLo6a7{E^|VOIsm6P84oc7vGPVj;ojxM9q~ z%J#(2O*R~kPZ&x_q%p)y2{8dey85ED6%m{}2H_1MEmMHVL1RatX|ZZDV_jBlGf4a} z6j6i-CS0O)B}i2KKu9F%Y)xAsUQ!IKN98PoNYwBhjxbjg-*@;g?$ammChWwPbzzJ; zy8r?y%S1tLup@27Vz;ES2IHNGfzWUq#)gQ5m|vDlOhxper~&I96W9ujSPgtUE>i+W z>=;IW+KP!wCaTc_*N*6d%5DwgX8tCO7qcLaSnF}WVZa^>~UO;4B44D^@c>$Rhka+=_7m#@YnHP|G0ht$&c>$Rhka+=_7g%dvU?^>%6?uWd zmgNO{#rye2Uf@qYJbcU7#>!9kb??d5+P|4Ae5dexg{KOS7N!eFhn^k!v!TxoePrm7 zp;JQ#ht#2~2mg8Sj|V?H_@Tjv29v?PgTsS`fxjF0gMnWkczoau1OC8{fm;Xq`v1EB ztNowse|P_x{@3;2*Bw13F^Ua>$?)h-fTYK*7InZ-e_dj+2QTJzhlG;i#4|QDVh&pz4S{)lZ`tpC3 z|8o8l`FG`K^RLZ2`5W4wsa_?Cw zRgfxWUEz7(l_}NSGB5AE++*2Nt!$`B-GPv*CSCaw^@N#ckDOFQ#=r+=KH%rxusZ~t1>?pMSmJF#<(T%dE@fTtIq0Luyn^r%VFc%f0EQ{2gtJ^9ZX` zD+W>ptJA$VW(p0p>{^ERhD@Pmm3gD(oy!pF6-6n70`Pu1Lx>i&GOsSYvzbCeFY}hf zdoWYT+|)GJJJT#w#NcRl*-~t8I$LO!dGG60GlXhI)60NIyeS;(hUFU4?TRX9kLf+I z@=Dy0Zk0{d@Fuc_W*O*^cdALK8Wq*Shn0Ef=LO9|jVXsaDD(c=^Rk6XnHQVhJu8Kp zDRc`U$2*=aRLh!Tc&}|1);naPc*XOZg(x;1PXjkFnjvI7-Lj!+-q8#px;4tYfAo%I z3-P9w>Aj{|$YirCI_fhV?{Kz|W?jcSlp(Z)Zh0%{9b8SwOI`0khR_sFn0IsD{tTf} zVV;3V^!8;7)iN+S@2(7?Qqh>9mgDWs7Bcm*ggq;T21}ie-74PhY@tSP4R2S5(5Wa+ zSuSN-;rks)L}aZ=dr%d>?vYpC8W z8A8@yy9}1Yds()S1%UA^trY61B?vcubGA@SUd=0J2w4EsGDsHhrP)H34qfqHk|88! zbIJhcybakx)-qhpO&LPgY@!gB$Qv_-G%GZ8!%87;ocI)2uy_4RApxk$ibU{wU53!A z=uBSBWPOH^4%uacN4Yjr$N~U>%ey8+NQW>@mX52Ngv9tJRoq=-BF(!hLzpgfpt-zt z8A45XP0)?ri<*QgArIa}giDsUHA9Hk#Nu(OJDP-aNMYI=W$=Aof3pyYBfJS9Hm@^7 z$aKJA5Wsb02w7jTAr^pqrVxi=GacG*%-_+wBsQTpI&q=GnoZ=F%ZX19EanA1{||5e zPY=KEv8(%X-_PBadoow}bYZqoZo7TxdqclCbnnnLgI^hZWN_QSvu&Rp__cxQf!q4O z)Bg)?r~B{je{tWJ`rgv_>fRsr{%Y@3@5Y{Q^*o+?vgcS&q5BKn4|Tt?>mR$G?i%YV zb$+As=Q|H|_ICVE$GHwW|2O%k@)2KN{KNLg+V5)b;HH=SZx^qy+W~L^>H+=*mIo9k zcyTb=ASJ+n*?`l)I7Wa;3x1e@T9zU(ZT#!z;U$P6KONL0NR5wwE+d& zU^#U_WWH)BYG^wS;FSol3y4A;Bp1NM*l+-b0u_ot;zw>^>bVc3%>XO2!I3GTlL5Yk z79b=*&!Ogmcm=5g-~})da9&jaUqRS_js+8?8kmd za-fzZApoNQUIA#i1eO8XFdfkU0N_Ef1%T{9jQVI5vW5wu3~V{jqBo|G1X$HXn_z|` z!4&{L2eMG}T>(-?ec(uWRxn~yHGu z9{3%2XUHGE1-Q*NnM9!E1pH6{pHy(64%p|!$F4z^0l11I4X7F$5<|~DR)3_Hpr>1d z?-j`QwPQzH!>a&OzBX`IUAq9>L8}WCHb6h{`IZG*)rI|nMFM6Az$UQ#hCoW106W1Y z1C|F+4-zwuRrhFpsDVdE7N9<0+X^%ztULkL79^G(8zAI$(_q+>2sm{BjRizG2s_tc zPS~n&sJVBhooNx7VXe^r^pW69xG=?dZYCOVcA$Ei9~m|@1;ClHA44_L!8WR9=nFq zB3T0Dl!YkwmU=V34Fnv>BS2L}7wBjZwJ=;F@Z?~i0XoxFTk!>x3+%DrgYYZ6R(v2_ zw=nmfx`JDRlVq`J0b2yJLJPPRt>JF18M~Ga65{|r0pPiS)rSE00e;&s-XIjIz-Dzv z0X*!pQd^KofaKcn#~@w6E(D$p?l<@DbdXv@XlM<{w>6Oa77-62)dA5p6y^*}Ja`L! z!sb`tx8cnQzKa%sCRcziLn(wNLy361?ctwrG(eNx1V*U-hV+SALnLbrF{m{pNI^^^k~3`9 zCitErNC0V0pg>Ls7Y6|rrUx+~&JubkDgl!Z4*_H|G^HR(rc=GN2Dq=mBi3S^Gc;NS zN~htQKI}UfRl@1(K)qETVgl3!m?kC$2TI-{22Efuz#&pb>wRI12q@nmkcVQ2e*l0T zL6L;X8>(;)4GZ>;0=3A7-ed?e4VZjERdfkhiR{m$t*n_Em%1sS@`e#%UgYy|Kn`SH zwmJ|;tO#~INiGEkT6$|etOj@(y<^k{*q-#ObVmARL1T23* z3#`B-8e+I?O6)+PRpH;!B|C`r*IR+2%&J8HSo&ZN!2p27N$3La5mqUu^A`jY8|ss4 zu}G_$3R74WtZFs~k)J9C3NqwEwl=;YR3c_!42B@v3L_zCT=Wq7ZD?TjctPUjFo71s(r*Vgd|~#ltT`6^HvPat zE6{x`HG#bg@dy1Ya7~ywRs?m0po7>20!#v51J(w_8kltO3>gd)^VO|rU%i#JQa#v) z4~eaK121sqZTFo0+;`2*eNg>x%YCG??Q?Apwtutzz3qqcKgfSFf2!lno!=gKrmNcZ zqk-xCExErce7fU{B6C3A;K`0V+w|^{?zeV*YUp*HPYhi<_|?vJ-M^pv$l%-Bd%8CD zTs5$%^Z4M7fq(6Nw(Cc|&-C7(Kh^%H9dFM6p#4zWgT0%3zT5M`%d9Vu+J+lL(}FEw z!Oy}bHH-L`i2||2_2CmkQz9s1=O#EeE+Y!X4Gyw_qhf>?C*UjGHkX92W+-{#Dx%Fbx0#jrWmHDPp$#JP!#8$N}F-g=sOM**hVS!4xTSu zF7gtPN)-5!aNabwa4^syn?T=<=pMu&Y7-E;$5HO_bX?cGoq1oqJi(ebH0eXpODZZP zG5kQtSQ=A?ECg94sv;1@5{L`Rl><$YbU2$7vJ_|QWOp#q0dVON(C4c^>FaZY(iOin0E#gPbj4( zX{ngCiDDkGbdzd*Dy%h&Q|}9`RMln6=tG2uF$lZLU@M@rTBHGun!we!VVFk5rjT1n zs_8@zF|r&&<(dl@-?)RW~T{!Rk(kWx_9o-Y=qPjk+9R zaH`%H7BgtRKt9-`kanU9M?yskxVKgUd!1}fL@^b@RA{z>sLDDbh=&kD;SOqShSFAA z!}3EVf{#lMDTsMi-(aY5yyPM29Wv^EkX>^H+utF2f&5Dy81yS>`hH@-8b0Rzi?s*VV?!{tDu307)39p*{ph5cMo_b$e!t|zk zM2vyMuMJd{C^cGs#w74q`(P*oe{%9C7ckm0UGCP>Q5xfr%;JP zBvN65k~fCNpV-6(aF#`^OK}{Zkc2gj$OLU`U`zxxlMqKCh&o(vB_=+>HB)+rd?+T$ z;s(=_c_uQNIu}sgBXl4h`Vckg5b+oEQZ_oGm_{5PN?U;qk7FkSu|=U1qD$z$mXQ#a zz+Q*RODPIUvXI55gW^HiDnvw{lx84CgqnMhWb;?sT2o)3H5GiWlog6|4`AJz`BX2h zsSXpbm7~3bmnFS10S9qV;Ingt-O6}D@?~pekS(O(f@V_##bNX?e^|X5u{KLO@4F~M zL+KYINgt>+)b-X7cUx0prZvT3T2mgWH3eB(Q%q=Wl>T~v=L2oZ$;RdX`+|~MHOI<^TM0gDL8-LbU`7f3RLdtdMw3`DW=F2^><*avwj3*Po3J0EfQ`-z8)^+ixrgh`wB{vLYYJ?%rg%eZ%8a$9P)%z} z9lVfA!L_Cc3Kd3(bA6ntco7(ZT#ZO@+JUG}7Eqgmm%`MQ(8-wb1{Skc3{s4iN&bw| zSR~c_QXx<+Fl@On|fa)UO?gnBwj$`1)6K%rVdZy1y(81C-DN=MQ|lvAiHR? z#0yBgfW!;@`@##nXlY*HGs*b}fA9<6`KrVVNW6e3ET4u?5-*Thh`OHfka&UBDq2gt zfW!+(ynw_DNW8$MeoaQ=1$foAve3803uJ%5MdAe{Uf^;*OD6FG*`JP+c!3q4J0U0V zlBIcpXTQ1cBfoe3*WNFR4qTQ0UT&b=|1*8x>)YP@WY7QTd0qE2-PacG9r`qN24)Ao z(lyul)y{Iqqn!2={&%78p;H4n{pD@9-f^LGtFDjC%=)$2c&2!`Iv>}HyT)f`C*z4Y zJ|6qi)v1}6?BKxo)XBN=nXx!JG!<{z<4?f_DjpCg6}QwcJ6nqUN&jSAs+9P|jIvp~ z?dZ1R&aK76@l?^}$3oNbL^NDHHZ?!aFK0@_rEtQZncRc@p?d~5xO*e`= zYc+q?FP>J*YH?aM&Cm2*<{&Q%f~+ z{pD%|{HwCrXsE;5S{$9P7ROR8HmT-_|6sLNJUZsrrdy#M-CadHIz=KhbBp3^QJ-5o zn;sf(XlLt6?QEa$&rDWp@lx#+mT8A4eLj0hwWF#H^*GO=o`&TN7k9*`ee6~kW^tps zX^FB{yW{hk(&a1b{LSafJ-PFP+wTB@yhb$O+0r!1jB5w|Nnz~F$JzRU(z(T>nmW14IHv{3MAgrgz2U=M%f?xpN(ZlNbdV2CK^Nl#kx(f3uA=w?9z|UER2o&u z_|j3Fe!q>6|H0a%q>K2*l?_IpPfAjSz@!k#^L4OZJd|Qm^%9?py}{Wr#^QL!A%=N< zW0?6C=9(%TG<7g@nCqQftTfuxBXK4aE+dJE)?? zp@tTL&EskKMya5jQKN`2;_-n`KDr0fEa8*f=?B~3jEQO`f~E#?KhbbeE+2-3mK`>A z@Hw=&Sf#hAN8)(KA+$Ky(BfLlyfk%k6)mP66orB_dXsSoEpBLNajmf4rVeImkuYaz z)#$|@5i%?s&p3n@Z)#|9twqL~I=MoNOFAeDS7-Dl;}BZBv7yDa5~iCvn5o6O^Ioi< zz1XAr5-5&m972mXG_<(Z8f#6RT%pA!9TX+JGkTM82rXXU&?0pR;90}s5+AprSb;_z zBtA~b=NxT~2m-n}pL(WT0t8h)0S@gjB6y>;1y#!Uy0YRlb?`Z~NWf69B;M2`aXjM? z8~V*+Q{SjB@UG&m7ascD>;JKjV>k62$rXO1FjE*F`tzX=4S9Tj;LB7U92xl0z^4YP z1DpE4-Ty>daqx?M5BI&Q_g{K{rT4zxTlk8=d$~~llNyj3kQ$I0kQ$I0kQ&IPv>sVl zfVw=QhLK`Z)WUHh^_3~=Y_0KO?tS%U*0^!Zy`w%#YDC>63Y#hkMV6=)Xj7H|m@oxS zsDdPlU{NcFTtsYy6w+j8N`WDlPto)4z;+`)I=9dYB|AkeW8Ek4w5eiBp%uQrPM(E& zycC8DRcez_k(l}iF;)9aZbn)~5BT7D9Qx5z`baTVL8;`XP;mtTwfm@C$7ds`+C>Gs zkZMnqJ|bU387IC#PLX0uR3@WF3tte|W6J;L-d=BpPnjz|oL)+u=r*s%sQE=@jf8&3 zKBd`6;E79ZKAld9Ae~R8D^y>l@Nq&pNUC+@-j+Vo3klFc**yMhX_Q5=DCa?uGHMh- z$)|p16jDouvcX2oN9g&4x=v+jg~~O2us%U&eDKGNkJKN?q}C3FH7Ob8P{_{rW2$XN z6kZc0x=kgbabtqRO0hiZxVeb6up=2IZ1qu9}_Q^mZH zYF)~_Kr?*sg_jq&jWvHUFYvkFEdRf!+dkSUcm(aa|DJ1mlK*S%zY9Bd4drfLx9*|d zYtDD-de1c%(GO?O@t+a^^olWDIvM-5Qsv&WrKvhDc@)5Jao^N<5`(9{fA&nNqMm#G z@N(?(_OaUdj6h@qV_$$XZ>v>j$Ku)+RiLm>jZaJf`oFg{64t5#818VUc;47EDEf2i zIl5zBVt38~?=WuBf?HJOmZQmCJI|bSkL=uMgm)c1Iy3*kJ@dy7jg0BXCy)8}?Rs#} zNpFYcD-+7xeaDW34~!f-vv;tr#!x(a zU4tthzqq|xgTsIhmSMfqYwG%%o{dp=X}ngQN(ll&jWg46IPOo33uS`~5633`+W3^v zf6bpd#WA5&aWg;UYC+Zr(eByOJpXSngn{^}&<;Pe;nFNW)ZvnUvIM|%xHLW`4p?+a z+*zD3FGgM;E+z2j@a3yBerqmO*_uypqEaRCCuU;tXmc~Fvg}W-@h5GK z%=@)?DxR4sZaf^Vbj86u|jYqHO+Un#ai1I7H zH`g<+`yoseH}0L9UEYUFdiWi&KRY(>&xT`Hp!&U&jPdx~JN zWrnh=S_{Ub2>#G23cIuczdN3)rqkgv?UeBupB#_;SsvhutY!Z=v(XRFWDNDC_545_ zjfZ}gsa)Fi2mRCIC-JVB+)8V^v?dOZPgG~GbO4WrV^!!~xTDoZ@RCe^do_w5C^krH zS73!l!`d7?AqHZF!?`pq9Aym*$FBVH@rih9ws@d=`ikem(dpPfRow5x!h>UX#lyL0 z{Nz}1H!JaYcm;agU!A}5i;vE+@}2f4uDI``tZpJuSZT_aWJRM)#ZxI+Y=z^!G$R;g z;oWjse^wI& z{1S2-e$yOraDwQgRKF2_F2qY5$|QywR_WaEVm!M{7sbOwPt}RE`8qGPeqdEq=ygqK zt7}3UoRf155K;( zxXqvNr@*re7gr2&-He;YSQpQ=Fvb~=C=R6$$S=<`uBKiRJCX6J(|FrzjbQoWu4QqQ zch&rp#oYv;ek20uusSEgUp>np_SJB?8K-iO=1tLR&8PdLOKE)d6Sr3<*&#LWxH9aw z&afV-O+uIE$u4fqh?d16qPL(5=ekl_>}}H}J`+l1pD-5t%qM=S`K5|8T$-r=sIeOm ze~BOXm04e`YD8A|mKI$j%T&5kffG7hx)`b!alYeIV#1@lgor9#e5$lis<7V(=V}ZH z!=TaZJR=g-3$$ck1Kbq0P zeS0SlpPWdJO=_pklt*f(jvu)Hf%yYFM&0|5Xh-gPAUHgE=J2*~Us)g7c4+zTQiDTq zkpPzNE_J11x?*?9mVa4Z;A3q+`p2U$`-{iwd4YRHUf|x=rUh~rcI$RhxTO4*%nPtY%Dg~~ z7Gz#vMyNsN1!P`8<^>jtU!|FhqRb13idQl((5S4|ly+EsyWf;_Sp7tq7x<5z7s!i! ze}hNRdHTCgU-SQUbO;_ncj1${!WRmkEqt=@w}rnbe7*3E!iQU&BaqEW4M+`04M+`0 z4M+`04M+`04M+`04M+`04M+_5l9|EgVrZ`1hT$>tS=zz3tW0V3t3-4))$cV1*rT26F}A%;A6D1zQ7{E zSk@P~NVXQbko5&*eSyWv(FFBhEJeT;MAjFO^##)EbwB?40?T*=j~y6)`0RxC(9pW|(9>IHte)o63@S1^l4i>(f>nMC8SNQwFC#Wp&TXHa@2BZe02BZe0 z2BZe02BZe02BZe02BZe02BZf5=WAfFJ-?xShHtI$(Sw=X(^qxmxAfG%Ja=O8GZ}?^ z{^s_XvFh{*zE?Fl)BYK{J=E5?=#BktqVT|ke}-BFdl4d_kr;8K+G{xvoEklFX6oSG+VTCCX~uhZkM7yG{0oz&QPI_m zL*fgQAGmkNP;ULYbkG*G0yW^z#qDE!V18!4T9fq! zWPO3L*pEsTWw=!HOBH9hG*SOio2dUKeo(7s)}M%{X89ocy`@q1BBAR_=5(< zPtMVX!s(OM)A1zz5EqR36G^GU=jxNW30hWp0`X1zlbot@RES4H5e_Y$)c8}JTASmz zF50ZcQ`LF?DDf@QQ$5HvxqrKPf%AR!guqKzCIm{g=~BheWL_YhSo8e9VGNf7@e|7zKbTj{ zAwwN5`6rnM?r>>bOe({|_(euSoG>qxs58A{W|uB}z|1K=sFAig64t5#6EmDCZX7we zDV@J!(qH;MZDihO;(@g(Zaf^+eIlHJjBT|F^A z85B1jy`pQYlau6XuKeCy&n9huwbm%3DcoN}eV6p`7oF`DsDAGxV>~`Lc?Fjq_c4wo zoxL<=@2Ey6dDJU2lwH+YFdjwmstUWbKFGR*GA|(W0x~Zk^8#l}Q}wqLi(4O=7m#@Y znHM0)JvY2^a>%-aGB5A~%M0v3vG0wQU-_*kWnN&obRdq#L%*?+di`+e67m9uuBi(d zor9-G%!%^YY2&V`dz9&8uZe1=@j!Xsald-_?jx^_wx8NPx_7Qt-ls-(aD30i-Xl8? z9iPhp2V@+Qc!4X~T+6(G%nSHzQ=T{fBl7~wJm2MKWh7ppz8gLo%DjNg3&^~{%B_#g z3&^~H%nQi8fOrqin?l|PiZ|yHFYp4w3oNTU*#7++KYZx_F5M^V4z?I2A)AvLkQ$I0 zkQ$I0kQ$I0kQ$I0kQ$I0kQ$I0Xn_Wn*B$&Xt*ATLE4tPA9>Igfe}2hLzx2lM_jT{d z&9wiYxx#k}zgKvw@MvMWaCGR|p+6h?+|Wmc9vM0{bZ|%=x_a=R2mg5Rvx6TRd}uHk z+&eftSQz-bfj=1d^?}C+-Z0<~>=?Lpps)Y0`@h=%$^LiupXq;H|DFA%{?5Md6|V35 zV&Bt!kM+&=9q+63Z75iMx!!O0e!lmYdw;gK+Iyte?7gn%M?K%{`R$$$_q?^|zMca; zS9SkW_aAkCrbp@iVE2XYxO;Q=P}kpfeZA|MuJ?DH>-wp#?Om_v>goK;&M$Sov$NJY z+WB+#`?D$Z}g^s9WSEtpnv7;~lSNSjJKaqb|em4KwypzA7{n_?!@|g19 zzcUSN$luYv2(++A6}OVsYAEZ5;pP6zN~z&gOtWm7mX~`vTWXYD)AVv5&yZ@ch{}d- zd%2HgNY#pBly#kJKbkGo%eH~^sb;BFQ7pP$HeJ`tJ+YcpQIURNnbaE9=#pJg%(A8N zypOLYRfIO)pCPp>np)N!r0>g?DrMVLz1({kSdT|%9g=>-@cku(H$@M zwv|#f)rM{(eRs1|t(aQHRLhP+%Wuh$Diz%*YbsCl=4`26wsg(QJ)9x6Ma!nHd$~te zN)4-`>Sb5hNqenjusxnqF2d#hb#dZdk4%-R9K@v&ZxvSa~IGNVm$SYIqabLbGfu zx_7Ecs2Ua3sTd54<9b1}P-DvB4$6vadtSCsDLbm|-Lq1tnL@X!VR^^1g=$$-4DYqg z!g_~H6t8%Gvk=9m<7waqMl*zrr&~5O%{!VQM7KuS)@<)cwh(V>nci!fg-kZPqN6^; z@eXGTY1VbTLm5I#=+-iA@8D`eO;x=E8A4MyVV8UE&k!0F=9!~8-o9+1TDDx%yDLMe zR5WI&<#>Cug-m@cVb4mT;X>5IZWV8Lwos$DhPNw2=u{M^teLL2Gec+yi+7n0+g1}Q zy6cT(2(bj5I*;<|Y$1=LxZa%^LQQnYU>SN#tpQ4BLBIwvYvY@hq(r z>Zv6NH-2-rP)uIUD`p5;0MxRRq`d;1p!`@%* zo$B4#^R3Q^as`=>9_YL*1|J`p2%PyT-aoo!{vE`Oe;s-|0BlVdwuQ|5QHW z3k!eP{#g56?H%0olK<`MI6v5KDuJf>fsHpYeaChK$B06m4O|l1abjt)6$PrI`dXB@ zhU#09ov5K|x|$McwjS%bk8{&qZMGijAqJzUj-Q0YPl^-ii5i)XqU&npIGSNukrO0A z6eppcI8kKip{)m|Y1nb(7t_utdaUS*rK`H`s7B;+2Sc-z&^1DwOY8@MVLG<%hJg_g zbtn9xnNdPzLDNzaN6S5tHlqiwVJC`W2Vr8{iKa)k=BtLHhPLCFy7K?C_dZZ|9e17Q zYqkEgTI%kI#Q);hdG46RiKXZIcmK68Mt>|@mTW7M9L3M!gu3_El{)I~*M8lStT;-L zoj_p7guoIY34b=5FhdBzOqL0g<^Rrsna#lDoPpgl1HvwP6Uw!NMud04kRYod;BVFbyii9(%jne{_qD+@r9_hv>dex}d zCUGi7XUFM|C6eFdqtdvwm#J7x-29c44Hm>opMq~7mkwmf4 zy3DK67#F45W_c{K(iKG%mqO~?<#CGcOMHllGEwG5DV!}5Axo)}R7O2!5(xa2Cpu2F zpOiYls%DL^Ai zZ7QS_HY@WywWa_6ELT+->DbaVBi#FXO^OQ@fu?du96g#6Hs(&*ES3rV?$S)t);K8) z981TyM5?nmD`Uh@TBjNx=rcp#AZDpbDn2h%R# zFJIqp5`CK}Q6L>rZsWK>7*L`piHtFE8F{Qd6P2zka$Q(iio%sDR|NwSqZ=RTGn2*? zD8nH#)&VfxDpRG9_9RL)lATdQoRo0O$E|P#)ih5fCBNy?-qWvz9xOp5#WdO?M&qP! zw9sW#i84WpW0m0^3|$+`(&8>tdJBc5$3>h?uhgPaxWxc4AW$(eZ&IOissFD?irB;$ z54xIJ4k4_O=H*P>lPES>6D<)SRDfg2Ii<*CeNp~@no%bcPOm5C5+ znoG;_TpEQGn7$4e1S&^vOL{p;cul~nz($EADV2@rTMQRQg)YEMI25XK7J00)GLo`v z{8XP88G}CzI-M6;mdH5HQkltIBat>$rN~mR5v8VoGnZl4GAkXZslqv#o#=Np@Rf0v z<<468@KRnyy2`6KaVD-x9T~d4DuFwX!3;sC9^ZsSdV|{d?jAFdtE5bmC^a-96}do_ z1a^z3%d#>>M8ndkj5Q)rB0%t9G0&-kBgMO_UrPym4Ehmhk;7>o#U`U2D3Q}vV=}eZ zDy30<6w_kQwTm^vj&8_AzNObBK9k8ZqunT)z+7j1yfjH+MUqC&Iy6i3VHp*+z^+%k z>ktC%l3WWBH9pj@23bgR0Rh{TCdhA9L|8tdD~FZV1yUkoTu83buu=e>h-D$7$|BTC zH@>Z3jZJVN$YyTw3P#)9c%)$n={0Cf39E^)$h0o`7!dL+LW&Jc5UR%a_n|?w0Sp_N zltQF3tr8vK(gZR<58`|PCQsoqDHE)CTInPc-oogfjo8w!C8{vF1~X7diG=DD#Ayz; z2xFT>R-@Z4!NyS)%_(DRbCr36FH;daxl#+Fhx|&qsic0sA!QL2aEy&Ww=sfM8M`uN zYn(-y@icTlD(_v4GjHzKLXD_ChBL=3VpHkf1nCupS5f1EFLLjjvO?pn9g@l9S0uC8 zMpEU)H}+~V$XyPUafT&GF}I~Oxhqh14dQqbKA;W2WjK(+SB+K)%vxC(8B4vd*Gcq4 z8t3>dZyO67zsk}CD*jAbnd($vEG(WnromB^C-9Jcb5>-jt9U;vR8DgWV>560!1oO+wM0x`;X-LUwhE0>CM}e53`4O2 zHWE=@!KK$OuVgrIq_2`0mKal)x#+WC3ZRHYE+UrUllXcAT7Wo2YAu?|ZC?*N=uh%(Jj5CT*pcDBlOVsUkqMg)jZ z>UGC+RZ8XR(bNL+#x z@hL9GTZ*)TgOys+xTGT#@n5flBEpR*tq8@CQ8Z2?@(vtwLP1*+Nq93(eQ{1LarMT2 zEg4Q4fkIUXnzWE2w-NQ^gh51kIaVa9aDVi)BrM1h!X4sHjfcQ}y5#;|E#8(B$(aP- zWDSyp2X)@fGpB=zizAKLA#NDUG$%d=I{*i`1a5GOi~U;gH3?SKq8#AvA3|$v>|=bB zRVkgHWCW=M`$<%wrWFifL5QC*BUSb4m0BXB9L6~&=At#mMi$T#w1p4r0@<)Bf{aF^ z-gGbuloEqhB~pkXKiRK^A!3nQLm-dQ#6Dn#OI*2j{7J}bVxoV6UL-j^>ta`+VLnpM z2v~{iFZODY6@eTt7FbtA!COf$odkrsq%hCDBSKOf_9XUEFy_9hY>G}HkutrvXQprg z#*~N`F$e}E#qcrIaf&esgA;Eg3c?IY*ygJ;c$th?A5CQp1V(A&xjr+*FBo)PAY?d7 zsW9~wu@&|j<@91oK*$riR3f9DfGiXAyJG%U$x1)cuO-I%d68BL4w@hvf5y;)xHVIR zJ@}}c8t}lxFD@wK}y&mxc#Wz>W&gbFAikMozxP|VcI z7$+^2BrukQ6bXZa()NH6nMaVJjWr$;uZ1pVE4Ra}V5}H63868X1`mXBa#mpq(Nn@n zpti2@!5%aCOI$U5gqAU&ND|(oMw6vEYH1i@IYuJ_4~~6yRhl!dD{;O_>KGPb}_1&=WouheN`|!XWloK~%n|;xxncCwWpaG{{+%Aa=(*KDts%RN;auqD&MI z{Dn{!&527ifS`lerSNeG!2~`!l{lV^h>_45@zrs8q+bi@p@6026~ohTP6?qcFY#)M z8Mh26EMit<8ia|OT*Qzqj!>yAKgckA$`8c{`2xRi=r!;E&_7=O|H8aLm=_510%2Yt z%nS79qr$vEm=_510?dbmd4Vu55atEKyg-;22=fAAUf}Qayuh7I3+x`u3;gJNCtv+7 zUu+%lNd&JMeW1Ed+w(AoySuXasDG%rr`db$+3C{GTYtC2G&9fQUiFp}`Zx4+-YS6HA#To9%xEhh$UM?a`C5d~@0FHQX z^W=q2?>a+Q4ncF=zPrUU^LsDDD}cc%vCYLrm7A=o#tn z8(Gf{>j*1i*8{fq=;b>v@AeGd4~j|ZSmLmLS%K9DmQ+~&E=UGR;*4AxRxns4V~XCV ziICJ$*qo_(zm%UxE+ID~9%2wf)pd4h9fYfUSBBW}bm0zcDxN3X)fxVabP7A7|4c4qv37SGUj%apcQuis=zvdnLj6veV_LTV1{_pHKb)@fPvaFt(^XJVbikzrxH zMnCrwiv2F0_1us>wx*x`qcC{ufWbV^9BEoCNLj^VkY4~MDT{SjmUmTLI=_UJvu4LC z3@KWE=__$0G9@h9BoT>4Lny9eu)i6IomFlycJ#3?uPLINZy9tmOOiK~u`tA7 zZ8!IsT-`Y|#E~zrDFVft2Pod?iv19i*FbS~GfxdSHASHKbpsSxS3^sv{J!y!+7e$dB7JjeUdXDgA zR{{n$AMtMu@q*AOHl7vZ8ts-fLBt23=S-4I~wPQB`Ia(xXVjg8d zULCui$U+!m^4ci&x4W(9=E{}St0+oPoE)H7kvu}~C`!fG$vI@9JkoGnN(tL65c|ZU zGQ-`F@x%f>zPeJFs7$9U{<>m_!52Ysb=TbxlfJyB2oxswS7_3E+SnTRupsO4aGOU!>6oKOF1}NTW((n+I>rlLkLBA2ThMSrq zP`rJBB9cY=As&#d4HoHr0x`J~ip1=KEJNi}aX4E}p&BQy0&0{rl|VXz!gl>y|c6j=o`g@9pJIRk<#$ z*ydX@m>2l$rN^d5qCfb-FfZ`c>)-IDfIvVXAP^7;2m}NI0s(=5KtLcM5D*9mychz1 z&GQ0p;oGbG2yQ$6@86~FKmNmhAHm4TCmSQ59J%Smc-sK&xq}Z+HtyQB>-p_BUEZSg z*iBb*NS?jKf72wO&zRlQr=9Ii&pfqy_w7mYlAA{sW-CX2`qRr7x$^STH~YKD?M2sp z%+C8n{R4i!#HX*5#=cUtzuQ?pRbUAtbt!gzn8<|?MuB@VricdPtvDeivk{Jv_TzWZ_A% z_{3YwZe*Tm9XVw?$KHPYZRLTp51l-GuG>1oAx-(IhvyC-fAH~B=T@^kUNrmrvCe|~ z#8U?+8@KG*^@YO|eHeSQJ$+`@H@|tH(`63>?OcOb@0~tgi^~qUr)RsJh291M5989J zD`xH7tOt8~*%fEzZFhFT z`60Qj^fdRjX1k|n7kohsOa9CLfeXIp_3r7)&GATj=}M11yROGx{;lf6J$!Wy%iVJ? zeXsoiS~}mn=a8Fwvv1{c*8)a4JyTgO>GsH;TaseUpK9{Zou4i3G7Z>}v>cs98*Op1rmL@y z^R<@mx#&&m$vI;;n?h4XL+L?c%nGdVS5+m=!Qi8K&N!iGzXj1HXukR zitaf!u+b66Tz4aqcmf|-oZ0y6vvY1?x%p`4{DyVm#GoCyJC7rPuE{ZC^Lv{o?$h_}+1u=G-piVA@9*?9dz(1e#in8t-*GqBv1L;> z51pHvTiw&g#!-Gpq38>$UcR{KBgS6EWwXEIl;TCVK&jz3LY&^FQvXr^XQzU|F9o0B zHdf`3@9#_P7hDqx-A6)Q8wm*{ z!$`dR*7F_T&Y{N39zd@|*Gd-+TGl=`(f?;}G!#2B+T?KPvL(LsII=`|u$h zOv}ncgFk(%yXPp^zD}6wT=4b>t8}*M2Um-J_xcL7Gu~uhS{YrQK61Kk%OzDDIXr*t z^j!7CygGZawXb{j)T2*7bK%j0C$p!ItK*M6lOLPEcx-=hq^0-me|+ueQn6v+$_B9B zfRl@hqRfvj8P~7bM{w$kzxhi~{_6Km`Fw$~sZR~>Bly$?<^jSh0fB%(Kp-Fx5C{ka z1Ofs9fq+0jARrJB2ngH&0zO~h%9{Ekuk=2G&7QTvK7zad@QI7XA3yWG6H|ZC*gW+@ zW9m<*Uf^VbU%UbK!>a*-fIvVXAP^7;2m}NI0s(=5KtLcM5D*9myg~>}Y#O~|(~?_S zA}L|1@l&tfJi2GBpBetn)ijo=(b2m$EuHBszLR{?`K3)i$G0a(1~0vD$A~|8pqG8W z^a!Li=L>B4@`r!o)USU`gnWTlsKY`v0fB%(Kp-Fx5C{ka1Ofs9fq+0jARrJBxIqN| zn)3zLoGom^95f2Z;S8#osXs8GQREM#`305Hl}`m>er?|GxedV#iM5Z zJUjW=q?~-s#Gg<6n~9&F_|b{yC#s3V6T2s-cK*rE-`e@JJ3qejy*usBgFD}}b9~2t z+41EapWpG(9T#`JW5)wKrgv-^|H{;D<6j#8-1tYvm&Z?y&y3$O6^}Qz|K9dr-Tvd- zziWGE`|<73_FKpPa_o1le0uZ0n`1-?H_<);De)+wzB7{>7H>-qPK2a?9to+`9R{ZvLIkzp(j7H$S(z z+m@D~jTF<8$>?)5@Z#-T28Gs^ZkqmPwL!L=Dvsi5X>tD%Y+ZCXmwq7T$lbt~4Y-FSZuHSsk^8eRC{da8+Mq;6$i zCZDUN3WY8}y<9^zGf~)*r->9`e1)1Ip*My*8X_Sqq#G&3@t zF?36swew-3Lgg?AEs-Vdc0EzFQkk@$Tu)Sy$5xuSeX5=)TS}Pr+lGmKh9ZC$Z97Z^ z*j|4c%)rSSBK?`Qj8g3rHAJvAtwbg5Rb*KUzbKyb;d$=Fu9WnL*D|m9~%66J;yTqV^*-L@}e#&^T=$t|y}U zNW#PGi6-O1ALLfFAF3xRxHauVHN@XO#IQqTX|}U^V$_m+GhI)V znFm4Zq@C0gz4J=iaSbthPBJM5IqA*jv+nb3HL`DIK@(sUad@K5kI$H`Nkl z*3!8CH`Wm8PmC0D`}Orisx`8GcMTE$o3v7swBJxq!~xKs)9Z=4Ckft+-&Ifa%B$MV z8X^urwhZ5VeLWG^p+)=78X_@U+LD=S-%(G*mtksNS3|^S6NTU+Z?7d%tw-p!>xr0g z;!~5T_HFBl1fUX+MDTiR4Ke1vF@##SZ>b@|P|`9q<>p!<4#1$~# z#|Omt88MM+zq*Flb94r^-&I3Y-fBwX!&eOvB_R*i#D`09dv6U9tBJ&8QV$LhVMw6% zrX>hUcMKDuq~4k&xX3LvMAQL;K>)Y8hKPSfhHwC*wL}a?f;w!vef0kASH&i9qlpUz zKAXsoqX+zea4;`${~N#VxBldofAHtyV^22jZG3vm$ghmNo00PmY% zw*20Xf4}n!TRU6-a_8dc-Hkt*`r_s%lhZTt1crzgI1)7aKGkG*>5o41^rIJon_Z~e>dU)cWi=-EyGcJl{D|6SjS0Xc;SEaKI6m3!D5LK3I)rph=MD$iq`N?T+)k1*Lb$zoZhTIooaMwO{_Rc@?} zOC!?KH9pg;Caw6ib48`IDsizZim1#prOK+PN}+UBRguDKS|x=tk<}&aiCpRejw4q# zKK>w$8i`S1U0JJ2;usaGdk(GI+Z~wtV z{d%-32m(?at6Y?&H6`4}X&ix+EL2(0TH#bBRb`?wbuv|173aA$O6%A}X|GXmX<@+S zk#kZhYfM^3NRQGoE%H)}I9DP~q`>XPS(+9VNXsIQ3&MPxsK$qT)xphFeXnE2%FnU|gj{ zi&3I0fi0?ZoRn2u(HctwrL1UUQt}&Zxn~9AC@vX;rs$q6VvvzVsw1Jxs1jvTNKAKz z{V`Q#Vp&@3aa!hSgs>Hrh_mUw+@vnEv8Br;?-#ylQIS*yK;%UUFNkDOrg>RJu1X4< zXWDrg0n3E8$BobSu_;tkaBGM&C9-Php(J<8B63NB%%&OLk;F-1GAX2sR7Ia=aaP7M z%A|Fw@qv{N_a90{s$hY(sjRS;E{>7;BG;)-Vti{_INF~oGnvMg4yQknY*plRtx#13AO&4t2vI~T$pJiyUf-)FEi1IgMK-ryp%NT7 z!GtVIljR~UVq3+?Z-U+#$CeqdmXSu6g)_pvug{CAa+%SCwn{_{B3WUKEwrh$v|1Ti$uvn&tFojm zrHkoqn`X{rWr4!z_w;JXoG21{JBncm$u80~LDG20(V=nVKX2lME~Dm%{t;N7ls?Zf zI`qI?uNHbWDS#g3OY*dgU7S0?03XfKP719o8ZUHWGgKp2k(5cK^MnplB5_52w$DpM za~y**Q$+@FO7vb-`ZQDue2U#4m7GF7O&%zL%OMS(X) z=obdONCa0_sU($A9~aDOCBWuOPQBRsbXDXT_YqCsg0#J zXyB85Ug*Js5JDjE7}pFlQR+&T=$6*9OjBjz7`3kQ(p817Qp|@g5?lrL!Iiezt0k>+ zhkzGFl1r(uXCP2K*J-Z}H2JOl7I`%`Sbi@k5>d#q zLR3kGD$=`}hizpwE!6O+L0d7G*zcjc$#@HMfcboBT?lAvN_u4B{m3mo<*^)V7J7q zAU2lYFb_=SWat*o--CwP#AvG2hZ-V5_GpFthF&cW@0__T!ThV37()K7$uP#Y!g=$o ziQ!(1ZeIKDzk<~0mjEC}kT9W4bTAMs%m=q6+d*Tg7W6R}pd@j|Z}o8pUO$pm-l zJ!^>?DV&ut83q9VOa;n^3WkUZ_0^Ca#$RIjFtCMde6Al$p}Gzf^E@J)#ed{cX=ClM zH}nU~BT>mWV)_cyFtvmy2y>37E@@U?Hs0T_2G@W;pgc|xs4UAYp)Jv;_w*P~t8jYE zL=^Xl#GnFpzb2!mk z`n4!iL+M$gITU8P13j7*cfs@B$Xu=N-CMAOf)YDXj2fcc*R}01(xndle zi;BRX;fu12Q&Q|2mnYH^Lf=THl8~11P3a%RR}CH5y6cE(9{ybmuM%(7SBTW z6Sb#!dc3{`6{1GkTHx*SGJUvL3;qoKa(H5*@YmpFUW(0$I`I>$$bUH%FC$R%8iXf*9 zj~O%+l6WY?4wt#}QK8a|jqusjgZYsz!ODQdZ4AR-<%i;fd4X^HrT^vc|M>6x$v+D7 z0%2Yt%nO8hfiN!+<^{sMK$sT@^8#UBAj}J}ViV>C!n{D37YOqLfA{AF?qphE_h4S& z*XO5ide8TLc$+_W@FvphceZwX$M{#q4{ZPB*nb;)$F?tQyLsxV$uCacG_kz%Uv53O z<;z=In?E%AmC=X3x|#UTjX!^OXG4Ge$eZqeZp&V+S5NFX*16!i%|o+G%kyr|xl_(A za&N<(2Pv3cIDKw*>5MBMUvPUKwhK&TZ{Bm)6_jEC5mpGGZ`dZcU$WrHAxA65Iojng5%?G<( zyKI~1WlJ^}WfVq6XJc;s&Ts1(}@+EIBe=m?qk>D$1H7E8-QaR7{`_F?o94vsup|>p<-qZfc4^ zu{A*PMrZwp7`!%$S2k^|<)~L)Qv`~81}H{?+!PB&I*u%}#4L%Gg$6j*A(+us%pK>< z*OF;dkv&5;Pf|%zKUn@L6`<-NChJl3jP&=7tmlSQGZpO-=^okZ`QD?K@4UR*Gk8DU zoZMgn$q<96Sl8L5;eIx&dsl|o@#Qr|^z*%ge!kHRt04|wq@P!}&{ z`9|}%hM2rYKlc)f{VtyM+_1*8rl0+zFnH^LK^BKe3rhtHmdYhcvZPmRJeCkeS*NyKW?OEK8r3`BBhf6LA)H@E`&*q7H7(apCEx;e55 zDGsD{u&yAqU*cfhnT1r6BSgvS0LywAw#bqzMA`&Pcd1VsB0r6VG?r?LAqH!^xzFV4 z&Y>ZWe0fa~DBe6k5kANSAW^}m9~C5KkTsK#xj|Zpw2~zqL7tpt-8vThh*ZjvLZ! z2FlVC&)%b;_^JVlq_vTo$ND+hAhYR zJvnJo-kJ|Fcx_qqU+(WUTh9?I*ee>n%A^9tsR4>Nnie_41eFBRtgi9vGy5}X*R^* zi=eo=>u!iiUtUuLiW37ABl?-uURE{XN3fEc5!{r9Y$1`Pk+Y5rM(tP;jtWcO5$T;u zvNDQqCTmHEXo$&cpx9&3Z~Uv_rltrK?--ycH0F@}JQmkUGx7N|=yPu^pSAVGv0lnD zE7>NbZL)lh=^+o5TwM+T#|Txa8e*^(MS{hvcY&^QM98pGUQ+~$uN$C9QWza8NFpgJ zmY0=gN!OBwMT$k5l2AjwF3ZmplTR37cv4IL11tX|a*)Fny`){dib1~-wT7FTB2c`2 zfZ~lNMqdw#edE2lA9j_az6#?~D3W>Qv*R#+Bw@N3 ztA~Ls$R#1yk_dt@mJA~0d@d{*+@u$l1aF2k$Cyk3C(5Q z?)1!4&rUD&2ahKil{Jqn%vO%!@6*c{r)T7)Zw~hn^p5Sm!2cSvdph?&1rsCuP`js> z`5|{t+tbqojJv027kojydwS7CP_sWonkISBmy`JIiNWcaQW7_ba2!r>2KTnY*WlZ?W4wy*4`j=6%nPiUHhGa*lyFaBm=_510!$z=H*#Xp*|W`~mTWt6>B79gn%SY{?zxwqWINfl z#aW*wxY0S4ldd?k=ZU2{@UM%3ht4f9m%e|<@m$xd{e;SUPQCnh5uFSDY|X0|Q&xvQ zVO}823;4@ln+MLYz_E0p(+%?itI84P1;V_**M44L)Q|fI`v^YsE&tmmPygiK`&Z+X zZJYXhW9pwz{ruGDr~Y{AKTiGT)NfCH>J^?N2-O7y0s;YnfIvVXAP^7;2m}NI0s(=5 zKtLcM@Dd12j@~tLW#_;n+edF1Dg3(l!5yQwkF4xJJup6coB!Q)m)^K_bl1q~`CC18 z@eFC$vx}p>cjl~H+B7-(hV8w#mpfJEx_o+@|NLNHAo{U;{`}%E{lJffd4ZSclt2y$ z1Ox&C0fB%(Kp-Fx5C{ka1Ofs9fq=kQ34y=nd4VFPZchvzv%V)oqpnk?Mw zI~w7XKi1>f>E-UrI#A(Yr}SCR8#{<1>>~*K2*N&su#dnWMnXRPNxWO{SetccD_mDD ze%MEF0X=~9ldMQ(wWZUJ7<^O{L-eMgYC(Y!AtMkG2#y%=$+!fbOh3x^99cDPyWF_JNNMZ zkT3AH@9V%pKp-Fx5C{ka1Ofs9fq+0jARrJB2nYlOJOY2s`2uUs7kHxmxgYti&z^Wy z@1DYu*Kxi8|MSZJ`&)lc;pNdI6OG$;?b@|+&tgB1a9oY!v2HFiKidg-#vcv$dM->eD@>9DWRf0 zBHbh7rW7+GnxSBQ(PNzj_lc(tPBw1Ywd)IqCoXT%dhDj&X_7rIYOZN)9_Vz>&n|Er zz?yppZOpUtv!z|;fP|q7!mjT~hNH{}bL7Xx4d0Bm_J-D%f4akC_WbN= zyUg76hFLf^JJ(s>=m8NYiZh)#>o1dS9_@4oC&XOcj_cYPexOsjXPSd;pBp&k;zZFs zw>-N*M;vqAjodGK!r5+dX5+8V&aqU`e6(|Z!)I-TdkVw(0^y!QVxexQA_(%a5(jzn zn@WA*T*FZ}TMP1h%Mc`QqYgU1jrB??y?A7u^D1F#N^=QoXP79sk!*<7MxW zSEBLZp2Bdxz_dl7q}V-u##!`E zm=`cw$(5da`t99g7tcOjl*gBjKI}5BOSy0E@%<-{9#x$KZ!I2v+MRz=7yIVsE7i&u zPoICJI)5(Y3(Oe3d%ALSXiAEvES=?|&EDW@U(xO4tU(q_8(l@*cfq1~?7^v7f4h!I zXZJKdEaVFmXEqRVJ@F%0++C29|zww@M?%*q& zB@wC%2m}NI0s(=5KtLcM5D*9m1Ox&C0fB(PD}cb-a|eI=l{j~ByJu@~AHhHQ@ZEp( z?f>I{x_5lr!;N#B-rtz|{i$D@`pndarWU78O#ap6znlD($xlyyaPsWrW0P|7H4}e6 z@oy%6e&Rk{Bz?U8DAbhH9j+b$5cGt*#3Lle|7thZ~w0Co$bfBN84{5 z`^&N49sA|6PmO*1*t^Ca9eee*Kil@NxBc9h*!Cmap4;ZO-Meja>mP6Z&8=V9`mwE- zwtmaj16$v?b!^KYZuu8mzI#h|%gHUD+j8sX|GN2iHvhurAKm=i=5q6)E%D}iHjj_~ z(dciCzA*Ydqsyaj8%;-FyXmhs{qCk;+Vn}98vgwaL*S0l`!}toxg;kC=Pk5i6SW&Z zJwzohCNeWxwlbsJjTf#()yA|NKee7}(wQh~MN!;te6F5qT3N(*f3k+EW@OYdNz!h7 zwuUNaglTEbyFXD+)vd(0=rhCAct*rDsug8fyYWNUq6!K16KkmPNd-#@$5XUoMSDMf zEvoQne5{5_hLLRP6zUJwQ$;I@WV`VLHPmQEXJ94TjqhJi<-`mvT3XQF@2RD#tQ9A` z`;mI8Y8eUjyX&d4mBjSmhij;2#>CVN&wu|~RFQz>hia&T9YRPQ-~D^nq6(e18{fH} zDtlsIK2T59tyrseRsV1J0 zx|MmEe6E%%6uJQQat+nYL}^QSp1<{VqxX-jYA8}CXAD$<)amy7YKaB~jZOQ#wL}%S zlFYO()e!ZJ5G|RQ_IqlGpr~4k{&}{RXmm><%I~fvqMJ%(?Tf=i66(~9N?Nf<+KctX zxRqvcyHi7yGfKB)EZPg0)H~K9q!YGMqCHXjne}gChIHJDq-oF96Qfolbo=ZOQJNW< z&KSBS&D!}eQK52}gOk z^^t^!*Aq=fLLPD}+7Hze72KNkp&DX3Bhr?Nvi5^DMB^nsLml>Cizsx~-d96J5-{pC z<(uk>G(}|X2Wp7QGh}c>-&jvfcvH0RuOZ@+b<3nl`y191F=E&usYE-gCq^yFH`Db* zNouaf(FwW_M7X8aZBmAeNPP$0rPQ#YQL$L zD6^Kv^}n%(NPl9aklU}XCsM7E?YnD;_}`?Jnxy@PdLj;h{+wP<)ICY?X8f*tqE}wk zZq^WS0J3HH=IiT;xDGAach(Sz+0vHGRQry4BEAe$^ST-$KAR{67kPUvk!n3cuU${X zj1!-lM73{QPb2`9cqD??TWg3h`M?OZY~NBtgrTHmXv)pCL>z!Yvu~;)!Vsc~>v+u& z(T@*^@iSr~)qZsivFGRvYQL+7sJzvb#D}jMB1%FYtceeo;`ZJeB32WL$D|${BEpbB z?M+J%l@@a}5#yiVWcZMr(-}j0APqbo=Q2+pmgE;6@V{ z3Vb$^AIBQ{;ox9i;K%;MC%R+*!+Sq8KK5i|cjMDrMt)`F-He=nVAJEHe=+*`(X*RB zu;ur5{QI3>*xK3pmpd0n?{56j)E75@X=-_@HTjjvPi}r-L~q--?b~;JeCy9lzGKS| zP2N25kc_9J}s<@`Ie`SQf3%q7w!B8!Vsr7~A>73o41u9TV0tI}Bpinb_nh$_pqaYdXa z&gitzQaGD7exg@RQp6&PZJA^?Q)QeBmFKZer7bd@N0@AzWU;JLt#qVIqsmmeDmT`~ zr4ecA8lUM^lU97%xuVipmAKdyMO5aQQe{$+@7OE_0t#GQ6sxncTI+?1hit}6=r8VR4wAU!Ov@qcE z$T_K$H6|@1q(^C)7I~>foGXzgQsDODEKQ3Fq-7Du1!2BTRO7?FYT}$ATZtl%U6fm> zCW)$8MM-3giD|u&DczJ+v^*9?VPz>mMdgat0aN26hc@?HmBth)!zm@!mDHCOFs@Rf z#VFC0z!p_HPRc5-XpN-o*wW>a_Y2>&s7R^;Ao8Mw7euls)4VJqS0#nb zGwr;LfMr74I}i?cG8 zQ6{ZZjSsAJxc^WpQUwdNO=X3(ba9N#7r9P#660Ib!U2ben&!}f#`uO?XH@z?ADTQx zMjiO6o-$>yp2;+}bU6KqWUC^lYlW&R04eDDLWm+#NecX<4B?F0#4x3YFlv z2_|Gwnk*M-5!)(8eiQW0AlIfq0wn4gsge%KRn_V90;r6u1#K?q>l`kNDyra_QGS%# z6g-4Q7xL87J+{nvwTv{nESwSUeSKa`mCKACv{fQv5XlN-Y@to1rPa#FN~TGIT9usP zRFp2JyKR~|la&Puqu{FBvS_@}iOo=rTt!kQk#uaLST9p|x6e&?vWfoOdSo~$0#x7HZ%FDc0OI#F4R3+%) z3XTl;do?WhEsry*2^jj2Tswl$BINE9rU5(*Q6xE=B z7Wt!JGAvx4qWuMGSH<9Kz@8`Esa`FKDoa;lv*992wau^>Ad3l&OCfdcP;^vV60QQS zDA6wrc##Os-BL*^qdqQ})yN4^dfjoUqJ6o@{AWspF4LJQg_bfelTyXH#JWaEBvKno zZP36c`@GPD1tEk$;4!WlW}?)UEYU5kWtpbR#4&1J<)y0%U8R^0T_m^)?1L+9vsX)6 zQ(F3ESA!&CvFSRs7F635p{x*`_Cx^b9rH;(%f{#q_Rbb3OF*AiOV+?rOx0qF8 z3YR%-NX+L%hW*A}8->zJ%)dpJ2cb-MDu3)#s ztROa)-!KnM5HgGL1`3l!0r( zyOl8?HUuOUzKN}gz8OiGTEralT-uut5SrxVmh%!#4uMwsU(;g9>QV8ra7Rl-=r$xAof_<(U+e=91jU5I_AT5dQ`+KKj zM>9$ugcD_R?Ggl}$O@I_V1q|v<_b?Kh_k>maRTG4Gr}{vR%LOImy*a!q;YDzJjZc` zh^QjP#9HG#*b70dXpl@|#v_L97XGe4K}|Mff6-JVBUqJasAZC@&lD?^lCsz#mW^CkRxQWtPyE=+k?8 zj3?L>88cD9qS0cE3+~9uEaF4b#+?OUAeHBWXsU!)KGqBt9s`-c=ca4Ax#)AouY&;No^%MwqE| zfuF;P-qNo{nIcMUEvOJR($)fRmzU|oy;|^R=$FG2Go`Ci0&Glxh*HdXo}!fW1rCTo z1OvTPl*FR45Y&k9X4o_HP`?&b9&?E$V5~%7PGngqoq}RT6z^r95tkwy&I>e>Se_9j zRs$c6S<;2QqhCu#^cP!_ z!z;BY>=F$nq)c(BIGMP>siS!%;z+!SS3oGep|Xs|v=LZ~gfKHB7|hGp^lPEh5kfvm zV9KHha?0?SK|>*lhcfJNnL8g9D)zlgd^Yu9exysVG9Ymq!|+%6q4;24;1~YvcaFX1 zHgh`63xs)rFfS111;V^Qm=_510%2Yt%nO8hfiN$?icOdo2=fAAULed1{N0}yxRYst z-Gh07TX+BAXP)`h|NYnexq~-v8folo?f8!IuZ$nq{>icbHujEfU)Xl@)KimRoV;mb zdFQ{}dTz^?x3o5YX!I+i50QyK;^!B>I{%&FcMbYs zHy`ZZ{gUxxrD``anI8g{NY! zhnTEEali;^U#4BdO-&IfwgxEP=&b(`gV#p!%BGFA9QDd;ia>GC0L4gzg3WK)}7-Vsnw6IjLV5wZ9 zBun~5oM&l7mN5&X&L@kp?891dktM7-vi`wZe3Fp6l|-yIy%dA}%|IlF_P6Y;a)T?N zk9~Pf5#4;tpqnF`km5jE2kQz#`y~$6omogFIYN}I4zR43VT&xeLZnTwbeH zu#{D@{9;6ISih94X0h7L!Z)j1toEpkOc9gH>qha)4y&~s^~!6CKylXq#T(7U8)9;u zvh+~&mnQc&d9CB-s$;Et;@Nu?6kjz!k+e2)^H@J;(Hghs^QuVeta38OoQYWiBjt(Y zK{9ztl4cU}4VjQ8vnMA_%3Jdx2CprP{>%NnX6u<`1$#xKSD93xI5j}=M$;mPn7lTM z{q1h+xnc9dFoO~lCkH69JdUMdiPxu=ktJBFh(sG!5Lxo8SZ~D*k_eWOuNb919gWr2 zN@1ch);=RL&4w6!5foQ<-3@W%%WH~2abkdCL_f3I%c>^)2v%}4f}7HiEhLgOa@LW- zs2wZ9QDMnDBE3^dRz~s7WGx914KaBQ6nhN%jej-V)D(f@9Rn1F#vGEL$KpC^CO*>w zeeSL0v$mc%)=ODtCEJ9wO_t9wJ>;R1tE*Y}j>+^?IkWZivZxS?q7v^;>dlxTz@u z#oGobl6mE`<1l_C{WzcRgMlo_B_Y?62!b${3?k)xE-V?`q!*S1Z-z9-m`njD(jf+G zWwDPU0YiUh@DNA7yrzh8{HPzx59S5FFF*Ya-}Ij!`+;%FwoQG$G4;=bIwU+dmur1q1>D0fB%(Kp-Fx5C{ka1Ofs9fq+0jARzG7Ltt|Bu95N4+eZ4+ z6-Ty@-ZE00>CP@4+%bCl$jW-s0snws1n(}raqH+Vp1svm7te6b+w9_K@0~g8mNrd} zzF~Xs?d48Yxh}2P=36qD7x>IC9sA*TPP#|Kyueqlf5Vpo0s(=5KtLcM5D*9m1Ox&C z0fB%(Kp-ISVhH>-&kMYTZ?EnnxNX1swqLmKXYTX+2u4Oe*%`@5axGp@Tw`h@GZy$+sW9==} zT|E1AQ6679`Y?wC=~C{Sdwl=NqeoTez*~!lpLXY;)WyEJ`AW6&#na~>sm`C{=!n(i z)xr7uHARng7ThPEIyl+5W!J7R9G>XI*qiO?Gqb+=%>$k8`Pl{9*-wyP0jKv)AFst_ z2i()M-OfVu3^Pm~#-&A9%-XqG5BBu3E6&W@?(BlcziSuHQszPRAF~B-`^_2!=sr7r zf&VphVeWql>fwjlJ-y5ixqI54=DN;o_w?+7FNk5uf7w59!S}r0Jzcpu9!a^mdeCFf zuIn*Av)r|CbKUpC5BKoZH7s|}Igib`B`Mb2Gp`1J!VGuqcITV-9CCAS_N{!GpFc1+ zJD)f28M;RL`mVG;(3zj7Pd5H--lt!WcDe&`zMB8*YWzWGm(N_V%f*=uwEgfreLQ<^ zegm(b@>bwwgMF}5o~Ef@wO{_rhdSMSmV;le3E1^@+S}bir>71tQ&0{sEYHr*mUfv2 zY)D#;&Z3RBxY)dhsx|_^TFdwH0esA!pFNFrMdUWh!m-)8&hkb(@I-N@GiSXyx*?H2 z&?((B&A}$M4G7YSqI-@FY;?pi*WE}*oWKVbXEy%&?3`OzZa&&MzhPZCvFPmC=26Qo zJnJ=TgA(=d?CCSjhw#L+#RhOZ+PSdtmrtC-^PRVI8|M8a-mMoXtZVyq8P1ca;#qbv zZv6W=-aSt&)q#Iq3_NshfhcGHkSV#YSNj_+?>Y7I-^E>CaCWh?fCan~!wqz)xxX`q zjoR~2r@U~{M<4S%$UcR`vT5;Lz?>MD+ z(Jk;f!*7H*y-)j(`ae4r1b!*_48N(=7tRrVO!q&;pDXbaMYS74O+0;R_i8-528-q~ zqNmPWuX?)#X4CzGYeJ#>NT_QgA%SEViI?AczT?|D)Ogtg=#^+ZG1ctC(uGd9ysGUr zdvbfv@yMz~^txX+kN3M@?``h4b9R9v=60{|7h$>lQfTk1C7KIUoM&I)OOS#pKpJ$~T4wMXN$IRDExJ zbUl?{`$1w(Mo7aWt{VC6@37w2ooBl=ExR%_BU<)F#1DCgJ=ZhStK1H~Vo@l`IN=N@ ziBHe)OV>`%q`Rl*`aimi2K->S1+;t32+zbSrHWO)E_F`*a_w1=hpMK`TqX$oBPajvuA9*G} zHh=Nh{^CeW@7w?QRYOU(z$*3-T-oQx78h;{;i{3$k1iS4uh~cNz~~GA^z_Z?|Ksxo z#-=_sypP~h8<+Zi+}p*?@IrtPfSexL1XjO3yrBioqBv3_RwJ6F?Krbb8a+O%}0 zv-nQ(N#~a~{T$z(92vayz8xd};DI@Nk+TSnLRxda!02E7{x81%hu=RR@&#U@4hz); z1Ofs9fq+0jARrJB2nYlO0s;YnfIvXt1`+sc&KFp7zQBL@#F20KnKyjz*ZcDYHjUis z&lkA$2H78e{crX80++WPo$!Yv?5aN-;S$$Jn3WwMCn`64@}crD8}{FJ?EJfqq$gCX zZ0%2va`D9RSR{|CN8PdWc{`nZ>!Wi=ma7x`{9_MYwF6}3e1R*sNUUDlC&T#y8`-QI z&KC&h3)s1(mp(@#oG-BEWR-BffbEj6w}E}};e3JKNgV8)4Cf1k^98QnU>wdDxU$*W zV-e0527@p1ue+L8t0s(=5KtLcM z5D*9m1Ox&C0fB%(K;UbSz}kHT|LB$2N3h+uYH+^5=AZqAANuzH^X^|B-}Z3h{HCfg z_4`x5HuagQ4^1sjotXTq$$vNbE0dp|{NUu-$;T$;#+&Y#`+@tyD8X?Gsn`KF!YJO0a#FYoyLj*srRxZ@o=9@sIxW6StgrfwVm z()j1bKQg{NerkMX{Qqa~U7++jsx#5Q-!FAH!q~F0WqvmX+gSQt??)Q}dRthMWvTr- zhEeKN)sY&ty5;VcW!VVQws{O-0^Bu(=Y;Vh>n0Eg;7rKPg}iQ7GMOZVbysHQX2_7- z$&1Nj)-W?SnFQv}{p$bwZ>j%2ZR_DcxO0S&x@(_PXP>Y3-nDD*eX2H(tKr(v9}WH5 z&`%D%Z)k4l@Q@t3cJMoc-yHnq!A}pqYw#_D2L`Vi`0Ih+8~Dl~8The*CkNud?E_=| z-|qk2{xA1`tp8m95B2Zte|7(0-=FvWR^JEu=KH4lKHqn3@89+Qe(x{zeyaD$-q5?J zPxao~JKXb^JzwkjLeGbK7JKgRF+DHu{%-d-yML+s+3u(DvelpOF#?-=wso&mNa(3{ zg+zlflhwXdP9+T`WLEoP2Nj!XN-@c4!wR0&zOWvZ3z5}+dM#C$Nhuprs;u_;a;j)p ziRXTL^YjnUv5_#aEg=F$)?gT)CrXKeHyA|u@lqmmlQEl}?IdDj zUN*^e1BG4LsdA!f7^||m5+a>syg?PoW?@h_uSSS#Y`qNak=bKw?}QoRsv)V!X3B}O zp$X4UbP%bSq-IiJSd7i`P9jU&3{%}8R%cl`ku(g|*+XlIOeSopP}u|JMA~3PWcPOx zTMS76Pcqj@1hCEV6fgr*B}9y;Z3xD)BPB#&D;k>V>~J{|)>O&t-cBNvO;2*bCroyz zoQQ6%$?hp3s)VhQIy<-?kx`l*C?U#Zge{)Azl10zp=Snj-QDFx+E7+zZ!95_Nd^s7 zCfip|gz7^Q?pjL}76<-7Zb`PcoXEhf$o7;F%_K1mCT+I6gea24Td2d1^@xPqYoTzXo&qN7PCQD8j&3HMHH3*ywRzieX z0JpFSw4BJ`0GNz)5@8teAABX;d3!lgG!)d~HEW5GKCWSJMRr>`Q8gG>*{vl+2w3tP zSawS(k=h2w)c@)dBE}O&3Ud3Zaw57FG`qQki1}AHjL_LD%ZZo(FrE`@iM%NZ$&BAr zPE5+nvU&*-698=pJo6RhL`)r=WH*)&;j@_rwJh6QPQ+XWQ*%QJ5py=Y5KNKRmlDx! zLg?jdi7?~vPlaaLb!&-mKq+P4w0oTvJNK1R$Wn$N-euWHS0_Z6v!eD5qL-+MP z+lDUiO~4I@Uq~=#!}F`vZcK~8c3j}w>d;%i{oB8IHho91sq0O(4ULh1Jp8TUokPzK z{`bK*4Sadvn(>Fnetzug(ZvnF(|@|}>wS&hXL`QXvllDtE?oXS`t#)QQztgm_^Y~Z z+4f}Lot&>!;Iz)a*n=})PR5xSTPKq&+_)pMk>C5jgBM zM|RYAw~j%v_$QqhQQtEiXK)hAeY0oM4`UBt%ak>B8l?puy*a<+dm^&4rFe*<4G{q!V6YUI{s~v2buFL{#pH z)#nbL-=1>f+{%!5EVx(N&wrOt(zLXBi6$oR1e2CBC6(m`Gdb}^uuOZREW@;$lNh~Y zXpGL&z>M{I;Z=;zDS|^A4VOlCFxfiZv5djintv@fq@)Qbk~WH}aMDm4akd<$Na8)E zn4U${fe@7wRd_+YDVz|7m|S`56}NP2CMVz%&@o-B(7rrm2vsPVCb!F6O2Or8(I ztmdfMUeW{hJX>Ux z;6@dadvFk_b$L=`gw~w*If%^WTtu&oj)EJ{DT&T>aQHmqyb==Y;3&11G+~@y(;jE- z6_LsXZJlKSO3dYz3gbHC+*}}}sN7m^ zcu5l&ytd6?p4;dPLvrU>)QnmW`ZqaWhAS;2>$Ev* z7;FXi;Owior8=vc(`imLn7LzNHzz&X5dr1>eyrzvJ_%JFDxzDYD%)z8sqZQ@WQtGJT zh7>Y5Sx8KhPRd*>hoP6&utJKUUQnGcU@!&eO1LR$0*WtfqZllOqTsn)*gzxVa6)i_ z$u|^622Z^pn6sfO7E_^+-XaoWNeGyv5ymp~qES2_Fn0$ z+(pNuqf~n53Fieowg~gXqs}=YFX${bHM+%M3gnk?Q_=(!H@8tF9OjTH4j0i-k(^oR zGql3O{K4N&KDdPc1xHo{1jh^f!el5o#pFy1(>cuRO@9|=byhgSVQ|asB~3u_hBk^E z_E5uF(77)(^nnKqJk|(swv3USKrp2-XwD%6Fg(U7$Rp&{@?bGPzK|^HsWu~xlvpa^ zrlbidUf)I$lI0_uoPygzr@79{ki%aL1=a$DrHMx}gohmbaV8{m3wDO&6#jOELF)8o zOHphY@0I-43P-IeFtwL70mYZMQDn+#Whg146>zvzPNinvGfc=vz*xdY!@GdjYeT^( z^Ab>t2f!jj5Q-Ntm{M#d+>|r{#p~KA7LvelI2b>yt72MG!9aQu5p-klAb_4O z@Y#6|gDHS%4$nMlp?FaEU_FwHa>ZIq!eMA-`Z_pD?IlfE$lsn8^X<66&TqbT;h)~$ z|L@bjgPR9OYUBUg_`>*>u|FOA)L4f4fUk|ddvyEY$cFE1_~#quHrzJyMkt?ZMegAS_q2LZSUn&{Bo!~fZdyMS zo;du(vA{)=+;{;e8Qz{04$BHGG*hgLXde)P3G}s1c(2qytbMfA%@r;jYwvHp6Ag&3 zVU$RLV4N!uQ3)wLm$MW-Bv`s5q={HW6dqwFtW2?DwgGE>ij^89<=k>FND(AIn>#q3 z8q0pfKn2#YR%wI-u<)Y97){`>V@>D^iH9Mq!gGqKns;Hg`AQMXMNb{l5Li@TSiMQn zV54)m_PIw?5NmnFYp^PjfhkXwfOn6OKZcY?5l!vAt!{$GKyxC9Qd~nQFj%Zm1^AAx zh*)7EBrd$pl|^iY=ME8jthcQ!gq5iLslBK9P7y&z8?819iyj0cu|P8l2slWIM-fX< z5DbOpgd zf&ewgLWszCxYdhvmSF9R7>J2jMuAff0d*Jy4WSHJRVBXgY64X+5-OP@O&C*&cZfDz z+wKMEV*!ZODo6i_I%$gBksuMH?y#T%F1A2Ih7q2JfcP@iSlwdb>z&fBx77<*5nu#d z2u_&GAr>$P$l@R$1%wHrZ$eRxyhJ=SndUDPNT4TBmiEaPb?@+;bD$q zh=xKWFi22*=7=?TEffq&Fo*y!BwZWPl)5VoD%L*KWF`eo5mJs6X$4^zQ~@alZ4m>2 z=)(L2M7EVi@tT3w^jc8PJOst%0NmzLM>^uTvh~nlNzvRdn9YW6$-N3-$g>em18CZ&2ygow24B0Yg(%atD9O^4g6VyJ^ zVg@EIrU0|Dk!$5m%5q?Qatkv@pc5*kWbstQ#I?Y%!2%#~0K>o~0t$9xlNnb4vz$6a zf-#3dGk|mwSipcLYeVqnjmFbAcqDUgiK5jqP7HIWlQ>hJ1+44ncsfr zm;TT3U$5cCvUql4lAe2Wbsj-;+wL>?TZk& zLkj%EwoEMIAG&429h*Rb>6VG<+0>x6Oq_~9HeGNAPz%0gqKGrN#9$xmg%i^=GtEA? z`}w)tEl&G|`mNiKRp$}7>Dd@2CYu|61Hzfp3zV$-m9>8bj63H}o}8PlSLYE_=Mh}Y zfeZ(#^9W*7YeIai-u_6fI*;I3tlzqCcJXp-Z*?9)bsj-=9)X%Tw`IkFY}=K3bsoXO znYsDuJc1R0sLms(&LjB#pGUANE^yt?zvJmc*+2S6t+>F$DK7BviyIcGJ-KWDSUT$O zsiEgth+|QCQ48_3B64Tr{K3{@edqD{>4o&s|8duD+A%-3cs$N;rRhWeHf zEfbxm*ln3u?H#|l)vNQ15zk2L)8r^Va0CljL=AS}UqQ}Qae*c(Ra{{CFuYZ3^O@-$GeX=AszbdwLeJ^c@`&&qdvOAnnpr zzx9DjzZar&Cc0B|vv3H`CsS6IKGive)j5Uf@Ynjz<4AB+aeOhUHARozf0c{42(Zl8~=^*uZ}-A{_XKU8~@$$Z;XHXMUD|v-Bk!w z2vi7E2vi7E2vi7E2vi7E2vi7E2vi7E2)qCSV?8%@o!_r<|4`4SE}!z^yGDAh?^@ok zdgpM@b?N6gzwqk*o{e3{PF|a+r;eixd-_yQ^PU+O7rMuKUOCjfdvUHP;yfNbkRIQT z3()H)CmOH*^?DT-c!5Ew$Q1$=0u=%k0u=%k0u=%k0u=%k0u=%k0u=(^BLx1Q;{vO` zBlwfQdBx%P7F+&9`i`Ir9}!gF5wy$qs_zI;&Un(z@qzx5z&4pC;e0dvDRNoO)-w{;b z5met1q|HcB4?l(3t+}nun!Ob+susWcj-dLEfHr9T6gJbZ_7_;*ool6LzWR<}?S>Q8 zcLddU1pmOkBarX-@PVuT>o5Omsuvg>|B2P#5&XpXH@-)qkm@lN0u=%k0u=%k0u=%k z0u=%k0u=%k0u=%k0u=(w2&8&}^qIi1lj&=M126V>1ik4o?e7S-{2TF^uiWvgzdAbp zC$--3FVx2W%lH?tv%oJ_gHa(+Ay6SuAy6SuAy6SuAy6SuAy6SuAy6SuA@Kc2V6?ku zbN51ASeV96ueC2-)!Vamu(c!q(dpSo#!d zZ+iPkSK4@>xr_h80gzVhFHl_ds%Nr0p18iM7x?~QlaDJE z#gu!L?O!~8eEZ>j$FhSb9?_z~2$Nfh*-BNNl1ZW_sV!+bI5!(V@$jy(+NO;gzr1gB zsgLu)tDCz?Hn}J{rm?RiX>J*_=-aTkMrz~V+YH0+~dNj z=%?Mx^x|1i7OVXQu#>{c%ReiyI;XJOUjSb$Clx%s@I1#P;xp#ylQ0sC*dU?ffUqKc z^8A7w>_*4td6+FzjBUtq#Pp(xohaXdQc6Mm@n7x@0~FR&^u@SB@%y1D<) z|MeZMxWLsZE^zgW8y2Yj;Kl`(hFbxFSF8;POw2>H1*_r$IIj4KiE7`$YTv|9eFE^*JqDlUM{-m17j+VZZ73p98B+dp@vzISf%__V*A;LK@6#2!itBnt$RIf>V9hOOq}07e{$|LlD5h0o?Fg3AG`Zl=E4H=ckerS=-5ng z-${1jY-9WUi3bim^4OUJyQb_ThuPsbK9(OkdG^o_e|Lj#-*L|cDQ03PnVMu5W}VT* z$)vO?>x?!3s<^;MU-}>a*|qN-+EB#>woI(fn!S0;#6`pf1ZQ-4(*l7o}LDsu!r@ z0##h#A7Wf!)xLw{`=0%eKlLk*ysz4K@I|hYsJg2Vs1T?Ss1T?Ss1T?Ss1T?Ss1T?S zs1T?Sco7g-z3t_`V2{|^zP|Xy|?xb_xxqg*LuFt^P!%_p8I=D&&#{N+x^Y%U+R9g`|0iiuUq|j zkrCM3v#ooj20~A@Y9JVCP;Ro?b0t(c$!LQyP`^}8B@HEHR{LTH6-6*oOmf<=f@ifa ztViWSWVN4OOBH5P%7&CGt9`zlDjHVext}YcvPmi%LhG#dQzcY7NkoHl-22&bDsSlY zMxW`VsrqLP=l86o(k2>QgZkl4DxH*UQqqPY==q%` zR5Ho2;|RqYy`!AU8;Y~6_H+qVr=BH;F1&j!Rbbx|-mpm~pDd*k23-Jkse~#frD>4F z^AF$9v#o1IyCHRSQh*8#WjuR(DN#T{mB`*!N@S{`t;o)m5cwp5(a<7$YY7o3vIfKW zJW)y%yul#KkCzgmn~d4)Y$p)~b!?L9h9WvURZdh5V^ua+LZp+7H>e`nEX?WV)d+Eo zPbr~2GJ9<8oiIaOH6#_;OgT|DG~wBa4k8tk)JzHti?LbWNo1)!km?4pI?Kw5q+zJe z9$HIeGGU7%;Ov2NB8)W=+5Mfw7DE!ilgxDz0c>+T1cXv6FHk6gw8%u~}l0ie2$@Y~Kq56=7yVeqgorF3VOR~M?LCW&b< zX|vrWM3E%kLLGLjM4+e?U$1Q>O^${Wgwcokx^*Ow4kVn|>bdR;kD<4%%oDF+u)e`UtL1Pc*00QZeLYSM7M%wHFWgWz{K7fyJ;S;g!suE&zq7zX2jU_~utR{tj z_>vAHh06nLlH4Vg-C06})r7>ur0(hW)V~Xr6AwnHsFyO%T zmJl(&LWVE_^pp}|Ff`Pm`}&@3Ll^ia;D*C5B$%_|`C(hbv=nT|1y0t!w&lQYe70wJ z@S)n)+K=~j{Yuy4SUG=WWUBj~p1GE&Qu|} zXFdjMU0#Ifuuyc~=O8kha}m8VItp$)rzAR4`)sot?G=&A1#O*WLFI(yx#EU8Z+R|Z zvYoby7KSq}c@QiZ8jD;wr-C3R#M)sAs|BZAoMWWrdKzL~58VRGw48 zILG?iG+zo_IxrA(86#!P31NbS^e|41&jTkaXT)eqFzqR8j4yyR^-6iT`A)Oik2Jec zIh<@pe6FI*9jHRfLNTeO5JKVY1vMBZTj0$V@!ruufC|eQ-VQL;KDej1^;Slqi3#jd z;$lF5#)ENY;4Mnc3j$kIaHT_`3cQWO3sPF(9d*D@c$Zt3F_tP|4Qil!&MP28z2TDZ zAPW+-r!d_X_D2+jP&7E$V-s>CA#A=N%1*T8#zgCs!;n+l@6)SEuL}<#av#78MA8S7 z2QOoxy~{0+Nk)LB#=EQ9Pqnb|OnQ9n6Gecm3XG7>BXbZrts%3$?H$Vlo*ra~VPFC8#;kV^L#!b4KIevOg}K%E2sjedcpVI&5b4ET6wJK7 z1x;=sqY?PArZQQuZmCfY1CH^8WHX;*XbCF{0OB$9o)9mY&H=cTuW0sSLILfG(&a8G zl*YsjXM*}5Y)*_Mr){5 z2zZwe6^7dx8-)!X3d7&p?8QdnHAY)1ums8W#%M?yE{YgXCDY@D(ik%IEHOR=md9Ys za~K_rz)Z6jjH>p49?GY46I4`rBv{}>b9khLGY5?)TssTZ$eE;6OP*^C7$Z9R{6vcv ziPwo(l!-zLfD@qiwD7s3s(>0mt%8LNNk)nySXnsYFkc#@qGg`tA#e7gyoW>;1S4F4 zBLV!A8hZScD~s;%Y>2QXKuxM#M4CH@Kl+1K7$HVlZ=_(V&;%OeSXj8+K>Iz^u28^N0DD{!A87WXSqL$}W`hf9xU;YqKo%xc1wwfqq3BR;gcJ?H zB?0;c1MW4U0lICdY~cd4DkC8w=}t5Z@0Sys9upvRmRk`Br!)^bFvSC`tAs>CY8B-I z8u(C)7mT2X3qc_8Fs>G6BJhF+=oaTR7{i28Q0pQOvGBYwFdy7&Ock&XF}QlO7gOXB z0`9%eDP^!{0j%cI6@>aCI#uL^I=q2IKNQd^5hKUY@uUrS<$GIil+;+j@+U!|5Cv;J zDRco<#OQKd>+vq(-UEk^1Q(O z$?*pI<|Z!%6ef5lskNklkT@84R#;^$3?PM-hJl5SQ{Y22<|<%}g`yRn2L%IeS{Ad= z!bclnLlhoIEbKR?Yr&wj6z1PSmf+T5@GyZJn`S8tkIP{sirhmsds@6G0pZTARJ;JY z0cHhaaN>;0NW7=LYYA@#2m;SP5vg36|*? zg#jZFe`p$`!edH@Un?0Rg|NjfRwRt1#7$r?GU#wL5HAhu65xuEpbSktf+>Nphr}SI zNnAuO@$_iJwe4PHNUn~AP;&-7#$2I2fnA10a=gg#Mwl`@zH{ZUy>Q8rv4cS(kQVJ) z^L^wh;xz&;1SibpJZcDtx1O0C*kDFOJ>&@!u6#H3JZ)i& zU4h9P*9xgL0)__SV=)^OXgp>D=|pRyH<2fQ0bLSI#gNEQXa{}w0t3THUSO1Sm;w&R z0+N9tfa8j(pHPNLM%SKec4H~*ma@D60W1fz%W6UFg0P7&Ec^Y zuJ(myH_l)#Rulp5kY?5ZHDZ{ogs?CGn4i%BORj=|M+NoeAV(N~3d;ur>tpTn&2BVQ zHv+{xmvCn>f8;Va#Utzu#sldQ8So5+vBEqCQw#S5nB|zM1Ic9`YEQSi!PJ2H0PRXc zpsckHt}VRJG}FU)0vm4;i2^JfS`6cY>Bvzl@gV9Ht^IIwq>~-8a6k#>DZHD787oBY z@L0hhD$GG7VCtJ*elB68bS@x#0NzOreY>&Mi^a1sj~EL_2anZ-(8(!F_JY9l$4O#&iz>LA+esEwC zuvmb4ioz$*i`~s$V5}8pGI$cCfa8zl3v*bf7}zyzdVn{9>no|DkUXq!Lb?!hHQXEt zzG;ZJw0e<8j03r>{d2XPT7z<25SVUl^fy%>N!V+Mu1jihnrDxE; z94iPI5y(DPTnz4T?lE=3m&b|{Rs(Z1%o6u*bE_8%?@u`x)8wKDWT*m%tDHMb*HCDR z)f9{t$4W*++~9|coaagk*n5I;VEdMPVX#YhQMi-_6DlSdjQhAz2|5Z7pUR_Ra~Ho3siA|DlSmP1**6}6&I-D z0##f98Jj9DP{jqRxIh&b`2T-g;6{W6wzT5{fB5GA_2DpdUo)?558&O%LCVpKRovHV^@zZZup)4(|up>YxF+T^R1q}sKoE;dJ}H=p8R=o z_^A^cYW!7Qw`_Z|?@rF!M@iKWVf)6V%}ac+wlsR@HUzS+Fgp9h>SO&{ClXGaTdBV2 zsEl7}Z=W)VhR%Zr8Ckk%i6sVig28}1nnEB8*=A&>5vvgtNl_Fl*rGtV4uKwnkd;O* z83AWRtq|ME8G@<~(J_InW(R|dabdA_5aAjoR|@nyI7;m$O+b;hQM}UNbO)2`pa@1< z-w3SbrW3_3ytOxSyAK^kr6MDr9uF;gUJ#U+l-*>OJpV7lr#awMjOQ| zjrw;mxIT*KKiXK$QM0|I2`FxDqbLb#QyehjN;*V|krE4@132U%5Yc6b9p{MGqSB^7 z^$eHpbmP*N#Nak)w7$Xuk`4xO zV(5Hy3#-&QJ$B{Wl@4}Ndr1?<`S$iWUulI^2Zzry&MTkLba0f~OPVmwuW66-mDX={ zFuBe+Hw%i>S3GOEL5^qDIHya&;I(ZAksL-@m?215vZxtFO5dy88i^`nBt~N@7DL(x zxngfMa*oJeyrzvJ_&_B93KdfMkw;+$s%A7QH&7Nr9Ysoqpia&qX^Ke_*(oHvkc@+^Gz{75 zpk7d&FJLfz%u~WmNfS_fX&c3m(klQ2xpkW|Q>ZNxs4IchK`JXC{UQkFY-Gid%|f;r ziEm`LknO=Fjn7^Ty=WBAe_^$nqh@|kxytAGX3E1&U*B z6pr9p}}m6oAOFffTi8)OiX@+**U#WaXQFpGLcX;L{FvaJP!iL%IjN>rM4F!($u zu6%XZ!DMPLX#$F)Z4@QO8QETBHNg)-CfCBb2?EtZL>n1hLBelk1?^WH5dBSHew66HwgTMv-usL)7OXxsEcERA~WyZszilTh}r9;1d29 zlDtS~!>_eyrGREio!6kgy`HC zNG~&vl&-@X0VNj3pr8izx=25x8TEt`hQ~P6KOpmuLJrh$$rrSX7ciJUL@nW_qzNcq z-$wCD3!^Uv#g_42`5tzKqt+Cd+Dn>%;>+78qPhq*D5!^wR-kkTbvUTc@Tkkxr~yIY zB5X9O!%^#ELxEKgN-|K+fkHKu*;7<}#ttUSWwG_aZu%s*gqxBkpm<#yMO0p;>Nprb z6#c|h?*jwrQA>haOL!1)V|9_Um}+5B!Hx350Ow7h%u%6IAQIETV5uy&P=v$K`ZBnK zqtsr~gk^kBTFSTM0(-M}{L5kw9U4a4!1!~u@!uH#>iBcx-yZ+7@!uW)#`rhVwbh>r zfeL{NfeL{NfeL{NfeL{NfeL{NfeL{NfeL}|9Rg!LH+2p7T-VhKR~#7X+0^Ba&rdJx z8tJ*dYdN2^GhKk6JQR}MArUYsk6IFGj& zNN>`P3mkgyHSgR1wZHw9DlYK78{g_l6#^9k6#^9k6#^9k6#^9k6#^9k6#^9k6#~zP zz~6IR;5B&m%6A0U{EHJG$*+6gb?G~TuC8ZmUC(x1{d~M#2JOjR`^RcGZQS_O(A7(Q zoDW`ozWU*bbNJuH{Hcjav1Q^|bn_FF53d~WIfWYe`rWhBMa0>uk1U>@n55_4yk&Kv z|IQRINyn_>r1^vHWW=GXJLcyWkH`6~6wM1K5GGkbrxV-#{9Nu9r#(*g-G1yg&^k}I zPlxx0Y46&{2IEmn!v{ud*KOSRie<)Iftm}LX6LZ43%!};H&b%+!5#C*47>j=_U^~` zJ>q3?jLh7t@45Gldk;5`Y=3P3)Z89*x5y7X^!W5cr^wvY^volNvXd(%9qlg>u)%1% z`mNo>$icbU_=$&ijny`7-1y~vqb(Sl(ViAFYhS;obF8aGLkD@H({^ z0r$l8{M>B)I3i35#)VVSPrI4v1op&Y^v6%S`RUn&|Gb+$fwlx{dYJRLdwL<^nNGJq zgTDoaFi-yy^n-ucmWf6DL$^%0V>qtUZkd>#O$`bxr6;Eg&ZLp&TPBJ)gG&rfu5ORm z6Kh5ck6D~|;O3&wh3_2U3wv0cKOGY`rxz$$bxzneXF+9i#;Oo_T{`q=UMUd+VP{xWdfKX>NxZ$5GwGvA|b=CXO8!tB;`6xO`^ zMH$X1sN#v~*<+Xgd`!Gs?^`GX|DqV!dwLdL&W;XKa#6P)h%*t-ec;mX#dLWlx>Iwr zuz=@%xVA3Ucg)SeMs3|Y7tWkbUWtdg;>w8~ZUIWWwMj>Fa3>*kXg>@AjCE|XeDcov zkvsSuTkou63r}*ptv`5Y{SYj*xU-H4_EepjJL`wz%$y5#THkYeX6DZN)S0=aM-u~n zhC*R1(DmZkQ!5>Z`U6c~(R?b-;&B2$!NqAlIz2S~I#+;zA3Pp|pO{IFGw?npS`Wgn z%l;CY_D{pxI#%C3KkpV@{ZZPW^;6gzapK&T6@PXW7WG5$p5|tn-M5fvHLME-Zy~|f zM}h*9P9!earZn-Zpo#1M(3hvMTk1OZ?2Cnrt|eL zgwKf;Qs;`RM1Ir9+w=A9^C#y{&*RO`FU{aBrzZFh`CLd#h!t)-ZgEg3igm(q>?A%h zi67?O#H86WG1K~I9;<=$TlxofWznTsE!mZcskUjvG}T!)DLk+% z;88UvpE>j}F^TntKRu5D!7wm%dj=zdRZsGEmM>U!1%5#X)5lJu4}!~2Vp2WXy!nZV z<8B7VLE;J+oYt$PRZ%h@6s?K89dpPWOv~~`?O)Sd&!0v+Pkn-!xiiWBz}%gvr^VH& zgzYl4lgVVCTV7oryZcz?!UFSm?>l+u*i3QXNp|9FWBdGx2M#>)*qH;nrtBk!+2J=n zmLEEK_RtQ0cY|-=anA)yNqmdS@D0I*t4lQD;38?$>JsbvRo@YOLfrMb-}|evYf`zIm~m&Z7XgkFUcJA-?SD2j{l|Cy=^s?}0x!~l zRozqwR0vcER0vcER0vcER0vcER0vcER0vcETpjrGbN^X>){)<$EKX!|@Sf`3sN(_da;+ZhPXvd+#@%pT6U< zIrZS;Vw~Q7`hGie`t0GIcN{*%Pw@GJd;MMe_fH+pi~A0qeBgpFKqyHkouHxGUm$(- z)43zWrGNEY?JrR6FW_btUU(mgYJY)MJF8r}rd9h3K+N#HV70$Mb0-cUQSC2K?JscQ z2gcR@0_Q)rPFPg?3sn0HtbBc6?JrR6FYx`}U!W^3+}qy~?EW9mz4zF+A9}-)d(-As z^@Ab9DdtN#^rclT5 zOs(sg@!uHz;|)ur&uwUo{OU+Hv|;2`{XaVRo4qG`j<0k7|6I*aJ=is{>H6!t-Zil3 z@|n0?>#_V#_s+w+w@>Y^Pi^0^e|LSkv3~1tz4>Q4)b|~n+P!!8;rgM&`wnbB{80Vw z-4E5b-#2y7zJs{)!0v-nTb8e##YT=I3T+ z;yemdin-QxyLRu{e&7D7`YlhKyQO_mt5D^6FTq>9KqsfpbUa|C`%`C*9(N1J*CTrz z_P!XyQ3&lWpfa`Z!0vjR%boWfK8)8rni`KxZ9j0R&GP9}X_L2$yr~J+mil~rSwwfx8?WZUX%fL+zW19$B{yt@uT+*Uuh`+>%Exbp(??t{CY zzHM}1)2m+9_3o>i(v3~}W*5>$3n?qYe(56Lx}&8uM=#KoPRU>H z8Rb_meAR`L;pebdYFh!zJ3TcYADx~%y>N8?)C*iW8_&G(MHc{bw7GTR#j8QwI zV!-HXXq|@%n!i}Pwff#wViFhK^vpujKCQm$ADk?#X0J6(ofpzA^|pXrC^N6$(7)-( z)~?z#_Az^G;Subj8;`ovi?G@F{b;999HpHtS3iBt(7>jfZt8m1nWlj{FRypHDD}Mj`>pAw+n&6mcVN@z&0SB^meMW1Uz^>&)e5&vT~W6Srt%kbd(Xc| zO9Iz%eleN4)&*_Sw_80h{EA&vk zZG}LEK!resK!resK!resK!resK!reszz+rjtM?c9nHOV!fxh(S?RtSOIkx-c;kUdu zHTIAHVIplE|IYYdkAHjoFUS9M{11nIe5f|~@W9UwY#e!S|4iR+_1)6@uAV>Z+0p%M z*MIMNbM33?hVT2IrOoxh+S2Hq+c?+Ub1yj~)VRVEtBDD`pg|hKISs}zp;Rz=k%w4# zUYHOB_nPNY3LS%cV)eOxt&<5S&YiFApF+7m$C(eTAr;G3+9l4^X|7D~#C z_)ASo6E`OQb^|{LCM@xhI3pA_*7;C~+~raUrbuK?n}m~&D*9Z4b)AbK4D*GPn!2Kc zzvj7!i*rSRlLR(O+Rh#hbjKE#}If02WXZ#ql^$3}MYm)bi(OifD@H?%<%mMRf~hL}Yy ziri5WL{61v!U|wq7;p0^t&vibkb8`IP?8jdlsO}+bC918L_AqH6f-4E>a|SjrOns3 zK~%Vl7tXPuF@DNITnZTqlm6#508}|dA>>-(;3mf;w8<2~SV5(udBHnIdL2y>lae-! z5uN;{_7471)6(XbxA_x7_fSXnR}WlD9> z_~IyM0t{-GLwGy*d!9jNd{T;r(4CUlY+nsxvuSDbwQUfibe70MLMKdQ%DHH`3EEK= zFxn(2LqYVw4w7jkY!P5rB668q7H#NYvV4%Ko}{KhtnC1?*}j^;X4BHdrZ$Mq1`}be zjn#^H3lS6=cFu_?3+oH1nIw*DL38T8;xO*fnvgT@DK{#1YVz}dNEHr3Z3x;q(#`e` zCex)$6IZvHgjum61W)il8>r!=pk5j9$6#CxjnEYQk_Q95$YpLs?uBwTGU1{&mtYeq zWDFxsI&EUJy@Sbg>C(i@+DsbDpaO*8xXoxh3q|gghdH-i1z2>Wi@=jz7ZSo3)8}s_ zaM(?6z$eK&NBa4YggD9uw5)TuQ+o%KscC8Asy34>PS^tP z00}H0eoAVIA+`mqq;i2t{H2SFMG^-vNrMBJ8gK+IWU}3U0h8^frHPlenZ#)G0`mmt zU`HygnP-|y>mwyRIPY>zLtdcS(p(!Ii^zRc01@aznmcr6JtWhUTQbR34R^b}gUOam zZfrA|D<&d|LMj`%R^9|bOdj*xIsvQcfHUOP3mX*F2W(0Llq0j8ONZu5U{X#>)(~r% zOzj;^rlzIMFG)-$XUs}lkeo^psDpnc4Cjh5%+64kC}ArlY`HYS8)wm%p$ujR6JweN zJ*1(7$r9_6z+yP+xIy(Q>(g%U;4fXebmMs9ZyWeyK@n=Lla3qi3*~XLpoX`=a?XjA zE9jtlj^k8poN0KWqXR~S#(z+1-XV(3_SFnFo0c|T z(*`hNRBg1{D9PZ_K!bx(feYtg4q>!|aybEeIph@PnyZ2+9Sp2IgHw5t-YkrZ1b=HB zoo4$5{K3I(Hj$-?k+v8r4<#T4m@JCiK&hjTf*OyXa%BsjQ!NR!glM=mDi@LFj`#wz zVo?YqM8^m}kFF4)C>lhsvfn_r*?s|+?WU!PzBZFm(EwRwxz&LXLrnp7&f(P*ut1my zW1w2+5W^g^GzQlcTw~U>)N$brzgTxHabhMJZ)hS{4fS&Sg-k9tE#27LmPO3eGBAp7 zh_Nu>4DJJbf9S9vm36|*?!6;UHibItc6`naECA1$VNQ#S||MVnRI0&-A zOnacQM!#{1Kd|tx-!wdMSM9Ox z*VM-Uc>LGLKQsQ!_^I(DW8WS7gRx&3`|+`NkDVAhI7Y`_Hu^WC|914Nqn{dmYP1;L zH@anXe8Yd<@UJ%f+=h>Dc-scIVb_LRHVlva)yUUJo*Vh_$k~xMjl6zjVx({QTjSRa z|K{-Lhd(&HIQ+oyh{#+sgn|ro(uSma6VUp&q2w35(toAeOQQ^jCwdYExGFbxn1X=A% z7ON~m;_h^FbSeYTtmqmtg}Go4hGki-g5Vue-vl~560pbd`Yd+np;R77wj&1xShp-RNVfECGVKf0DmKqU=$Sy}BvrBr4c zO5@%SmQ&%8QcyooPNfa4FoHi)LKTxjp=a>?{`IH?zGUs05-Nc~ht%P@?_G~dl03g> zEtNLW;2P8qcT#EcVN;j{>%Q7MOQ?t}iUy;2qj!{3c|&2PQ+v9Es#DMKD6-nS*HQ&$ z3EsfmlGUCpr4ocWle90DP~kRW)t`9&;Tw9kb*<<=q>d&>LqbCt&)!~26i`qlvbU8I znQ9;qk)10c@<~GA?2GKJB}Aae8Vuv}L@5!=1jK2w$4iOOO~!0?wv&j1eBo&z#zu5@ zs+_1A#;RNVQNqjQ*@+G!{BvsH zg*FgS$?{GjOUDvZjYy5ovT`D6Adr?lw3f)4t3a%evIokEFxEt5_jeLo3`qb_GS^82 zu+8xlFauL1M2x4!%9CYBN{GN#G_VHB4wn;QO_j{y=E;D(#JLIt;lXGC#nX6+jwgU5dxO{2A17YN~E^I zG4;Q?goyEkk%HX5s+@>!kq5ZBgoyc9HxS{^URh4W1c33JSW8TaLf$mvH>azUYP$BIfK?vgZ0y;&P_s(&yR zG5=j@b7Ki{CD!L9iQR?XPfNGA~nVI`*2S3*odn&zUSw}iM7P3b8m zE=MuCukYD5bb)VzxW)PC0sNM<#o$U@;F_QP7r$`)n%8}Hxb`1vTWZhN#(#c%alFxW z$Jn>V{@K{WV^@#<&gi@Q21a*m_-@x%H~j2|QyX40^2a0pwCmB42S;8y{9D8C9Dc*l z-wplD(CpByga3Em!NHH$o*lezaD3o52A&#tZU6t%|M~vo{S$rP==&$V|3~k+UfuJb zdOp(=aKggB>Hc8%8@qe)(2M@Fr*~}-gp+`w*rAL>bZ!ukJV~DJzbh1d zgtRH!9Y}Ou6NaCcp4IC`Yr3z8;=AVc916waeSHbNFcpw56w;|!sQf+97Z8yC|5 zZO)1yk=DYiAzu6T<|`@BB+z6L5{D5*2p^ej=Bz@n8SoioVw6Uf2E_vCFJ(gvw+i_h zh#z&4)!xx!24jQb6~lCa#}j6~LsE|@Wwg(cw$KWbq49{nQ)Hnb;L;<5(TrO=Fm7JI z+{=}foxGy;N*G&2i9MtP2@!?#l9o^+1xNp%kx&bO(My2JY5YFGwf^ zAYu@1cSv#uK~u0EDLSNPf`%3=hPX5l$TT1U;81CT%rR(2938jd!VibxU3W$$Tw)Qj4ZUh7>M;awy zl(nWF>nTkLY!uNtFefp#FkC2A!VthrL?~1d9pn+&X-R3Q{dDV%r~>}5W|8OKT1}Ng zbp%qC91`hJEkUeF37V7+mPjrkmt`G|K#lnrsXfvfYQPtiMK;bk@R6jvKs-M$l#T*v zFfIj#y$FCiS1?Bqbo7&6LDOVVYaeJbBV$3S(a7`RB@8m8P$dGpg{uP!i#$>u&Pe1a zArb)s1RfmBvx(pc1w53sdI^wtEczkP1T_`NJSZeKk#s`tnxi~`Bl88VV$E!b!`nE< zqe3Ae+d>6P^l`kkums3_*HPDB=TH)x<%jIci-Jg!mDwR@gv|%t7r(ThLr#ZmX}= z3#u)w6{tS*6csH2H6jkVckm4{MViTR=r$x-B5x7!I><2l=HK zrhwcT@S)U84~}6YpxZElMNkn6ff5ubGiDkLKU6+VF;U#s>IFTfIxdDR1R>=))A74;Fm^yONS&0*CY!6yRHz=v+dR&=u?+68tc+5tahH1K?!rP=x>s4t*j8s%DCuYlo?>;1B_L zD0D}w7yOL8r$7c1^BQ!ua0M2>sYnHuAGzL~Q@8vhDDK7?(kSPdEbHTNthoa-_A9g8#;ZHI&$oJZU3D4iw?1ksKgmZ?; z(+GpSx=a~$ObKw+NP!wg6vO$zfkUqHTm>M7!YJ#&1`1pYaIoA9Y6UP5sFlP_fdP_m zH>4@xia|!9aU3EaQICdhU=bMLELy;w}r5Gbe$a`>E3k~aV-`MI! z!TKeUW*QSTYCbTZVQB%s)uN;lm1wZ#kPiF+v#dQtT)eGL5r}8`PFg*~A zL@EIXhf2bTLhNA$q4KChG8R+6&UJyML5{2he0P|~1IxXjN>kAy1UOEZn~{KF4w|C^ z3h3Z;z;{8FUt!=(V2(Bv6OV<*2-h0o%T>6$)eF#r0tSj(1g=I^1X@twi<@w(ff;vj zQys+2Thu6^=m?e?OEx8;<2K)gW%zhninqTb*#EJ8_aA-ifjw1R;8MOesNw=uT%d{z zRB?eSE>Oh_3wCPg__q7}mjh`FyyiFGB~5s(^iBOrT;S_lKL0O2%WtOS<^%UWc9sd8?yWZF~lIt#7 zKFL1Y(&-vUmpF&6dFQj#qyCVTY)Ni#l_*NqNup$uvTR=rcC}oQYmr=PNs5*Yf5@GS zy97TOXyq))ZTiY9{@}^4{xg=3Mpx=IHzOQR=VBkAT7gRDbXbhEt ztpk|^+G9hrg<*OOf^Fe#^5Gd4C7YVos71$ZmofbkbmB!(5?GtEenHyRVOZLLv9-k;lg5M&>^3qf26XMN9Zx1+(IE{F(mh0y4u^DuZnp|;N4ioTlo~fClw%F!E&wK z=Bj* zwkh&e1e>+$aQax{=HwD&)X1WoZ|;*;B4D^8XLydUVbG4S`$*37WpEwR(_lamitKp# z2A3I&kB!{muM$F?J z0}6eCswsA&UU8n=WbcaPs#rnl1kRx1ut(EF=~CXt4V(ysB{&m~O;KVA+DBM@5H2-+ z2}vsww5L$lu#4ek|M5BBG#S~QINz* ziOyS(=TJKxjgK+{9Y^D#Q%RLtQ&#epwy#yhk(rY?QKiW(-OjXTSpNd11gGjLJ_W~;TfDLe0XLm5-zC+1*-wNq66egou^ri zsX_xDwA+S8#U>vaHH2rd-VhoJIt1MiL$yux2v$9$ zYib#6IdFjrq(TFAj3av)lWLh2ejG0HB?t#B61O36)TYp?h{Q(}sdRgmMcy_t>6g@M zr2&x>r#jWJ<{%Wr-3~{Kt18h}Bkc@{>?hjlvanpZ$LDJ?VR@;%UMOvElw&*lqqEA+ z=IZXl=IVTQdN&ibABN%%5M|b|?(O)gSh_v4R54-w* z*#Eu$4-uvCC;dO}|EKjw0s+22fG+^g8F&H&_yPgGfYre`z!xx`t%()^zCeI4V0hmL_yPgGz(7DLk zoARHo{0msV%fce&-{U2b+GyS9`<$<<^k8`1I-z9W}S-pO(ssij*RNiMaP? zF`om|&Vwr1rPU;-zhz=0oknwWl$goRuCD8^+^7=Bo5wRhEE* zVh~z?-Z#Xx|Vohb|H(r8|y?DZY{-`)mbvlB^Q@cmTOKgVCLpB$*lHB zMzSw*ErhjIuz53?PI6$xFLJ5m=BSjvVY!`5%|9K!&^vhLO6Y@&jJpBSSE&)w7a*&w z=bzOZ&G_7U$6)r(Szaxn4w{^0tT;Jes~P=qcrGhv2r{rz^#SN!X;l&TB)L(`Db+)A zR>bDvnJk3KG3Y|?!$581!dg1Hw3uRIV#uJ(Fqcj)pdV9-WX2RSQht~?X+F7<1WzSq zGl|*xq&})#s>75*1hiFVVXPt7`YhZs{4{#5cW`7x=N0|+bigO)^=E86-u)m%Njp)Lu#DIeB$fubws_(mNv8`n7}Q{U{cF%MHh0>=|6V+>WzMF33gA^Pel8 z=^ecBYUs-^F#ePB4|6p@A=7M^6CYMFo@-EE^rW*IUoEBPlXozOx@KmRxmL%JS;ug( zx9yX(`XP(;C!J~kBr~(^NoMl!t)8C2kxL=TXp%aHYB^$G?Yy_;0oF`Zvvxg1g@)f9 zJKa0@>Z_rrQFYL1?bBcP1^a;0?i$0*GL;{y_L}WbIk1iLi^-H%GwAxARqHj$Zs?sl zi~Hit&Utcp?1i4e#H($&QD?HKPQsq`?w-Ln-wfSV39Jgn8q``5=#843)Gtrl$!*We zIxK>$!~Opi`UWjjenpj(T8Cy4U;HEsnlMSTW-ek4qI_*4mmC0`-{QWYefCDmnx z)~|pP))VJNL6ivnTWi<6SeBuQB9jJ3jR#4!0!#{)JSKKN?kcP}0qIA=Nx*0~pz`6= z6(c_qR=-I{!i#(v79-;sOBGr&00&)r4M5q6iXs;@jQGuUs@;KaM+ti}G)(rgYL*os zJf{H?%iy#braC~tpz2xB?gCwU%7Q8v! zuI+=kfp*d%O9(L4jm&6OK=G zOx&r){_Sk`(Ri%6va-Hfe)x7n$zC6gCg+Qz3)8W+rRivDIxgO>7Uma6udhhal?TP$ zgaLp%$&Fv1iN+k5xKlIZF{F}!y6}6UGhMF@416`mlIQpu zS7DZrJ+mlZt0(u^6d2C%djLYmbj8(Rt07jXV(yVEdI7b<4g6o?1O+v@l-=h}nA@K{0$KqCo1oqDCOYhYmD{j-`rP$-+j zWSV}6{d0&$K+Q>ET?S$msCn8TP{oMGyX=OQXIX-UVYRYa|Fpnr6R5wvUswfIOBb}E zd3$;z%n^~B;JxX<$gPDw!hw++M@DWOiQG6aa!0Y7#ZYa~PBV%EE(}CHVv< zeSyW+pbLw}1Z;i2!s0hQMiHC-q`{#hS&$Xj|5cvE3zHVc4yF!Pk>NOuJ_zfgcDKG7 zU0R3>_uk%2Z;lm~-!4uqKNKJ2C)Xd{62`WK`Sjv;U0S()J6{~THF~E|SQg7Mi>Qr8 zXX5dh=rtn=@Z;AJ6$;XqMD2Ug?!K-|0|QTGO~hyp$R__Bu1u+*!iR27T z++brWCz3af9`p_C&6DfQPP@#??yMQnSS*I7xMgwmAN|^Tc1qtUaw?Fjs9_;9knhyMSX@LU+VfChI>LA z?y4KPt;<|k%QC|0w530^LB3UzWk^b(eIkHccPN!5?j(=`u)s|R-Zc!crg8`x(k{Lo*ag8-yU@!;_ z2G)pbCv7k|X$@G9_X91@2na-4cn4}R6mUtXHxyc@jPZN;WTVu^3guk%`s8FhJ{^lq zjZa5MtC+rZZR`XTXoUHV#%Cs`NE!RXxT-+^sKzFW(8a?P=vF(013B7fz$(*}VT3d) z@%y5_sB_iJwUE7BW=BQ@E<-;*^cCC3vU2QrZONG7u_~`2f*ikJMvPQEQ;TBNNw}*v zOK%En%a-0aVlCkagiGOZ*>aE~u z^LXdMSxxJ>kFqvvy1(*v>wD*QnDNDY#IiI@`JF#E2!-2m9AL-C0S`3C65{Ib|GcXB z|LrYLivOX4>DXka%kthd_n3j}tTR~*7bhOLPB&N`ES)U&!SQDwrQ6ff-9?kPqHQIU z=i==Jlcy@$$R$r@UB!~8l1{1QsZg8v+@8wnpB^z%FXQhDE&BES0;RwI{9k`h`iJjc z=zFOvbmmK4XTC)LC`a%MC=gIUr9iMcpoLmHf4E?EfJGa&?fDKnAFK|F%>c;a6A5Gi z`FZt^hSiTxKNhsrLB}7u3xWgY?aSB83 zZO!A&o^sSrW`RWp+c^W7TlqxF+)|@vjhAf?zwXVVGYpsUf1|xff4&=hIQ6|9>0s;5 zvyybS53_FFk2#ul4$z-r7x=|w>CbNU{Ba+p(XYMz$-Xn(t$y%hw0(K|PI4dRk7io8 z?^O5kc-zi)ALUimK-&rLqkKs!Z?VnCKFYSWzizkb(N~E&HU=zsg!cPTuPnphZX!We| zQ-{qH$43Pg&z;UocdQsX6w4ORpw3@G-x$<+$#sY4k&harlC1fC`6%4#+0=O@?w(Mc z*W>V<>bwGnr(%7qxrR`6zGqyz^0k-BZt31%_u|=cS#VfSuL=i`&OwBj5>c?;D>Y@5Ctc zk5Lz~!T)|JFoZ%Q`hJ1?-|7|q?(;wSbrz4{)c3nieSd~6d%$hafjVJvKJIk5U{kKE zUvlU5eEetQW0=N{XZ|@Ul}RIQtF z@g0jwsV+v^2cAX=kX@>;65X&lKk-!=Ua11F?BkBb`H3C~Bs~#ZYU`4KFD#G4PA?csGnW%UFM_P262GoG2tbEK7^IcqbK0T2T?vpY__#pu249~pN+RKh@MLs83gcA1Rxbd%Z#ula)<`$L~)-7x&Dgkij2>Ad2 diff --git a/database/sqlite/deathwatch.db.bak.20250816T093608 b/database/sqlite/deathwatch.db.bak.20250816T093608 new file mode 100644 index 0000000000000000000000000000000000000000..9a2eb1142a8f751f65840ec0a9a8d65f28f29eb2 GIT binary patch literal 131072 zcmeIb3w#{cc^|si#TyI26h%R_1ZlaFOu{6fc|SliGDw0C@lAlD2uY^T%$y-sT|)8K9<~OQ$i+FcXTI0@zVCeJobOvWcQRL@8M|0oA(f1nct;|c zOuRRfNhA_!{LlV<4FC7w{}KG(i~qeJ*0$A8Ix+Ln2S&$~#8}UFC3?PV{HvpXn68fg zY9%|NVns>%E#<-fEz?MgN`Wdj=*Rd8FsHfeJD5bTvJLU%h^LnUt4Xb(%sQr`8i=1CJcqHF#%trIfpJg_c}cF1u8$(3SG#N^XUgD`aK0(dM!I z{PClVvu(apV=a?~xg(2s_QF|4m&}>dnZ|IwhYrpkJ$~Bvd&c`hK0EH z==H51@)71Tlj^&e1}>6E&YYh=e)P1XCic`RGnF|%e*}CyeQ186p=5H_6qBUG^C#ya zQ-|gj4$U2&_hwbZa4;#1fPuk$g0&}dJfE~oZSW%l6Vub4ta#uRuF*oJSh^Yh{lS3D zgnQp&a`Va>DO7Tmn@v(sS73aQw8Vr8D&4KJbJ-FQ6Ivm;eA&@Y!8g3+WFZKiYo;1P zx-a7im|td|N%v1IO!p*m1&iJ&zmmr@m&sZMIvc-V4hzL)KHRcnfH`T_6F81Cu*!oS4hXZeFG*6xD@1K}{q$gKL$(=*x%S?Q0 zp9h*=;D3mXT>E_w`_k0<)4c-|laoCgygTV?_<7*=1t(msw?5r`rhH4cw}FQ%fi0Y0 z7*pat;Q4ocueU+=y2174!97Xl-OJ?E(|!FDhbCJ}qbFp%N5cNIss4$*dwVXq1a=i; z8E!2tn6#!RyZM!qHquM8mgF7k+3%C>b)!X=!Ev;r}rG42el$5fwFT9#%b~HPiUBqLV z6NQ{jv-`5IRBmQx`P(n;%evn@?LKp8xs)rT+gv84TGPQ&v9e4{(>$8XS9AG%8G~l$ z%u>-Hm7H15?3ueVg}%A#1W^uHm&~5Cw8UCYQ7dN>n%Q%_P?^f&RcutO=qcX8zL}kU zHG6R(J1ffjvIp_6#NEEl3!?O-U_8llPae(*ho3%rG=FyS=@a%fZS}ZvIR6|yc}*2= zUAtB~bL`w1`?=@O(euw;w2mx4Z&uW~m&-E(C&<&BHqFZ!L73&ZSxJa!V*csIGY^j? zwr$(?+USH!#w#lg^6BhH*_X|ED@x!D1l%wVXvqc$lIh9{ey@?-MRgU3;!&r=g1bx# za9+KJ@+viR1Zxnm!F>ebj;r|0$h=y-PD^v8758~GShQ@Ga;q#B;yu1f%9VMx+(iTX z3Ic(}0?8lty$H<_6u%C-^ZT*}`-cNdo!>AD+Q=2>9|W?{&x%dTpA=zqfr- z06ec#vI>{gB@d~A{3;%*kUW4xhXY;trn#Im-CwR3*9sOo*i$)#cnS^?*l#PvYtFL5 z?X$6#aX*>G65?Sl_5k??;Bo$0SatBn=Ry&afDM1!C>E|1YZ7E~&#f$+J$3!e=|dMT z9<@oUFVTvSS@FBrELeB#3Mv!Xc5E50TH zP4cWHG6A@wrp6MFY}>X`b|zxaj@4yMkKAfQjD#&EC@}kK->>nlHvib{WD_bAFZT{2ydVfbhOtoQ0!;Kz{X-^KQFCX`9Xv62IjQtv{Y=! z)crIO&^R^4cf3?AWR4Lw*O>-uD8L28TuihDbRZO05$cewf6-M_hR;#xP*OlcKqXd6 zYc#AB=Q1!ZR)&-_1t*Agt?^Z#rd%M`sFi^|%ajpjv)I59it}hG$FzBb@(h_PpDw&N zi`Y<~bsiin<|~=AjGK9v5LcM-=7p6kv(}!9eIa|68Hr5IN}#8%a9_wS7T2yUGgHir z?y9GInE~@=Ff49E*}~4bx)w@4LarOy)$t(Q6=|kuXY93n9=ivWR~;4F05&YT&n2ugZq9u6)GG(6sISc|o>}8h-a7Ki$!E{peD3JU z++mKcmOG;S5{bXVc%G4 zS5G6#Ah8}dQueO?)HXcy@JQ;Bp4yH>YA7|)-iH~jX zO-&EF=L~Sux^_EqJeAs&Y}`aj{u1yR>+!zyp^+XI7;x{FOMU3;9sg5?@#Oe7#{Vl$ z0sQIk*N2}S`mv$J;0ps^7}z%Qo&EW~|D$hr?`x?)P902srsr>ZUP^q0ec?_2sZM4F z6V=iE2Sia7P0^G^f#Wq|o1Ct4nkCx2C2O20@|LCvlA>6eVH*~;P0`jYOA<|0G-O#) zsYPB5o|ATCEZN)jlOD<<&&`VZtRT$Dim+5~mor{_L{oM0aSuMl&=j7hwqgsiXbPrI zZB^$rg@^!H6>OCXrlCuO6Kq?PB~#@&ljBTTPz~KyWVti=G@N~zkt8(?A8QZ6$C|3y z#~6I`pdSGcI%iUjXp+KfIx#IWeuF0~>S%wLoTZ+utwk#V0r-Yf@j)-`(I->|$n24;s8A!D{`G`kE z1>X{FLIg_%{}dhKV#}7Tu|K8?0xAYX!7@~t=QtwBm`$2(X}ZMAgg0z4#OW3@MVgiQ z8BLSI@Uiv~e5|QD`A!c$Ns3gL0k12PTUW-wa<9lO>1AJ3S_2eh3hGN!BPe1ZP&5mSA(5$(uT_D;79Q zEnT(+QQ&#iQgP$K5F`Mo5(B~;g0Bse1#woEW+XK%iB5Zvh)z>=@?npNR3iEe2W+FH|9g)?=Cprk_25sAvSZrZXc$Q%(>i8pxDR75Cus%w@Zh$b&; z3JuTXHbmrc9#ET+_%NrP_7ITl(Q0;w2PD*rZdsPe;f1=zYa(a!rlJ8p0m?<=DP{_O zF)R)9!jKJ3GE7M!Iu#^BRqZZxA`ck@r@63BblO8evPY}g2R$G)UBDFJILo3`GX={w zOvQvc*G6qSgejVVd82z{gLrVd>$a75B=-~b7LrW^e5@h_P+MQC8(`RK3 z*8pbV2>5~Y+I>KJP1WoJ9+2R+Xv0p3BEXRqRTWG@6=mI|JSSSjB!V-R2Bl zmMosYzmhajR0ILm8PkQz(3LWDxvW{HMs$p&@dDHi3?nmxCZr(*WQ6u%#1e2#XNFe; z+Q(}T!N(r0J~qzaI{^3uOW}B3Co&N=(Xz0uV{Xf0)!_NEDs+Ab?I&b@CyPfD~NSsjg~@EWo3|47N1I z5+y>Q4xzLyg%}*bGa#o>*P>!`ifU=l@&cU74!v0@7a8z1IXX_e4?Z}!P7_znj(B3I zn3x2d4IpjX&@ic~NhMx0@ySqh+cbDp<}gb*6>g1UNR&4SXWFoewk>Ir6yk83xq{mQ zk~G7q0sRf?I_*9vy{2lm&jV6ccnh*97`ke4oW^T5rn3RB#)bxhA*2?sss_Z+fRzSw zHCt3+HFchdlBtQEx?>CyZB`IxR89`Cy4LOoves06tk;u8SZdi4cwB45!ax+@KEU_K z9F{nkLPDUCz-yRB6PKMt!?Hx418rf7usR@6sv$~7$|55n^B185!T_@N5P+wW=_0~O z5a81&BEg~w9+)X6cJNN;3ZQak}PBPLj}oF$M#R16&2ipn-R1yqggxF z>)USPuk>;JH6r7$;mIWa?iv3A{!YAO{0r&7P3<1|7kw9dpBdTF^VQ*xjQ-}}4=2Zy z|E~WVeSa|a+5VsJ`&8<`4gdP!9}Ub6eKGmTv6p(kHuTEK3+Z1RK9u;Y#LtX==fG<{ zcSinr=x+wMkIoP6O_x(Y+dq}O(6_C3bL>w>K0W^B^mJ-v{OO(pgO}I~@9Ag0w>sLR z%c_l)7U+i=Zm2Mbf<^>QwG2*%B=T@CRD)+LX?Q@KPT)N1%t~{nM3}#J%o#;9ZO(!h zXKAXg3D6EECs?pekaa9KVEAn!sg_ACN;HkLFjILG;>L+kesHIyqs}O{u0e$m83u*3 zO*kx2&w{PPPt>4uR7_`>Y+~}ZMBu22JX{RijMODlw3yn~jyR(bK{Bx@s%~IaNm&8MN$n}hl)@n=w#SmTT&>+ z(q4x;6E#2pCjo|nh?KM8)Y^uq64*Iglr#l4hCk?zV)MKq0XAJVc}=34#Y+Y?v24Uj zhDeHrWtk{JvFfm#ripbVb3mzVSa_+zi*wE>ESv%TPkGDcoP{Q*V@86kSO-&}hOfcN z(m*Ka5gp&f`wd;uWk|lpsn&a)Q51CGS4~iDtoAuUHwk=OPEj<~G+@0|z%6Jd%n*;o zm~LpY2}ACvZ$c$Od&U_>=D|P22n56dsN++Ly2=}HjM*X>9uyY7SZ)${rJ`!{R3mVo z1h7;AUj@VbHfI!3w;)My{}7eo@LrxX2vC5JpmEeR4ZKyhMJOW5@d_MRRkBP$mPJdH zv96}-0cR9PaN)1XifCimYS|D8lOy;fDj=AsgLTko1nL0cATU|L!c8ZfY9ihOR=md< z#RLTKqre44RSd&632zfhz!THNx)jk436xbd5rGg6TE@_z7ZJEoWle+MYU$1>3ZO+O zMT2{0UWl*CA8?x%UVsHFJXsNI zD2Sa7!80%p*bFxf78{ck?il=UP9my^xDSDSf-E|ts2H2VONR_lSrdtFD4cGAJ23c| zJ@AwjC(F9fFWoH!2#)1aalb}yzMX_0w0qy|;PYSew#`6e? z!Oj_oM{!UskbV)4HgpiAT9pwhb4C#jLnbP-=$fR#O@b7{dsBIvLQ^0lh1iB^i9{9+ zkW|4mVL?n#Toe(nv}HqdMv*C|qXxc#u&Rc|h9sDr0bfdxp#z{bEP-e;uOz>5N9-b#4apE0|-`GoWdja1BZf$Fx*tN01SFK1s*0b1f9_k zb4Q`PGYb4V8ybzW7!q)SPatzDf*Yz0!m5b4LS?|2hsf@~J$z?9-)ogi=+kjL6`k28vHsGuKQU4yeB2DSmO3QJ)PZWZ1P ze^s<($PlkV+%3&w4^q>D0+*p_d5i9LMgapA3yL10Qq3^{vI-rgfg73%`2_mV))e6= zI3$Ev(4eXS64{auh zHr8dP`lK@od^r)eS;wRnuo{DLgz<%Aj6es1=HM4hp@n#YMp-Z#`oe(bhNVY<12czH zo^VD{un>XqLqvqbN?3uWr9GB(7Azf>Qt)Rv2`dx`98?Ro5HM+>li?>Qde#}m zFlAVDi!v8iFnKonq2IBVM96?5C6~Hn*a0-*NoxC@QQ$9e5;g;PJSD*s z#S$7V*bU+c(eNMCCxPP)w-Y-bSkNLug;f9?DMf}k(2c{+DBXsNMx0T)jpg(?qjVc= z>2*fwHX@R8M(HMSftB;PGf3BlB){YOECpv3d9tMDG*a2ra(-Am;x~cVhY3* zh$#?L;Ps@yeZT+j+y5Vn_y6Plf9DiIy#F8X|Hu3P@&13j{~z!F$NT^B{(sw>fARi* z^gXnA|3CU}LcISUeKRNC|Bt>Z67T;vUtBKQ{K^v8!XJ$M~@aNB?T{cSpZ6`Xi%vM(xq#qx(k3)BidBTj^g& ze=_~SG)W&$?@kYo{MpEFjQs4#Cq{0Lyg2gANOq)e_&<*C9RAwyPY-|ZaAo-7@a*v9 zxH6m=`h%fg8TyH#j|~-v&JW2$4-bB0@b?CPdGJREUmJXR@YLY;f&V)2uLpicv6-rNl=gdRg7L8HLApKNjxg*mJ%Bgy($|SHwTvzA8ziIaO+E)!5y-t#Cl{e zhjb<~daDt=xE_kz{S4-Be>8QV$4@JsT_}_}B%lzNJ`~w0@iV$2EqySuQ&47*aA4_n zM5lA7&H z3y=)Lb4w)L3Bo%3lyEV2F`^Uv)N#XHSXzka1Z|}mT%cGwAKi(on2Nk~F5HR9hFg#z zpQJ6Fjqb#-y0&yCqElhCMGk_c)2%vjqhRS&M5jE<$ul@>yL2+5Q<}v*!wtiw6VaXg z46eN`JsZ)%A z%fV16m<|V9b>arw(p*F*BmwCJ6m99f(Vakr)0du!=tP}YWblyrrEiPwRPjx2=|Ds$ zKg)@@R;(_)r@0e_!JvnbjAluX?v!V6T6#%q?&OgMO2lPqbxDox1fG~>N<=4a5#t&* z1Wb)PAEqFhlC&a z=HBQ|2?mc}dUtatq)$|#Z>6QF=uTxu5S67p5uFe)ZU#5BmUc&W^7@RZC`<2(=mbBZ zq#(CXMR#IYO`GC3EG6Y zOUlyzh)!rtNIX>P;ZUcSn8L|nF%s^CLa67C=!@uN$rzlx4ZRVa^{ff0$j(}}g5)Eq z14BOF1o;UXSpr6f5{d0d>Nozv*cZkoMz5uRGrf;x|7)B3?<;Zszec);IR9Uq|F4!r zvD@p59p)lo5(gs?=l_fI|7p{_lY!JR&~g4hlt&Mw7GkNZ>JCWV1UeLp^Z&*9{}6r{ z{(9oaYT7%_|K~Y1$|Cck>yEN-;&|;5O>g!5e~8e1I?n$mPjj#tPBv=<6XX1UasIzJ z|DTfz|1?>l+1c#3a{fPmc6BcZFbcK!VCqy)@82CHssD^9z?a7!a-snI$j65Nbol7d z=Z2C4zdZ10{|EYhr%z3tN)GlcC;m75dF%XCv+wcpEOwh)tq7%`Lp+Wk5;p~N5pPZ%Z1=;HKXw6MhHF#q|+YJ zRGrj3B6gd(E(ByW5g8orEISP7>>TR3V61 zdqh)pQt*h_ZIZ(fkS&M^IBMHuL5i{VX843^miLG#cbPsh1YbKM*0<|I5V7`%rs^c; z5wY9sj3FRf5D{>=JBH1`go(%=eXG~NQLEX#9+$gKOc^3zOD_AjR{d10wMR5nC*SRH zS?)6LWeCV9F1v8JySvT6AhTgZ-_#zhW~V$NB1L6a88t)jwIO0-mpKTL(;m@Oo!sLQ zvD<{5At0lP$l!1{x|@LsC~a=md9<3{?GdrtRG=aF+7Yq7;T{5#wMR5nC*S1}vD-|e zAs|~25hsk?J^v(%U29ud3EVH$$39TDqi4?+;J_K2qH=PalyG_0tg0CGB>&GxcK(h9Trs`zYBVxC?T|+>&AR^m# zb54RZ0~4Ok?9pm=mq)~Iv&M$tYeU4wiIgCaPJ2Yt=*Y(s52XG);jQ%tje)O>zaLS6 zM-T=0?KD3y*?*(&|LhZcKc4#Y)am3;Bu9Hz694?Iv-tNQsb)`m#73fB6j(qGX_e(r zM=bzUX;LH`shE-58A;8N-Ed8GQakuIOuNMDWWJ{Gb*QxzpOj82J-lZN&4f_}=@ z+9R5(lczk1McQFR0+2ymWtoFHB)evH0d?d7my!P+De+AdXhSwm8+8P9Bo#MQB#Y;e zds#=$Uu3Bd0U0H+9(?S`VgxV|P1T(z8GIsw6uhFL5+NrFf{KjVsNlj%C9vemL`Q)% zq>M-Qe3tl_LmqXIP3EYE#P>Y1W~)eh-BecU%1Urw4zSfvOojkq?Ga7Y>>~h?c?1*;5fqd`a&c70M6CeTU^Ng7 zWdBEUf8^#CQTIJI@6>mCsTWlr-Wb|}qaJW|int=&PqVp(xS??^$TX_2*d$7*wE~`z2h}eeHtbCn& z?IcJ^r#+&nIyvWYTIw>HRS3vvPP_22n=cW-L^M^i@AZh-ZJDePeC>!>zkw5ih_y#F zRVSbEh}dlvt`LwdhzK~`OF+%Qg#0jxJzC9vn@7ZM>wAUZYe&TTWuy?0tUaQsI(fh& zVz=ePLO`}4BH(cELp1{vb|KiK!-LxsGd*8Tj7_9|ws&)UZSiru2#P$DL*Z)gi zNF3?u)(L*=)&J{u0sO3!;G$d2^VX~X*KK6wq+30t%NWQBm%4AE`hVR<#7?;hQSM9q zKLuM@sPM)rm!UWgYT7A^uJI`QEu!QY3c#Vv9IJmPvC`@?3N@py84Apy2px*=QOfHJ z4lLd7yubD8{|P9$Do|19QE`+*^-BpQv{9%K#ph754<*|uYA0(bHfo{55Tcr_!lJ1e zD1L{)8_KP5iw<47-Ddq(t^dcP3@Z*AP+K<0qjb9kbwBI>Nr;4^ij;)n+bFdPcGv{iuv(-z zA%Y5?s6uO?S|Eq&TBv%9N{$wfF4XuGY*FJR^Oj2&?4g?)k$4HENm2C{ibS_iPZe=s z6ZV0_TMWz~R+S#x6DYihqVIUrGIWzCvZmg2MnS>G`%wQ6@n&!mg+F=JR7Cw!6xc*1 zWZOUqW0jx+GB_qXWsygl3XsiL7EEUH6- zj}pq->N1ZCqACZ)V50iAhU&kpex=Mqx(Mozil`#|YK_wpqNXj>WV_uHbKczK}>vyGYkxuYznA=jH1LSRgAf( z8dM-UtC5PLoG4?7rxg@~#x@gbBr_02RAaVKAQnoU3W-f;7}VRAFwF^SwWIhe7=@Cu zV2Ob31KvWJTU6x4K)iukq1e-sP@)$xd{#MHg<7+zmRNU&VcbKxT|>o7QPCcyX$i^; zE2tC;bpeBcqOYcoWD!6XGKGrF2C9^z`m0P)a+)Z7;@e%RGf_z$MR8fhSrEoR#b?t- zm0=0BqInrg1*mW+d&m?FYIzdu1qwDqT_LFYD{=Hg&L~~i{~P<0#C(s@W&J;gE~t@> z>bHu)ql7&O%jO_eBoTG1QFKp5X;mJjhEcjtLit&g?WR~Z;8`de#X^}}LK7dZ&7-*f zpQ!36u?Kl_ih=iye>w57o^I>^xid*Zk$8wcio@HeDo;@m8{2$v5>e8Y0}n7=bqh+& z(6GCV8ET;{Hp(KRnlWc#|5izS#Nkml_5a`&h%9se{17!T@dd>oIE*6+*fv&Bh!H-S z1n(4Y7F5)!*02pOD44gXhbzH#g~CyuTe4aGKR)@1MC!@$FZF(HyfQvB_8-SS z)BDW8+`w!7KR@UuZtuG|dN}<*(!Y@UN9j^}-^hRHFOK}k z$kNDz!@t(|2gy$ie|Y%d(0}j$#?TjsUP)a|{@dQo)PEb=JNQR~KRkE|FN%L+3UovP zXP#L$s-Z*CA)OUA$DzJ$ibEP4im*!(EAP!)DCmqT@+fX58D|BX88sH6_-qA+(F?hR^Eiztb% zCBD-cM#Vu4YEx7vmr((g=!kt=*cOL9LM|?3ok3Z9r%<}aqcl3aH`E!&NZpcuTA*J=BdsusAbtVuT0g$nnH<6@wU_IIJtGkE8Onl&Cs7 z$VQ!Ov{KYa$H^0TvZ&#X%Hz-|aOaq7f=aGXZ!qL2rwz-m!Zhg?>?qHvx<#zp&L|rE z0hEx%k_9IU3{4x3a#1A;5=oCf1AxrRgMO2tq zO}rQd-0={+I4Do%O29dX=Y)}ExJew2oM?a-HOcX)nRiBkbHz@cz-J}wnxO*!2FoK6 zM|d=m@(?isADSIgf{O(IRfhiuj3K~-m3Wjww+v?#lt@Q)U)=!FbxBuk17d}8@OS{rOI_q~ z$OlJgbR6-Ku;zeU34!KN##huRB9};5oyFMCNVQC+4Q0_iiv{l@N`jVoj}g8=(RA?qbm;!PCR3F-g>Lcns7QkTa6w4V7YI!b3jm zjzV#SOfzjz8D23&RAiiod;xV80W1#C8K#Ey7<3C3TKGENW?_|QKvhulj5A8Nhv-f_ zqjYpBO`t`Gq%g=>r>OgM*z^!zH+Ix$;E*xgZ73Gpck?F)w*0X!LV z0ZhdNfWnX<1QeQ70`pAUf&(X0EXSdOpd=uVrYXBso4dVX_#Ouq+HDQ>!&n)1?fbc) z$WW3pREwl(SjG`THHeqWs(Gu-V^uVsd6P)Qh$T3V+cA?OL4HLUo+pZfyQSs3b*$aO z+THHTD-K58UdWQ1QM%oieQ#|P9(Ks2h?}s0F@#TsPD4Np3d4Z06%`mtfh}KQ{B7Kl zGND!omcdw5LpKo49R;S$hV|5Cm_o$GP@s%6Nld4MMIsqiIV9ft{BG1(uhnPS^$uaoA)Wf#p?0vLqNB z8vzh_RBizbkW{0%prz?>bP&6MCxi97LZDX>&$XGMhTo@3I9kbq7H}M>t|175;Fkzn zO(tAe;Ge=><2YWD5Y$0DP!lC=E7%B{avP~9gvfXXK zZf}q5c3{zEywl)i_+SJ}MF~M1ME_upAtg?LNY*4#hGy2_z@P(i3|&f*PZ)w>Yx+BC zqre3K3KHxQoEr*)Y6M4wEm#{UTO5sr_rk;Dz+Qods4%DkuMxPy<7BdU%ozpt43Si- zSj=@7Sb*|gO0{W*fb-o1D+st225cStGXWkBW`?30z>qV+bLR1ym`R!elaDYw+;Pj9 zWMtBXrOT7E$7`bqJT~Mx3oa$1X3WSaCXBkyLOCFXYO~EH7FRY5LV1J*IcN(NZl;^J z=RtRrZo-S8#LjsCzgwZ|_IT})c>h200DQdvAAPeT-v5uj5fktKD>(arc#U8ZY`JL^ z2NKx+tKb-lZZEL&&M5KzzksMAPJpP0+gUa?)21A{bbFn6k26ZV{~z!F$NT^B{(rpx zAMgLi`~L`f*b=t-?o<80c>h1%|LfxB9jB^XTMdSVdx6S_lXwR+0MB=v+ zPR_r_M?aMQ-Sq6p-y8mahtCduerROy>cFoIysLk`@Avw?t@j60f1O%Nej)h~9{;U3 ze~s7%f@=1rml*wBbosJKd2?!>-Mr`2*^;f zJ;2bYMI8jhX^&{CPOf@cE4sbH*#ui9oNh=!4&izUZa*-!_K2qHt|Ei)5E2!3d-yyA zAA@eyDF_nCD^-Khtpwf-kU#yW_h@yp;L#B0?7BMI9)gh+ELtiz!H2}HZZYx@e5^g9 zsXCeW;Oq9ddkDUW%p@R6qvUxI7^gj=sk-Z`$K!4f(ud${&0_|OTY0@1Ab(QI8ai@y z(x}t0%Vl~9#t0gsUQ?s^yAM9EJ))_)i+D8bc5^udUke)6U~%igHv{CSq4#KY*OCWg zx0e(;gb``!Q5R61!NsCLzNT8cAM9FFb@Ec3&s|x)wdoz5<*L;z| zHxGS?TPs~%(FnoU%HZ+P*iL~sUQ$9tblQVJI!)Ed=R6{Idjli{WHb@kOHmM+6NeIXmL=;dYaYhn^ zFnp{%1RravX3u*>?DlF+2)=eigo%@8a77^uBx?@=$(pK@=R6{IdvhlQWD6qVrQ(dL zG%=aAH^V1Zvu8ab>RsLm3c=Tsh)C0mvf!|Nk`^Fht=$h~t*JVB#v`KM<&~olkWoZ* zUkWDcQSb$rTzfRm2p)E{Q5?w4SRQ8tk28Wp7Ldf8?;HQi#K8Ek_G2~r&hg(K|JCt- zGyX^8e?I=#$~=g;#|2xO7Jr?hn7jM zVCTw}6`H5?A|x{vA)c7=4|mgExnqx$O^f_3OWk7=ezgC ztnluIgD++?^ZPSrX(7XN_?JDHIg+D!YhPxOl2Wd4Wnbn(;W}%%ncbH)^Q2tH2(4a% zN6N*ulF8n3GItGM&&-!fq(U;+_!&O4ikmap+buf$`V?%CW^uFESIeZ2V}iDpxW`ifaXn(PdTFv$vbuB2bQKS{Ksk#48Ys`Sl$~85LGQ z^-R&uRF-MxJY6Z4%HVw&a#C6=6D*B0dyW)KVCYI_;d-%TP5B9Qq?Oo|ax1w??ivl# zM$4RcWk%Vb*~@d8N-?vXtL)D#fGmt1Tav~b*e@=JDXA=9Clzx!a|obj&adUEQ7m4C z&?sv5cH8a<3Pm)nZy$l^?C#mIcb)gorNg-^xeCc=j^t7A6w+F_Lao}2dV-PWEaaz{ z$2^+9QLN-lA2rUiXEV|YP=9**>FNEMpy){ZGl%lI)eOHMJjoY{g?>4646G{eci*-z zv#?qs{+ShenV&+@^G0knp#ol1n+Y{OoKBnpRi@Xs`>As1rkO7mXyz1~Re72@N!AMH za)>@V8GTMcq$^N2)3s-s2qbcxLn48Z2-ny$3$FM;I4!qN7nNB{l2Lc9(`+y z2(2g*$mrXSB17rK94Ioi{#1Y>#lkfNnR3NK<{)hn6-W6VqvYDn){=ruMGaYDgsACW zj}Q=;nxF_S9Wsm8F}ECT?x#ucHE#e#CI-_9b$8F>Pp#`gimVv9X?Ly!=FRwdT3)3l zq~ahc=S)!KU@>255)6+Xl5g%j@5+WZcLc3Y6TX=yo{{p&i~ogNQbtl*$O`TdHrt+v zru8QW(uo5OWls4i!_d95R+wIZV!0ZcG#wHL7a<$MQd2Bp;xq&%ia2woxd!7)>$d#O zBh&W&bVA3J3JDM+6D>_2En3%a76KB~cN)sa&&!s=BYyJ=Pk&!JA%iNrgU%hJO2#z= z%`~YSh{zcw`ZR5{%AFnk$#d8fdYwTx7E;K#T#u zfGiaAIV*FvRD2mq2iB@dSZZ_;pO$Mz8g9$+kfwna_RMsIra@PZ7OUj9@^bf9;ccy=|lcnG7Elgey!|S@sKs!*_o+#glOUE2xaYwkcbaq@25#Ic{7bEKR*@13n?tZ zAHMS{`+MU>{JnFN!`~Adr}6jW8&?w#SMedU@d5mepGP)F@pr$|`{?FlEdSrDJ>Q<_ z`-h|782y)Hzccowo?jZ{`)-f^T;Kc0|NYpG@qa%4Q{&$~_L;Gdj1|VtkC(?6#`len z_kN@I_j`Z2_otGdO@1U<=>6W_Yspi+&nJc6_x3)~+n4&?(T|N^r2n7vSJR(P z-%3B17SdxQUmy9EkT9pG5q!6&kujk;J+RG%J8fGpX&e6(DVH-_0RS{IrN@kYxqR}!0>ec7Y805 zNc8=F|9|TL?fzfx`=!C38T|C{dU076?oqypS(7a;v=3( zuDvs*qTRI`uI`&&fU9mUCo7Mp_BXzA7J-Zvk~vzU1uTz~rEKb`uM_45PCnLy<>mS# zued|k;xDI**Bakm4RoC-k*oD@6*H+rje(CNY=G52Dc!6;PzZeYNQqpjcdhJ9$&K$~ z{ccis^`3k=s;5G1JDCggxbYlk#h+Y`>RH7EOI~?6B{tsU#em9{q#Y!g8yq5ea~VuX z(umGOI3(}BN7%~FVb~X=zV5O) z`9k39r{Ff^rV#)`=xI80irmPpkmS<4Qx_X=4=-$|7g%VfTq)(Q(&VMd)B)e4Y#ip! zKev{@N(#y61Gt~eU0JRam~jLC*OM0mxSu3t)3L$H=K@0>FW9tHfJ&`le<2_Tj#Zg< zz2oF!b5|`^kz9B%wYLGL8^B1O54>pp1~u2%v_TMvvEW>QhFSrF^OL!YnkVtnU3!VzGRxkyT@5zl>@fq8fZYyA?rh4?5UuElc3g(&%@9jWQ$VS+$gA#=QhzmDag zMShXJ-F*&&vIy)Pi@6ry_+aKP(|kVp3%gSDwMQ26xk7;;aA}lt&y9INEd52bb_Pea!wXPHo(DP0BXSBMAk&w7mzlB-_h zKk^#qS=ge6+s`ohJxxt~9gEjIR_`w8pJ#vt+7S;cUqze|$};)Cux~w23!u^Ba?ZTU zyktZmlRx=T>gifL5MH4-T~hr7BcS^@d$88}51A%%TaPgU7C=IWvY&e(wLAG7VhZr` z4F) ztd4l#v)<@+2oI4GS;cAVp1 z6e{pAWQ=+Y`qX%8SJFqdpB_o=bbbf9|L4b3bICcZ`XNqat>lOmV}$qJpL$p7Os)TD zF%JqyKlVR4NaE#Z5tOxa>~NJg!ard1g3WKZT$D|oQVx@-COe;G2>C*_3ubYx;&hgh zKRA`TP!nB82G17_NH=0z^%>^T@$Ux|USo{4Qt}6wgt*#8LvTA+&XpbAlKd!}do9$? z$=r%jo=Se0ITr3C)0&32A|i{aM>7Ypo`bAHMI~Qj^z)waUf}Eh4u|$v5u?l;qxqHO z_p?cHgcbk^qZM>YA#<^qx82@PFld<$ammA`vNLy+n`~Ab&XFsaFH8rqv1ldv_m}`3 zI#t_;snK-9VX3$Avq(!Txq_p(YW;Wg)LKI^FA}I>rtJa)0bTEzE46z z>bj@Z**BBx0dQ)j-Q9n1DDv?D^ZfnEYQVEQbyW)>>caGQL(ixY&wOv_871PG?+HC4 zM?CX)LeEGM&wO|288PCS?+QI5L_G7c&@+6*GvDb4u4Xi6_pE?mkmGyR82;@6 zON__V%-kz$xqO}kpZidFIE9(TYs}~H5BI_FW7wjgC0f22eC&4kt&;0jg@^mVlc^I8 zp#pTGYas*gd^J3n;O$feUwSM291nF5FAeG_Fy76_QqMGA+SnAVQS62@%$A#E$?J}f zT)I*sHymG%nV(|u8uV&8;29l+>9*>AdOqOe&%xYJ!zhDm-s<9N;LC@KD+XaPE#^BV zjlguN^_?i>Y?>qizZ{AqS17a1yX5-=9;Va5wt|z-I-XVZj%f0-ntCPa(&KJ63X|^( zxNDxjSaUT`2V|$!mQnIlKxZ5Z@1rD7HW9(wRY;x)IJ3+n_J!4x#{-mg{pDITIeE-s zrZ<~dpXX~I4UFk|ptT@l@(2qCB;N7nu7TsX#}tSu5K|zgKum#{0x<<*3d9tMDG*a2 zra(-Am;$da1=#+7y#9ZEX&jFpQy`{5Oo5mJF$H1@#1x1r5K|zgKum#{0x<>NYzoBt z|8F)2;`hfCh$#?LAf`Y}ftUg@1!4-s6o@GhQy`{5Oo7**0;8j)#AxD~#Q0o#ZRGOs zp20sK_@n+`@B3Wu_oqIPe7WZ$y6~sx%ZX?4Cy}Twuj|McwQF$4M3o{L+xmkWr=6S} z6L*nk>PeB+dpX>4M8eVaeaORH-mfpjlB9SSw_ zg|x`Gao4HFB9oDHm}NumDASmSzb~PS*R(#ianegQ_C$ar;VUu$TD;z=#(XsK(wn#v z>CdxOicD;rcsr*W^CTlmSkfEMA{XfHo{0nNI|IVvc&O>!(;2Uhl4{ccawJOcT(`kA>WrEr}P*z9zEN#L8VHU-OyrhVK-9so$*o zk~f6Y@Uo0+ZM!3kRz%bK0~?2(#B1B9)+c2@*_;d7og`j^^m&d+3qP=%ylXz11>fSQ z(|P2NadNY`$sv%XnB`oHYKZZ}}opXwR>#BC#=&47lTzk*%B0-fqVvM!2S=ODUQOnJdWm3?w?WuIJRdBKnEDS|{nwZ!3W=ABg(g2~>FZto1! z>i&({bYjP@!QDHm^HZY8vJy3L38Z6R1mEi1W52Xu9_L|%4=zIZ;Nrvi(K+a33_pv6 zVVTp#ne6T0@6F(A5lw9We=PAzV(iaG|9$!&kNo8DcMshdTpl>x|DL|bdXve2+4BSF zyq`boPi(vh@kh4Bsr3VX&)&;Y=TCwbFeeW-C0}&E(qw}@hs{aB?Ieap4o_d^e>aI| zBQ>m4%Ygb^k)@YnSx?;@YI&b>^gKlOm44+Ixi*xv7C9-U5EEJk5Y&wq97lHd)cVy3 zGDVr&fUtSmycLaVIVzn@?p~hLFpc;|mP$DyOYFfsL6ZMH;?%xOJJJOq*_w2%(s@c9 zD%kbC8%wT)?Os3QCtXyYynuu~QI{|eW+zo#lYl9{WYsS1l)8K&y?Z#%dqlR=OpSIt zXy?4cCu)IrZ%wYQCGFvjOP-4oh|9Fg85khja0f1mU)&;6!?sI&9zmKnEN1o2jpyBE z_wIEyAWFd`i2-sn>#1ldsx6^>Gf--hqQ(S_5~8r=cuLA^Z(p9IdmS~lanV^5>^`ub z@>3_6Br-sp#{x>KgNTizzw6Tra^mJfs?}|Q&vFfU-S$ZSM9Zy4-EuB$V6QGEf88b+XCVg{~l$*4T7v^;YMP`d4h^--kxBHE$p%A_|gI5TNtDwzL0lp8capC^Jl1<})pZ&Jn$WA7>BhOPHX2Y6G&EAms1c6c4H z_uP44W6_EIB2cy8FDVXJYS~Z&#CXuBWg|l}jny-R!E<|RMHG+;-mywbBXhY&318I> zFN=AE#$|8ZT1vV$-4AapxK!D_KHo%@sG>FFKB_o*x+11esIo-E83dhNTiu{al$v$M zZLVJ9%^#_!oA%LddJ53bYk!B9t82`{Iqe?lLcgjS!B-`L{mlZ&6-;6gqlk6 zVw&wWN(-6&2jeaFfpMbi=Kq@=xui(D=p~j}%jWaq&n2Qy9wlf7hgNgr@Gup`e