Files
dwroller/database/deathwatch-bestiary-extracted.json.backup.1755435580792.json
Alex caf8a03553 feat: Add scripts for upserting and validating bestiary data
- Implemented `upsert-allewis-from-5001.js` to fetch and update Allewis data from API.
- Created `upsert-missing-movement-from-5001.js` to fill missing movement and wounds data from API.
- Developed `upsert-missing-movement-from-pdfs.js` to extract movement and wounds from PDF text.
- Added `upsert-missing-profiles-from-pdfs.js` to fill missing profiles from PDF data.
- Introduced `upsert-missing-wounds-from-pdfs.js` to update wounds data from PDF sources.
- Created `validate-bestiary.js` to validate the structure of the bestiary JSON.
- Updated `BestiaryTab.jsx` component to display bestiary data with improved structure and search functionality.
- Added tests for `BestiaryTab` to ensure proper rendering and functionality.
2025-08-17 16:21:00 +02:00

1361 lines
306 KiB
JSON
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

{
"generatedAt": "2025-08-17T12:49:07.093Z",
"count": 34,
"results": [
{
"bestiaryName": "Battle Servitor (Erioch-Pattern)",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleets resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperiums armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -2
}
},
{
"bestiaryName": "Chaos Heretic",
"book": "Deathwatch Core Rulebook",
"page": "364",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Hordes sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Hordes Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": 10,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Hordes sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Hordes Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the targets Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": 1
},
"_generatedPlaceholder": [
{
"when": 1755383657663,
"reason": "initial placeholder stats"
}
]
},
{
"bestiaryName": "Chaos Space Marine",
"book": "Deathwatch Core Rulebook",
"page": "363",
"pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json",
"pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ",
"stats": {
"profile": {
"ws": 14,
"bs": 8,
"s": 50,
"t": 50,
"ag": 65,
"int": 45,
"per": 40,
"wp": 35,
"fel": 40
},
"movement": "5/10/15/30",
"wounds": 29,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” Varrus, Captain of the Storm Wardens 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nhardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they",
"chosenOffset": 0
}
},
{
"bestiaryName": "Chapter Serf",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleets resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperiums armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": 0
}
},
{
"bestiaryName": "Civilian",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleets resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperiums armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": 0
}
},
{
"bestiaryName": "Daemon Prince",
"book": "Deathwatch Core Rulebook",
"page": "362",
"pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json",
"pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ",
"stats": {
"profile": {
"ws": 18,
"bs": 12,
"s": 75,
"t": 60,
"ag": 66,
"int": 45,
"per": 48,
"wp": 48,
"fel": 48
},
"movement": "7/14/21/42",
"wounds": 80,
"toughness": null,
"skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” Varrus, Captain of the Storm Wardens 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nvered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;",
"chosenOffset": 1
}
},
{
"bestiaryName": "Gun Drone",
"book": "Deathwatch Core Rulebook",
"page": "367",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Hordes sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Hordes Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": 6,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Hordes sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Hordes Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the targets Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": -2
},
"_generatedPlaceholder": [
{
"when": 1755383657663,
"reason": "initial placeholder stats"
}
]
},
{
"bestiaryName": "Hive Tyrant",
"book": "Deathwatch Core Rulebook",
"page": "369",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T",
"stats": {
"profile": {
"ws": 18,
"bs": 12,
"s": 75,
"t": 60,
"ag": 66,
"int": 45,
"per": 48,
"wp": 48,
"fel": 48
},
"movement": "7/14/21/42",
"wounds": 80,
"toughness": null,
"skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a 10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the 10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Princes bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most",
"snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;",
"chosenOffset": -2
}
},
{
"bestiaryName": "Hormagaunt",
"book": "Deathwatch Core Rulebook",
"page": "371",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called Greater Good. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Agent",
"book": "Deathwatch Core Rulebook",
"page": "374",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleets resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperiums armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": 0
}
},
{
"bestiaryName": "Imperial Guard Field Officer",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleets resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperiums armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Guard Senior Officer",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleets resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperiums armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Imperial Guardsman",
"book": "Deathwatch Core Rulebook",
"page": "375",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleets resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperiums armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -1
}
},
{
"bestiaryName": "Monotask Servitor (Erioch-Pattern)",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleets resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperiums armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -2
}
},
{
"bestiaryName": "Renegade Militia",
"book": "Deathwatch Core Rulebook",
"page": "364",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Hordes sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Hordes Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": 9,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Hordes sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Hordes Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the targets Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": 1
},
"_generatedPlaceholder": [
{
"when": 1755383657663,
"reason": "initial placeholder stats"
}
]
},
{
"bestiaryName": "Servo-Skull",
"book": "Deathwatch Core Rulebook",
"page": "376",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois",
"stats": {
"profile": {
"ws": 18,
"bs": 15,
"s": 14,
"t": 78,
"ag": 33,
"int": 60,
"per": 53,
"wp": 45,
"fel": 45
},
"movement": "7/14/21/42",
"wounds": 120,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"gear": "None. Special Rules Biomorph: At the GMs discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrants Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and",
"snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleets resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperiums armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c",
"chosenOffset": -2
}
},
{
"bestiaryName": "Tau Commander",
"book": "Deathwatch Core Rulebook",
"page": "365",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Hordes sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Hordes Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": 13,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Hordes sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Hordes Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the targets Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": 0
},
"_generatedPlaceholder": [
{
"when": 1755383657663,
"reason": "initial placeholder stats"
}
]
},
{
"bestiaryName": "Tau Fire Warrior",
"book": "Deathwatch Core Rulebook",
"page": "368",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called Greater Good. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": 2
}
},
{
"bestiaryName": "Tau Stealth Suit",
"book": "Deathwatch Core Rulebook",
"page": "366",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "e 248). Instead, the Hordes sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Hordes Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ",
"stats": {
"profile": {
"ws": 35,
"bs": 25,
"s": 30,
"t": 30,
"ag": 30,
"int": 20,
"per": 30,
"wp": 40,
"fel": 20
},
"movement": "3/6/9/18",
"wounds": 8,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” Arenal, Farseer C haos is Mankinds waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent",
"snippet": "e 248). Instead, the Hordes sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Hordes Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the targets Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r",
"chosenOffset": -1
},
"_generatedPlaceholder": [
{
"when": 1755383657663,
"reason": "initial placeholder stats"
}
]
},
{
"bestiaryName": "Termagant",
"book": "Deathwatch Core Rulebook",
"page": "371",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely",
"stats": {
"profile": {
"ws": 10,
"bs": 10,
"s": 35,
"t": 55,
"ag": 50,
"int": 57,
"per": 45,
"wp": 40,
"fel": 55
},
"movement": "12/24/36/72",
"wounds": 90,
"toughness": null,
"skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empires heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commanders Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commanders Wounds reach 0 (unle",
"snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called Greater Good. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm",
"chosenOffset": -1
}
},
{
"bestiaryName": "Tyrannid Warrior",
"book": "Deathwatch Core Rulebook",
"page": "370",
"pdf": "Deathwatch - Core Rulebook.pdf",
"pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe",
"stats": {
"profile": {
"ws": 14,
"bs": 8,
"s": 50,
"t": 50,
"ag": 65,
"int": 45,
"per": 40,
"wp": 35,
"fel": 40
},
"movement": "5/10/15/30",
"wounds": 29,
"toughness": null,
"skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th",
"snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GMs discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they",
"chosenOffset": -2
}
},
{
"name": "Alexei Drahj",
"source": "Deathwatch - The Emperor Protects.pdf",
"page": 88,
"pdfPage": 89,
"stats": {
"profile": {
"ws": 10,
"bs": 12,
"s": 8,
"t": 55,
"ag": 50,
"int": 58,
"per": 65,
"wp": 47,
"fel": 52,
"modifiers": [
0
]
},
"movement": "4/8/12/24",
"wounds": 38,
"skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S//; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S//; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S//; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,",
"armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S//; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S//; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S//; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S//; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S//; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
"snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S//; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S//; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ"
}
},
{
"name": "Brother-Sergeant Agamorr",
"type": "Space Marine Sergeant",
"chapter": "Deathwatch",
"faction": "Imperium",
"threat": "Elite",
"description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats",
"source": "Deathwatch: The Emperor Protects",
"stats": {
"ag": 35,
"armor": 8,
"bs": 50,
"fel": 35,
"int": 35,
"per": 40,
"s": 40,
"t": 40,
"wounds": 80,
"wp": 40,
"ws": 50,
"profile": {
"ws": 50,
"bs": 50,
"s": 40,
"t": 40,
"ag": 35,
"int": 35,
"per": 40,
"wp": 40,
"fel": 35,
"modifiers": null
},
"movement": "7/14/21/42",
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": "8",
"weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades",
"gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades",
"snippet": null,
"chosenOffset": null
},
"equipment": [
"Astartes Bolter",
"Chainsword",
"Power Armor",
"Frag Grenades"
],
"abilities": [
"Tactical Expertise",
"And They Shall Know No Fear",
"Bolter Mastery"
],
"apiId": 1,
"bestiaryName": "Brother-Sergeant Agamorr",
"book": "Deathwatch: The Emperor Protects",
"page": null,
"pdf": "Deathwatch__The_Emperor_Protects.pdf",
"pageText": null,
"updatedAt": "2025-08-16T21:13:28.798Z"
},
{
"name": "Ork Nob Skarjaw",
"type": "Ork Nob",
"faction": "Orks",
"threat": "Elite",
"description": "Brutal Ork leader commanding a warband with yellow teef and loud guns",
"source": "Deathwatch: The Emperor Protects",
"stats": {
"ag": 30,
"armor": 6,
"bs": 30,
"fel": 25,
"int": 25,
"per": 30,
"s": 45,
"t": 45,
"wounds": 80,
"wp": 35,
"ws": 45,
"profile": {
"ws": 45,
"bs": 30,
"s": 45,
"t": 45,
"ag": 30,
"int": 25,
"per": 30,
"wp": 35,
"fel": 25,
"modifiers": null
},
"movement": "7/14/21/42",
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": "6",
"weapons": "Stikkbombs",
"gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs",
"snippet": null,
"chosenOffset": null
},
"equipment": [
"Big Choppa",
"Slugga",
"Eavy Armor",
"Stikkbombs"
],
"abilities": [
"Mob Rule",
"Furious Charge",
"'Ere We Go!"
],
"apiId": 2,
"bestiaryName": "Ork Nob Skarjaw",
"book": "Deathwatch: The Emperor Protects",
"page": null,
"pdf": "Deathwatch__The_Emperor_Protects.pdf",
"pageText": null,
"updatedAt": "2025-08-16T21:13:28.799Z"
},
{
"name": "Inquisitor Vex",
"type": "Inquisitor",
"faction": "Imperium",
"threat": "Master",
"description": "Seasoned Inquisitor specializing in xenos threats and alien conspiracies",
"source": "Deathwatch: The Emperor Protects",
"stats": {
"ag": 40,
"armor": 6,
"bs": 45,
"fel": 40,
"int": 45,
"per": 50,
"s": 35,
"t": 35,
"wounds": 80,
"wp": 55,
"ws": 40,
"profile": {
"ws": 40,
"bs": 45,
"s": 35,
"t": 35,
"ag": 40,
"int": 45,
"per": 50,
"wp": 55,
"fel": 40,
"modifiers": null
},
"movement": "7/14/21/42",
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": "6",
"weapons": "Bolt Pistol; Power Sword",
"gear": "Bolt Pistol; Power Sword; Carapace Armor; Auspex",
"snippet": null,
"chosenOffset": null
},
"equipment": [
"Bolt Pistol",
"Power Sword",
"Carapace Armor",
"Auspex"
],
"abilities": [
"Authority",
"Purity of Faith",
"Forbidden Lore (Xenos)"
],
"apiId": 3,
"bestiaryName": "Inquisitor Vex",
"book": "Deathwatch: The Emperor Protects",
"page": null,
"pdf": "Deathwatch__The_Emperor_Protects.pdf",
"pageText": null,
"updatedAt": "2025-08-16T21:13:28.799Z"
},
{
"name": "Genestealer Patriarch",
"type": "Genestealer Patriarch",
"faction": "Tyranids",
"threat": "Master",
"description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring",
"source": "Deathwatch: The Emperor Protects",
"stats": {
"ag": 50,
"armor": 4,
"bs": 0,
"fel": 10,
"int": 45,
"per": 55,
"s": 60,
"t": 50,
"wounds": 80,
"wp": 45,
"ws": 65,
"profile": {
"ws": 65,
"bs": 0,
"s": 60,
"t": 50,
"ag": 50,
"int": 45,
"per": 55,
"wp": 45,
"fel": 10,
"modifiers": null
},
"movement": "7/14/21/42",
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": "4",
"weapons": "Psychic Powers",
"gear": "Rending Claws; Scything Talons; Psychic Powers",
"snippet": null,
"chosenOffset": null
},
"equipment": [
"Rending Claws",
"Scything Talons",
"Psychic Powers"
],
"abilities": [
"Fear (3)",
"Unnatural Strength (x2)",
"Psy Rating 4"
],
"apiId": 4,
"bestiaryName": "Genestealer Patriarch",
"book": "Deathwatch: The Emperor Protects",
"page": null,
"pdf": "Deathwatch__The_Emperor_Protects.pdf",
"pageText": null,
"updatedAt": "2025-08-16T21:13:28.799Z"
},
{
"name": "Tech-Adept Zephon",
"type": "Tech-Priest",
"faction": "Adeptus Mechanicus",
"threat": "Elite",
"description": "Augmented servant of the Omnissiah with extensive cybernetic modifications",
"source": "Deathwatch: The Emperor Protects",
"stats": {
"ag": 30,
"armor": 5,
"bs": 45,
"fel": 20,
"int": 50,
"per": 40,
"s": 35,
"t": 40,
"wounds": 80,
"wp": 35,
"ws": 30,
"profile": {
"ws": 30,
"bs": 45,
"s": 35,
"t": 40,
"ag": 30,
"int": 50,
"per": 40,
"wp": 35,
"fel": 20,
"modifiers": null
},
"movement": "7/14/21/42",
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": "5",
"weapons": "Laspistol; Omnissian Axe",
"gear": "Laspistol; Omnissian Axe; Servo-skull; Mechadendrites",
"snippet": null,
"chosenOffset": null
},
"equipment": [
"Laspistol",
"Omnissian Axe",
"Servo-skull",
"Mechadendrites"
],
"abilities": [
"Machine (4)",
"Technical Knock",
"Logis Implant"
],
"apiId": 5,
"bestiaryName": "Tech-Adept Zephon",
"book": "Deathwatch: The Emperor Protects",
"page": null,
"pdf": "Deathwatch__The_Emperor_Protects.pdf",
"pageText": null,
"updatedAt": "2025-08-16T21:13:28.799Z"
},
{
"name": "Chaos Cultist Champion",
"type": "Chaos Cultist",
"faction": "Chaos",
"threat": "Troop",
"description": "Corrupted human leading other cultists in service to the Dark Gods",
"source": "Deathwatch: The Emperor Protects",
"stats": {
"ag": 35,
"armor": 3,
"bs": 35,
"fel": 40,
"int": 30,
"per": 35,
"s": 30,
"t": 30,
"wounds": 80,
"wp": 25,
"ws": 35,
"profile": {
"ws": 35,
"bs": 35,
"s": 30,
"t": 30,
"ag": 35,
"int": 30,
"per": 35,
"wp": 25,
"fel": 40,
"modifiers": null
},
"movement": "7/14/21/42",
"toughness": null,
"skills": null,
"talents": null,
"traits": null,
"armour": "3",
"weapons": "Autogun; Knife",
"gear": "Autogun; Knife; Flak Armor; Chaos Symbol",
"snippet": null,
"chosenOffset": null
},
"equipment": [
"Autogun",
"Knife",
"Flak Armor",
"Chaos Symbol"
],
"abilities": [
"Fanatic",
"Hatred (Imperium)",
"Dark Blessing"
],
"apiId": 6,
"bestiaryName": "Chaos Cultist Champion",
"book": "Deathwatch: The Emperor Protects",
"page": null,
"pdf": "Deathwatch__The_Emperor_Protects.pdf",
"pageText": null,
"updatedAt": "2025-08-16T21:13:28.799Z"
},
{
"bestiaryName": "Prince-Prefect Allewis",
"book": "Deathwatch: The Emperor Protects",
"page": 89,
"pdf": "Deathwatch__The_Emperor_Protects.pdf",
"pageText": null,
"stats": {
"profile": {
"ws": 46,
"bs": 34,
"s": 33,
"t": 41,
"ag": 35,
"int": 50,
"per": 52,
"wp": 45,
"fel": 44
},
"movement": "3/6/9/18",
"wounds": 16,
"toughness": null,
"skills": "Awareness (Per) +10, Carouse (T), Charm (Fel) +10, Command (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10.",
"talents": "Master Orator, Melee Weapon Training (Primitive), Pistol Weapon Training (Las).",
"traits": null,
"armour": {
"0": "N",
"1": "o",
"2": "n",
"3": "e",
"4": ".",
"locations": [],
"type": "None",
"value": 0
},
"weapons": [
{
"damage": "1d10+3",
"name": "Monoblade",
"pen": 2,
"traits": [
"Balanced"
],
"type": "R"
},
{
"clip": 1,
"damage": "1d10+3",
"name": "Duelling Laspistol",
"pen": 7,
"range": "30m",
"reload": "1 Full",
"rof": "S/-/-",
"traits": [
"Accurate",
"Tearing"
],
"type": "E"
}
],
"gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol.",
"snippet": "Prince-Prefect Allewis Profile wS BS S T Ag Int Per wP Fel 46 34 33 41 35 50 52 45 44 Movement: 3/6/9/18 Wounds: 16"
},
"apiId": 10
},
{
"bestiaryName": "caele Rylus Darkscourge",
"book": "remote-extract",
"page": 49,
"pdf": "all_deathwatch_statblocks.json",
"pageText": null,
"stats": {
"ws": 68,
"bs": 48,
"s": 66,
"t": 65,
"ag": 55,
"int": 48,
"per": 45,
"wp": 52,
"fel": 50,
"profile": {
"ws": 45,
"bs": 35,
"s": 4,
"t": 4,
"ag": 4,
"int": 3,
"per": 3,
"wp": 5,
"fel": 4
},
"movement": "6/12/18/36",
"wounds": 18,
"weapons": [
{
"name": "Elite blade (placeholder)"
}
]
},
"_generatedPlaceholder": [
{
"when": 1755383657663,
"reason": "initial placeholder stats"
}
]
},
{
"bestiaryName": "Father Marius",
"book": "Deathwatch: The Emperor Protects",
"page": 50,
"pdf": "all_deathwatch_statblocks.json",
"pageText": null,
"stats": {
"ws": 38,
"bs": 28,
"s": 40,
"t": 35,
"ag": 42,
"int": 31,
"per": 45,
"wp": 48,
"fel": 50,
"profile": {
"ws": 40,
"bs": 30,
"s": 3,
"t": 4,
"ag": 3,
"int": 4,
"per": 4,
"wp": 5,
"fel": 4
},
"movement": "4/8/12/24",
"wounds": 22,
"weapons": [
{
"name": "Priestly relic (placeholder)"
}
]
},
"_generatedPlaceholder": [
{
"when": 1755383657663,
"reason": "initial placeholder stats"
}
],
"apiId": 3
},
{
"bestiaryName": "Infected Auran warrior",
"book": "Deathwatch: The Emperor Protects",
"page": 51,
"pdf": "all_deathwatch_statblocks.json",
"pageText": null,
"stats": {
"ws": 48,
"bs": 41,
"s": 58,
"t": 48,
"ag": 42,
"int": 35,
"per": 40,
"wp": 32,
"fel": 35,
"profile": {
"ws": 35,
"bs": 25,
"s": 4,
"t": 4,
"ag": 3,
"int": 2,
"per": 2,
"wp": 2,
"fel": 1
},
"movement": "4/8/12/24",
"wounds": 28,
"weapons": [
{
"name": "Infected claws (placeholder)"
}
]
},
"_generatedPlaceholder": [
{
"when": 1755383657663,
"reason": "initial placeholder stats"
}
],
"apiId": 4
},
{
"bestiaryName": "Feynir Surbryte",
"book": "Deathwatch: The Emperor Protects",
"page": 91,
"pdf": "all_deathwatch_statblocks.json",
"pageText": null,
"stats": {
"ws": 38,
"bs": 38,
"s": 35,
"t": 35,
"ag": 35,
"int": 25,
"per": 35,
"wp": 38,
"fel": 25,
"profile": {
"ws": 40,
"bs": 30,
"s": 3,
"t": 3,
"ag": 4,
"int": 4,
"per": 4,
"wp": 5,
"fel": 4
},
"movement": "6/12/18/36",
"wounds": 17,
"weapons": [
{
"name": "Arc weapon (placeholder)"
}
]
},
"_generatedPlaceholder": [
{
"when": 1755383657663,
"reason": "initial placeholder stats"
}
],
"apiId": 5
},
{
"bestiaryName": "Arcus Dyre",
"book": "remote-extract",
"page": 134,
"pdf": "all_deathwatch_statblocks.json",
"pageText": null,
"stats": {
"ws": 40,
"bs": 35,
"s": 32,
"t": 40,
"ag": 44,
"int": 50,
"per": 35,
"wp": 55,
"fel": 45,
"profile": {
"ws": 42,
"bs": 32,
"s": 4,
"t": 4,
"ag": 3,
"int": 4,
"per": 3,
"wp": 4,
"fel": 4
},
"movement": "4/8/12/24",
"wounds": 15,
"weapons": [
{
"name": "Officer sidearm (placeholder)"
}
]
},
"_generatedPlaceholder": [
{
"when": 1755383657663,
"reason": "initial placeholder stats"
}
]
}
]
}