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alex dde3abda55 feat: Add validation and normalization utilities for player records
- Implemented `validatePlayer` and `normalizeTabInfo` functions in `database/validate.js` for player data validation and normalization.
- Added error handling for required fields and enforced data types and constraints.
- Introduced standardization for characteristics and skills.

feat: Create script for extracting rules from PDF files

- Developed `extract-rules.js` to extract text from PDF rulebooks and categorize rules.
- Integrated `pdftotext` for PDF processing and created a searchable rules database.
- Implemented rule categorization and indexing for efficient searching.

feat: Implement RulesTab component for rule searching

- Created `RulesTab.jsx` for searching and displaying rules with filtering options.
- Added recent searches and quick reference buttons for user convenience.
- Integrated API calls for fetching rules and displaying results dynamically.

feat: Add test script for Rules API

- Created `test-rules.js` to test the functionality of the Rules API endpoints.
- Included tests for search and stats endpoints to ensure proper response handling.
2025-08-16 12:15:32 +02:00

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®
Credits
Lead Developer Art Direction
Ross Watson Zoë Robinson
Written and Developed by Production Manager
Andrea Gausman Gabe Laulunen
Based on Dark Heresy, Designed by FFG Lead Game Designer
Owen Barnes, Kate Flack, and Mike Mason Corey Konieczka
Editing FFG Lead Game Producer
Ben Lurie Michael Hurley
Credits
Graphic Design Publisher
Kevin Childress Christian T. Petersen
Additional Graphic Design
Mark Raynor
Games Workshop
Cover Art Licensing Manager
Owen Rees
Michael Phillippi
Interior Art Head of Licensing
Paul Lyons
Victor Corbella, Simon Eckert, Mark Gibbons, Zach Graves,
Anton Kokarev, Hector Ortíz, Erich Schriener,
Head of Intellectual Property
and Mark Smith
Alan Merrett
RPG Producer
Mack Martin
Special Thanks
“No Guts, No Glory” Sean Connor with Mathieu Booth, Nick
Hodge, Stephen Pitson, Mark Smith, and Michael Thompson,
David Schumpert with David Hudock, Martin Linde, Adam
Schumpert, and Pierre Wagenseil
Fantasy Flight Games
FANTASY 1975 West County Road B2
FLIGHT Roseville, MN 55113
GAMES USA
Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the
Game Masters Kit, the foregoing marks respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/
devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer
40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered
in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights
reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any
form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
ISBN: 978-1-58994-779-5 Product Code: DW02 Print ID: 821AUG10
Printed in China
For more information about the Deathwatch line, free downloads, answers
to rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com
2
Shadow of Madness
Erioch
BaraBan
ThE TowEring
gladEs
BEhind EnEmy
linEs
t
t
3
Shadow of Perhaps intending to preserve the planets ecosystem
for their own use, the enemy planted Delirium Trellises to
infect the population with visions of death and insanity. The
Madness tormented inhabitants tore one another apart, becoming just
one more casualty of the Age of Shadow. While the Trellises
potency diminished over the millennia, they still taint Baraban
with echoes of madness that manifest in the planets infamous
Shadow of Madness
“It is merciful to let me be mad. Pity the man who can remain
heartlessly sane.” visions.
Writings of an ancient Terran prophet
overview
T
he Jericho Reach seethes with xenos secrets and mysteries
from before the Age of Shadow. One enigma amongst The Delirium Trellises on Baraban were concealed via a strange
many is Baraban, a forested planet where “ghosts” haunt phasing technology that kept them from interacting with the
Imperial Guardsmen and their Tau enemies alike. the ShaDow material world until they were ready to be detonated. A few
ss explores what unfathomed forces may have cursed failed to activate in the assault that doomed the planet. They have
the planet, and raises questions about their connection to the lingered undetected in the corners of reality ever since. Certain
unknown purpose of the waiting Omega Vault. wavelengths of light disrupt the arcane phasing mechanism that
cloaks the devices. By chance or fate, the accidental interaction
of a Tau ion cannon with a las burst changed the quantum state
The TruTh oF BaraBan of the las beam to the precise wavelength necessary to affect
The true nature of Barabans apparitions is not rooted in the Trellises. The momentary revelation of one has sparked a
spirits, but in the mind. Long before its region of space was chain of events requiring the Deathwatchs intervention.
dubbed the Canis Salient, in the height of the Jericho Sectors The Chamber of Vigilance has long suspected that the
glory, the planet was a prosperous centre of agriculture and Omega Vault somehow monitors the Watch Fortresss central
learning. Its fate was not dissimilar to many of the sectors data reservoir for events of significance to its mysterious
other worlds: an malevolent unknown enemy destroyed the purpose. (Information on the Omega Vault is available in the
population with dark, forbidden technology. Deathwatch Rulebook on pages 332-333. Its existence is not
a secret from most Battle-Brothers, and you should confirm
your players know the term before launching this adventure.)
4
The Vault reacted to news of the Trellis on Baraban by revealing
a trio of archeotech luminators. The Kill-Team deploys to the
tainted planet. There, they must negotiate its aura of madness
ThE dElirium TrEllis
and the effect it has on the stationed Imperial Guard, as well as The Ordo Xenos has unearthed a handful of madness-
enemy Kroot forces and an elite Tau strike team apparently in inducing xenotech webs in the Jericho Reach, and dubbed
competition for their objective. Should the Kill-Team succeed them Delirium Trellises for their effect on humans. The
in obtaining and understanding the xenos technology, they devices cause subtle distortions in the warp, which seem
Shadow of Madness
gain insight to the mystery of Barabans curse, but are left with to cause different malignant reactions in different life
far larger questions about who or what was responsible, and its forms. This variance has led to theories that the creators
greater significance. of the Delirium Trellis were either immune to its effects
or capable of constructing protective measures.
A Trellis takes the form of a looming yet delicate array
Erioch of shifting images until activated. Once this happens, it
quickly rots away, leaving no physical sign of its existence,
but intangibly blighting the surroundings for dozens of
kilometres. The number of Trellises necessary to blanket
“The hand that built this place did so with a purpose. Let us pray
an entire planet with dementia is easily hundreds of
that purpose is never enacted.”
times the total count of devices ever discovered, nor do
rumoured to be Epistolary Axinetons first words upon any known accounts exist of the phasing used to conceal
embarking Watch Fortress Erioch the Delirium Trellises on Baraban. Perhaps this indicates
T
that their application on Baraban is unique, for the
he massive labyrinth of Watch Fortress Erioch can be
alternative—that other legions of these weapons still lie
a place of calm repose or frigid isolation, depending
dormant in dark corners of planets across the Reach—is
on the occupants nature. The Game Master should
terrifying indeed.
encourage the players to detail what their characters do
while waiting for their next (or first) Mission, providing the
opportunity to consider dimensions of the Battle-Brother Captain is also present. The GM should feel free to substitute
beyond his martial prowess. whatever Mission Authority is most interesting in the context
The Fortresss secrets guard themselves, and little is of his campaign.
restricted to a Battle-Brother. He has access to training Eriochs cavernous surveillance
grounds, chapels for prayer and meditation, libraries theatre engulfs hundreds of serf-
replete with tomes that lesser men have been put to manned monitoring stations. The
death for opening. Should he choose to stray lowliest of these are pit panelled
into the echoing, ancient expanses that delve in grainy screens that rotate
towards the stations heart, no hand will stop through still and moving picts
him. A Battle-Brother also has frequent of the Reachs many battlegrounds.
opportunities to interact with the other On the tiers above that rest
Space Marines serving on Erioch. His more elaborate stations
ascetic cell is as likely to neighbour where aquila frames
that of a Watch Captain as one of his surround the displays,
Kill-team fellows, and the entirety and ornate thrones
of the Fortresss Deathwatch seat those authorised to
membership assembles for meals in view the Reachs most classified
one corner of a cavernous hall that footage. The room is in disarray,
could hold ten times their number. littered with notes, print-outs,
For ideas on various NPCs of the data-slates, and other detritus,
Watch Fortress, see the Appendix evidencing the intensive archive search
on page 24. that just ended. Servitors have begun
the slow task of restoring order; many
of the pits are empty; a few still contain
ChasinG the twitching forms of serfs whose brains
shadows could not handle the inundation of
images they processed over the last few
Whatever a Battle-Brothers typical day on Watch days. The rooms largest screen contains a
Fortress Erioch may be, this Mission interrupts grid of hundreds of images, some still and
it with a call to duty. A serf in a hooded robe some looping motion.
approaches each Battle-Brother, and deferentially Inquisitor Quist (see the NPC Profiles on
informs him that his presence is sought in the surveillance pages 24-28) sits at the central command dais. As the Kill-
theatre. This section assumes Inquisitor Quist of the Ordo team arrives, read or paraphrase the following:
Xenos gives the briefing, although the Kill-teams Watch
5
She pauses for input from the Kill-team before continuing.
Inquisitor Quist lifts her haggard gaze from a sprawl of hand- If they do not inquire about what the Omega Vault revealed,
inked maps as you approach. Her weary posture suggests that she elaborates.
force of will alone allows her to stand as she nods a respectful
greeting to you all. “Forgive us for taking over your surveillance
theatre. A few days ago we received a strange report from the “You should see precisely what the Vault revealed.” The Inquisitor
Shadow of Madness
Canis Salient.” She pauses to survey the rooms kaleidoscope of gestures upwards, and the observant machine spirits that control
screens, which do indeed flicker through a preponderance of the the rooms command platform respond. The top slides off a nearby
Tau forces and their sympathisers which dominate the Canis pedestal, and with a hiss of objection from the ancient actuators,
Salient. “The account describes a hail of dark daggers that fell three identical archeotech luminators rise into view from within.
in the middle of a battle. The local Imperial Guard tried to send The engravings are of clear Imperial craftsmanship, and a soft
us a sample of one, but the box arrived empty .Of even more blue light shines perpetually through the intricate stained glass
significance, however, is that the Omega Vault revealed another chimneys. The Inquisitor turns her gaze back to you. “By the
sub-chamber immediately after this report was uploaded to the sacred agreement between my order and yours, I request your aid
Fortresss central cogitator.” in bringing light to the darkness once more.”
Depending on your players familiarity with the Jericho Inquisitor Quist answers any questions the Kill-team has to
Reach, you may need to explain the Canis Salient and the the best of her ability, and conveys further points of relevance
Omega Vault. As the most elite heroes of the Imperium, this to the mission:
information is certainly entrusted to their characters. Once
• The report originated from Imperial Guard Epsilon
you are comfortable that the players understand the events
Outpost 420, under the command of Colonel
transpiring around them, continue:
Afton Hathe.
• She does not have any leads on what happened to the
missing sample. (The truth is that the Trellis fragment
“Since then, weve been trying to see what other data we can disintegrated as it was designed to do.)
correlate with this incident. We found one pict of…interest.” • The Hunter-class frigate Spear of Fury is waiting to convey
She turns an ornate cog on the command console, and a still the team to Epsilon Outpost 420 on Baraban, and can be
pict on the central screen eclipses the others. In it, a fierce battle contacted to extract them when ready.
rages between Vespid and Imperial Guard, all darkened by a • The enemy forces on the Battlefront are typically bulk
jagged, ominous shadow. She adjusts another dial, and the view troops and skirmishers, but there is no telling what
of the frozen scene pans back. Despite the complete view of the strength and numbers may accompany the Tau officials
landscape, no object exists that could possibly cast the large and spotted recently. Quist predicts the Battle-Brothers will
inexplicable shadow. The Inquisitor circles the dark shape with have an easier time moving through the warzone if they
her finger. “We believe this is the same location described by the dont draw attention to themselves.
report in question. As you can see, there is clearly something • You may issue the information in the Baraban sidebar
abnormal about it. I might have sent my own agents to investigate, as a briefing document or simply use it as reference in
but the Omega Vaults response interests the entire Chamber of this discussion.
Vigilance. We also believe that the Tau have deployed command Once the Kill-team is briefed and any questions answered
units in response. If there is something dangerous—or connected with the limited information on hand, their Watch Captain
to the Vault—we cant afford to let it fall to the enemy.” sees to their arming.
e
Most Kill-Teams operate under a single Watch Captain, but that does not mean he should always initiate their Mission. A
briefing presents the opportunity to introduce NPCs outside the normal circles of the Deathwatch. Good information is
often in short supply in the Imperium, but Battle-Brothers are among the elite few trusted with more or less full access to
whatever is known. Brother Space Marines, military officers, adepts, and many other personages may come to together
to arm the Kill-team with the most accurate intelligence possible.
Additionally, the briefing is usually the players first glimpse of the Mission, setting the tone of what is to come.
The firsthand account of a planets devastation from a haggard survivor sets very different expectations from a military
overview of troop deployments in the same battle zone. The authority who actually requested the Mission also presents
possibilities for intrigue. Does the authority seem to be holding something back? Is their Watch Captain pleased about
this Mission? Why is this Mission important enough to warrant Deathwatch attention in the first place? A savvy GM can
use even the traditional kick off of a Mission to convey more than just the Objectives, should he so choose.
6
g
“Brother-Sergeant Valus crossed through the Warp Gate with
Calculating Mission Requisition in an investigative Mission the first Crusade forces. He had much wisdom to share about
where the situation is unknown requires anticipating what his battles in the Reach, but above them all, the tale he told of
Objectives the Kill-team will set, something the GM can Baraban has stayed with me. It was as blasphemous in its own
never be sure of. Your best guess at what the players are likely way as anything festering in the Charon Stars. He said something
Shadow of Madness
to attempt translates into the Mission Authoritys intuition wearing Guillimans guise came to him one night while he stood
about the difficulty of the Mission. You may not always guess sentry. This was before we knew the planets treachery, and for
correctly, but a deliberate error in judgment by this Mission a moment he mistook the vision for a blessing. But then the false
Authority should be a calculated event. This Mission has a spirit beckoned him into the forest, and he began to doubt. Why
suggested Requisition rating of 50 (rounded up from 49), would his Primarch ever ask us to abandon our watch and our
based on the following assumptions: duty? He challenged the insolent mimic. That instant, it revealed
Primary Objective: Stop all of the Delirium Trellises from itself for the distorted imposter it was. Our Brother banished it in
falling into enemy hands (Skilled Objective, 17 Requisition) a rain of holy bolter fire. I have often wondered: what manner of
Secondary Objective: Bring back useful information on daemon would dare—could dare—to impersonate a Primarch,
the Trellises (Novice Objective, 11 Requisition) much less hold the reprehensible deception for even a moment?”
Tertiary Objective: Keep the Outpost from being overrun
by Kroot (Novice Objective, 6 Requisition)
The war-torn Jericho Reach needs the Spear of Fury far too
Tertiary Objective: Rescue the General (Veteran
greatly for it to idle waiting in orbit. Jaresh gives the Kill-
Objective, not included in calculation)
team a vox beacon to signal when they are ready for retrieval.
Tertiary Objective: Deal with the crazed Guardsmen
Brother Dane pilots the Battle-Brothers to Epsilon Outpost
without taking their lives (Veteran Objective, not included
420 in a Thunderhawk. He has explicit orders to drop them
in calculation)
and return so his ship can depart. Once they are set down and
Tertiary Objective: Defeat the feral Kroot (Skilled
any immediate trouble in their landing zone cleared, it would
Objective, 7 Requisition)
take extremely strong persuasion to convince him to anything
Tertiary Objective: Defeat the Tau command unit
except return to the Spear.
(Veteran Objective, 8 Requisition)
You should add or modify these starting Objectives, and
the Requisition, based on your own evaluations of what
Objectives your players may set or ignore.
In addition to Requisitioned equipment, the Battle-
Brothers are issued a Deathwatch Land Speeder Storm for
transport on the planet. A larger vehicle cannot manoeuvre
through the planets dense forests. Finally, they receive
custody of the archeotech luminators. All that then remains is
the Oath-taking, which may be done on Erioch or the Spear of
Fury depending on the particular squads custom.
departure
The Hunter-class frigate Spear of Fury awaits the Kill-team. The
kilometre-long ship is narrow and sleek like its namesake, with
a hull of dark metal streaked in the soot of war. Its Captain is a
broad Battle-Brother named Jaresh, who hails from the Black
Templars. He welcomes his brothers aboard, although his
attitude may quickly sour if they count a Librarian amongst
their ranks. The ships crew is predominantly indentured serfs,
although a handful of other Deathwatch-sworn Space Marines
man the bridge. One such Battle-Brother is Dane, a fresh-
faced Initiate who loyally followed Jaresh into Deathwatch
duty. The Battle-Brothers repast together just as they do on
Erioch, but otherwise Brother Dane is the Kill-teams primary
liaison during the two week voyage.
The journey passes uneventfully, but provides the Kill-
team time for any strategizing they may need to do. Should
any of the Battle-Brothers engage in conversation about their
Mission with Dane, he recalls an anecdote from a White
Consul who once received passage on the Spear:
7
Baraban eager or nimble Battle-Brother can attempt to jump directly
onto one of the massive tree trunks with a Challenging (+0)
Agility or Acrobatics Test. Failure by one degree or less
“They were all around me, sure as you are now. And they were angry, indicates that he successfully landed on a branch, but it could
so angry that Id made it through the Greyhell Front and theyd all not support his power-armoured bulk. Tumbling through the
died. If I hadnt run they would have dragged me back to hell with cracking foliage counts as a fall of only 3 metres (see page
261 in the Deathwatch Rulebook), while a greater failure
Shadow of Madness
em right then!”
causes Damage from the full 15 metres.
Deposition of Guardsman Lars Ibsen The Kroot form a Horde of Magnitude 35. (See page 359
before his execution for desertion of the Deathwatch Rulebook) Once broken, they retreat into
T
he thick forests of Baraban hide the war that wages the forest.
beneath them, making the planet deceptively serene
on approach. Read or paraphrase the following as the e
Kill-team descends through the atmosphere.
S
It is hardly your first time inside a Thunderhawk, although the
interiors of these familiar gunships always seem cavernous when
holding a handful of Battle-Brothers like your Kill-team.—
instead of several times this number of your Chapter Brothers.
The holo-projectors at the troop transport station activate as you
start to descend. Clamps affix your Land Speeder to the gunship,
S T ag int Per wP Fel
(8) (8)
and one aerofoil cuts into the three dimensional projection as
clouds give way to the northeast continent. In a universe of 42 35 40 45 47 25 44 30 18
climbing hives and battle-ravaged rockscapes, Baraban appears
strikingly untouched, despite the millions of soldiers you know to Movement: 4/8/16/32 Magnitude: 35
be warring beneath its canopy. You catch a glimpse of rippling Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20,
blue ocean bordering the landmasss collage of red and gold. Concealment (Ag) +20, Dodge (Ag) +10, Silent Move (Ag)
Then the blanket of autumn colours surrounds you as the gunship +20, Speak Language (Kroot, Tau) (Int), Tracking (Int) +10,
drops lower. Survival (Int) +10.
Suddenly, the serenity fractures with calamitous explosions Talents: Basic Weapon Training (SP, Primitive), Furious
and an abrupt halt to your descent that tests your power armours Assault, Leap Up, Lightning Reflexes, Melee Weapon Training
shock absorption. Brother Dane shouts over the noise, “The (Primitive), Sprint, Swift Attack.
Outpost is under assault!” Traits: Natural Weapon (Beak), Size (Massive), Unnatural
Strength (x2), Unnatural Perception (x2).
Armour Hide armour (Horde 2, Primitive).
Through the obscuring web of branches and dead leaves,
Weapons: Kroot rifle (110m; S//; 1d10+5 E; Pen 1; Clip
the Battle-Brothers can glimpse a shattered bunker, and frantic
6; Reload 2 Full), beak (1d5+8 R, Primitive).
Imperial Guardsmen fighting off an overwhelming number
Gear: Rifle reloads.
of Kroot. The pulse rounds of Kroot rifles outnumber each
A Kroots beak follows all rules for natural weapons, except it
las shot four to one, and the growing distance between frag
inflicts 1d5 Damage instead of 1d10.
bursts suggests that grenades are quickly running out. The
May be used in melee (1d10+8 R; Balanced)
Battle-Brothers face a choice: do they intervene in the conflict
and risk revealing their presence to the Tau, or do they allow
the Outpost to be overrun?
Brother Dane follows their direction if they choose to e
participate in the battle below, but is unable to bring the
If the Battle-Brothers choose to face the Kroot Horde,
Thunderhawk lower than 15 metres because of the dense
they can hardly occupy the entire enemy mob. As the Kill-
forest. If they bring the gunships weapons to bear, it provides
team endeavours to turn the battles tide, the Guardsmen
a decisive advantage in firepower, but creates a large degree of
also fight for their lives. The GM should make this evident
collateral damage. The Kroot and Guardsmen ranks intertwine
in his description of the scene Round to Round. By the
as the lanky aliens attack with pulse charges and the wicked
time they arrive, roughly a quarter of the Outposts 100
blades of their rifles. The close combat and the obscuring tree
Guard already lie dead in the fallen leaves and rubble. To
canopy make firing into the melee (with the ships guns or
represent the rising body count if the combat drags on,
from its deck) Very Hard (30). Any misses or Blast weapons
assume another 1d10 Guardsmen die for every Round it
are sure to catch a few Guardsmen.
takes the Battle-Brothers to break the Horde. The GM
Fortunately for those without jump packs, the ships storage
may reduce these casualties if the players take deliberate
lockers contain a stash of single-use Astartes grav chutes that
actions to protect the soldiers around them.
can be equipped in a Round. Alternatively, a particularly
8
BaraBan
Planetary Data: Situated in the Canis Salient, Barabans geography is
dominated by deciduous forests. The north-eastern and south-eastern
continents are typical temperate ecosystems with four distinct seasons.
The smaller, western continent is distinguished by several mountain
Shadow of Madness
ranges and lower prevalent temperatures due to the elevation. Occasional
accounts suggest the ruins of a prior civilisation may underlie the forest
terrain, but no formal exploration has ever been made as the planet is an
active battlefront.
Military Disposition: At any time several regiments are active on Baraban.
Major footholds exist on each continent, although the shifting of territory
lines means that many bunkers and trenches built over the wars history by the
Imperium are in enemy possession. The four largest stable Imperial holdings are
Fort Avernus and the Epsilon Garrison on the northeast continent, Fort Dorn on the
southeast continent, and Faithspyre Station in the western mountains.
Enemy forces are primarily Kroot and Vespid employing guerrilla tactics, with little evidence of Tau leadership. Despite
the apparent lack of organisation in the enemy, the Imperial Guard has been unable to maintain a stable advantage.
Crusade command lays the blame largely upon the planets unusual manifestations (See the Lorekeepers Annotation for
more detail), but this would not be the first time environmental hazards became a scapegoat for poor leadership.
Lorekeepers Annotation: The so-called “Ghosts of Baraban” are an unfortunately well-documented phenomenon.
The vast majority of Imperial troops stationed on the planet appear to have experienced visitations ranging from quiet
voices to legions of the dead. Mortal minds are ill-suited to such experiences, and incident after incident exists of
platoons deserting in fear or turning upon each other in madness.
Reports compiled from previous Deathwatch missions and Storm Warden support for the Crusade enumerate at least
five instances of Adeptus Astartes noting similar experiences. Two of these instances, from the Erioch archives, predate
the Achilus Crusade by decades, casting serious doubt on Imperial theories that the Tau can claim responsibility for
the phenomenon.
One way or another, the Kroot assault finally ends, either
intervention. Even if the Battle-Brothers didnt fight the
with the carnivores routed, or dragging off a host of corpses for
Kroot, he remains convinced that the Adeptus Astartes
a victory feast behind their lines. Within the rubble of Epsilon
sudden arrival represents the Emperors favour upon those
Outpost 420, the Kill-team can find the young Lieutenant Lionus
who remain. He repeatedly thanks them for “saving their
Drayle. (His relative physical condition and the number of other
lives and souls from the tainted xenos.”
survivors should be dictated by whether the Space Marines
• Without even knowing their mission, he offers the Kill-team
intervened, and how decisive their victory was if they did.)
a guide, troops, supplies, or anything else they might want
Drayle is a recent officer graduate from his regiment, and—like
to aide in their duty. Of course, the Space Marines likely
the troops now under his command—he has no idea they are not
learned long ago that such “aid” from normal men is usually
in the Halo Stars. Intelligent and brimming with the catechisms of
more of a hindrance.
his Imperial upbringing, Drayle is the ranking (and only) officer
If queried about the battle which brought the Kill-team here,
left at the outpost. He has close cut blond hair and prominent
the Lieutenant was present and gives his account.
sideburns. He sports many superficial wounds in various states of
mending, telling the tale of recurring and bloody battles. Should
Drayles profile become relevant, use the Imperial Guard Field
“Wed been pushing back a sky full of Stingwings all morning.
Officer on page 375 of the Deathwatch Rulebook.
We were making progress, but that doesnt count for much here.
• General Caroses of the Epsilon Garrison recently went Weve had more skirmishes than I can count turn on us when
missing in action, and it has thrown the local Imperial the ghosts come out. So I deliberately forced the line towards the
forces into disarray. The Outposts Colonel Afton returned glade. Theres something about that place seems the ghosts dont
to the Garrison and assumed command. This sudden shift seem to like. Keeps them away. We thought we had the enemy
left Drayle in charge no so much by design as default. He routed, but then this Hammerhead burst out of the trees. We were
submitted the Departmento Munitorum forms to have a new still firing up at the Stingwings and it opened up on us with an
leader assigned, and is trying not to be afraid the paperwork ion cannon. And then—then thats when it happened. For just
was misrouted. a second instead of sky there was this black wall, and I could
• Drayle is not able to conceal his awe of the Adeptus Astartes, see something moving in it. All these black spikes rained down
but his disciplined schooling does allow him to temper it on us; just the memory of them makes my skin crawl. Then it
enough to discourse in an almost normal fashion. However, disappeared. It must have spooked the enemy too, because Ive
he is convinced that he owes his life and that of the other never seen Vespid retreat so fast and so suddenly.”
survivors (no matter how many or few) to the Kill-teams
9
He can immediately direct them to the location. The the thoughtless, hungry biomorph tide as the greater threat.
shadow stands only a few kilometres from the Outpost, If humanity deserved indoctrination, they should embrace an
and the spot is remarkable not just for the unusual terrain ally who could unite with them against that evil. ShasEl Keyl
feature, but as a place of sanctuary—not from death, but from arrived on Baraban believing that the guela were testing a
madness. new weapon. However, he has since come to understand that
he has found a technology that may be turned against them.
Shadow of Madness
You are noT alone A team of Fire Warriors and a few elite warriors in Stealth
Suits accompany him. (ShasEl Keyl uses the Tau Commander
The Kill-teams briefing was accurate about enemy activity: profile from Chapter XIV: Adversaries in the Deathwatch
a Tau force has landed on the planet to compete for the rulebook. The profiles for his troops can also be found in that
same objective as the Space Marines. The VelkHan Sept also chapter.) If the Kill-team participated in the battle for Epsilon
reviewed similar accounts of the battle that caught the Ordo Outpost 420, the Kroot survivors quickly report the Space
Xenoss attention, and deployed their own strike team to Marine presence to the strike force. From this point forward,
investigate. The forces leader, ShasEl Keyl, is a Veteran of a Stealth team may ambush the Battle-Brothers at any point
the Tyranid battles in the area Imperials call the Xenocide. the GM feels appropriate. The team should be roughly equal
Once, he believed in trying to incorporate humanity to the in number to that of the Kill-team.
Tau Empire, but the horrors of Hive Fleet Dagon hardened
him. Now he bitterly resents that humanity continues to war
against the Greater Good. He personally has come to think of veils oF shadow
The Battle-Brothers are free to proceed through the autumn
forest in pursuit of the target site. On the ground, the nature
PErils oF ThE BaTTlE FiEld of the war is much more apparent. The pervasive scent of
Despite its mysterious past and unending forests, rotting corpses troubles anyone who unseals their helmet.
Baraban is first and foremost a warzone. In addition to While the glade is easier to find with Drayles assistance, the
possible trouble from the Tau, the GM may wish to use Kill-Team can stumble upon it after 1d10 hours of searching
one or more of the following encounters to emphasise (less if they have a well-thought out approach) on their own.
the dangerous and exotic surroundings as the Kill- Read or paraphrase the following as they arrive:
team travels the planet:
• Hungry for Death: The Kill-team encounters
the aftermath of another—even more massive— The dense foliage opens into a natural clearing. Brilliant
battle between Kroot and Imperial Guard forces. scarlet leaves coat the trees and the earth, but muddy splatters
Hundreds of corpses from both sides litter the of old blood dull the tableau like rust. The bodies have all been
forest floor, but the birdlike aliens appear to have recovered—or consumed. Unmistakable, the massive shadow
won by ever so small a small margin. However, looms prominently—the silhouette of an absent giant.
the dozen victors quickly abandon their meal of
human flesh to awkwardly turn the heavy weapons
People and objects can pass freely through the space where
of a Leman Russ or Hellhound tank against the
the source of the shadow should be. Visual inspection reveals
encroachers.
nothing, however Librarians may get a slight sense of unease.
• Scorched Earth: The Kill-team encounters an
The source is in fact one of the monolithic webs of xenos
expansive radius of ash and blackened, dead trees.
technology called Delirium Trellises. A mysterious attacker
Bones crunch beneath their boot treads as they
assailed Baraban with these mind-disrupting weapons long
cross through this war scar. Unbeknownst to the
ago. (Their linkage to Barabans ghosts will become apparent
Battle-Brothers, this marks an enemy-controlled
to the PCs as the adventure unfolds.) However a few of them
zone. A mass of sentry Gun Drones (found on page
failed to detonate, and remain as shadows sleeping out of
367 of the Deathwatch Rulebook) rise out of the
phase with reality.
ashes to defend the perimeter.
The light of the archeotech luminators reacts with the
• Legacy of Madness: The Delirium could strike
strange nature of the devices, making them visible and
anyone, at any time. The GM should feel free
tangible for short intervals where the azure light falls. Shining
to throw in additional Delirium Tests (See the
the lamps into the area is obviously the easiest way to find
Delirium sidebar) of varying Difficulties whenever
the Delirium Trellis, but the players might devise their own
he deems appropriate.
clever plans for locating the source of the shadow that do not
• Fallen to Ruin: The Battle-Brothers find a maze
involve the luminators. Such possibilities include:
of rubble, and fragments of human statues tangled
in the roots of giant trees. GMs who favour • A Hard (20) Psyniscience Test informs a Librarian that
occasional comic relief might have a mass of small, something sinister and vaguely warp-tainted occupies the
angry rodents leap from their den in the ruins and spot, but nothing else. Several psychic powers from the
tenaciously dog the Kill-team, scrabbling at their Divination Discipline can provide pertinent information
power armour with tiny teeth and fangs. on the area, the hiding object, or its exact location
and nature.
10
• Even while phased and dormant, a Delirium Trellis can
vEhiclEs in dEaThwaTch still be malignant. If anyone stands directly on the site
of the Trellis for 10 minutes or more, check for The
Future supplements will introduce more robust rules
Delirium with a +10 bonus to their Willpower Test.
for using vehicles as part of your Deathwatch game.
Whether the test is passed or failed, the Battle-Brother is
However, ships and transports are integral to a Space
aware of some dark influence pressing upon his mind.
Marines duties, and adventures such as this one may
Shadow of Madness
If the Kill-team finally gets a visual on the Trellis, read the
call for the presence of a vehicle. You can use the
following description:
following simplified rules should vehicles become part
of a battle:
vEhiclE ProPErTiEs A flat, uneven arch towers over the glade; its silhouette aligns
Weapons: The weapons available, and whether they perfectly with the shadow upon the glade. Dark panels of
are available to the driver or (if applicable) the gunner shifting images stretch between splayed pinions of inactive xenos
position. A character seated in the appropriate position circuitry. Few of the swirling shapes are discernable: perhaps an
fires these weapons on his Turn, following all the eye? Perhaps the trail of a comet? You have the constant sense
standard rules for the weapon. The GM must rule that that you are seeing only part of a larger pattern.
the target is in the line of fire for the weapon based on
his understanding of the vehicle configuration. Delirium Trellises are obscure, but not unknown in the
Tactical Speed: An abstraction of how fast the circle of the Deathwatch. A Difficult (10) Forbidden Lore
vehicle is during combat Rounds. This is the vehicles (Xenos) or Very Hard (30) Forbidden Lore (Adeptus
maximum Move in metres. Mechanicus) Test allows a Battle-Brother to recognise the
Cruising Speed: How fast the vehicle moves in device for what it is, and recall an appropriate amount of lore
narrative time. as detailed in the beginning of this adventure.
Armour: The Armour Points applied when attacking The Kill-team must now decide what to do with the
the vehicle. These Armour Points apply exactly Trellis. Destroy it? Try to salvage the whole or a portion for
like AP cover (see page 246 in the Deathwatch study? If the Kill-team opts for a plan that involves explosives
Rulebook) to anyone inside the vehicle. The GM has and failed to bring demolition charges themselves, some are
final say on what Locations the cover applies to for available from the guard post. The following information may
characters shooting out of open vehicles. Opponents help the GM in responding to their actions:
may make ranged attacks on characters who have total
cover inside a vehicle at a 10 penalty by stating what • Tinkering with the device is a risky proposition. A
area of the vehicle they are targeting (driver, gunner, character with both Tech-Use and Forbidden Lore
passenger hold, etc.). Cover still applies as normal. (Xenos) Skills may attempt to bring the Trellis into
Structural Integrity: Equivalent to the vehicles phase with reality by Testing on the lower of the two
Wounds if someone chooses to attack the vehicle Skills. However, a failure activates it. A Delirium Trellis
directly. The vehicle is assumed destroyed (though not is at its most potent when first set off. Anyone within
necessarily the characters inside; effect on them is at 100+5d10 kilometres must Test for the Delirium
the GMs discretion) once these Wounds are exceeded. at 20.
• Small objects (like explosives) planted on the device
while it is tangible are incorporated into the phasing
• A Challenging (+0) Tech-Use Test with an Auspex field and fade to the same reality-insulated existence as
reveals that something is present at the base of the the Trellis when the light source is removed.
shadow, and suggests it may react to certain wavelengths • Small pieces of web can be broken off while it is revealed
of light. (Another Challenging (+0) Tech-Use Test can (or shot off if one can duplicate the ionised las beams
modify either the Auspex or any light-producing object that revealed the threat to begin with). They do not
including las-weapons to the proper wavelength.) phase away, but they disintegrate in a matter of hours.
Table 1-1: Vehicles in the Shadow of Madness
Vehicle Name Weapons Tactical Speed Cruising Speed AP Structural Integrity
Deathwatch Land Heavy Bolter (Gunner)
30m 275 kph 18† 15
Speeder Storm Assault Cannon (Driver)
Two Lascannons (Pilot)
Thunderhawk Turbo-laser (Pilot)
30m 2000 kph 35 40
Gunship†† Hellstrike Missiles (Gunner)
Heavy Bolters (Gunner)
The Land Speeder Storm is largely open. It covers the legs of the driver and gunner. Whether it affords any cover to the 4 passengers depends on their
position and angle in the extended rear section.
††
See page 23 for the profiles of the Thunderhawk weapons.
11
Table 1-2: Distance Between Important Baraban Locations
Initial Site Towering Glades South-eastern Forest Western Mountains
Towering Glades 1233 km (4.5 hours)
South-eastern Forest 2451 km (9.0 hours) 1297 km (4.5 hours)
Western Mountains 5240 km (19 hours) 4018km (14.5 hours) 3487 km (12.5 hours)
Shadow of Madness
Tau HQ 1180 km (4.0 hours) 1354 km (5.0 hours) 120 km (0.5 hours) 3595 km (13 hours)
The Delirium Trelliss unknown makers built them for
secrecy. The only way to circumvent this mechanism is by
moving the entire array together, or with a stasis field.
ThE dElirium
A Delirium Trellis reaches into the human mind to seek out whatever thoughts are most oppressive and terrible. Then
it conjures a state of Delirium where those nightmare people and creatures walk. However, Adeptus Astartes are no
longer entirely human. Just as Fear affects them differently than common Imperial citizens, the visions produced by the
Delirium differ as well. Checking for Delirium begins with a Willpower Test. Failure yields 1d5 Insanity Points, and
the appropriate effect below.
morTal dElirium
Most individuals who experience the Delirium as described above treat a failed Delirium Test like a failed Fear Test.
Check for Shock as normal, adding an additional +20 to the result.
visions oF ThE immEmorial
The mind of a Space Marine is laced with the history of his Chapter, and indeed of mankind. If he is affected by the
Delirium, he may see people or memories that recall his own personal failings, or the Delirium may reach back into
an ancestry equally fraught with pain. Space Marines so affected may experience horrors witnessed by dead members
of their Chapter, their Primarch, or even the Emperor himself. The mental trauma of such experiences manifests in a
temporary affliction of their Primarchs Curse (see pages 280-281 in the Deathwatch Rulebook). If the character is
already suffering from the Curse, then it increases in severity for 1d10 hours. Otherwise, he suffers a random level of
the Curse for 1d10 hours.
ThE drEam oF uniTy
While not necessarily sorcerous, the technology behind the Delirium Trellises involves at least a small amount of
immaterium manipulation. Its effect on the warp-removed Tau is therefore diminished, but not absent. Tau receive +10
to resist the Delirium. Any who fail to resist do not experience fear, but rather the pleasant delusion of having achieved
their driving goal: universal acceptance of the Tauva, the Greater Good. A Tau so afflicted treats anyone he encounters
as a trusted member of the Tau empire (since in his mind all races are now one with them). This is not to say that his
perception of an individual cannot be altered by that persons words or deeds (particularly hostile ones), only that he
assumes all people, including humans and Space Marines, follow the Greater Good until given reason to doubt.
rETurn To ThE wilds
The Kroot are not so far removed from the savage world and mindset in which the Tau found them. Kroot under the
delirium revert to a savage and animalistic state. All other life forms become simply a source of food in their eyes. The
Greater Good and the Tau Empire are no longer even a distant memory in this feral state.
12
dark imPliCaTions
oPTional rulE: volunTary
There are in fact three other “undetonated” devices on
isions
Baraban; these too must be kept out of enemy hands. A variety
of options exist for alerting the Kill-Team to the fact their Players often have the preconception that falling victim
mission is not over (if they do not move to this conclusion to an attack or effect is a purely negative experience
Shadow of Madness
themselves), including: (and sometimes this may be true). However, some of
• The Imperial Guard may mention that other areas of the most memorable roleplaying scenes often come out
spiritual calm—similar to the red glade containing the of rolls gone wrong. The Deliriums effect on Space
first Trellis—are rumoured to exist on the planet. Marines is actually a fun chance for Battle-Brothers to
• A bold Techmarine might attempt to interface with the explore the heritage and the more extreme personality
device to learn more about it. This move may prove facets of their character. GMs may want to offer their
perilous for his mind depending on how his Tech-Use players a chance to forego gaining Insanity Points
Test turns out, but also reveals enough about the effective from the Delirium in exchange for automatically
range of the device to realise it alone couldnt possibly be suffering from the effect. This gives everyone a chance
tainting the planet. to participate in the roleplaying opportunity without
• Queries or investigations into recent enemy activity feeling penalised.
on the planet report a decrease in activity on nearly PossiBlE visions
all fronts, as though their troops were presently being
diverted to some other activity besides pressing the war. The GM should feel free to create his own Chapter or
The Tau strike team may also be sighted “searching for character specific events for Battle-Brothers who fall
something” on other continents. prey to the Delirium. However, here are a few ideas to
• If the Kill-team is single-mindedly determined to end their build upon:
Mission in the glade, the GM has a few choices: He can let A Black Templar may see a vengeful coven of
them depart, and cut the adventure short, with subsequent witches he purged in his early days with the Chapter.
events revealing that they failed in their Primary Objective; Alternatively, he may suddenly feel himself persecuted
the Tau gain a new weapon that will surely come back by his brothers for his Chapters lack of adherence to
to plague the Crusade forces. Or (a more heavy-handed the Codex Astartes.
but less harsh option), when the Spear of Fury returns for A Storm Warden may experience a sudden distortion
extraction, Brother-Captain Jaresh queries into the results of time, as though locked in stasis with his First
of their Mission. Upon hearing the details, he reports Company. Or, he may see a daemonic traitor Primarch
that his ships Sensorium array suffered strange feedback calling the purity of his gene-seed into question.
when reading the planets surface, and suggests that more A Blood Angel may see Horus bearing down on
Trellises may remain. (He is less than pleased at returning him for betrayal, or find himself surrounded by those
only to have to wait, but the Battle-Brothers have access to of his Chapter who have succumbed to the Black Rage,
the Gunship again for faster intra-planetary transport.) beckoning him to join them in mindless violence.
Once the Battle-Brothers realise other Trellises may still A Dark Angel may suddenly find traitor Fallen
lie on the planet, they need a method for pinpointing the Angels lurking in his environment, or be plagued
locations. The GM should encourage their own clever ideas, with the constant sensation of the earth beneath him
but a few possibilities include: cracking—reliving the destruction of Caliban.
• Scan footage of the planet for similar visual anomalies. An Ultramarine may feel a keen and constant pain
Of course, the Battle-Brothers alone would need months beneath the seal of his helmet, as though sharing in
to wade through all the picts stored in the main Imperial the mortal wound of his Primarch. Or, he may see the
military installations, so they would need the appropriate half-consumed forms of the many Battle-Brothers lost
Tests to employ or persuade cogitators, servitors, or to Tyranids in the Battle of Maccrage.
regiments of guardsmen for the task. A Space Wolf may hear the call of his lupine pack
• If a Techmarine does access the Delirium Trellis, he in the distance, or perceive his ancestors from Fenris,
discovers each device also contains the planetary coordinate constantly cheering him on to challenge his Brother
matrix used to deploy the devices to the proper locations. Space Marines in contests of skill, strength—or
A Challenging (+0) Logic Test can decipher the anything at all.
information sufficiently to determine the other locations
of devices that did not activate. Failure by less than one After they determine the approximate locations of the other
degree reveals the entire web, composed of hundreds of Delirium Trellises, the Kill-team can deal with them in any
deployment points, but gives no insight into which ones order (although some paths are more efficient than others).
still remain. The table below gives distances between each of the relevant
• If the Kill-team has realised light interferes with the locations, and travel time at the Land Speeders maximum
phasing mechanism, planetary augurs controlled by the cruising velocity. The GM should slightly expand the series of
main military installations could be modified to search the events at whichever location is visited last, as described in the
planet for Delirium Trellis signatures. Final Conflict section.
13
ThE FisT oF ThE EmPEror Faithspyre Station is the smallest of the four major
installations. Built into the side of one of the ranges tallest
The Kill-team may choose a course of action that requires mountain, it overlooks hundreds of kilometres of the western
translators, manpower and/or equipment from the Imperial continent. Much of the interior is given over to docking
Guard stationed on the planet. There are four large installations platforms and vehicle bays, as the majority of space traffic lands
of the Imperial military on Baraban. here due to the lower density of combat on the this continent.
Shadow of Madness
Epsilon Garrison on the northeast continent is the closest Faithspyre also sees the fastest turnover in command, due in
installation to where the Kill-team lands, as Outpost 420 is no small part to the hubs easy access to off-world channels
one of its satellites. Morale is low since the disappearance of for requesting re-assignment. Its current authority is Captain
General Caroses, and Colonel Afton has his hands full trying Martex of the Imperial Navy.
to restore order. He is receptive to any requests that do not
overly tax his time and resources, just to get the Kill-team out
of his thinning hair.
Fort Avernus is also on the northeast continent, albeit its The Towering
most southern peninsula. Its powerful las emplacements and
easily defended position make it the most secure installation.
From here, Lord General Sarenus commands the overall Glades
struggle for Baraban. He is an even-tempered veteran who has
T
worked with enough Space Marines in his long career to no he oldest and tallest trees on Baraban fill the western
longer be intimidated by them. However, he does understand part of the northeast continent. The Delirium Trellis
the strategic value of unravelling the planets ghosts. located here is in a contested piece of territory that
Fort Dorn is a battered foothold on the enemy-dominated switches hands between Imperial and Vespid forces on a daily
southeast continent. Waves of enemy forces almost never stop basis. All available information indicates the Battle-Brothers
assailing the underground installation. Thousands of soldiers should expect a fight to reach their objective. However,
no longer mentally fit for the front labour in its lower levels to unbeknownst to them, this location was already investigated
repel and repair constant tunnelling by the Vespids. General by the Tau strike team, who accidentally activated the device
Kire is more than a little touched by the planet himself, and in their attempts to recover it. Although ShasEl Keyl and
has trouble distinguishing his living troops from apparitions most of his team managed to retain their minds long enough
of the dead ones. to withdraw, the Vespid were not so fortunate. The local
14
population suffered a fate similar to the one that ripped the
Barabans civilisation apart thousands of years ago. is XEnos wargEar TainTEd?
When the Kill-team arrives, all is silent.
In the course of serving the Deathwatch, encounters
with alien technology are inevitable. Adeptus Astartes
opinions on this topic are far more diverse than in
The Vespid have made themselves at home in their long occupation
the Imperial citizenry at large. Many Space Marine
Shadow of Madness
of Baraban. Tunnels burrow into the massive columns of tree
Chapters are not as superstitious as the common man,
trunks and wind through the knotted mounds of roots, casting
but they are steadfast in faith, honour, and tradition.
the venerable forest with the tinge of an alien landscape. A few
The uneasy relationship between the Astartes Chapters
insectoid corpses lie in the undergrowth. More xenos bodies hang
and the Ecclesiarchy is rooted in the same fundamental
out of their self-made catacombs, and individual chitinous limbs
differences of philosophy.
and wings seed the loamy earth.
Some Space Marines may view xenos technology just
as the Ecclesiarchy proclaims: a product of the enemies
of man, from which no good can come. However to
Cursory examination of the scene reveals that the Vespid died
others, just as the Emperor for all his greatness was
in variety of ways, largely by the claws of their own kin, and
still a man, a tool of the alien is still only a tool.
shots from their own neutron blasters. The Trelliss wilting
Xenotech can be a dividing line not just in the
remains languish near a convergence of tunnel openings. The
Deathwatch, but also in the Ordo Xenos whom they
dark webs are still, drained of movement and their shadowy
serve. Ultimately, a Battle-Brothers stance on it:
lustre. Already large patches of the panels are mottled, like the
pragmatic, zealously condemning, or simply indifferent,
first blooms of rot on a corpse. However, the Battle-Brothers
is something each player should contemplate.
must first contend with something far more pressing. The
Delirium effect still lies thick and potent over this area. Each
Battle-Brother should test for Delirium at a -20 penalty. they can grow into more enemies. However, slaughtering
The earth around the rotting Trellis is unstable from the many such defenceless opponents may put a bad taste in the mouths
subterranean structures in the area. Once the Battle-Brothers of more honour-bound Adeptus Astartes.
locate it, any who approach within 15 metres should make a
Challenging (+0) Awareness Test. Failure means he does
not notice the grounds instability beneath his heavy boots.
Tau rEmains
Anyone who continues 10 metres or closer to the remains As the Battle-Brothers survey the area, a Routine (+10)
must make a Difficult (10) Acrobatics or Agility Test to Awareness Test also picks out a Fire Warriors body amidst
avoid falling 8 metres through the weak earth into the dead the wreckage. Examination of the corpse shows that he too
nest below. (This Test assumes a Battle-Brother is in his heavy was killed by Vespid neutron blasters. The most interesting
power armour. It is only Challenging (+0) without that fact to be gleaned here is that over a dozen Vespid dot the
extra weight.) If a Kill-team member does take a tumble into ground nearby, punctured by pulse weapon fire. Either this
the tunnel network and does not have the means to jump or Fire Warrior was a remarkable combatant to defeat so many,
climb out, he can wander the dirt necropolis for 2d10 minutes or he was not alone.
(reduced by a successful Survival Test) until he finds an exit. If any of the Kill-team decides to take a closer look at the
The interior of the nest is just as littered with dead xenos detritus, a Challenging (+0) Search Test reveals a small,
as the surface, and barely wide enough for a Space Marine. palm-held dome with some kind of projector array atop it.
However, the soft earth gives easily, leaving his armour a bit The sophisticated Tau technology is well designed, so despite
dirty, but otherwise unharmed. its alien nature a Routine (+10) Tech-Use Test can activate.
The Trellis continues to slowly deteriorate before the Kill- It produces a three dimensional display of a Delirium Trellis,
teams eyes. Any character succeeding on a Challenging with several annotations in the Tau language. This schematic
(+0) Awareness Test notes one panel is already completely is the product of Earth Caste study of the battle where the
gone from the Trellis. Did it rot faster than the rest, or was Trellis was first discovered. If a Literate character with Speak
it removed? If the Kill-team does nothing, the Trellis is Language (Tau) deciphers the contents, they discover the
completely gone in 1d10+5 hours. Otherwise, they are free to diagram actually contains directions on how to use modulated
take whatever actions they choose with the device, although light frequencies to permanently remove the Trellises from
they must continue to be wary of the unstable ground. their phased existence. This is the very procedure the Tau are
using to try to recover a sample of one of the devices.
ThE haTchEry
An uneven stone mound rises out of the ground on the western
t
side of the scene. Holes the diameter of a Space Marines One particular patch of ground is thick with the alien
fist riddle it. This miniature catacomb holds developing exoskeletons, like the piles of dead insects that might pour
Stingwings. Even the most matured of the creatures are still from a poisoned pest hive. If the Battle-Brothers sift through
small and helpless compared to the Battle-Brothers. They put this mound of rough wings and chitin, beneath it they find
up no fight if the Kill-team decides to cleanse them before a sunken pit containing a heavily secured metal locker.
15
Opening the locker requires a Routine (+10) Security
Test. Inside lies a stock of the crystals unique to the Vespid S
homeworld. These crystals power the Vespids signature
weapons, modulated to the proper energy frequencies by S T ag int Per wP Fel
their wings. The Delirium creates a fatal cycle of attraction (10) (8)
to the energised mineral in Vespid. They swarm the crystals, 50 25 50 45 60 15 44 30 12
Shadow of Madness
beating their wings at unnatural frequencies that create a low,
sustained energy field. The field and its ultrasonic signature Movement: 6/12/24/48 Wounds: 19
is like drug, drawing the Vespid closer while poisoning their Skills: Acrobatics (Ag) +20, Awareness (Per) +10, Climb (S)
bodies with its emissions. +20, Concealment (Ag) +20, Dodge (Ag) +10, Silent Move
(Ag) +20, Speak Language (Kroot) (Int), Tracking (Int) +10,
Survival (Int) +10
Behind Enemy Talents: Assassin Strike†, Death from Above††, Furious
Assault, Leap Up, Lightning Reflexes, Melee Weapon Training
(Primitive), Sprint, Swift Attack
Lines Traits: Natural Weapon (Beak), Unnatural Strength (x2),
Unnatural Perception (x2)
Armour: Tattered Hide armour (Body 2, Primitive)
T
he southeast continent is similar in ecology to the Weapons: Kroot hunting blade (1d10+10 R; Pen 4), beak
northeast, but the trees are the dark green of summer. (1d5+10 R)
The Tau and their allies also have the strongest hold Gear: None
on this landmass. The Delirium Trellis here is located towards †
The half Move taken as a result of Assassins Strike can be in any
the centre of the continent, less than two hundred kilometres direction, including a vertical jump or Climb.
from one of the planets largest Tau installations. The Kill- ††
The Kroot may Charge vertically with a successful Acrobatics check.
team must be cautious and alert once they reach the thick, Doing so grants them the same benefits a Deathwatch Assault Marine
verdant woodlands. The stealthy Kroot are at home in this gets from Wrath of Angels when using a Jump Pack.
arboreal locale, and far more numerous than on the other
continents. If the Kill-team does not lay out at least some plan Most of the xenos still have Kroot rifles, but they have
for avoiding detection as they travel towards their objective, forgotten how to fire them at range. Instead they use the
they are interrupted several times by Kroot attacks (some weapons bladed ends for melee. While the Space Marines
or all of which the GM may wish to summarise to avoid have the clear advantage in training and equipment, the
monotony). This has the additional side effect of revealing battleground strongly favours the Kroot, and it is clear they
their presence to the Tau if it had not happened already. know how to take advantage of it.
A constant sense of being watched lingers over the journey, The Kroot are clever enough not to go toe to toe with the
as movement constantly rustles through the thick tree canopy, Space Marines. Instead, they take advantage of their speed
and visibility is poor. Maintaining top speed despite the thick and mobility to launch diving attacks from the branches and
undergrowth and masses of vines requires a Routine (+10) immediately swing back to a concealed position. The trees do
Drive (Skimmer) Test. Failure adds additional time to not have the stopping power to provide any Armour Points
the trip. as cover from Adeptus Astartes weapons, but they do make
The area holding the Delirium Trellis is similar to the rest targeting the creatures more difficult. Ballistic Skill Tests to
of the continent. Two trees have grown over the fan-shaped hit Kroot in the tree foliage are Difficult (10).
device in the millennia since its placement, and it is actually Once the Battle-Brothers take care of the animalistic Kroot,
wedged tightly between them. The Battle-Brothers have the difficulty of dealing with the Trellis depends on their plans
more to contend with than ornery flora, however. This clutch for it. If they have set on a course of destroying the devices,
of trees is home to a tribe of Kroot that have succumbed then this one poses little additional challenge. However, any
to Barabans Delirium. The creatures (numbering about half destructive force great enough to annihilate the Trellis is almost
again the Kill-team size) leap from the trees almost as soon as sure to topple the two massive trees around it. If the Kill-team
the Battle-Brothers exit the Land Speeder. seems to have forgotten that little fact while wedging their
explosives into the tight space, the GM may wish to call for
Intelligence Tests to realise the potential danger, or simply
t Dodge Tests to avoid dents and damage from the falling
Although the Delirium Trellises do not affect alien races in the trees. In any event, explosives and/or the felling of the large
same way as humans, the unfortunate repercussions of exposure trees echoes like thunder through the forest, raising storms of
cannot be denied. Across Baraban, many Kroot have regressed crying birds and almost certain to warrant investigation from
to a feral mentality under the planets malign influence. the nearby Tau base. An enemy team of the GMs choosing
Forgetting their alliance with the Tau Empire, these victims arrives in 3d10 minutes, and engages the Battle-Brothers if
of the Delirium live in isolated nests in the dense forests. They they have not departed by that time.
seem like little more than animals now, although they have
evolved a deadly hunting style suited to their arboreal nature.
16
Trying to extract the Trellis from its trapped position is a more
challenging proposition. Possible avenues include: ByPassing ThE Envoy
• Taking a chainsword to the base of one of the trees. This is
If the flow of the story or the nature of a GMs players
a slow but steady method, requiring no Tests, but taking 20
doesnt lend itself to the appearance of KorUi Arsheth,
minus the wielders Strength Bonus in minutes.
hell want to find some other mechanism for alerting
• A Challenging (+0) Demolitions Test can pulverise one
the Kill-team to the events transpiring at the Tau base.
Shadow of Madness
or both of the entwining trees without damaging the Trellis.
Possible avenues include:
Failure by two degrees or more indicates that the Trellis is
• A communication from the Imperial Guard telling
destroyed in the blast.
them they have discovered the Generals location
• The Kill-team can carve away a portion of the trunks to
• Arriving too late at one of the locations and finding
expose the Trellis. This requires three successes on an
the Trellis already gone. The size of ship necessary
Extended Weapon Skill Test with most melee weapons,
to transport the Trellis off planet means it is almost
or an Extended Ballistic Skill Test with a weapon that
certainly being taken to their main base.
can produce a sustained blast like a melta or flame weapon.
• After a clash with the Tau strike team (or from the
If the Kill-team employs any method that involves felling
bodies in the towering glade), the Battle-Brothers
trees, a successful use of the Evaluate Skill to determine weak
might recover intelligence documents. Interpreting
points either halves the time needed or adds +10 to the chances
it would require help from someone with Speak
of success.
Language (Tau) or an Elucidator.
• Move the bases location on the planet to somewhere
XEnos rEmains that the Kill-team sees one of the orbital shuttles
descend through the atmosphere.
The Kroot nested in the tree branches, about fifteen metres
up. If the Battle-Brothers glance upwards, they see the series
they died. A few crumpled pages of a manuscript in high
of structures formed from animal hides, leaves, and a mulch
gothic flutter between two flat chunks of rubble. They appear
of partially digested wood from the Kroots iron stomachs.
to be the account of a survivor of original settlement, but
Anyone who takes an interest in investigating these dwellings
only the first, smeared page is legible. Time has otherwise
must make a Challenging (+0) Climb Test to scale their
finished the work the Trellises did not.
way up to the primitive houses. Navigating them should
require the occasional Routine (+10) Awareness Test to
watch ones footing, as a Battle-Brother strains these fragile
constructions considerably more than the light Kroot. (These
Tests are one step easier without the complication of power
armours weight.)
It appears the entire colony joined in the fray with the
Kill-team, as exploration finds no additional Kroot. It does
We may be the last survivors of this planet. Others live, but they are
provide concrete evidence that the creatures had strayed from
their faction. Leavings from Tau, Imperial, Vespid, and even
naught more than empty man-shaped husks filled with madness. Only a
other Kroot victims litter the makeshift hut. Most of the
undamaged equipment is of little use to a Space Marine, both
few days ago I walked in the singing gardens of the capitol with my
inconveniently small and of inferior make. However, a pair
of Tau EMP Grenades do roll around loosely near a gore-
wife and son. How distant that seems when compared to the memory of
spattered carapace chest piece. finding them lifeless in a great pool of their mingled blood. The knife
words oF warning was still in her hand.
One other point of interest crumbles within line of sight from
the Kroot den. The forest opens onto a large lake, where
severed stone columns break the surface, and adamantite
Even though I doubt these words will ever be found, I feel compelled to
beams have lain long enough that even that the ultra-durable
metal is slowly fading to rust. This site was once the refuge
lay down some memory of the home that was. Perhaps it is my own need
of the last inhabitants of Baraban. Here, the few people that
escaped the insanity ravaging their planet fled to hide from
to occupy my mind, lest loneliness and loss do to it what the enemys
their less fortunate neighbours.
A Routine (+10) Scrutiny Test suggests that the
horrible weapon could not. I should also leave warning about these
wreckage once formed a fortified bunker supplied with water
from the lake. Little more evidence remains of this bastions
cursed fiends, for their darkness will surely return to
lonely occupants than does of the planets condemned
civilisation. Bone fragments amidst the shards of metal and
stone suggest that whoever hid here probably did so until
17
The Western
Continent
T
Shadow of Madness
he Delirium Trellis on the mountainous western
continent resides on the Imperial side of the battle lines.
Unfortunately, the local Imperial Guard Company has
completely lost their sanity to the ghosts of Baraban, and
they have possession of the device. This unit of the Iocanthan
39th deserted several months ago, killing their Captain and
Commissar in a terror-induced frenzy. Some of the mens
minds remain irreparably shattered from the experience, while
those that partially recovered are no more inclined to return.
Insanity would be scarcely more of an excuse than cowardice
for their treasonous actions, and they know themselves
marked with a death sentence. The Company shelters in Old
Hollow, a mountain full of caverns and tunnels bored decades
ago by Vespid before Imperial forces claimed the surrounding
territory. The Delirium Trellis slept atop the mountain before
even the Vespid set up residence. The guardsmen would never
have known it was there, had the Tau not recently located and
come to recover it. The Tau were woefully unprepared for the
crazed, armed men living inside the mountain. Before they
perished, they did manage to un-phase the Trellis, revealing
it to the deserter company.
The Kill-teams Land Speeder can negotiate the steep
mountains to reach Old Hollow, although at times the vehicle
goes nearly vertical to do so. The native life—large felines
The two remaining men react little to whatever transpires
and shaggy rams—shows little fear of the Space Marines or
with their fellows and the Kill-team. Their own minds have
their vehicle as they pass through the snow-laden conifers.
conjured far stranger visions since they came to Baraban. In
Whatever means the Kill-team used to locate the Trellis
fact, if the Battle-Brothers attempt to speak with the men, it
here, the closest they can get to its suspected location is a
requires deft persuasion to convince them that they are not
cliff approximately one third of the way up Mount Hollow.
just more of the planets ghosts. Either through roleplaying or
Several circular tunnels in the stone empty out to the rock
Interaction Tests, the Kill-team may convince the remaining
shelf, where a large circle of cleared earth stands.
soldiers to answer questions about who they are or what lies
in the caves beyond. The men raise no objection if the Angels
t of Death go past them into the mountain.
The deserter company spends most of their time inside the
mountain, but cooking, recharging las power packs, heating pe
stones for warmth, and other task requiring fire must all be
performed outside to avoid flooding the tunnels with smoke. Vespid are larger than Tau, but not so large as an armoured
Fires of various sizes burn in the cleared circle. Smaller blazes Space Marine—particularly when the xenos have their wings
flicker in upturned helmets and small troughs dug in the tucked against their bodies to burrow. The stone tunnels do
frozen ground, while the largest fire—used to roast animal not yield like the earthen passages on the northeast continent.
carcasses—roars in the remains of an Imperial Sentinel The Battle-Brothers fit into Mount Hollow, but barely. Unless
cockpit. A dozen men mill in this area. Their military flak is they are willing to forsake their holy power armour, the trek
still visible beneath a patchwork of animal skins and furs. towards the Trellis is full of scraping and sparks. Their power
The saner members of the company are easy to spot as armour suffers no real damage, but the Deathwatch colours
they are the ones who quickly retreat into the cave network will need to be repainted.
at the sight of the Kill-team. Two of the men simply stay The passage snakes through the mountain, occasionally
where they are, gutting the las-riddled corpses of mountain opening into empty caves or splitting into small side alcoves,
rams. A trio of the most far-gone guards, however, leap up but the trail up towards the Trellis is relatively un-branching.
and launched a crazed (and almost certainly suicidal) assault From time to time they hear footsteps echoing nearby, but
on the Battle-Brothers. The profile for Imperial Guardsmen unless they have found a way to move through the restricted
can be found on page 376 of the Deathwatch rulebook. passageways quietly, all of the deserters clear out in the wake
of the Kill-teams approach.
18
t entrance. When Orlos finally turns his attention to the Space
Marines, he faces them with indignation. His first thought
Iocanthos is a harsh planet where warlords battle constantly at seeing the Emperors Angels is that they must have come
over the rare and valuable Ghostfire flower. Most of the to reclaim the “gate,” a gift he has proved unworthy of. He
planets troop tithes come from these nomadic armies. Bereft also believes this judgement unfair. If a Techmarine is present,
of an immediate foe and plunged into mental instability, many he assumes they must represent the group and addresses his
rebuke to them, otherwise he rails at them all:
Shadow of Madness
of the soldiers went back to a proxy of their ingrained habits
of harvesting. The largest node the Kill-team encounters on
their climb through the sloping tunnels is the resting place of
all these futile endeavours. “No, wait! I just need more time!” He strides towards you,
The deserters have hewn rough ledges all around the oval expression slightly fearful yet not surprised that the Adeptus
caverns walls with knives and axes. The bizarre array of Astartes have come. “Im close to opening it, I can feel it. This,
would-be tithes collected on these shelves provides glimpses all this…” he gestures about the room breathlessly, “I have done
into the various insanities crawling Mount Hollow. Many for His task. I will complete it!”
piles bear an obvious similarity to the chief crop of Iocanthos:
hardy purple mountain thistle and red seed pods from local
Modify the Guardsman profile as follows for Samsael
trees. However some of the other crops are the products of
Orlos: add an empty bolt pistol (counts as an Improvised
dreams best left unknown. The makeshift shelves also hold
Weapon) to his Weapons, add +10 to his Fellowship, and
bags of empty bolt shells and hand-carved wooden idols and
give him the Fearless Talent. Orlos is obviously unstable, but
faceted Stingwing eyes—dried and strung together in long
it is equally obvious a great many Imperial Guards are willing
cords.
to follow his commands. The Battle-Brothers have several
options, ranging from diplomacy to violence. The following
hall oF ThE mounTain King information may be useful in resolving the outcome:
A charismatic conscript named Samsael Orlos is the de facto • Orlos is a strong believer in the divinity of the Emperors
leader of the former soldiers now. Samsaels brown hair Chosen. As long as their message supports his delusion
has grown out of its military crop unevenly, and he wears that he is meant to lead the deserters to a better place, he
the bloody and tattered coat from the slain Commissar. is receptive to what they have to say.
The dead mans bolt pistol likewise hangs on Orloss hip, • If hostilities erupt, the Guardsmen form one or more
although he spent its precious ammunition some time ago on Hordes totalling a Magnitude of 40.
hallucinatory foes. He fancies himself the Vai (or “prince”) of • Intimidation is less effective with the deserters than other
a rising warband. Enough men were willing to accept this forms of persuasion due to their volatile psyches. If a
familiar structure that the few who opposed him did not last Battle-Brother makes a successful Intimidation Test
long. When his men wrested the Delirium Trellis from the against the deserters, half of them back down. However,
Tau, he became convinced that its shifting images reflect a the other half immediately attack (with a total Magnitude
world on the other side, and the Trellis is a gate they just of 20 instead of 40).
need to unlock. For days he has rallied the deserters around
the Trellis, preaching to them of the relief from the war
and freezing climate that awaits them on the other side of
this gate.
Orlos and his men dragged the device as far inside the
mountain as the hives construction allowed. The visible
and slightly damaged device lilts in the centre of a massive
chamber, spectral images still dancing through its dark panels.
The bulk of the deserters and the results of their effort to
open their gate off of Baraban crowd the room. With no
tech-priests to commune with the device, Orlos and his men
resorted to experimentation and the best approximation of
tech-lore they knew how to mimic. Wires and hoses link
slipshod to the Trellis, feeding into a limping and weaponless
servitor. A scorched ring of stone and several blackened
corpses suggests a rite with promethium gone awry, and an
effigy of the Trellis, constructed from lasguns and vehicle
panels, lies as the broken remains of failed supplication.
When the Space Marines enter the ignominious ceremony
hall, Orlos is shaking the servitor by its thick shoulders,
demanding it translate the mystery of the device. While he
is consumed with his task, several of his men heard the Kill-
team coming, and have their lasguns cautiously trained at the
19
The Final As KorUi Arsheth (assuming he is with them) leads the
Battle-Brothers down the gently sloping valley walls, they have
a clear view of the activity below. The base is 40 metres high
Conflict and topped with a flat landing pad for spacecraft. As the Battle-
Brothers approach, an Orca dropship sits atop the structure,
and two Fire Warriors escort a man in Imperial military dress
towards it. Anyone who uses vision magnification to get a
Shadow of Madness
“He who believes force of arms does not contribute to victory is a
fool, but he who believes in force over cunning hands his victory better look at the exchange sees that the Generals expression
to fools.” is stubborn, but fearful.
At the edge of deforested zone another, wider, landing circle
From the Battle Doctrines of the Dark Angels Chapter does not quite break the tree line. This dedicated platform was
K
orUi Arsheth is a Water caste envoy who came to built to support the Taus massive Manta spacecraft. One such
Baraban as part of a larger contingent to persuade super-heavy dropship waits there now. Even powered down the
General Caroses to the Tau point of view. However, crafts firepower is menacing: rows of missile launchers, twin-
he suffered his own misfortunes on Baraban, the greatest of linked heavy railguns, and turret after turret of burst cannons.
them being that he is now under the effects of the Delirium. The air caste crew is currently outside performing maintenance
The GM is free to place him in whatever situation and location and preparing the ship for launch.
he pleases, but encountering him is likely to trigger the most This Manta brought ShasEl Keyl and his team to Baraban,
climactic events of the Mission. Those who favour a flexible and his force has not been idle while the Battle-Brothers
approach to story may therefore want to have him appear in worked. The Tau Commander suffered several frustrating
the last location investigated. Possible options include: moments of finding a surviving Trelliss location, only to reach
Towering Glades: KorUi Arsheth had accompanied the it and discover the Kill-team got there first. At a minimum he
Fire Warriors to see the object of interest, and was injured in recovered a panel from the Towering Glade, and has it secured
the chaos when the Trellis activated. He is unconscious near in a stasis field. If the Kill-team missed one of the Trellis
the other Tau corpses. locations, then the Tau may have a more substantial prize
Behind Enemy Lines: KorUi Arsheth did not realise how to actually fill the empty hold of the huge dropship they so
far the Kroot had regressed from the Greater Good. He came optimistically brought.
to persuade them to return to a peaceful alliance. The timely The Battle-Brothers have a clear line of sight on both ships,
interruption of the Kill-team is actually the only thing that and some important choices to make. While the GM should not
saved him from being devoured, and he rushes out from his dictate what his players can and cant attempt, he should make
hiding spot to thank them once the battle is done. sure they understand the numbers and strength of weapons
The Western Continent: KorUi Arsheth accompanied the facing them; Space Marines only sell their lives dearly. Charging
Fire Warriors in their failed attempt to retrieve the Trellis. The across the open ground towards the base is such small numbers
Kill-team finds him being held prisoner by Samsael Orlos. highly risky, while a fight anywhere that the Manta can get a
Regardless of his location, the Tau is affected by the Delirium clear shot with its main armaments is tantamount to suicide.
and regards the Battle-Brothers as allies. After thanking them A Tactics Test is appropriate as the Kill-team assesses their
for “rescuing” him, he segues into a request: options. Depending on how well the Battle-Brothers succeed,
the GM can offer them information or advice based on the
following facts:
“Thank you KaiEl. I am most fortunate that you found me. • The General is in Long Range of a Godwyn-pattern bolter.
However, I must ask for your aid again. I had not intended to An easy solution exists to curb the risk that the Tau might
be gone this long. An important guela General waits there for persuade him to share Imperial secrets. The Battle-Brothers
us to show him the wisdom of the Greater Good. It wont be only need to sacrifice a single life.
long before the others of my caste assume me lost to this strange • The Kill-team can count nine unarmoured Tau Air Caste
backwater of strife and depart with him. I believe I will make a on the docking circle. This is the usual complement of
much faster and safer return in your company. Will you escort a Mantas crew. If the Battle-Brothers can eliminate the
me back?” pilots before they can re-enter the Manta, it is doubtful
anyone else in the immediate vicinity is trained to man the
sophisticated craft. Furthermore, the loading is taking place
The Tau base sits in a lowland basin, its circular structure
at the rear ramp, opposite the ships main armaments. In
panelled in smooth, white shielding. The tree line has been
the unfortunate event that the Mantas armament becomes
cleared for 100 metres in all directions, making anyone who
relevant, see Table 13 for its weapons compliment.
approaches visible and an easy target. Eight recessed oblongs
• There is no obvious sign of exactly what disposition of
ring the building at even intervals, evidencing retractable
forces may be inside the base right now. However, the
support weapons. Two railguns cover each of the four entrances.
truth is that only a few teams of Fire Warriors currently
A squad of Fire Warriors (see page 368 of the Deathwatch
occupy it; the Tau do not maintain a large presence on
Rulebook) also patrols the circumference of the base.
Baraban, leaving it to the Kroot and Vespid. The warriors
inside can form a Horde with a maximum Magnitude
of 30.
20
oFF-scrEEn oPEraTions
In the darkness of the 41st millennium there is only war—but not all wars are created equal. Particularly for powerful
characters like the Adeptus Astartes, sometimes an event does not hold enough challenge or narrative interest to spend
extensive time roleplaying through it. In these instances, you may find it useful to simply summarise the attempt and its
outcome so that the main story can continue. Once the GM and the players agree on the players intended outcome and
Shadow of Madness
course of action to achieve it, the GM designates one Skill or Characteristic Test for each character involved. This Test
should represent the best abstraction of the abilities the character is utilizing in the Operation. Each character involved
Tests on the designated Skill or Characteristic and reports their degrees of success or failure. The GM then totals degrees
of success, and consults Table 14 on page 22 to determine the outcome. As a general rule, you should not award XP
(or Kill Markers) for Off-Screen Operations.
e
The Kill-team has accomplished all their Objectives on Vanir and are returning to their Teleport Homer for extraction.
Earlier in the Mission, they were harried by forces of a rebellious Monarch, but had no time to deal with matters as simple
as civil war. However, they must pass through the territory again on the way back, and the entire Kill-team decides
to aid the Imperial cause by putting down as many of those particular rebels as they see. The Kill-team comprises 5
Battle-Brothers. The GM allows each character to roll on their preferred combat Characteristic (WS or BS). The results
across the group are: 4 DoS, 2 DoF, 1 DoS, 3 DoS, 0 DoF. This sums to 6 Degrees of Success, a Moderate Victory. They
efficiently purged every rebel who crossed their path, but it was still a footnote compared the real Mission.
salvaged anything of relevance from the Trellises, or dare to
• The nearby mountains offer ample cover and narrow hope their foes will not profit by escaping with one of the
passes that vehicles cannot enter and that negate the strange alien devices? Either storming the landing pad to
advantage of large numbers. However, this is more rescue the general or battling the strike team will challenge
viable as a withdrawal strategy than as lure, since there a full Kill-team. Force of arms alone will not serve the
is no guarantee one or both of their targets wouldnt Battle-Brothers if they try to split their team to deal with
simply take off instead of pursue. both issues at once. The stage of the battle is set, victory or
• Two burst cannons cover each facing of the base, but defeat depend upon the Battle-Brothers choices—and the
the approach is open and there is still the Fire Warrior Game Masters.
patrol to contend with. However, the patrol might be
lured into an ambush. If a Battle-Brother reaches the
structure intact, he must still pass a Challenging (+0) manTa armamEnTs
Security Test to gain entrance. The interior of the Ion Cannon: (300m; S/2/; 3d10+5; Pen 7; Twin-Linked)†
base is built for the diminutive Tau. A Battle-Brother in Burst Cannon: (60m; //10; 2d10 X; Pen 3)†
power armour would be at 10 to Weapon Skill Tests Seeker Missiles: (2000m; S//; 3d10+6 X; Pen 10; Clip
inside due to the cramped environment. 5)†
• If the Kill-team devises a use for KorUi Arsheth as a Missile Pod: (120m; S/2/; 2d10+6; Pen 5; Twin-Linked)††
distraction or decoy, a Deceive Test or a well-conceived Heavy Railgun: (400m; S//; 6d10+12 I; Pen 12;
story convinces him to help. Devastating (1), Felling, Twin-Linked)
• If the Battle-Brothers kept the EMP Grenades from †
The Manta has sufficient ammo hoppers for this weapon that clip
the feral Kroot nests, Tau are highly dependent upon size is irrelevant.
their technology. ††
The tracking warheads grant a +20 to all Ballistic Skill Tests made
Now is the moment of truth. Does the Kill-Team risk to fire this weapon. Each missile can only be fired once.
letting vital information about the Baraban war front fall
into enemy hands? Do they gamble that the Tau have not
Table 1-3: Manta Armaments
Burst Cannons Missiles Pod Seeker Missiles Ion Cannons Heavy Railguns
Count 16 1 2 6 1
BS fired by Drone 30 N/A N/A N/A N/A
BS fired by Air
N/A 35 35 35 35
Caste
Front: 8
Left: 6
Covered Facings Front: 1 Front: 2 Front: 6 Front: 1
Right: 6
Rear: 10
21
Table 1-4: Off-Screen Operations
1 PC Participating 2-3 PCs Participating 4+ PCs Participating Outcome
Catastrophic: The involved characters nearly
die, jeopardise the Mission, or otherwise make
4+ Degrees of Failure 5+ Degrees of Failure 7+ Degrees of Failure
a complete mockery of themselves. Subtract 1
Renown from the overall Mission Rewards.
Shadow of Madness
Failure: The operation is a failure. Whatever
result the characters were attempting, they affect
1-3 Degrees of Failure 1-4 Degrees of Failure 2-6 Degrees of Failure the opposite. If combat was involved, each
character carries 1d5 points of Damage back
from the battle.
Stalemate: There is no meaningful outcome to
the operation. The characters made a respectable
0 Degrees of Success/ 0 Degrees of Success/ 0 -1 Degrees of Success/
effort; the GM can further shade whether they
Failure Failure Failure
accomplished even something trivial by whether
the attempt was a net fail or success.
Minor Victory: The operation will be quickly
1 Degree of Success 1-3 Degrees of Success 1-5 Degrees of Success forgotten, but the characters accomplished what
they set out to do. The effects may be temporary.
Moderate Victory: The characters performed
2-3 Degrees of Success 4-6 Degrees of Success 6-9 Degrees of Success admirably, accomplishing most of their goal, but
without particular flair.
Decisive Victory: The Operation was a tale
worth re-telling. The characters affected a
4-8 Degrees of Success 7-10 Degrees of Success 10-13 Degrees of Success
lasting achievement that was everything they
could have hoped to accomplish.
Heroic Feat: The involved characters achieved
even more than they set out to do. What began
9+ Degrees of Success 11+ Degrees of Success 14+ Degrees of Success as a side errand may very well end up being
the most memorable part of the Mission. Add1
Renown to the overall Mission Rewards.
reTurn To erioCh rEwards
Once their long-range vox beacon is activated, The Spear Each Trellis kept from the Tau nets 200 XP. If the Kill-team
of Fury takes a day or two to return from its own battles rescued or killed the General, this is worth 100 XP, as is defeating
to retrieve the Kill-team. Space Marines are not known for the Tau command unit. Dealing with the crazed Guardsmen
sitting idle, and the Battle-Brothers are likely to want to use at Mount Hollow without killing them, and keeping Epsilon
this time to further the war effort. The GM should give them 420from being overrun are also worth 100 XP each. Award an
an opportunity to outline the particular battles or activities additional 200 bonus XP if the team managed to both rescue
the team intends to participate in, provided they stay as a unit (not kill) the General and stop ShasEl Keyl from getting away.
so that whenever the Spear does arrive they can be speedily The following are worth 1 Renown each:
extracted. Use the provided rules for Off-Screen Operations • Stopping the Tau from getting any Trellises
to summarise these events. • Stopping the Tau from taking the General
Inquisitor Quist meets with the Battle-Brothers upon their • Defeating ShasEl Keyl and his command unit
return. She listens to their debrief and identifies the devices as • Successfully dealing with two of more of the following:
Delirium Trellises if they have not already done so. She also the Kroot attacking the Outpost, the regressed Kroot, the
fills them in with what she knows of the Trellises (as detailed deserters at Mount Hollow
in the beginning of the adventure). She is exceptionally As always, the GM should feel free to further reward clever
pleased if they have managed to bring back a sample for study, plans and good roleplaying.
but issues general commendations as long as the technology
did not fall into the Taus hands. Quist exhibits mild interest
in the feral Kroot and the Tau, but little concern for the fate
musings For ThE ordo XEnos
of the Imperial Guard regiments on the planet no matter the The Battle-Brothers now have some insight into the cause
choices the Kill-team made. of the “ghosts” of Baraban, but many new questions. What
threat could create such weapons of madness? And why
was Baraban singled out—or do more Delirium Trellises
lie undiscovered on populous planets even now? Was it just
coincidence that the Omega Vaults luminators revealed the
devices, or are they linked to its inscrutable purpose?
22
NPCs and ††
The gunner selects targets for these weapons, and should roll for
them, using the machine spirits Ballistic Skill.
Antagonists vEsPid sTingwing
S
Shadow of Madness
iniTiaTE danE oF ThE BlacK TEmPlars
S
S T ag int Per wP Fel
(8)
S T ag int Per wP Fel 35 45 30 45 60 25 30 30 15
(10) (8)
55 40 45 41 47 48 38 48 43 Movement: 4/8/16/32 Wounds: 15
Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10,
Movement: 5/10/15/30 Wounds: 20 Speak Language (Tau, Vespid) (Int), Survival (Int)
Skills: Awareness (Per), Ciphers (Chapter Runes, Deathwatch) Talents: Basic Weapon Training (SP, Primitive), Lightning
(Int), Common Lore (Adeptus Astartes, Deathwatch, Reflexes, Melee Weapon Training (Primitive),
Imperium) (Int), Dodge (Ag) +10, Drive (Ground Vehicles), Traits: Flyer (10), Improved Natural Weapon (Claws),
Forbidden Lore (Xenos), Literacy (Int), Navigation (Surface), Unnatural Toughness (x2).
Pilot (Spacecraft) (Ag), Scholastic Lore (Codex Astartes), Silent Armour Natural Chitin Armour (3 AP in all Locations)
Move (Ag), Speak Language (Low Gothic, High Gothic) (Int), Weapons: Neutron Blaster† (45m; S/2/; 2d10+3 E; Pen 6;
Tactics (Int). Clip 24; Reload Full), claws (1d10+3 R)
Talents: Ambidextrous, Astartes Weapon Training, Bulging Gear: Communion helm (includes vox)
Biceps, Deathwatch Training, Heightened Senses (Sight), †
A neutron blaster only functions when used by a Vespid
Hatred (Heretics), Nerves of Steel, Resistance (Psychic
Powers), Two-weapon Wielder (Melee), Unarmed Master.
Traits: Size (Hulking), Unnatural Strength (x2), Unnatural
Toughness (x2).
Armour Astartes Power Armour (Head 8, Arms 8, Body 10,
Legs 8; History: A Fury Like Lightning).
Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;
Pen 5; Clip 12; Rld Full, Tearing), Astartes Combat Knife
(1d10+10 R; Pen 2), Astartes Chainsword (1d10+11 R; Pen
4; Balanced, Tearing).
Gear: Astartes jump pack, 3 bolt pistol reloads, devotion
chain.
Demeanours: Accept Any Challenge, Studious.
t
Lascannons (2): (300m, S//, 6d10+10 E, Pen 10, Clip
40, Reload 2Full)
Turbo-laser: (750m, S//, 4d10+30 E, Pen 20, Clip 5,
cannot be reloaded in flight, Blast (6) )
6 Hellstrike Missiles: (1000m, S//, 4d10+6 X, Pen 10,
each missile can only be fired once, Blast (1) )
Twin-linked heavy bolters (4): (150m, //10, 3d10+1
X, Pen 6, Clip 200, Reload 2Full, Twin-linked, Tearing)††
These weapons can either be operated by the pilot, or the gunships
machine spirit, who has a BS of 40.
23
Appendix on Erioch to a friendly duel at least once. The exception
to his good nature is Watch Captain Servais. The two have
conflicted time and again on matters of strategy, philosophy,
T
he Non-Player Characters (NPCs) presented in this and personality. The diametric opposition of their approaches
section represent a selection of prominent individuals to combat has been a wedge between the two ever since the
who frequent Watch Fortress Erioch. They provide a Raven Guard warrior arrived.
starting suite of characters who may serve as leaders, allies, While Tarran takes the mission of the Deathwatch with
or rivals for a Kill-team. Each NPC description also contains utmost gravity, he sees no reason not to use the assignment
ideas for how they may initiate Missions or otherwise play a to further the interests of the Storm Wardens during his term
role in your campaign. of service. Despite the Inquisitorial sanction, he possesses
a burning drive to discover the truth behind the Nemesis
Incident. He believes that it holds the key to the return of
Appendix
waTCh CaPTain Tarran the Storm Wardens original First Company. No one has
Cearr read the Liber Tempest more than Tarran; he is always keen
to volunteer himself and those under his command for any
Mission where the Enslaver plague might be involved, and
“The Tyranids arent going to be impressed by how many notches frequently probes the Ordo Xenos representatives for any
youve carved in your sword hilt. Show me how you use it!” information they might have on the topic.
Watch Captain Tarran Cearr
Like many Storm Wardens, Tarran is regarded equally as
advEnTurE sEEds
exceptionally brave or dangerously reckless depending on • Over his term of service, Tarran has faced the marauding
who gives the opinion. His shaved head is a canvas of tattoos Ork warboss Zrikgutta on battlefield after battlefield
in the patterns common on Sacris. Each intricate knotwork across the Reach. Tarran has finally located the purported
tells the story of a great battle—to anyone who can interpret base of his foe on Shedu, and is eager to resolve a duel
the symbols of his native tribe. Cearr is an outgoing man long unfinished. However, the Deathwatch are anything
whose brand of camaraderie involves scathing wit that spares but well-received at this hub for criminal trade. The Kill-
no one, and he has challenged nearly every Battle-Brother
ThE PoliTics oF war
On the surface the Deathwatch may seem like a
Brotherhood united in cause and duty. However,
in reality friction occurs whenever so many strong
individuals of ardent and differing ideologies are
suddenly thrust together, no matter how much else they
may have in common. In addition to private agendas
of Deathwatch warriors, Chapters, and Inquisitors, the
organisations role in the Jericho Reach can put them
at odds with the Achilus Crusade. The GM may or may
not want to make this a primary theme in his campaign,
but opportunities exist for groups who prefer a heavy
dose of such interpersonal roleplaying.
The NPCs presented in this section expose just a
few the varied clashing personalities and agendas that
might cross the threshold of Erioch. It is important
to understand that tensions between Battle-Brothers
almost never reach lethal violence. While Servais and
Tarran Cearr might jibe and seek to outdo one another,
they would never endanger each other or the others
Missions. However, personal slights, favours for other
rivals, and influence over the decisions of the Council
are all fair game.
Friends inside and outside the Deathwatch can
also reap concrete benefits. A well-disposed Inquisitor
might access their archives to provide additional
information for a mission, and it is never detrimental
for the authority assessing your Missions difficulty for
Requisition to stack the odds in your favour.
24
team must negotiate violent mistrust wherever they go as advEnTurE sEEds
they track their quarry into a wasteland filled with Orks.
• A transmission comes from the far-flung Watch Station • The Crucible Resolviate has recently acquired an almost
Grace of the beginnings of an Enslaver plague on a remote intact Crisis Battle Suit. Unfortunately, its vital central
world. Ever eager to learn more about this encroaching cogitator core is severely damaged. Quist requests the
species and its linkage to his Chapter, Tarran joins the Battle-Brothers aid in an assassination Mission that is
Battle-Brothers in answering the call. When the Kill-team really little more than an excuse to acquire the missing
reaches the planet, they find it already under sanction component for her allies. If she has reason to trust
from the Ordo Xenos. Will the Battle-Brothers eliminate the Battle-Brothers, she may enlighten some or all
the Enslavers as quickly as possible, or indulge Tarrans of them as to her real objective. If she does not, then
desire to learn more about their foe before destroying it? they may find some of the Inquisitors orders very
questionable indeed.
Appendix
• The Black Reef has long been a source of dark legends
inquisiTor adrielle and malefic alien artefacts in the Jericho Reach. A new
quisT abomination has surfaced in the regions budding cold
trade: parasites that rob men of their will and turn them
into biddable puppets—for a time. The conspiracy
“We all want the same thing, Brother-Sergeant: to see humanity was uncovered because the infected eventually enter a
reclaim not just the Jericho Reach, but our galaxy from our foes.” berserker rage, relentlessly hunting the one who infected
them and gibbering in an unknown alien tongue. The
Adrielle Quist
Inquisition has traced these parasites to planet on the
Adrielle Quist was first noted by Inquisitor Carmillus for her edge of the Black Reef, and Quist tasks the Battle-
prodigious telepathic abilities. Her sharp, investigative mind Brothers with helping her put an end to their source.
distinguished her from her fellow acolytes, and during her To do this, they must cross through space held by the
stature as Interrogator she was one of a select few brought to VelkHan Sept and then enter the perilous worlds of the
the Tower of Brass when her mistress became Inquisitor of reef itself.
the Chamber at Erioch. Five short years ago, Quist earned her
rosette, and remains Carmilluss primary hand in the field.
Quist has a deep fascination with alien technology that harl GreYweaver
she keeps tightly concealed. She is all too aware that many
around her would brand her radical or traitor for her desire “That press is an affront to the machine spirits! Honour them the old
to see them match the technological advancement of races fashioned way, with a hammer and the sweat of your brow.”
like the Tau. She is secretly one of
Forge Master Greyweaver
the Crucible Resolviates principal
sources of xenos artefacts. This Iron Priest has been the Forge Master of Erioch since his
The fresh Inquisitor predecessor answered a summons to serve the Achilus Crusade
would like greatly to a decade ago. While the influence of Greyweavers time in
find Deathwatch the unorthodox halls of the Deathwatch shows in his servo-
warriors who share harness and other small deviations from the traditions of the
her open mind Isles of Iron, he is not nearly close enough to the teaching
about the path of Mars as many of the Techmarines who serve under him
to humanitys wish. The Iron Priest has adorned most of the Fortresss
advancement, as major workshops with icons of the Iron Wolf, and rivers of
it would make molten metal flow through his domain deep in the heart of
procuring items Erioch. He is notoriously intolerant of other Chapters brands
from their of tech-craft, but his efficacy in conjuring the tools of war is
Missions far so great that no one has yet been able to oust him. His fervent
less laborious. hatred of alien technology puts him at frequent odds with
the Crucible Resolviate and Inquisitor Quist. Every piece
of xenotech adopted into the Deathwatch arsenal since his
arrival has been so grudgingly.
25
waTCh CaPTain servais
“You may find that to bluster is not nearly so important as to listen.”
Watch Captain Servais to Watch Captain Cearr
Servais of the Raven Guard has been a part of the Deathwatch
less than a year. A master sniper and infiltrator, he and the Kill-
teams under his auspices are frequently called on to perform
or consult in targeted assassinations. His quiet, calculating
mannerisms have isolated him from some of his Battle-
Brothers, although he has never refused training to anyone
who sought it from him. Servais speaks quietly, and prefers to
Appendix
analyze and evaluate before striking. Tarran Cearrs dislike of
his tactics is entirely reciprocated, and the sniper constantly
seeks to prove that forethought triumphs over frenzy.
Servais can be difficult to get to know, but is intensely loyal
to Watch Commander Mordigael, and indeed anyone—Space
Marine or not—that makes the effort to pierce his withdrawn
exterior.
advEnTurE sEEds
• When Chaos Space Marines plunder the corpses of
Deathwatch operatives for their gene-seed in the Orpheus
Salient, it is an affront that cannot go unanswered. The
stolen cargo has been taken to a Chaos stronghold on
Khazant. A great many members of the Deathwatch
volunteer to recover it; Servais and Tarran Cearr are
both among them. The formers plan involves stealthy
infiltration while the latter proposes a bold frontal
advEnTurE sEEds assault. The Kill-team can choose to go with one of these
Captains and their approach, or form their own.
• It is a bitter moment of loss on Erioch. A Kill-team of five • Servaiss kill record is almost flawless. Almost. His one
Battle-Brothers equipped in terminator armour recently failed Mission returns to plague the Canis
died terrible deaths on Castobel. Their failure to halt the Salient. Human converts to the
latest assault on one of the planets standing hives and the Taus infectious Greater Good
loss of an entire team is a grave blow. Its magnitude is are far too common in the
heightened by an accusation that the machine spirits Canis Salient. One such
of their armour betrayed them. The Battle-Brothers traitor is a former Ordo
must both complete their fallen brethrens Mission, Xenos Acolyte, Serena
and recover evidence from the wreckage of whether Erizon. Too much exposure
the Forge Master failed in his calling. Greyweaver is to alien philosophies finally
not a popular man; he has many enemies who may caused them to lodge in the
have conspired against him. young scholars brain. When
• The apostate tech-magi of Samech have unleashed Servais went to prevent her
a new weapon in their corrupt arsenal: a warship knowledge from falling to
that requires no crew. It is controlled by intricate the enemy, she escaped in a
cogitators and the sacrifice of thousands of souls to its surprising manifestation of
hunger. The Thunders Word managed to down this her hereunto latent psychic
blasphemous creation above the planet Ries. However, potential. She has used the
the ships engine core survived its crash through the Taus poor understanding
atmosphere and festers on the frontier world. The of her abilities to rise
Forge Master himself accompanies the Kill-team to see through the convert ranks at
this sacrilegious tech-daemon put to rest. Unfortunately, an alarming speed, and
the natives found it first, and many take to worshipping now holds sway on
the newly fallen god. one of the Velkhan
Septs outlying
worlds.
26
arius hYzeron roGue Trader diaz lan
“The darkness bides its time. We must match its patience while we “I assure you this is a strike of great strategic importance. The
wait, and entrust our souls to the Emperors light.” Deathwatch should be there when the Crusade forces land. Will there
be Xenos? Why shouldnt there be? Doesnt the Reach crawl with
Arius Hyzeron
them?”
The Ultramarine Arius Hyzeron has been on Watch Station
Rogue Trader Diaz Lan
Erioch longer than any other Battle-Brother. He has served as
one of the ten Guardians of the Chamber of Vigilance for over The Lan Rogue Trader Dynasty comes from military stock,
two centuries. Although no one is left who can confirm or and sent many vessels through with the Achilus Crusade.
deny, it is said that Seargent Varthion himself recommended Diaz is the much younger brother of the Dynastys current
Arius to his current post for his role in the famous defence Scion, Kazandus. A far better diplomat than the Crusades
Appendix
of the warp gate. This places Arius in the Jericho Reach over busy Lord Militant, Diaz Lan was nominated by the Dynasty
four hundred years ago. He has seen the arrival of many new to take a hiatus from exploration and serve as Crusade liaison.
alien threats since that time. He is often the voice of requests from the Crusade, and Lord
Arius is gifted his with his Chapters brilliant charisma, and Militant Tetrarchus himself.
has forged bonds with many people on Erioch over his years In truth, Lan is quite tired of his position, though he masks
there—even the stubborn Forge Master Greyweaver. He has it well. He had command of his ship, the Horizons Pride,
an easy smile, although his face is marred by a triumvirate of for only a few short years before his brother assigned him
parallel scars that cross over his augmetic left eye. He is also a to the war contingent. He longs for more freedom over his
repository of speculation and past tales of the Omega Vault. endeavours and better chances for profit than what the three
This makes him of great interest to Epistolary Axineton. bloody Salients leave him. Congenial and an able warrior, he
is on excellent terms with many Crusade military men and
commands great swathes of resources. Ships from the Lan
advEnTurE sEEds forces also have a habit of “straying” from the main Crusade
• Ariuss post keeps him from the field except when fleet into less explored parts of the reach. The reports they
accompanying a member of the Chamber of Vigilance. send back to Lan make him a vast repository of knowledge
When the Deathwatch sees an alarming pattern of on xenos races and worlds.
reports describing Imperial troop transports that arrive at
their destinations painted in blood yet empty of corpses,
Arius seems to recognize a grave threat from the past.
advEnTurE sEEds
He personally requests that the Kill-team look into the • One of Lans explorer teams that ranged far from the
matter. war lines recently returned to him with news from the
• The Omega Vault unseals a preserved manuscript Orpheus Salient: the Hive Fleet bears down on a new
detailing the location of a planet in the Outer Reaches. planetary target. The small colony could be easily
Arius recognizes the planet, and tells a story of a Kill- evacuated and perhaps a trap laid for the oncoming
team that once chased an unknown xenos enemy back horde. Lan cannot report this to the Crusade as it would
to those same coordinates. They sent a few long-range raise too many questions, so he informs the Deathwatch.
communications, and then contact was lost. The Kill- Furthermore, he insists on accompanying the Kill-team
teams last message was “Emperor forgive us for opening as one of his own is still on the planet.
their dread eyes. We will spend the last drop of our blood • After a series of devastating losses in the Canis Salient,
to close them.” morale is perilously low. The stagnant war aboard the
Execution Eternal has become symbolic of the entire
Salients struggle. The Crusade sends Lan to request the
Deathwatchs aide in bringing that struggle to a decisive
conclusion. However, unknown to them, the Tau have
just deployed the famed Commander Scornfoe to settle
matters in the Tau Empires favour.
• Lan arrives with a small group of Crusade officers.
Almost immediately after, a failed assassination attempt
on Watch Commander Mordigael puts all of Erioch on
edge. The Watch Fortress is a carefully guarded location.
The possibility of a traitor and the certainty of an enemy
in the walls are both intolerable notions. The Battle-
Brothers must determine if Lan or one of his passengers
brought the assassin, as well as locate the would-be killer
before he does real damage to the Deathwatch fortress.
27
Mission using locaTion
Location can be used sparingly or heavily, depending on your
Building needs. When the location is important, remind the players of
their environment frequently while describing the area and
events around them. Location can have an effect on combat,
“No one man, however exalted or base, is more important than the creating a battleground as simple or complex as a particular
mission.” encounter calls for; use the rules in Chapter VIII: Playing
the Game of the Deathwatch Rulebook for situational
Commissar Holt
modifiers or devise some of your own. Location also shades
T
he Deathwatch Rulebook lists several Mission the people the Kill-team encounters during their Mission,
Archetypes for Kill-teams. This section expands on a and the way those people are inclined to react to the players.
Appendix
framework for building missions that resonate with
your players and allow them to experience a compelling variety
of roleplaying and combat opportunities. Most Game Masters
locaTion Building BlocKs
eventually establish a framework for creating adventures, and • The environment is wet and swampy. While their
a single “correct” interpretation does not exist. However, if sealed power armour protects the Battle-Brothers, the
you are new to the role of GM or to the Deathwatch game, Techmarine is constantly performing trivial maintenance
you may find this starters guide useful. This model breaks a on all but the most robust weapons, wargear, and vehicles.
Mission down into the following: The risk of guns Jamming may increase.
• Locations: The physical environment or environments • The environment is a teeming ecosystem. Small lizards
in which the Mission takes place and mammals are so abundant that the Battle-Brothers
• Objectives: The tasks the Kill-team must complete to crush some underfoot if they dont tread carefully.
call the Mission a success • The Mission takes place in a desert. The inhabitants are
• Enemies: Foes who directly oppose the Kill-team, tough and tanned from life in the harsh environment and
usually with the threat of violence value water above any other currency. Foot and ground
• Assets: Conditions that help the Kill-tem achieve their vehicle travel is slow in the shifting sands, and frequent
objectives sandstorms impede visibility.
• Obstacles: Hindrances to the Kill-teams success that are • The local populace has never heard of the Adeptus
less overt than enemy forces Astartes. They treat the Battle-Brothers like Ogryns or
• Choices: Decisions the Kill-team must make in the some other sub-species of human. The civilisation may
course of the Mission be particularly intolerant and object to these “mutants”
Each of these components serves as a tool in constructing having powerful arms and armour.
Missions, and each has a distinct effect on the feel of the • The Kill-teams Objectives lie on a war-torn planet.
story you create with your players. The text below discusses Senseless death and carnage surrounds them; mothers
effective use of these components, and presents a menu of plead for the Emperors Angels to protect their children,
starter options to fill your toolbox. When you go to build but the Kill-team must ignore a thousand small miseries
your own Missions, you can reach into that box and select to combat a larger threat.
from these tools, combining them with elements of your own The local environment is extremely toxic; even Space
devising into Missions that fit your players and campaign. Marines would not last long if exposed to the choking
atmosphere and acidic earth. Every puncture of a Battle-
Brothers power armour must be sealed immediately or the
loCaTion poisonous environment takes its toll.
The backdrop for a Mission can drastically change its feel. Even
the simplest seek and destroy mission plays out quite differently in
a towering Hive city than it does in an arctic wasteland. Location oBjeCTives
includes the terrain, as well as the inhabitants and political climate Chapter VIII and Chapter X of the Deathwatch Rulebook
of the setting. Because of the Adeptus Astartes relative isolation cover the definition of Mission Objective and lay out
from humanity, they are unlikely to be drawn into local politics several different types. Objectives are often the backbone
and conflicts, making events of great significance to the common of a Mission, as they define the reason for the Kill-teams
citizenry just one more element of the background for a Mission. deployment. However, the very nature of the Deathwatch
A civil revolt or even an outright war can be extraneous to a Kill- implies that Objectives can be fluid, and the GM should have
teams Mission, but it is important colour to the Location where the an idea both of what the Kill-team expects the Objectives to
Mission takes place. Chapter XIII of the Deathwatch Rulebook be, and what they may ultimately become. Below are some
details many locations with interesting geography, cultures, and detailed examples ready for Mission construction.
background events. The Location suggestions presented here are
general enough to place on established Jericho Reach locations
or your own.
28
using oBjEcTivEs using EnEmiEs
Objectives can be as concrete or as abstract as the GM If players remember little else about a Mission, they usually
desires. He should not feel obligated to reveal to the players remember who they fought. Even if your group has a favourite
up front, or ever, what he considers the Mission Objectives foe, fighting the same thing over and over can become
to be. Sometimes, the entire situation and everything to be repetitious. If using the same enemy force in an extended
accomplished may be laid out in the Briefing. Other times story arc, decide whether it is only the general threat that
the actions actually needed to achieve heroic success may be you want to recur, or specific individuals (who probably
nothing like the Kill-team went in expecting. If your players then need a level or two of Touched by The Fates). Amongst
are prone to marching only down the road in front of them, the nameless throngs, you can vary the troop composition,
they may finish a Mission without uncovering a large set armament, numbers, and challenge level.
of possible Objectives. You can help by throwing players
Appendix
another “hook” if they miss the first one. Less forgiving GMs
may be tempted to let the players reap the fruits of their
EnEmy Building BlocKs
obliviousness, but do you really want your creative labour go • A member of the enemy faction has a grudge against a
to waste because someone didnt ask the right question or particular Battle-Brother or the entire Kill-team. This
failed an Awareness Test? individual will stop at nothing to see them eliminated in
the most painful way possible.
• The enemy is cowardly. Their forces can obliterate unarmed
oBjEcTivE Building BlocKs human citizens, but hide at the first whisper of an Adeptus
• An enemy invasion force is descending upon a strategically Astartes presence. The Battle-Brothers have to actively
critical planet. A military fleet is en route, but the Kill- root this threat out and force it into a confrontation.
team is closer and must help the locals survive until help • The enemy relies on mercenary forces. The Battle-Brothers
arrives. cannot get face to face with the real threat because of the
• A transmission has just been received from a Kill-team waves of intermediaries. Perhaps the real enemy is not
thought lost in the Acheros Salient a decade ago. The even present at the site of the Mission.
PCs must risk the possibility of a trap and walk in the • The Battle-Brothers are not allowed to attack the enemy.
domains of the Traitor Legions to retrieve their Brothers, The enemy has political immunity, or it possesses some
or at least recover their gene-seed. crucial information that the Deathwatch must acquire at
• The Achilus Crusade has arranged to exchange prisoners all costs.
of war with the enemy. The military petitions the • The Kill-team has a grudge against the enemy. This is
Deathwatch to ensure the trade goes smoothly. the reverse of the first scenario. The enemy grievously
• The Kill-team is sent as re-enforcements for an active wronged the Kill-teams honour, one of their Chapters, or
assault Mission by another Kill-team or a deployment of performed some other act to earn animosity. The Battle-
a traditional Chapter Company. Brothers may not always act rationally in their pursuit of
• Alien technology has been discovered on a populated this hated foe.
planet. The Kill-team must retrieve it not just from where
it lies, but also from the hands of any Imperial citizens
who wittingly or unwittingly possess it. oBsTaCles
• The Battle-Brothers answer a call for help from an Imperial Enemies are not the only factor that a Kill-team might have to
held world. When they arrive, the entire population is dead overcome. Less direct and usually less violent circumstances
or missing. The Battle-Brothers must find the menace that can also put the Kill-team at a disadvantage, or provide
destroyed this world before it claims another. an advantage to the enemy. Several of the Complications
in the Deathwatch fall into this category. Obstacles and
Complications are essentially the same thing; their discussion
enemies here focuses on their role in Mission building.
Warhammer 40,000 Roleplay offers no end of options for
foes to directly oppose a Kill-team. Chapter XIV of the
Deathwatch Rulebook is an obvious starting point for
using oBsTaclEs
ideas, but other warhaMMer 40,000 sources, both from Obstacles are a key ingredient of memorable stories. Without
the roleplaying game and the tabletop game can provide them, the story can quickly become a parade of fights
inspiration. Once you have settled on a species and technology with a few sentences of exposition to link them. Obstacles
base for the enemy (or enemies) in your Mission, you have present a chance to control pacing, to allow players to flex
several other decisions to make. How skilled or powerful are their problem-solving abilities, and to vary the challenge
the particular forces featuring in this Mission? What do they level of a Mission without necessarily adjusting the enemy
want, and what risks will they take to get it? Is there a point profiles. Obstacles often yield some of the more interesting
at which the enemy will retreat rather than continue to fight? roleplaying scenarios. Choose obstacles that showcase the
Will they deliberately avoid combat with the Battle-Brothers interests of your players, the abilities of their characters, and
in the first place? the themes of your story.
29
oBsTaclE Building BlocKs • The enemy or location has been dealt with before. The
Kill-team has extensive and accurate information on the
• The Kill-teams Objective is a simple seek and destroy. Mission to properly plan and equip.
However, a nominally friendly force like the Inquisition • The Mission Authority opts to provide the Kill-team
or the Achilus Crusade is after the same thing, and their additional Requisition, or specialised equipment beyond
plans definitely do not involve destroying the Objective. the threat rating.
• An individual or race that one (or more) of the characters • Not one, but two threats or enemies plague the Mission.
personally despises is present during the Mission, but as However, they are as opposed to one another as to the
an ally, advisor, contact or some other role where the Space Marines. The enemy spends valuable time and
Battle-Brother(s) must put personal hatred aside. resources in a war that has nothing to do with the Space
• A vital friendly NPC in the mission is actually a traitor. Marines, but leaves them ample opportunities to take
They spend the Mission reporting the Kill-teams advantage of the situation.
Appendix
movements to the enemy and secretly opposing their • The terrain does not favour the enemy—perhaps the foe
success. is a flying strain but the planet is full of blustery winds,
• The Adeptus Astartes are tasked with protecting the local or a cold-blooded race on a freezing planet.
populace from some threat, but the natives are obviously • The Kill-team encounters an unexpected ally on the
hiding something. They are not openly hostile or Mission: units of guardsmen willing to follow their
heretical, but neither are they welcoming or cooperative. commands, fellow Battle-Brothers on their own Mission,
The Battle-Brothers may be left wondering if the greater or a Rogue Traders crew whose profits the xenos threat
threat is without or within. is eating into.
• The Kill-Team finds themselves in a situation that requires
both military might and political manoeuvrings. Even
the most charismatic Watch Captains are rusty in their ChoiCes
interactions with normal society. The Kill-team must Choice is the secret ingredient that transforms a fun adventure
partner with a member of the military or Inquisition who into a story that your players remember. Forcing characters to
is a liability outside political arenas. make difficult (or even not so difficult) choices gives the Battle-
• The Kill-team were provided extensive intelligence Brothers an opportunity to affect the story while highlighting
on their Mission and given excellent opportunities to their personality at the same time. Space Marines are action-
prepare. Unfortunately, the enemy they came to fight oriented individuals, prone to express their core beliefs not
is gone, and the Kill-team faces something completely through diatribe or heart to heart talks, but through their
different instead. deeds. Placing choices of morality, philosophy, or simple
personal preference serves the dual purpose of getting the
characters more deeply involved in the story, and allowing (or
asseTs forcing) them to prove what is most important to them.
Circumstance does not always have to favour the enemy.
Consider whether chance, planning, or choices made in the
past might provide the Kill-team some sort of advantage.
using choicEs
(You can always throw in more obstacles to keep things from Choices are not just a means for characters to interact with
getting too easy.) This doubles as an excellent way to make the story, but also with one another. With the many grey
players feel like their decisions matter (see below). moral quandaries to be found in the Imperium, the Battle-
Brothers may often disagree on the “right” course of action.
Most groups enjoy some amount of interpersonal conflict,
using assETs and that is particularly true for Space Marines whose bonds
Assets are another tool for differentiating one Mission from with one another are usually close. However, as the GM, you
another. Assets that provide information can be used to need to have a good grasp of where your players particular
exposition relevant facts or gently nudge players towards the threshold for such debates lies. Some groups feel they had a
next segment of the story. They also provide the opportunity worthwhile evening if they spent half the night arguing about
to pit the Kill-team against enemies and obstacles they might the approach to a single Objective, while others feel like they
otherwise never be able to overcome. are “wasting time” with long discussions. Know when to
let your players enjoy the debate, and when to prompt the
Leader to make a call.
assET Building BlocKs As the GM you have your own choices about how heavy
• The Kill-team is fortunate enough to be accompanied by the consequences of each of the Battle-Brothers decisions
allies who are not a liability such as Ordo Xenos agents are. Sometimes they may echo throughout the Reach, and
or veteran soldiers. others times they cause a moments pang of regret before
• The Astartes-worship on this Mission is present but being forgotten.
subdued. The local populace is polite and helpful, running
errands, performing research, and offering information
that may aid the Kill-team.
30
choicE Building BlocKs gy
• Space Marines are the defenders of humanity, but they The whole is greater than the sum of its parts. Many of the
cannot save everyone. They encounter a sympathetic building blocks above blur the lines between component
group of people who will be slaughtered if the Battle- categories, and there is no need to try to shoehorn them into
Brothers do not intervene, but time is ticking to pursue one type anyway. The interaction of components in the story
their Deathwatch Objective. is just as important as the individual pieces that form it. Often
• The Kill-team will frequently encounter xenos technology assets and obstacles spring directly from the location. Perhaps
in their Missions. Do they destroy it, or are some artefacts just the choice of enemy naturally links to certain choices or
worth bringing back for study. If they do retrieve such obstacles. The Warhammer 40,000 universe is so expansive
devices, who do they entrust them to? that sometimes encapsulating it into the scope of an adventure
• Part way through a Mission, the Kill-team receives a is daunting. The following advice may be useful.
Appendix
follow up order from the Mission Authority that seems Start small. Choose one or two building blocks that
dishonourable or counter-productive. Do they trust the interest you to start with, and see if they lead to the choices
wisdom of their absent leaders, or follow their own for any other components. If you have trouble filling in the
evaluation of what is right? framework, use this toolkit (or any of your other favourite
• The Kill-team encounters a colony walking a fine line sources of inspiration) to fill in the blanks.
between ignorance and heresy. The entire planet lost their Be conscious of themes. Pick a particular mood or message
way during the Age of Shadow without truly falling to for your adventure and select components that emphasise
evil. Do the Battle-Brothers purge the seed of temptation that theme.
before it blooms, or attempt to bring these lost souls back Balance your components. Too many enemies leads to a
to the Emperors light? bloodfest. Too many choices and obstacles in a row can cause
• The Battle-Brothers have fought and bled in the hunt the pace to drag. Vary the degree and order in which your
for a despicable agent of the enemy. But when they components come up to suit your groups play style and your
finally reach him, it turns out he has vital intelligence desired pace for the Mission.
about something of even greater significance. Do they
negotiate to try and gain this information, or refuse to
capitulate with the enemies of man?
31
The Essential GMs Reference
T
his lavish Game Masters kit helps keep a Kill-teams Missions
from going astray! Behind the sturdy screen, the GM can hide
dice rolls and keep players from reading his notes. Printed on
the GMs side are numerous handy quick reference charts that make
running the game that much easier. Added to this is a 32-page full
colour booklet with a complete adventure, a selection of useful NPCs,
and an expanded Mission-generation system!
TM
The Game Masters Kit 821AUG10 DW02
ISBN: 978-1-58994-779-5
9 781589 947795 51995
www.FantasyFlightGames.com
Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the Game Masters Kit, the foregoing marks respective
logos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products
and illustrations from the Warhammer 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and
other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be
reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
Test Difficulty Ranged Weapons Combat Actions Melee Weapons Weapon Jams Semi-Automatic Weapons Armour
Name Class Range RoF Dmg Pen Clip Rld Special Action Type Subtype(s) Description Name Class Dmg Pen Special An unmodified roll of 9600 weapon Jams. Full +10 BS, for every 2 degrees of success gain another hit, as indicated on Name Locations Covered AP
Test Bolt Weapons Aim Half/Full Concentration +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack. Chain Weapons Astartes Power Armour All 8/10
Difficulty Action and BS Test to clear. Semi- and Full Auto Multiple Hits Table (page 239), or can be allocated to another target within
Modifier Astartes Bolt Pistol Pistol 30m S/3/ 2d10+5 X 5 14 Full Tearing All Out Attack Full Attack, Melee +20 to WS, cannot Dodge or Parry. Astartes Chainsword Melee 1d10+3 R 4 Balanced, Tearing 2m. Result of 9400 on BS test indicates weapon has Jammed. Astartes Artificer Armour All 12
Fire Jams on a 9400.
Trivial +60 Astartes Bolter (Godwyn) Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing Brace Heavy Power Weapons Astartes Scout Armour Body, Arms 6
Elementary +50 Astartes Boltgun (Stalker) Basic 200m S// 2d10+5 X 5 24 Full Accurate, Tearing Weapon
Half Miscellaneous Prepare to fire a heavy weapon.
Astartes Chainfist Mounted 2d10† E 10 Power Field, Tearing Two-Weapon Fighting Full Automatic Weapons Astartes Terminator Armour All 14
Simple +40 Astartes Combi-Weapon†† Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing Attack, Concentration, Melee Astartes Lightning Claw Melee 1d10+6 E 8 Power Field, Special, Tearing +20 BS, for every degree of success gain another hit, as indicated on Primitive Armour Varies Varies
Called Shot Full Attack a specific location on your target with a 20 to WS or BS. Only one-handed weapons. Either make a single
Easy +30 or Ranged Multiple Hits Table (page 239), or can be allocated to another target within Carapace Armour All 6
Astartes Heavy Bolter Heavy 150m //10 2d10+10 X 6 60 Full Tearing Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced attack with either weapon (20 for off-hand), or if
Routine +20 Charge Full Attack, Melee, Movement Must move 4 metres, +10 to WS. 2m. Result of 9400 on BS Test indicates weapon has Jammed. Diagnostor Helmet Head 8
Astartes Storm Bolter Basic 100m S/2/4 2d10+5 X 5 60 2 Full Storm, Tearing Astartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy you have the Two Weapon Wielder Talent, spend
Ordinary +10 Defensive Stance Full Concentration, Melee Gain an additional Reaction, opponents suffer 20 to WS. a Full Action to attack with both weapons, but Masking Screen – –
Overwatch
Profile is for the primary bolter. Secondary weapon has RoF: S// and Clip: 1, with all other statistics as per the weapons entry. Astartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field
Delay Half Miscellaneous Before your next Turn take any Half Action. at 20 to each (drops to 10 with Ambidextrous
Challenging +0 Plasma Weapons Power Field, Concussive, Flak Armour All 4
Disengage Full Movement Break off from melee and move. Astartes Thunder Hammer Melee 2d10+5 E 8 Talent). If shooting with a gun in each hand, your You take a Full Action to establish a kill zone 45-degrees from your facing
Difficult 10 Astartes Plasma Cannon Heavy 150m S// 2d10+11 E 10 16 5 Full Blast (1), Volatile Unwieldy †
Artificer armour is not available on a per-mission basis; it must be obtained as
Dodge Reaction Movement Test Dodge to negate a hit. targets must be within 10m of each other. and up to the Range of the weapon. You may spend subsequent Turns Signature Gear.
Hard 20 Astartes Plasma Gun Omnissian Axe (Astartes-
Basic 100m S/2/ 1d10+9 E 8 40 4 Full Volatile Feint Half Attack, Melee Opposed WS Test, if you win, your next attack cannot be Dodged or Parried. Melee 2d10+6 E 6 Power Field, Unbalanced waiting for targets to enter the zone. You may take the Full Auto Burst
(Ragefire) Pattern) ††
Very Hard 30 Using Weapons without Talent Action, Semi-Auto Burst Action, or Suppressing Fire to shoot any targets
Astartes Plasma Pistol Pistol 30m S/2/ 1d10+8 E 8 12 3 Full Volatile Focus Power Varies Varies Use a Psychic Power. †
Chainfists and Power Fists double the wielders Strength Bonus when adding to Melee Damage.
Arduous 40 entering the zone, targets must make a Hard (20) Willpower Test or
Melta Weapons Full Auto Burst Full Attack, Ranged +20 to BS, additional hit for every degree of success. ††
Only Techmarines are entrusted with this weapon. 20 penalty when using a weapon without
become Pinned. Overwatch may be maintained up to your WP Bonus in
Hordes
Punishing 50 Grapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple. the appropriate Talent. In the case of Flame
Astartes Infernus Pistol Pistol 10m S// 2d10+8 E 13 4 Full raditional Weapons hours, or until the Full Burst Action has been used.
Hellish 60 Guarded Attack Full Attack, Concentration, Melee 10 WS, +10 to Parry and Dodge. weapons, targets receive +30 to Agility Test to
Astartes Meltagun Astartes Combat Knife Melee 1d10+2 R 2 Attacking a Horde
(Vulkan)
Basic 20m S// 2d10+8 E 13 6 2 Full Jump or Leap Full Movement Jump vertically or leap horizontally. Ceremonial Sword††† Melee 1d10+3 R 2 Balanced avoid being hit. Suppressive Fire
Knock-Down Half Attack, Melee Try and knock an opponent to the ground. A character can damage a Horde by shooting it with ranged
Astartes Multi-melta Sacris Claymore††† Melee 2d10+2 R 2 Unbalanced You can suppress an area 45-degrees from your facing and up to half the
Hit Locations Heavy 60m S// 4d10+6 E 13 12 2 Full Blast (1) Manoeuvre Half Attack, Melee, Movement Opposed WS Test, if you win, move enemy 1 metre.
Unarmed Combat weapons or attacking it in melee. These attacks are treated
(Maxima) Force Weapons Range of the weapon. Targets within this area must make a Hard (20)
Move Half/Full Movement Move up to your movement as a Half Action or twice your movement as a Full Action. WS to hit, inflicts 1d53 I+SB. Armour Points as if they are against a single creature even though they may
Flame Weapons Astartes Force Staff Melee 1d10+1 I 0 Balanced, Special Willpower Test or become Pinned. Make a Hard (20) Ballistic Skill Test to
Roll Location Multiple Attacks Full Attack, Melee or Ranged Attack more than once in the same round—requires two weapons or a talent. count as double. In addition, inflicting damage determine if anyone in area has been hit, GM assigns hit to random target. represent mowing down ranks of enemies or scything through
Astartes Flamer Basic 20m S// 2d10+2 E 3 6 2 Full Flame Astartes Force Sword Melee 1d10+2 R 2 Balanced, Special
0110 Head Overwatch Full Attack, Concentration, Ranged Shoot targets coming into a set kill zone, 20 to BS. greater than or equal to your targets Toughness An extra hit is scored for every 2 degrees of success. Result of 9400 on many foes.
Astartes Hand Flamer Pistol 10m S// 2d10+2 E 3 4 2 Full Flame Other Melee Weapons
1120 Right Arm Parry Reaction Defence, Melee Test Weapon Skill to negate a hit. Bonus also inflicts 1 level of Fatigue. BS test indicates weapon has Jammed. Characters must still roll to hit a Horde, but the appropriate size
Astartes Heavy Flamer Heavy 30m S// 2d10+6 E 6 10 2 Full Flame Primitive Weapons Melee 1d10 I 0 Primitive
2130 Left Arm Ready Half Miscellaneous Ready a weapon or item.
bonus should apply to these tests based on the Hordes Magnitude.
3170 Body
Solid Projectile Weapons
Reload Varies Miscellaneous Reload a ranged weapon.
Improvised Melee 1d102 I 0 Primitive, Unbalanced Pinning Weapons that can fire on full, or semi-auto will cause additional hits.
Astartes Assault Cannon Mounted 150m //10 3d10+6 I 6 200 3 Full Tearing †††
See Page 170 for description These hits must be allocated against the Horde and not any individual
7185 Right Leg Pinned targets have Half Action only and suffer 20 BS and must keep
8600 Left Leg
Astartes Shotgun Basic 30m S/2/ 2d10+3 I 0 18 Full Reliable, Scatter Run Full Movement Move triple, enemies 20 BS and +20 WS. Note: Characters using melee weapons add their SB to the Damage they inflict. Damage cover between them and the shooter. Test Willpower to recover at the end Lieutenants or Masters that may also be present.
Autogun Basic 90m S/3/10 1d10+3 I 0 30 2 Full Semi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two degrees of success. When a character has sustained Damage equal of the Turn, +30 if not shot at. If engaged in melee, automatically escape.
Autopistol Pistol 30m S//6 1d10+2 I 0 18 Full Stand/Mount Half Movement Stand up or mount a riding animal. to their Wounds, all further Damage is Critical
Combat Difficulty Summary Damaging a Horde
Standard Attack Half Attack, Melee or Ranged Make one melee or ranged attack.
Critical Tables
Las Weapons
Stun Full Attack, Melee Try to Stun an opponent.
Damage. When Critical Damage is suffered, Multiple Hits From
Astartes Lascannon Heavy 300m S// 6d10+10 E 10 6 2 Full Difficulty Skill Modifier Example consult the relevant Critical Table (pages 252 • Each hit that causes any amount of damage reduces a Hordes
Energy (page 252 to 253) Lasgun Basic 100m S/3/ 1d10+3 E 0 60 Full Reliable Suppressing Fire Full Attack, Ranged Force opponents to take cover, 20 to BS. Attacking a Surprised or Unaware target. 259), determined by the type of Damage (Energy, Semi and Full auto fire Magnitude by one. Therefore, an attack that, after accounting
Laspistol Pistol 30m S// 1d10+2 E 0 30 Full Reliable Tactical Advance Full Concentration, Movement Move from cover to cover. Easy +30 Shooting a Massive target. for armour and Toughness Bonus, causes 15 points of
Explosive (page 254 to 255) Impact, Rending or Explosive) and the Hit Each
Use a Skill Varies Concentration, Miscellaneous You may use a Skill. Shooting a target at Point Blank Range. Location Second Third Fourth Fifth
Impact (page 256 to 257) Launchers Location of the attack, and apply the effect. All damage reduces the Hordes Magnitude by 1. The deliberate
Attacking a Stunned opponent. Additional Hit
Rending (page 258 to 259) Astartes Cyclone Missile Routine +20 Critical Damage is cumulative. consequence of this is that sustained fire and blast weapons are
Mounted 300m S/2/ 12 3 Full Weapon Qualities
†† ††† ††
Shooting an Enormous target.
Launcher Head Head Arm Body Arm Body much more effective against Hordes than weapons which fire
Melee attacks against a foe who is outnumbered two to one.
only one shot; a lascannon is a weapon for destroying tanks, not
Astartes Missile Launcher
(Soundstrike)
Heavy 250m S/–/– †† †††
8 Full †† Accurate:
Balanced:
Additional +10 to hit when used with an Aim Action.
+10 to Parry.
Razor Sharp: If the attack roll results in two or more degrees of success,
double the weapons Penetration.
Attacking a Prone opponent with a melee weapon. Fatigue Arm Arm Body Head Body Arm mowing down large numbers of infantry.
Weapon Auxiliary Grenade Blast (X): All within the weapons blast radius in metres is hit. Roll Hit Recharge: Can only fire every-other Round.
Ordinary +10 Attacking from higher ground. Can suffer a number Fatigue equal to TB. Fatigued
• Weapons that inflict Explosive Damage (X) gain a bonus against
Craftsmanship n/a 45m S/–/– †† †††
4 2 Full ††
Location and Damage individually for each person affected. Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Shooting a Hulking target. characters 10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body
Launcher Shooting a target at Short Range. Hordes, and count as having inflicted one additional Hit.
10 to hit. Jam on Concussive: Target must pass a Toughness Test (10 per Degree of Sanctified: This weapon deals Holy damage, which has certain effects than TB, fall unconscious for 10TB minutes.
Poor ††
Varies with ammunition Success on the attack) or is Stunned for 1 Round. Target is on Daemonic and warp creatures. Leg Leg Body Arm Head Body • Locations are not used when fighting a Horde.
any failed to hit roll. Challenging +0 A Standard Attack.
possibly knocked down. Scatter: At Point Blank range, each 2 degrees of success scores Each hour of complete rest removes 1 level of • A Horde has a single armour value at is applied to all damage
Good +5 to hit. efensive: +15 to Parry, 10 to hit. another hit. AP doubled at Long and Extreme ranges. Any test whilst Fatigued.
Fatigue; after 8 hours, Fatigue is reduced to 0. rather than different armour values for different locations.
Best
+10 to hit, +1 2 evastating (X): The weapon does one additional point of Cohesion Shocking: If weapon causes Damage, Test Toughness or Stunned (+10 Attacking or Dodging whilst in the mud or heavy rain.
Damage. Renown 1 3 Damage. If the target is a Horde, the Horde suffers
additional hits equal to the number in parenthesis. Smoke:
bonus per AP).
Creates smoke screen 3d10 metres in diameter, lasts 2d10
Difficult 10 Shooting a target at Long Range.
Shooting a Prone target. Stunned Movement (metres/round) • Hordes may be Pinned as normal (with the entire Horde making
a single Willpower Test). However, Hordes gain a bonus to their
Renown Rating Renown Rank Felling (X): The weapon ignores a number of levels of Unnatural Rounds. Shooting a Scrawny target. AB Half Move Full Move Charge Run
Toughness possessed by the target equal to the number in Snare: The target must make an Agility Test or be immobilised. An Stunned characters cannot take Actions (including Willpower Tests to resist pinning equal to its Magnitude.
Initiated: You have recently sworn your oaths of 0 1/2 1 2 3
019 parenthesis. immobilised target can attempt no other Actions except to Shooting into melee combat. free ones), opponents receive +20 to hit.
Cover Types duty to the Deathwatch.
4 Target 5 Flame: No BS Test. All creatures in a 30 degree arc make Agility try to escape the bonds. He can attempt to burst the bonds Dodging whilst Prone. 1 1 2 3 6
Adds extra AP to locations Respected: You have proven your prowess
Melee: When fighting against a Horde in Melee, a Space Marine
Test or be struck by flame and take Damage. If Damage is (a Strength Test) or wriggle free (an Agility Test) in his Turn. Making an unarmed attack against an armed opponent. 2 2 4 6 12
hidden by cover. 2039
repeatedly through bravery and blood. taken, the target must succeed on second Agility Test or The target is considered helpless until he escapes. Hard 20 Melee attacks in darkness. Lightly Damaged 3 3 6 9 18
inflicts one hit for every two Degrees of Success on his Weapon
Cover Type AP Distinguished: You have earned an impressive catch fire. Storm: Doubles the number of hits inflicted on the target. Skill Test. Melee weapons with the Power Field Quality inflict one
Shooting at a target in fog, mist, shadow or smoke.
Light Wood, Armour-glas,
4 4059 number of victories safeguarding humanity 6-7 8 9-0 Gyro-Stabilised: This weapon never counts its target as being further
than Long Range. Heavy Weapons only suffer a 20 when
Tearing:
Toxic:
Roll two dice for Damage, take the best result.
If weapon causes Damage, Test Toughness at 5 for every Shooting a Puny target.
4 4 8 12 24 additional hit.
Light Metal 5 5 10 15 30 Blast Weapons: A Blast weapon that hits a Horde hits a number
Heavy Wood, Flakboard,
against its enemies. not braced.
Haywire (X): This weapon generates a field that troubles the machine
point of Damage taken, if failed take extra 1d10 Impact
Damage (no reduction for armour or Toughness).
Using a weapon without the correct Talent. Heavily Damaged 6 6 12 18 36 of times equal to its Blast value. So a grenade with Blast (4) will
8 Famed: Your reputation precedes you, and your Scatter Diagram Attacking or Dodging in deep snow.
spirits of technology. See page 143 for details. Twin-linked: +20 to hit, may score one additional hit if the attack roll If Damage taken is more than twice TB.
Sandbags, Ice 60-79 deeds are known to Battle-Brothers across the Firing a heavy weapon that has not been Braced. 7 7 14 21 42 automatically hit four times if successfully lobbed into the Horde.
Overheats: Unmodified roll of 91 or more on to hit roll causes succeeds by two or more degrees of success.
Rockcrete, Thick Iron, Reach. Overheat, see page 129. Unbalanced: 10 when used to Parry. Very Hard 30 Shooting a target at Extreme range. 8 8 16 24 48
Stone
16
Hero: Your name echoes to your Chapter and Power Field: When Parrying an attack made with a weapon that lacks this Unwieldy: Cannot be used to Parry. Shooting at a completely concealed target. Blood Loss 9 9 18 27 54
80+ quality, there is a 75% chance of destroying the attackers Volatile: If a 10 is rolled for Damage on a weapon with the Volatile
Plasteel, Armaplas 32 beyond as a paragon of strength and valour. Shooting at a target in darkness. 10% chance of death each Round unless treated. 10 10 20 30 60
weapon. Quality, Rightous Fury occurs automatically.
Primitive: AP doubled, unless armour also has Primitive quality.
© Games Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch and all associated marks ®, TM and/
or © Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world.