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{
"backedAt": "2025-08-17T17:31:41.080Z",
"count": 288,
"rows": [
{
"id": 1,
"title": "CORE RULEBOOK",
"content": "™\n™\n"
},
{
"id": 2,
"title": "DARKNESS OF THE 41ST MILLENNIUM",
"content": "Credits\nDeathwatch DesigneD by Art Direction\nRoss Watson Zoë Robinson\nwith additional concepts by Jay Little and Sam Stewart\nProduction Manager\nLead Developer Gabe Laulunen\nRoss Watson\nFFG Lead Game Designer\nWritten and Developed by Corey Konieczka\nOwen Barnes, Alan Bligh, John French, Andrea Gausman\nand Andy Hoare FFG Lead Game Producer\nMichael Hurley\nCredits\nAdditional Writing\nMack Martin and Robin Everett-McGuirl Publisher\nChristian T. Petersen\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason games workshop\nEditing Licensing Manager\nDylan Owen, Leigh Anne Reger, and Patrick Rollens Owen Rees\nGraphic Design Head of Licensing\nKevin Childress Paul Lyons\nAdditional Graphic Design Head of Intellectual Property\n"
},
{
"id": 3,
"title": "GAMES USA",
"content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com\nContents Deathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nForeword\b 6 Deathwatch Tactical Marine .............................................. 84\n"
},
{
"id": 4,
"title": "GAME?",
"content": "Introduction\ndangerous special missions in the grim darkness of the far In a roleplaying game (RPG), you create an alter ego, a fictional\nfuture. The player characters form a Kill-team of Space Marines character that is your avatar within the game world. Perhaps you\nin the Deathwatch, an elite warrior brotherhood wherein you will create a stoic soldier, a wise scholar, or an inspiring leader.\nwill face hostile aliens and foul daemons in the Jericho Reach, Next, you and your friends direct your characters through a\na region of the Imperium devastated by war and on the brink series of adventures. Imagine a crime drama, adventure film,\nof annihilation. or war movie—except that instead of passively watching the\nThe role of the Deathwatch in the Imperium is to story unfold, you control one of the characters, making his\nsafeguard humanity against the predations of the vile alien decisions, selecting his actions, and even speaking for him.\nand other threats. Deathwatch Space Marines are at the fore The decisions of you and your fellow players directly affect\nof Mankinds war for survival against a hostile universe. The the events of the story.\nDeathwatch recruits Space Marines from across the galaxy- How can you affect these events? How do you decide\nspanning Imperium of Man, meaning that many Space what happens? That is the role of the game itself. Roleplaying\n"
},
{
"id": 5,
"title": "fellowShip (fel)",
"content": "Fellowship is your characters ability to interact with other\nballiStiC Skill (bS) creatures, to deceive, charm, or befriend them.\nBallistic Skill reflects your characters accuracy with ranged\nweapons, such as boltguns, lascannons, and meltaguns.\ns\nEach Characteristic has a corresponding bonus. A\nStrength (S) Characteristic Bonus equals the tens digit of the Characteristic\nStrength describes how physically strong your character is. score. For example, a character with a 41 Intelligence has a 4\nIt is important to note that Space Marines are inherently Intelligence Bonus. Generally, Characteristic Bonuses are used\npossessed of incredible strength: all Space Marines possess to determine the measure of success or failure in situations or\nthe Unnatural Strength (x2) Trait. See page 136 for details. tests that have variable results.\ntoughneSS (t) GeneratinG\nToughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nCharaCteristiCs\nenvironments, disease, and other physical ailments. It is Characteristics are generated one at a time. For each, roll 2d10,\nimportant to note that Space Marines are exceptionally tough add the resulting numbers together, then add 30. Follow this\nand difficult to kill: all Space Marines possess the Unnatural procedure once for each of your Characteristics until you have\n"
},
{
"id": 6,
"title": "perCeption (per)",
"content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your characters\nsenses. Space Marines have two special implants that affect\n"
},
{
"id": 7,
"title": "their Perception. See page 36 for details.",
"content": "exaMple\ns\nSam is creating a new Deathwatch character, so he rolls 2d10 for\nAn alternate method for generating Characteristic\nhis Weapon Skill Characteristic and gets 11. Next, he adds 30, for\nscores is to give each player a number of Characteristic\na final Weapon Skill of 41. He repeats this process for the rest of his\npoints that he may assign as he wishes. In this case, the\nCharacteristics, gaining the following results:\nplayer begins with a score of 30 in each Characteristic\nand may allocate a total of 100 additional points to his\nCharacteristic 2d10 Roll Total Characteristic\nI: Character Creation\nCharacteristics, adding no more than 20 to any one\nBonus\nCharacteristic. This method generates characters with\nWeapon Skill 11 (+30) 41 4\nslightly lower than average scores.\nBallistic Skill 7 (+30) 37 3\nStrength 16 (+30) 46 4\nToughness 10 (+30) 40 4 y\nAgility 9 (+30) 39 3\nIntelligence 12 (+30) 42 4 “Zeal and fury are rewarded with victory.”\nPerception 15 (+30) 45 4\nWillpower 14 (+30) 44 4 Captain Davian Thule of the Blood Ravens\nFellowship 8 (+30) 38 3\nOnce you have chosen your Space Marines home Chapter,\nSam gets one re-roll. Looking at his Characteristics, his worst score the next step is to select his Speciality. In the Deathwatch, a\n"
},
{
"id": 8,
"title": "88 —",
"content": "Techmarine masters of machinery\ns Table 13: Movement in Metres Per\nRound\nAg Bonus Half Move Full Move Charge Run\n“They shall be pure of heart and strong of body, untainted by doubt 1 1 2 3 6\nand unsullied by self-aggrandisement. They will be bright stars 2 2 4 6 12\nin the firmament of battle, Angels of Death whose shining wings 3 3 6 9 18\nbring swift annihilation to the enemies of man. So it shall be for a 4 4 8 12 24\nI: Character Creation\nthousand times a thousand years, unto the very end of eternity and the 5 5 10 15 30\nextinction of mortal flesh.” 6 6 12 18 36\n7 7 14 21 42\nRoboute Guilliman, Codex Astartes 8 8 16 24 48\n9 9 18 27 54\nOnce you have determined your Speciality, your next step 10 10 20 30 60\nis to note down your characters Movement, Fate Points,\n"
},
{
"id": 9,
"title": "therefore, and you will know no fear.”",
"content": "Roboute Guilliman, Primarch of the Ultramarines\nR\noleplaying as a Space Marine presents a unique challenge:\nSpace Marines are more than human, larger-than-life\nfigures more akin to the heroes of the Trojan War and\nthe Odyssey than to Inquisitional Acolytes or a Rogue Trader and\nhis companions. Some Space Marines are epic beings who will\nduel for days over a matter of honour, others are philosophers\nand tragic figures, full of passion and regret. In their heart, many\nSpace Marines feel that their Chapter is just a little bit better\nthan the others. However you choose to interpret these ideas,\nit is important to note that the Space Marines chosen for the\nDeathwatch are nuanced, complex characters.\nThis section presents some ideas and thoughts to keep in mind\nwhen roleplaying your Deathwatch Space Marine, a guide that\nshould give you some great dramatic hooks and opportunities to\ndevelop your character in a unique way.\nAt the beginning of a Deathwatch game, the Battle-Brothers\nyou serve with are simply “fellow Space Marines.” Over time, complications with their gene-seed. Some individual Space\nhowever, this perception may change: some of these Space Marines Marines have difficulties adjusting to the particular effects of\nmay become true friends, others may become bitter rivals. their Chapters gene-seed.\nAn example of a good story might challenge a Space Marine Psykers: How do you (or your Chapter) view psykers? Most\nto choose between his loyalty to his Chapter and the bond of Chapters utilise Librarians and rely on psykers like most other\n"
},
{
"id": 10,
"title": "Strength and Toughness Traits.",
"content": "Abilities • Ossmodula: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Toughness\n(x2) Trait.\n“As our bodies are armoured with adamantium, our souls are • Biscopea: This implant, in conjunction with several\nprotected with loyalty. As our bolters are charged with death for the others, grants the Space Marine the Unnatural Strength\nI: Character Creation\nEmperors enemies, our thoughts are charged with wisdom. As our (x2) Trait.\nranks advance, so does our devotion, for are we not Space Marines? • Haemastamen: This organ has no in-game effect besides\nAre we not the chosen of the Emperor, his loyal servants unto death?” contributing to the Space Marines Unnatural Strength\n"
},
{
"id": 11,
"title": "and Toughness Traits.",
"content": "Chaplain Fergas Nils • Larramans Organ: Space Marines do not normally\nsuffer from Blood Loss (see page 260). In addition,\nA\nll Space Marines go through a period of hypno- the Space Marine gains the True Grit Talent. However,\nindoctrination and training that provides them with attacks with the Warp Weapon Quality (see page 136)\nan array of special skills and abilities. To represent this may still inflict Blood Loss as normal.\nhypno-indoctrination in the game, Space Marine characters • Catalepsean Node: A Space Marine suffers no penalties\nbegin play with the following Skills, Talents, and Traits. Note to Perception-based Tests (such as Awareness) when\nthat many of the starting Traits are provided from the list of awake for long periods of time.\nImplant game rules listed below. The Space Marine does not • Preomnor: The Space Marine gains a +20 bonus to any\nneed to meet the prerequisites (if any) for these starting Skills Toughness Test against ingested poisons.\nand Talents. Starting Skills are considered Trained Skills • Omophagea: By devouring a portion of an enemy, a\n(either Advanced or Basic depending on the Skill). Space Marine can gain access to certain information\nStarting Skills: Awareness, Ciphers (Chapter Runes), (such as the whereabouts of a cults hidden lair, access\nClimb, Dodge, Common Lore (Adeptus Astartes, Imperium, codes, and so forth). The information he can access is\n"
},
{
"id": 12,
"title": "Willpower Test to leave the progenoids behind.",
"content": "• Black Carapace: This implant gives the Space Marine\nexceptional control over his power armour. Although a\nSpace Marine in power armour has the Size (Hulking)\nTrait, his enemies gain no bonus to hit him thanks to the\nBlack Carapace.\nDeSignerS note: SquaD MoDe, Solo MoDe, anD CoheSion\nYou may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode,\nor Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but heres a brief summary so you\nhave an idea of what they encompass.\nBecause the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable\nworking together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving\nalongside rivals or even enemies, and overcoming those differences can be quite challenging.\nolo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch.\nIn Solo Mode, the Space Marines particular special abilities, beliefs, and traditions that are part of his home Chapter\nare emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other\nBattle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother\nof his Chapter than when he is in Solo Mode.\nquad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working\n"
},
{
"id": 13,
"title": "Mode) and page 211 (for Cohesion).",
"content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.\nThe Black which new recruits may prove their mettle. The Chapter must\njudge the worthiness of its recruits in other ways. From the\nmonolithic chapter keeps they establish on every world the\nTemplars Black Templars conquer, the Chaplains maintain a strict vigil\nover the world and judge the worth of those warriors who\nattract their notice. Often, there will be contests of arms or\n“To the darkness, I bring fire. To the ignorant, I bring faith. Those other equally lethal trials held for those who aspire to joining\nwho welcome these gifts may live, but I will visit naught but death the Chapter. Only the bravest warriors can hope to reach the\nI: Character Creation\nand eternal damnation on those who refuse them.” final stages of selection and even then only a fraction will meet\n"
},
{
"id": 14,
"title": "benefits: +5 Weapon Skill,, +5 Willpower, and the",
"content": "are at the extreme end of independence from the Imperiums\nRighteous Zeal Solo Mode ability (see page 217).\nauthorities. Some would say the Chapter verges on a rogue\nRestrictions: Black Templars Space Marines may\nelement. The Chapters fleet-based nature and the goals of\nnot select the Deathwatch Devastator Marine or\nits ten-thousand-year Crusade take the Black Templars\nDeathwatch Librarian Specialities.\nthroughout the entire galaxy, and it is primarily the will of\nImplants: Although Black Templars Space Marines\nthe Marshals that drives the Crusades ever onwards. Like all\npossess both the Betchers gland and sus-an membrane\nSpace Marines, the Black Templars do not consider themselves\nimplants, their zygotes are significantly deficient. Black\nsubject to the rule of the Imperiums power structures, and\nTemplar characters do not gain the benefits of either of\neach Crusade is effectively an autonomous fighting force,\nthese implants.\nthough they may choose to respond to requests for aid by\nothers in the vicinity. s\nWhen the Crusade fleet makes war upon the foes of the\nEmperor, there are two main tactics the Black Templars use Zealous is a Demeanour (see page 32) unique to Space\nto destroy the enemy. The most brutal is the orbital assault, Marines from the Black Templars Chapter. When not\nknown to the few that have survived it as “death from engaged in battle, the brethren of the Black Templars\nabove.” The Black Templars drop into action in the wake are invariably to be found preparing for it. They pass\n"
},
{
"id": 15,
"title": "SANGUINIUS",
"content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperors sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.\nThe Sons of the Red Angel are noble, but I sense something sinist\ner about them.\n"
},
{
"id": 16,
"title": "S.S.",
"content": "The Dark different levels within the Chapter which individuals may\ngradually rise through. On attaining each new level, they are\ngranted a little more knowledge of the truth behind the Dark\nAngels Angels origins, but only the highest-ranking members of the\nChapter know the terrible, shameful secret of what occurred\nten thousand years ago.\n“Repent, for tomorrow you die!”\nCaliban\nI: Character Creation\nBattle cry of the Dark Angels Chapter\nCaliban, the home world of the Dark Angels, was once a\nT\nhe Dark Angels stand first amongst the Space Marine verdant world of dense forests. Yet, those forests seethed\nChapters, as they have done since their very inception. with mutation and corruption, the baleful influence of the\nTheirs is a proud Chapter, with traditions and rituals nearby Eye of Terror cursing Caliban and making it one of\nthat date back to the earliest days of the Imperium. The origins the deadliest worlds in the galaxy. The original inhabitants\nof the Dark Angels Chapter are shrouded in mystery, however. of Caliban are said to have been a proud, martial people,\nFew records of its beginnings exist, nor are there many brought up to live and die by the sword. The lush forests\nmentions of the part it played in the Emperors Great Crusade. were inhabited by all manner of terrifying beasts that had\nMost references in the histories of the Imperium to its deeds been warped by Chaos. The ferocity of these creatures forced\n"
},
{
"id": 17,
"title": "THE LION",
"content": "The primarch of the Dark Angels was named Lion ElJonson, but most call him simply The Lion. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beast-\nhaunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the\nknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brothers treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.\n"
},
{
"id": 18,
"title": "THE DEATHWING",
"content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nI: Character Creation\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapters\nsecrets than their rethren, and will stop at nothing to enact their masters vengeance on those who betrayed\nthe legion ten thousand years ago.\n"
},
{
"id": 19,
"title": "THE RAVENWING",
"content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwings bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the companys highest ranked officers know it, the Ravenwings primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.\ns\nThe Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of\noverwhelming firepower to defeat their foes.\nDark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence\nSolo Mode ability (see page 217).\nSonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\n"
},
{
"id": 20,
"title": "LEMAN RUSS",
"content": "ancient heroes of\narch of the Spa ce Wo lves Leg ion, Lem an Russ, is one of the most famous of the the\nThe prim\nnds tell of his deed s at the very daw n of the Imperiums bloody history. When\nthe Imperium. Many lege discovered by a\nwer e scat tere d to the war p, Rus s was cast to the world of Fenris. There he was\nprimarchs ng, helpless primarch, she\nfeed her cubs. But rather than slay the you\nmighty she-wolf on the hunt for prey to y and conquered the tribes of Fenris, ruling\nover them\nown . Soo n, the prim arch reac hed mat urit\nraised him as her arch and his progenitor\n. Wh en wor d of Kin g Rus ss exp loits reached the ears of the Emperor, the prim\nas king\nvery forefront of the Great Crusade.\nwere united, and Russ took his place at the\nce Wolves stood loyally\ncent Imperium was rent asunder, the Spa\nWhen the Horus Heresy came and the nas ht against their erstwhile brothers, the Tho\nusand\nEm pero r. The ir grea test batt le was foug\nat the side of the Legion decimated the\n"
},
{
"id": 21,
"title": "THE LION AND THE WOLF",
"content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion ElJonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.\ns\nSpace Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens,\nhigh or low.\nA Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo\nMode Ability (see page 217).\nBonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent.\nRestrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.\n"
},
{
"id": 22,
"title": "Squad Mode.",
"content": "Deathwatch Devastator Marine Characteristic Advances\nLevel Simple Intermediate Trained Expert\nWeapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nCleanse and Purify 500 Talent —\nExotic Weapon Training (any) 500 Talent —\n"
},
{
"id": 23,
"title": "Rapid Reload 500 Talent —",
"content": "Storm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nHardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50\nSound Constitution (x2) 1,000 Talent —\nRank 8 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35\nThe Traitor Legions\nWith the defeat of the Traitor Legions dur\ning the Horus Heresy, the vanquished Spa\ninto the Eye of Terror. There, close to the inte ce Marines were driven\nnse energies of the warp, they took worlds\nthe lords and masters of daemon realms und for their own, becoming\ner the patronage of their chosen gods. Fro\n"
},
{
"id": 24,
"title": "os by the strength of their hatred for the",
"content": "forgotten, nor forgiven, the mortal universe Emperor. They have not\nwhich expelled them and still exact a bloo\nthe tides of the warp carry them back ther dy vengeance when\ne. They are carried forth by ancient warship\nfrom the time of the Heresy, but are now s that have survived\nencrusted with millennia of baroque deco\nbattle wounds. The fickle tides of the war ration and scarred by old\np can carry the Chaos Space Marines to\nThey descend upon unsuspecting worlds, plun anywhere in the galaxy.\ndering all they can and razing anything they\nretreating once more to the Eye of Terror. cannot take before\nThough local forces may mount a courage\nagainst the invaders, they are doomed unle ous and desperate defence\nss Space Marines are on hand. Then, brother\nmore, with all the bitterness and hatred unle will fight brother once\nashed at the height of the Horus Heresy ten\nthousand years ago.\nRenegade Space Marines\nAlthough the Horus Heresy represents by\nfar the largest and most devastating exam\ncasting off their vows of loyalty and turn ple of Space Marines\ning on those they were created to defend,\n"
},
{
"id": 25,
"title": "Carouse Toughness —",
"content": "Charm Fellowship Interaction\nClimb Strength Movement\nCommand Fellowship Interaction\n"
},
{
"id": 26,
"title": "Concealment Agility —",
"content": "Contortionist Agility Movement\nDeceive Fellowship Interaction\n"
},
{
"id": 27,
"title": "Dodge Agility —",
"content": "III: Skills\nEvaluate Intelligence Investigation\n"
},
{
"id": 28,
"title": "Gamble Perception —",
"content": "Inquiry Fellowship Investigation\nIntimidate Strength Interaction\nLogic Intelligence Investigation\n"
},
{
"id": 29,
"title": "Search Perception —",
"content": "Silent Move Agility Movement\nSwim Strength Movement\nTable 32: Advanced Skills\nSkill Name Characteristic Descriptor\nAcrobatics Agility Movement\nChem-Use Intelligence Crafting, Investigation\n"
},
{
"id": 30,
"title": "Ciphers† Intelligence —",
"content": "Demolition Intelligence Crafting\nDrive† Agility Operator\nInterrogation Willpower Investigation\n"
},
{
"id": 31,
"title": "Literacy Intelligence —",
"content": "Lore: Common† Intelligence Investigation\nLore: Forbidden† Intelligence Investigation\nLore: Scholastic† Intelligence Investigation\n"
},
{
"id": 32,
"title": "Performer† Fellowship —",
"content": "Pilot† Agility Operator\n"
},
{
"id": 33,
"title": "Tracking Intelligence —",
"content": "Trade† Intelligence Crafting\n"
},
{
"id": 34,
"title": "Wrangling Intelligence —",
"content": "†\nDenotes a Skill group.\ns s\nAdvanced Skills require very specific training or education, and Some Skills encompass groups of related Skills. For brevitys\ncommon individuals may not attempt their use. Regardless of sake, these Skill groups are listed under the same entry, but\na characters intrinsic abilities and Characteristics, he would each must be acquired and used separately. Thus, a pilot with\nnever be able to understand the Eldar language without the Pilot (Personal) Skill would be able to fly using a jump\nprevious instruction. pack, but not pilot a Thunderhawk gunship.\ns s\nSome Skills fall into broad categories that use common rules. Several Skill entries have subsections that detail a specific,\nThese descriptors allow both players and GMs to instantly focused use outside its usual employment. These sections\nIII: Skills\nidentify the appropriate rules section from Chapter VII: Playing spotlight a particularly creative or interesting use of the Skill,\nthe Game for their resolution. These categories include: Crafting, allowing for greater variety of Skill applications.\nInteraction, Investigation, Movement and Operator.\ns Skill\nSkills with the Crafting descriptor allow characters to create\n"
},
{
"id": 35,
"title": "Perception",
"content": "Awareness encompasses the characters subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving anothers actions. However, noticing\nIII: Skills\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.\ncarouSe (BaSic)\n"
},
{
"id": 36,
"title": "Toughness",
"content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus\nhis Toughness Bonus (minimum 1 hour). harder, or the Kill-teams Brother-Chaplain might rouse his\nSkill Use: Free Action taken whenever the character imbibes brothers with an impassioned prayer to the Emperor.\ncharm (BaSic, interaction) chem-uSe (advanced,\nFellowship inveStiGation)\nThe character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he Intelligence\nwishes to change the minds of an individual or small group. The Chem-Use Skill allows the character to safely identify,\nThe character need not make a Charm Test each time he speaks handle, and prepare a variety of chemicals, toxins, poisons, and\n"
},
{
"id": 37,
"title": "Strength",
"content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nmust be able to see and hear the character—though this could Escape Grapple\nbe done remotely through a vox or pict-caster—and speak a After an opponent has grappled the character in combat, he\ncommon language. may escape using the Contortionist Skill. Make an Opposed\nSkill Use: Half Action for simple commands, Full Action for Test with the characters Contortionist Skill against the\nmore involved direction grapplers Strength Characteristic. Success indicates the\ncharacter has slipped out of his enemys hands and is free.\nSpecial uses Failure means he remains grappled.\nExtend Support Range Squeeze Through\nAs a Half Action the Battle-Brother nominated as the squads The character can make a Contortionist Test to squeeze\nleader (see page 238) may extend his Kill-teams Support through a tight space, such as through a maintenance conduit\nIII: Skills\nRange (see page 213) by a number of metres equal to his aboard a ship or a gap in damaged blast doors. The character\n"
},
{
"id": 38,
"title": "Intelligence",
"content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nlore: forBidden (advanced,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium, inveStiGation)\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general Intelligence\ninformation, procedures, divisions, traditions, famed individuals, Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nand superstitions of a particular world, group, organisation, or Archeotech, the Black Library, Daemonology, Heresy, the\nrace. This skill differs from Scholastic Lore, which represents Inquisition, Mutants, Psykers, the Traitor Legions, the Warp\nscholarly learning, and Forbidden Lore, which involves hidden and Xenos\nor proscribed knowledge, in that it deals with basic information Forbidden Lore skills represent knowledge usually hidden,\nlearned from prolonged exposure to a culture or area. veiled, or proscribed by an organisation or society. Mere\nSuccess in a Common Lore Test indicates the character recalls possession of this knowledge may cause difficulties for those\ngeneral information about the subject. The GM determines not associated with the group in question. Excessive knowledge\nwhat extra information to provide for additional Degrees of the hidden truths of the Traitor Legions, for example, can\nof Success. be decidedly bad for ones health for those outside (or even\n"
},
{
"id": 39,
"title": "Intelligence",
"content": "wranGlinG (advanced)\nWith the Tracking Skill, the character can follow the Intelligence\nsigns left by his quarry, allowing him to hunt them down. The character can tame, train, and potentially ride animals he\nFollowing obvious tracks does not require a Skill Test, and is encounters in his travels, from spine-hounds to the noble warhorse\nconsidered part of a characters movement. In instances where breeds. Both taming and training beasts are Extended Tests, the\nthe time or elements have eroded the signs or where the very duration of which is determined by the nature and temper of the\nenvironment makes seeing them difficult, such as darkness creature involved. Once an animal has been broken to its masters\nor fog, Tracking Tests are required. The difficulty depends will—or at least formed a partnership for particularly strong-\non the condition of the traces and the trackers surroundings. willed beasts—directing it or issuing commands is a Half Action.\nWhen following any tracks where the difficulty of the test Wild animals, or those trained for hostility and aggression,\nis more than Challenging (+0), the trackers Movement rate can have their Disposition changed by one level for every two\ndrops to half. Cunning or devious quarry may attempt to Degrees of Success, up to a maximum of three levels by a Full\nconceal or erase their tracks. In any case where an opponent Action use of this Skill. GMs may impose penalties for animals\n"
},
{
"id": 40,
"title": "out of action to regain full Cohesion.",
"content": "Catfall Ag 30 Reduce falling damage.\nChem Geld — Immune to seduction, resistant to charm.\nCleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks.\nCombat Formation Int 40 Use Int Bonus for Initiative.\nOpponents get no bonus for outnumbering the\nCombat Master WS 30\ncharacter.\nCombat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative.\nConcealed Cavity — Character has a secret compartment on his person.\nCounter Attack WS 40 Gain free attack with successful Parry.\nCrack Shot BS 40 Deal +2 Critical Damage with ranged weapon.\nCrippling Strike WS 50 Deal +4 Critical Damage with melee weapon.\nCrushing Blow S 40 Deal +2 Damage with melee weapons.\nDeadeye Shot BS 30 Called Shots are at 10 penalty.\nCause greater damage when charging or dropping\nDeath From Above Adeptus Astartes, Pilot (Personal)\ninto combat using a jump pack.\n"
},
{
"id": 41,
"title": "chance of Righteous Fury.",
"content": "IV: Talents & Traits\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.\nExotic Weapon Training† — Gain proficiency with an exotic weapon type.\nEye of Vengeance\nRoll twice for Psychic Phenomena (see page 187) and\nFavoured by the Warp WP 35\ntake better result.\nFearless — Immune to Fear and Pinning.\nFeedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action.\nFerric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects.\nFerric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.\nFlame Weapon Training† — Gain proficiency with a group of flame weapons.\nFlesh Render Adeptus Astartes Cause additional damage with chain weapons.\nForesight Int 30 Contemplate to gain +10 bonus on next Test.\nFrenzy — Enter psychotic rage to gain combat bonuses.\nFurious Assault WS 35 On a successful WS Test, gain a free second attack.\nThe character has a good reputation amongst a certain\nGood Reputation† Fel 50, Peer\n"
},
{
"id": 42,
"title": "Immune to Pinning by Pistols and Basic Weapons.",
"content": "Last Man Standing Nerves of Steel\n"
},
{
"id": 43,
"title": "Improves Cover.",
"content": "Leap Up Ag 30 Stand up as a Free Action.\nLight Sleeper Per 30 Count as awake, even when asleep.\nLightning Attack Swift Attack Attack three times with a Full Action.\nLightning Reflexes — Add twice Ag Bonus to Initiative rolls.\nLitany of Hate Hatred Extend benefits of Hatred to allies.\nLogis Implant — +10 bonus on WS and BS on successful Tech-Use Test.\nLuminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue.\nLuminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue.\n†\nDenotes talent group.\nTable 41: Talents, Continued\nTalent Name Prerequisite Benefit\nLuminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nThe character has advanced Mechanicus\nMachinator Array Techmarine or Mechanicus Implants\naugmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nIV: Talents & Traits\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.\n"
},
{
"id": 44,
"title": "Fellowship Test.",
"content": "Mechadendrite Use† Techmarine or Mechanicus Implants The character can use a type of Mechadendrite.\nThe character may enter a trance to remove\nMeditation —\nFatigue.\nMelee Weapon Training† — Gain proficiency with a group of melee weapons.\nThe character may use Psychic Powers while in\nMental Rage Frenzy\nthe throes of frenzy.\nMighty Shot BS 40 Deal +2 Damage with ranged attacks.\nMimic — The character can copy voices.\nNerves of Steel — Re-roll failed tests to avoid pinning.\nOrthoproxy — +20 bonus to resist mind control or interrogation.\nParanoia — The character is alert for danger.\nGain +10 bonus on Fel Tests to interact with\nPeer† Fel 30\norganisation.\nPistol Weapon Training† — Gain proficiency with a group of pistol weapons.\nPolyglot Int 30, Fel 30 The character has an innate ability with languages.\nPrecise Blow WS 40, Sure Strike No penalty for attacks against specific locations.\nUse Swift and Lightning Attack as a Half Action\n"
},
{
"id": 45,
"title": "One item up to 20 Requisition becomes standard",
"content": "Signature Wargear\nissue.\nSignature Wargear One item up to 40 Requisition becomes standard\nSignature Wargear\n(Master) issue and gain an additional benefit.\n"
},
{
"id": 46,
"title": "One item up to 70 Requisition becomes standard",
"content": "Signature Wargear (Hero)†\nissue.\n†\nDenotes talent group.\nTalent TalenTs for space Marines anD\nTheir eneMies\nDescriptions This chapter details many Talents; some of these are\nfor the exclusive use of Battle-Brothers of the Adeptus\n“The Imperium is a realm defended by sword strokes and the roar of Astartes and are not found by those outside their ranks or\nIV: Talents & Traits\nguns: a million sword strokes and a roar like the thunder of angry the ranks of the vile Chaos Space Marines. Others detailed\ngods pass every day, and yet it may prove not enough.” here are not applicable to Space Marine characters, either\nbecause they are rendered redundant by a Battle-Brothers\nfrom the Ascension Address by Lord Militant Tetrarchus extraordinary prowess and abilities or because they simply\nare not things that a Space Marine would learn or do.\nPlayers can find a complete listing of the Talents available in This second group of Talents has been included in this\nDeathwatch in Table 41: Talents, and the full explanations chapter not for the use of players in creating Deathwatch\nof each Talent on the following pages. haracters, but to enable Game Masters to create varied and\ninteresting NPCs and enemies for the player characters to\nencounter during their missions for the Deathwatch.\nTable 41: Talents, Continued\n"
},
{
"id": 47,
"title": "Prerequisites: Agility 30",
"content": "This Talent does not represent true ambidexterity so much as\nsufficient training with both hands to make the distinction\nauTosanGuine\nmoot. The character may use either hand equally well for any The ancient and blessed technology of the Mechanicus flows\ntask, and does not suffer the 20 penalty for actions using through the characters blood. These miniscule machines repair\nhis off hand. minor injuries and speed healing. When applying healing, the\nSpecial: When combined with a Two-Weapon Wielder character is always considered Lightly Damaged, and heals at\nTalent, the penalty for making attacks with both weapons in an increased rate, removing 2 points of Damage per day.\nthe same turn drops to 10.\ng\narMour-MonGer Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nPrerequisites: Techmarine SP and Universal\nThe finest armours and most powerful shields are all products The character has received Basic Weapon Training in a group\nof the followers of the machine god, based on the fabled and of weapons, and can use them without penalty. The Universal\nancient designs of mans glorious past. With years of training, group includes the Bolt, Las, Launcher, Melta, Plasma, and SP\na Techmarine can learn to enhance these protections, or use groups. Weapon Skill or Ballistic Skill Tests used with a weapon\n"
},
{
"id": 48,
"title": "Prerequisites: Strength 45",
"content": "berserk charGe Whereas a weaker man would be sent flying when using\nThe character has learned to put the whole force of his heavy weapons, the characters strong physique allows him to\nmomentum behind his weapon blows. When the character remain standing . The character can fire heavy weapons using\ncharges into combat, few can stand before him. If the Semi-Auto Burst or Full Auto Burst without bracing, and he\ncharacter uses the Charge Action, he gains a +20 bonus to does not suffer the 30 penalty for failing to brace.\n"
},
{
"id": 49,
"title": "Weapon Skill instead of +10.",
"content": "call To VenGeance\nbinary chaTTer Prerequisites: Adeptus Astartes, Fellowship 40\nThe character has optimised his use of Techna-Lingua for When a Space Marine falls in battle, one of his Battle-Brothers\ncontrolling servitors. The character receives a +10 bonus to any may inspire those who remain to great deeds in revenge for\nattempt to instruct, program, or communicate with servitors. their fallen comrade. When another member of the unit is\nkilled or taken out of action, the Battle-Brother may take\na Full Action and spend a Fate Point to call his remaining\nblaDeMasTer brothers to revenge the fallen. The character may raise his\nPrerequisites: Weapon Skill 30, Melee Weapon Training weapon in defiance and speak an oath of hatred, or recite one\nThe characters mastery of bladed weapons and martial of the canticles of vengeance. No matter how it is embodied,\ndisciplines has no peer. When attacking with any bladed his action restores the Battle-Brother and all those in Support\nweapon, including chainswords and power swords, the Range of him to their starting Cohesion.\ncharacter may re-roll one missed attack per Round.\ncaTfall\ng Prerequisites: Agility 30\nPrerequisites: Perception 30 Gymnastic ability and natural balance enables the character\n"
},
{
"id": 50,
"title": "Prerequisites: Weapon Skill 50",
"content": "The character can land his blows precisely where they inflict\ncoMbaT forMaTion the most harm, cutting into seams or hammering at weak\nPrerequisites: Intelligence 40 points. When the characters melee attack causes Critical\nThe character has directed his comrades to prepare for danger, Damage add +4 Damage.\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group\nmay choose to use the characters Intelligence Bonus for all\nw\nInitiative rolls rather than individual Agility Bonuses. Prerequisites: Strength 40\nThe character has the ability to focus his entire body into\nclose combat attacks. The character adds +2 to damage\ncoMbaT MasTer inflicted in melee.\n"
},
{
"id": 51,
"title": "Prerequisites: Weapon Skill 30",
"content": "The characters weapon seems to be everywhere at once,\nkeeping many more opponents at bay in close combat\nt\nthan would seem possible. Opponents fighting the Prerequisites: Ballistic Skill 30\ncharacter in hand-to-hand combat gain no bonuses for The characters rock-steady hand and hawk-like eyesight\noutnumbering him. make him a dreaded marksman. No target, however precise,\ncan escape his crosshairs. When making a called shot, the\ncharacter suffers a 10 penalty instead of 20.\ncoMbaT sense\n"
},
{
"id": 52,
"title": "Prerequisites: Perception 40",
"content": "The character has the ability to consciously recognise the\nDeaTh froM aboVe\nproddings of his subconscious as it reacts to his preternaturally Prerequisites: Adeptus Astartes, Pilot (Personal)\nsharp senses, giving the character an edge that mere speed A Space Marine descending into battle on trails of fire is a\ncannot match. The character may use his Perception Bonus in true angel of death come to bring ruin and ending on all who\nplace of his Agility Bonus when rolling Initiative. stand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum\nconcealeD caViTy bonus of 2d10.\nThe characters flesh or augmetics conceals a small\ncompartment. This might be a pouch hidden under a flap\nof flesh or a chamber fitted into a cybernetic enhancement.\ng\nThe character may conceal one small item, no larger than a Prerequisites: Adeptus Astartes, member of the Deathwatch\nclosed fist, within this cavity. Discovering this compartment All Deathwatch Space Marines automatically confirm any\nrequires success on a Difficult (10) Search Test. If using Righteous Fury results (see page 245) against alien enemies\na medicae scanner or auspex, the Difficulty is reduced to without needing to re-roll the Ballistic Skill Test or Weapon\nOrdinary (+10). Skill Test.\n"
},
{
"id": 53,
"title": "Prerequisites: Agility 40, Two-Weapon Wielder",
"content": "elecTro GrafT use\nThe characters skill with guns is such that he can target Prerequisites: Techmarine or Mechanicus Implants\ntwo shots on exactly the same point. When armed with two The character may use his Electro Graft to access data ports\npistols, the character may fire both simultaneously as a Full and commune with machine spirits. This grants a +10 bonus\nAction. A single Ballistic Skill Test is made, and if successful, to Common Lore, Inquiry, or Tech-Use Tests whilst connected\nthe character hits his target with both shots. As the character to a data port.\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the\neneMy\nweapons provides its +10 bonus. The character does not suffer Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nfrom the normal 20 Ballistic Skill penalty for wielding two Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nweapons. If the attack hits, the targets armour gets applied as Adeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nnormal to both hits individually, but Toughness only counts Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nonce against the combined damage rolls of both hits. A single Navigators, Officio Assassinorum, PDF, Planetary Governors,\nsuccessful Dodge Test from the target avoids both shots. Rogue Trader, Schola Progenium, Scholastica Psykana\n"
},
{
"id": 54,
"title": "Full Action and a successful a Willpower Test.",
"content": "ferric suMMons\nPrerequisites: Techmarine or Mechanicus Implants,\nFerric Lure\nThe character can call an unsecured metal object to his hand as\nwith Ferric Lure. The character may summon objects of up to\n2 kilograms per point of Willpower Bonus, and the object may\nbe up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.\ng\nTalent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorers heart and dread to his foes. He has mastered the\nart of a wide variety of flamer weapons. The Universal Talent\nexeMplar of honour group encompasses all non-Exotic weapons with the Flame\nspecial quality.\nPrerequisites: Adeptus Astartes\nThe Battle-Brother exemplifies all that is finest in an Adeptus\nAstartes to the extent that his presence can rally his brothers\nflesh renDer\nand inspire them to fight together against overwhelming Prerequisites: Adeptus Astartes\nodds. The Battle-Brother may spend a Fate Point as a Free The Battle-Brother has a taste for the massive damage that\nAction to regain Cohesion equal to his Fellowship Bonus. He can be inflicted with chain weapons and other melee weapons\nmay do this once per Round. that rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality,\nthe character rolls a single additional die for Damage and\nfaVoureD by The Warp picks the highest roll. For weapons that inflict several dice\n"
},
{
"id": 55,
"title": "successful Willpower Test.",
"content": "t\n"
},
{
"id": 56,
"title": "Prerequisites: Intelligence 30",
"content": "Logic and analysis do for the character what Tarot and\nfeeDback screech the bones claim to do for the superstitious masses. By\nPrerequisites: Techmarine or Mechanicus Implants careful consideration of all the possible consequences, and\nThe character can scramble his vox synthesizers, causing a examination of all evidence and information, the character\nhideous blast of noise that shocks and distracts others. All can identify the best path for success. By spending 10 minutes\nunprotected creatures within a 30-meter radius who have the studying or analysing a problem, the character gains a +10\nability to hear must make a Willpower Test or lose a Half bonus to his next Intelligence Test.\nAction on their next turn as they involuntarily react to the\ncacophonous shriek.\nfrenzy GunslinGer\nThe characters temper and passion boil just below the surface Prerequisites: Ballistic Skill 40, Two-Weapon Wielder\nof his psyche, mostly held in check by his rational mind, but The character has trained with pistols for so long that they are\neasily released when needed. If the character spends one full like extensions of his own body, barely requiring conscious\nRound fuelling his anger—by flagellation, drugs, or other thought to aim and fire. When armed with two pistols, the\nmeans—on the next Round he goes into an uncontrolled rage, character reduces the penalty for Two-Weapon Fighting by\n"
},
{
"id": 57,
"title": "Prerequisites: Agility 40",
"content": "Light on his feet, the character dodges and weaves as he\nt moves, skills learned from long years in the line of fire. When\nPrerequisites: Weapon Skill 35 the character performs a Charge or Run Action, opponents\nThe characters speed and martial prowess allow him to land suffer a 20 penalty to Ballistic Skill Tests made to hit the\nseveral blows where lesser combatants land one. If the character character with a ranged weapon. This penalty continues until\nsuccessfully hits his target using the All Out Attack Action, he the start of the characters next turn.\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.\nharDy\n"
},
{
"id": 58,
"title": "Prerequisites: Toughness 40",
"content": "GooD repuTaTion The characters constitution rebounds quickly from shock\nPrerequisites: Fellowship 50, Peer (of that group) or injury. When undergoing medical treatment or healing\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica, from injures, the character recovers Damage as if Lightly\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Damaged.\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nd\nRogue Trader, Schola Progenium, Scholastica Psykana Talent Groups: Chaos Space Marines, Daemons, Mutants,\nThe character is well respected within a social group or Psykers, Xenos (specific), other\norganisation. The character gains an additional +10 bonus to A group, organisation, or race has wronged the character in\nFellowship Tests when dealing with this group. This Talent the past, fuelling this animosity. When fighting opponents of\nis cumulative with Peer, for a total of a +20 bonus. This that group in close combat, the character gains a +10 bonus\nbonus also applies to Influence Tests when dealing with this to all Weapon Skill Tests made against them.\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.\ng\nTalent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\n"
},
{
"id": 59,
"title": "Prerequisites: Intelligence 40",
"content": "The character has been infused with a great wealth of lore and\nknowledge, either through punishing noetic techniques or by\narcane methods kept secret by the guardians of technology and\nknowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10\nbonus to any tests involving Common or Scholastic Lore for\nwhich the character already possesses the Skill.\ng\n"
},
{
"id": 60,
"title": "Prerequisites: Ballistic Skill 40",
"content": "The character has developed his peripheral vision and situational\nawareness to a point where he can fire in two directions within\na split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers\nheiGhTeneD senses such that they would follow him into the warp vortices of\nTalent Groups: Sight, Sound, Smell, Taste, Touch the Maw or on a boarding action against xenos corsairs. In\nEither genetics or augmetics have made one of the characters personal combat, while visible to the character, the followers\nsenses are superior to others. When the character gains this Talent, are immune to Fear and Pinning.\nselect one of the five senses. The character gains a +10 bonus\nto any tests specifically involving this sense. Thus, Heightened\nSenses (Sight) would apply to an Awareness Test to see a distant\ninspire WraTh\nflock of shale crows, but not to a Ballistic Skill Test or a Weapon Prerequisites: Fellowship 30\nSkill Test simply because the character is using his eyes. The character knows just the turn of phrase that incites\nindividuals or groups to rage against others. The characters\nrhetoric grants him +20 to Interaction Tests when inspiring\ng hatred or anger, and this Talent doubles the number of\n"
},
{
"id": 61,
"title": "Prerequisites: Perception 30",
"content": "The slightest change in conditions or disturbance brings the\nt\ncharacter from sleep to full awareness, remaining alert even Prerequisites: Techmarine or Mechanicus Implants\nin slumber. The character is always assumed to be awake, The Omnissiah has blessed the character with augmetic conduits\neven when asleep, for the purposes of Awareness Tests or that parallel the bones of his arms. By reciting the proper litany,\nsurprise. Unfortunately, the characters sleep is not deep and the character can channel the energy stored in his Potentia\ncan be frequently interrupted, resulting in a less-than-cheery Coil down these channels and direct it at enemies. Success on\ndisposition when awake. a Ballistic Skill Test allows the character to direct this energy\nagainst a single target within 10 metres. The target takes 1d10\nplus the characters Willpower Bonus of Energy Damage with\nthe Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack\nluMinen charGe MaGleV Grace\nPrerequisites: Techmarine or Mechanicus Implants Prerequisites: Mechanicus Implants\nThe character has mastered the union between his holy The character is implanted with anti-grav coils throughout his\nmechanical elements and his mortal flesh, allowing the lower body, allowing him to hover just off the ground. Using\n"
},
{
"id": 62,
"title": "Prerequisites: Fellowship 30",
"content": "The character has learned the techniques required to\ninfluence large audiences. The characters Fellowship Tests\nMiMic\nand Fellowship-based Skill Tests affect 10 times the normal Vox synthesisers, training, or innate abilities allow the\nnumber of targets. character to accurately mimic the voice of another. The\ncharacter must study the voice patterns of his intended\ntarget for at least one hour for proper imitation, and speak\nMechaDenDriTe use the same language. The character cannot accurately copy the\nPrerequisites: Mechanicus or Techmarine Implants voice of a xenos due to the difference in physiology and the\nTalent Groups: Servo-arm, Weapon, Utility subtle complexities of most alien languages. Listeners must\nThough there are many different types of Mechadendrite, succeed on a Difficult (10) Scrutiny Test to penetrate the\nthis Talent divides them into two broad categories: deception. If the characters study used vox recordings or\nServo-Arm: Servo-arms are powerful mechanical arms fitted comm-link conversations rather than in-person observation,\nwith piston-driven claws that are equally effective as weapons the Difficulty of the Scrutiny Test is reduced to Challenging\nas they are at repairing machines. (+0). The characters deception automatically fails if the\nWeapon: Mechadendrites of this type end in either ranged listener can clearly see him.\n"
},
{
"id": 63,
"title": "Prerequisites: Intelligence 40, Fel 30",
"content": "The character has an innate ability to derive meaning from\npsychic Techniques\nunknown languages, and make himself understood using this Talent Groups: See Psychic Techniques\nintuitive grasp. The character treats all languages as Basic Either through training or natural development, the character\nSkills. This is not the same as true knowledge of the language, has learned an additional Psychic Technique. Once this Talent\nand tests using this Talent suffer a 10 penalty due to the has been selected, the character may select one new Psychic\nsimplistic nature of translation. Technique in any Discipline he possesses with an XP cost\nequal to or lower than the Talents XP cost. Note that when a\nPsychic Technique is selected, the character does not have to\nw spend more XP -he spent the required XP when he purchased\nPrerequisites: Weapon Skill 40, Sure Strike the Talent. This Talent may be chosen multiple times, each\nThe characters eye, hand, and weapon act seamlessly together, selection granting an additional Technique.\nplacing the character blows exactly where the character\nintends. When making a called shot with a melee weapon,\nthe character does not incur the normal 20 penalty.\nThe character has practiced so frequently with his weapons\nthat they practically leap into his hands in response to a\nd simple thought. The character can Ready as a Free Action\n"
},
{
"id": 64,
"title": "Brother. Gain +1 Cohesion.",
"content": "no benefits for outnumbering the Battle-Brother in close\nYour guardian machine spirit aids you in combat. These effects last until the Battle-Brother chooses\nAny item\nthwarting enemies. Gain +2 Initiative.\nto end his Stalwart Defence or until he is rendered incapable\nFaith in your war gear bolsters your morale.\nAny item of fighting.\nGain +5 on WP tests.\nsTep asiDe sure sTrike\nPrerequisites: Agility 40, Dodge Prerequisites: Weapon Skill 30\nThe character can sway his body out of the path of an attack, The character has a degree of control over where his melee\ncausing it to pass through thin air. The character may make attacks land. When determining hit location for a melee\nan additional Dodge once per Round. In effect, this gives the attack, the character may use the dice as rolled, or he may\ncharacter a second Reaction that may only be used to Dodge, reverse them, choosing the preferred location. For example, if\nIV: Talents & Traits\nallowing two Dodges in a Turn. However, the character may Cassus rolls a 37 to hit a Chaos Heretic, this would ordinarily\nstill only attempt a single Dodge against one attack. strike the Right Leg. However, since he has the Sure Strike\ntalent, he could choose to hit the Body (37).\ng\nThe character is an experienced survivor of the kind of\nsWifT aTTack\nmurderous fights that occur in the depths of an underhive or Prerequisites: Weapon Skill 35\n"
},
{
"id": 65,
"title": "Prerequisites: Intelligence 30",
"content": "Either through the ease of long practice, or the proper ritual\nto appease a weapons machine spirit, the character can clear\nstoppages with a simple knock. The character may un-jam\nany gun as a Half Action, but may only perform this rite\non one weapon per Round. The character must touch the\nweapon to enact this rite.\ng\nTalent Groups: Universal\nThe characters mastery of the balance, spin, and weight of\nthrown weapons makes him a formidable foe at any distance,\neven if only armed with a knife. The Universal group includes\nthe Primitive, Chain, Shock, and Power weapon groups. When\nIV: Talents & Traits\na character attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a 20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.\nToTal recall\n"
},
{
"id": 66,
"title": "Prerequisites: Intelligence 30",
"content": "Mental conditioning or augmentation enables the character\nto record and recall great amounts of information, effectively\ngranting him a perfect memory. The character can\nautomatically remember trivial facts or pieces of information\nhe might feasibly have picked up in the past. When dealing\nwith more detailed, complex, or obscure facts, such as the\nexact layout of a defence network, the GM may require a\nsuccessful Intelligence Test to recall the information.\nt\n"
},
{
"id": 67,
"title": "Prerequisites: Toughness 40",
"content": "The character is able to shrug off wounds that would fell\nlesser men. Whenever the character suffers Critical Damage,\nhalve the result (rounding up).\nExample: Agamemnon takes a grievous wound from a\ntyranid warrior. After reduction for Armour and Toughness,\nThe flesh is Weak the Scything Talon strike still does 8 Damage. Unfortunately,\nPrerequisites: Mechanicus or Techmarine Implants its been tough going and Agamemnon only has 4 Wounds\nThe characters body has undergone significant bionic remaining, which would normally result in 4 points of Critical\nreplacement to the point where he is far more machine than man. Damage. However, since he has the True Grit Talent, he only\nThis Talent grants the character the Machine Trait page\n(see 133) takes 2 points of Critical Damage.\nwith Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nTWo-Weapon WielDer\nnumber of times this Talent has been taken, such as The Flesh Talent Groups: Ballistic, Melee\nis Weak 3. Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each\nhand when needed. When armed with two weapons of the\nThunDer charGe same type, the character may spend a Full Action to attack\n"
},
{
"id": 68,
"title": "equal to the characters Intelligence Bonus.",
"content": "unshakeable faiTh\nThe characters confidence in the Emperor is so strong that\nWhirlWinD of DeaTh\nthe character can face any danger. The character may re-roll Prerequisites: Adeptus Astartes\nany failed Willpower Tests to avoid the effects of Fear (see When facing massed opponents in combat, the Battle-Brother\npage 276). becomes a whirlwind of death, moving, hacking, gutting, and\nbeheading with ceaseless fury. When attacking an enemy with\nthe Horde trait in close combat, the Battle-Brother doubles\nWall of sTeel any Damage dealt to the Hordes Magnitude. For example,\nPrerequisites: Agility 35 if the Battle-Brothers attacks would reduce the Hordes\nThe characters skill with blades is so profound that to try to Magnitude by 3, this amount is doubled to 6.\nland a blow on him is like trying to strike an invisible wall of\nsteel, as the characters blade is constantly in the correct place\nto deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second Prerequisites: Adeptus Astartes, Intelligence 40\nReaction that may only be used to Parry. The character may The Battle-Brother has survived many wars, seen much, and\nonly attempt a single Parry against any one attack. been favoured with the experience of his chapters most\n"
},
{
"id": 69,
"title": "Willpower Bonus x10 metres.",
"content": "sTaMpeDe\nWhenever a creature with this trait fails a Willpower Test, it\nautomatically stampedes, charging in a straight line forwards\nfor as far as possible, overrunning anything in its path until\nthe source of danger is escaped or crushed under hoof, taking\ndamage equal to the creatures Natural Weapon damage (or\n1d5+SB I if it doesnt have one). One stampeding creature\nautomatically causes all other creatures with this Trait within\nsight to stampede. The stampede lasts until the source of\ndanger is no longer visible or for 1d10 minutes, whichever\noccurs last.\nsTranGe physioloGy\nA creature with this trait has an unusual, alien, or altogether\nbizarre anatomy. All hits count as Body hits and death results\nwhen damage equals or exceeds the creatures Wounds.\nd normal (to a maximum of +30), For example: the Archmagos\nVoltaic has a Dark Age of Technology cortical implant giving\nThe creature is a species of Tyranid; the all consuming alien him Unnatural Intelligence (×3). He is called on to repair a\nrace ruled by the will of the Hive Mind that links and controls damaged plasma core using his Intelligence based Tech Use\nall Tyranids. Tyranids are immune to all of the effects of the skill. Normally this would be a Very Hard (30) Test, but\nfollowing: pinning, mind-affecting Psychic Powers, warp- thanks to his Unnatural Intelligence the Difficulty is reduced\nbased powers that affect the mind, cold, heat, diseases, by two stages to Difficult (10), (1 stage for ×2, and 1\n"
},
{
"id": 70,
"title": "Strength Bonus increases to 8.",
"content": "unnaTural senses\nThe trait may be gained multiple times. Each time, you The creature can perceive its surroundings using senses other\nmay select a new Characteristic or one chosen previously. than sight or hearing, using special organs, fine hairs, or some\nEach time you apply this trait to the same Characteristic, the other disturbing trait to make itself aware of whats around it.\nBonus multiplier increases by 1. For example, one selection This trait always includes a range, usually 15 metres.\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify\nthe creatures movement.\nd\nThe creature moves with incredible speed. For the purposes\nof determining movement, the creature doubles its Agility\nexaMple Bonus (after modifying AB from other traits and factors,\nA Space Marine with a 42 Strength would normally have a 4 Strength specifically size).\nBonus (the tens digit of his Strength Characteristic). However,\nbecause he has Unnatural Strength (x2), his actual Strength Bonus\nis 8 (4 x 2 = 8).\nWarp insTabiliTy\nIt is important to note that the Power Armour strength bonus Most warp-entities have a tenuous hold on our reality, often\ncomes after this multiplication, so a Space Marine with a 42 maintained only by horror and bloodshed, and may be\nStrength gains +20 from his Power Armour. While wearing his disrupted if sufficient harm can be done to their manifested\n"
},
{
"id": 71,
"title": "Requisition",
"content": "•\n"
},
{
"id": 72,
"title": "Renown",
"content": "•\nCRaftsmanship\n•\nweapons\n•\nr\n•\nwaRgeaR &\nReliCs\n•\nChapteR\ntRappings\n•\nCybeRnetiCs\nChapter V: The resources of the Deathwatch exceed those of any\ntraditional Chapter. The wargear in a Watch Fortresss\narmoury has many sources: equipment specialised to the\nArmoury\npurpose of fighting xenos forged by the Deathwatchs own\nartificers, tithes from the Chapters sworn to the Deathwatch,\nInquisitional support, caches revealed by the cryptic Omega\nVault, and even technology captured during thousands of\n“The history of our chapter is in this bolter. Twelve times it has years at war with the alien.\npassed from one of our fallen Brothers to his successor. May the deeds\n"
},
{
"id": 73,
"title": "Requisition",
"content": "it performs in your hands live up to theirs.”\nV: Armoury\nSergeant Caelicus of the Ultramarines, upon a Scouts\ninduction to the 10th Company\nVictory is just a prelude to the next battle.\nE\nach Adeptus Astartes is a weapon unto himself, an\ninstrument of war left behind to safeguard humanity maxim of the Blood Ravens Chapter\nin the God-Emperors stead. This sacred task is\nT\nassailed from every corner of the galaxy by every manner of hough the Deathwatchs tools of war fill armoured\nfoe; a Battle-Brother faces threats so terrible that the mere chambers deep beneath Watch Fortress Erioch and\nknowledge of them can break mortal men. He could not hold sleep in the holds of its scattered Watch Stations, its\nback this abominable tide without weapons as carefully forged resources are still ultimately finite. The Forge Master must\nand time-tempered as his own gene-seed. The Space Marines ensure all Deathwatch Kill-teams in the Jericho Reach are\nare a remnant of the mighty Imperium that was, and their sufficiently equipped to fight the enemies of man. Simply\ntools of war reflect this same might. Their arsenals include keeping a steady stock of bolt shells requires vigilantly\nthe finest weapons and armour in the Imperium—equipment protected and secret supply lines. Replacing a suit of\nworthy of the Adeptus Astartes legacy. Terminator Armour may take years, and if a relic blade strikes\n"
},
{
"id": 74,
"title": "Renown",
"content": "Brother wishes to acquire a back-up or secondary weapon, or “This ships record is long and admirable indeed; with the Emperors\nfor Signature Gear calculations. blessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\nexample\nBrother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch Brother Pellas, upon taking command\nDevastator Marine) are both Respected Battle-Brothers. They are of the Thunders Word\nV: Armoury\nbeing dispatched on a Mission for Inquisitor Quist. She has assessed\nT\nthe difficulty as “Xenos Abbrevio Intermedis.” The GM informs the he Missions difficulty alone does not determine what\nplayers this equates to a Requisition rating of 60. Gideons player a Battle-Brother can remove from Deathwatch vaults.\ndecides to Requisition a storm bolter (20 Requisition) to use instead Many weapons of the Adeptus Astartes are marks of\nof his boltgun, and two clips of hellfire rounds (2 x 15 Requisition). status, and the right to carry them must be earned in the\nAs a Devastator, Aeldan always has a heavy bolter, so he Requisitions eyes of this unique organisation. Renown represents status\na suspensor (25 Requisition) and the vox-operated upgrade (15 within the Deathwatch, and is not altogether divorced from\n"
},
{
"id": 75,
"title": "Renown Rating Renown Rank",
"content": "Weapons\nInitiated: You have recently sworn “Doesnt matter how I came by it. Point is, this is the genuine article:\n"
},
{
"id": 76,
"title": "0-19",
"content": "your oaths of duty to the Deathwatch.\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nRespected: You have proven your Ill show you how easy it is.”\n20-39 prowess repeatedly through bravery and\nblood.\nLast words of Edwin Dice, Metallican arms dealer\nDistinguished: You have earned\nT\nan impressive number of victories\n40-59 he Deathwatch has access to a dizzying spectrum of\nsafeguarding humanity against its\nV: Armoury\nenemies. armaments. Weapons are divided into several groups\nFamed: Your reputation precedes you, containing a plethora of ranged and melee weapons,\n60-79 and your deeds are known to Battle- covering everything from mundane clubs to Astartes plasma\nBrothers across the Reach. cannons. All weapons come with the appropriate holster\nHero: Your name echoes to your when Requisitioned.\n80+ Chapter and beyond as a paragon of Weapon profiles use the following statistics, providing\nstrength and valour. players and GMs with all the relevant information needed to\nuse them:\nCraftsmanship\nName: What the weapon is called.\nClass: Describes what class the weapon is: exotic, melee,\nthrown, pistol, basic, heavy, or mounted weapon.\n• Melee weapons can be used in close combat. When\n"
},
{
"id": 77,
"title": "Table 53: Craftsmanship and Requisition Costs",
"content": "Craftsmanship Upgrade Requisition Multiplier Renown Requirement\nCommon to Exceptional x 1.5 Respected\nExceptional to Master x 1.5 Distinguished\nCommon to Master x2 Distinguished\n• Mounted weapons are heavy weapons too large and counts as only having 2 Armour Points against any damage\npowerful to be man-portable. They are fired using the the hit deals. Note that Penetration has no effect on fields, but\nappropriate Heavy Weapon Training Talents, but must it does affect cover.\nbe mounted on a weapons platform (such as Terminator Clip: How many rounds/charges the weapon holds when\narmour) or a vehicle. Some Melee weapons (such as the fully loaded.\nChainfist) are also in this category. Rld (Reload): How many Actions the weapon takes to\nRange: This number determines how far the weapon can reload. This is generally Half (for a Half Action) or Full (for a\nfire accurately in metres. The weapons Short Range is half Full Action). Some weapons can take a number of Actions over\nthis number, while its Long Range is double this number (for several Rounds. The number of Rounds is given as a number;\n"
},
{
"id": 78,
"title": "en (Penetration): Reflects how good the weapon is",
"content": "at cutting through armour. When a shot or blow from this\nweapon hits a target, reduce the targets Armour Points by\nthe weapons Penetration, with results of less than 0 counting\nas 0 (i.e. the armour provides no protection at all). Then\nwork out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\nBorn of a Thousand Forges\nThe Deathwatch draws its arms from a vast\narray of sources. Countless forge worlds, fact\nlabour to supply the thousand Chapters ories, and artificers\nof the Adeptus Astartes, each tithing som\nthe Deathwatch. With no standard for e portion in turn to\nthese contributions, nor any catalogue of\nencountered in the course of the Deathw the worlds and species\natchs duty, one can only guess how man\nweapons circulate through their ranks. Wh y models and patterns of\nile the Godwyn-pattern boltgun is the mos\nthe staple Adeptus Astartes weapon, it is t numerous design of\nfar from the only one. Space Wolves often\njust as the Raven Guard favour Hawks carry the Fenris-pattern,\nTalons-pattern lightning claws. It would\neach and every weapon and variant pattern be impossible to detail\n"
},
{
"id": 79,
"title": "felling (x)",
"content": "respond superbly in skilled hands. They grant an additional Designed to puncture and to mangle, this weapon is capable\nbonus of +10 to the firers Ballistic Skill when used with an of toppling even the mightiest foes. If the weapon hits, it\nAim Action in addition to the bonus Aiming grants. When ignores a number of levels of Unnatural Toughness possessed\nfiring a single shot from a single Accurate Basic Weapon, if by the target equal to the number in parenthesis. For instance,\nsuch an attack also uses the Aim action, it gains an extra 1d10 a Felling (1) weapon ignores the benefits of Unnatural\nof damage for every two degrees of success to a maximum of Toughness (x2) and would reduce the benefits of Unnatural\ntwo extra d10. Toughness (x3) by one multiplier.\nbalanCed example\nSome weapons, such as swords and knives, are designed so Brother Argos fires his bolter (loaded with vengeance rounds) against\nthat the weight of the hilt balances the weight of the blade, a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness\nmaking the weapon easier to wield. Balanced weapons grant (x3), raising its Toughness Bonus from 5 to 15. The vengeance\na +10 bonus to Weapon Skill Tests made to Parry. rounds are Felling (1), meaning that the Hive Tyrants Toughness\nBonus is only 10 (5 x 2 = 10) rather than 15 against this attack.\n"
},
{
"id": 80,
"title": "Roll Field Strength",
"content": "20 or less Insignificant: There is no noticeable effect on nearby technology.\nMinor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\n21-40 Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a 10\npenalty. The Base Movement of anyone in power armour is reduced by 1.\nMajor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a 20\n"
},
{
"id": 81,
"title": "41-60",
"content": "penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.\nead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 513: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\n"
},
{
"id": 82,
"title": "61-80",
"content": "one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.\nReliable teaRing\nBased on tried and true technology, Reliable weapons seldom Tearing weapons are vicious devices, exploding while lodged\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of inside their victim or using multitudes of fast-moving jagged\n10 has it in fact Jammed. Otherwise, it just misses as normal. teeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.\nsanCtified\nDamage inflicted by a Sanctified weapon counts as Holy\nc\nDamage, which has certain effects on some Daemonic and Some weapons rely on toxins and poisons to do their damage.\nV: Armoury\nwarp creatures. All weapons with this special Quality must be Anyone that takes Damage from a Toxic weapon after\neither Exceptionally or Master-Crafted. reduction for Armour and Toughness Bonus must make a\nToughness Test with a 5 Penalty for every Point of Damage\nsuffered. Success indicates no further effect from the weapon.\nr Failure, however, deals an immediate 1d10 points of Impact\nThe standard ammunition of these weapons spreads out when Damage to the target with no reduction from Armour or\n"
},
{
"id": 83,
"title": "be used to Parry.",
"content": "snaRe\nWeapons with this Quality are designed to entangle enemies.\nvolatile\nOn a successful hit, the target must make an Agility Test Volatile matter is charged with potential energy, and reacts\nor be immobilised. An immobilised target can attempt to violently on a solid hit. If a 10 is rolled for Damage on a\nburst the bonds (a Strength Test) or wriggle free (an Agility weapon with the Volatile Quality, Righteous Fury occurs\nTest) on his Turn. The target is considered helpless until automatically, dealing another 1d10 points of Damage. If\nhe escapes. the second roll results in 10, further Damage is possible (see\n"
},
{
"id": 84,
"title": "Righteous Fury on page 245).",
"content": "stoRm\nA weapon with the Storm Quality unleashes shots at rapid\nspeed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target\nand the amount of ammunition expended. For example, when\nfiring a weapon with the Storm Quality in fully automatic\nmode, each degree of success yields two additional hits (to a\nmaximum of twice the weapons Full Automatic rate of fire).\nTable 55: Ranged Weapons\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nBolt Weapons\nAstartes Bolt Pistol Pistol 30m S/3/ 2d10+5 X 5 14 Full Tearing 5.5 5† \nAstartes Bolter\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 18 5 \n(Godwyn)\nAstartes Boltgun Accurate,\nBasic 200m S// 2d10+5 X 5 24 Full 17 15 Respected\n(Stalker) Tearing\nAstartes Combi-\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected\nWeapon††\nV: Armoury\nAstartes Heavy\nHeavy 150m //10 2d10+10 X 6 60 Full Tearing 68 20 \n"
},
{
"id": 85,
"title": "50 10 ",
"content": "(Soundstrike)\nAuxiliary Grenade\nn/a 45m S// ††† †††\n4 2 Full †††\n+3 15 Respected\nLauncher\n†††\nVaries with ammunition\nBolt WeApons\nmans ReaCh exCeeds his gRasp\nIf common Imperial citizens picture power armour when\nGrave religious taboos exist throughout most of the\nthey think of a Space Marines profile, then they picture bolt\nImperium against daring to touch weapons meant for\nweapons when they think of his fury. Powerful and flexible,\nthe hands of the Emperors Angels of Death. Astartes\nbolters are the favoured weapon of the Adeptus Astartes, and\nweapons react violently to the grip of the unworthy,\nevery recruit is issued one as soon as he becomes a Scout.\nand men bearing terrible burn scars are living proof of a\nMost bolter models have their roots with the Space Marines,\nflamers outrage in the hands of an ignoble master. Still,\ndespite smaller, inferior adaptations treasured by Imperial\nthere are invariably those bold and foolish enough to\nofficers and nobles. Loud and brutal, bolt weapons are\ntry taming the machine spirits of Astartes weapons.\nV: Armoury\nterrifying to witness in any hand, but none wield them with\nObtaining an Astartes weapon should require\nsuch deadly proficiency as the Adeptus Astartes.\nconsiderable effort on a characters part and never simply\nBolters fire self-propelled mass-reactive shells called bolts,\nbe the result of an Acquisition or Influence roll. Astartes\nset to explode just after penetration for maximum lethality.\n"
},
{
"id": 86,
"title": "its smaller clip and slower rate of fire.",
"content": "However, they are ideal for Devastator\nunits needing to take down an enemy at Awareness Tests to hear shots made with a Stalker-pattern\nclose quarters and for Assault specialists needing a vehicle for boltgun suffer an additional 30 penalty and can only be\nthe Deathwatchs many special bolt types. attempted at half the normal distance. See Stalker Rounds in\nthe Ammunition section for more information on combining\nthe two.\nastaRtes bolteR (godwyn patteRn)\nThe bolter, or boltgun, is\nthe backbone of every Space\nastaRtes Combi-weapon\nMarine arsenal. Bolters vary Combi-weapons are actually\nin age and pattern across two different weapons that\nthe Space Marine Chapters, have been combined into\nthough nearly all Astartes one firearm. The idea is to\nbolt weapons accept the provide the user with the\nsame ammunition. The versatility of two different\nDeathwatch-pattern bolter incorporates a shot selector, while types of guns, without\nBattle-Brothers who bring weapons from their home Chapter requiring him to switch\nadd attachments for the same functionality. between them (not to mention carry them both) on the\nbattlefield. Astartes combi-weapons typically use a boltgun as\n"
},
{
"id": 87,
"title": "and possesses the Felling and Blast(2) Qualities.",
"content": "A\nny witness to the ruthless efficiency of an Assault\nsquad can attest that Space Marines are as great a\nastaRtes digital weapons threat at close range as they are raining bolter fire\nDigital weapons, or digi-weapons as they are commonly from a distance. The Codex Astartes lays out many tactical\nknown, are miniaturised guns so advanced that most foes uses for warriors that can engage the enemy in close quarters,\nmistake them for mere ornamentation until the digi-weapon but for some Chapters, the drive to excel in hand to hand\nunleashes the firepower of a full-sized pistol. The ranking is as simple as the need to look ones foe in the eyes before\nSpace Marines outfitted with such archeotech devices usually eviscerating him.\ninstall them along the finger ridge of a glove for practical The combination of a Space Marines enhanced physiology\nreasons. Rings are a more common design among Imperial and his power armour makes even the simplest of weapons\nnobles and military elite who are less likely to be wearing lethal in his hands. Melee weapons range from the simple\npowered gloves. Digi-weapons exist that replicate the but effective combat knife, to revered relics from ages gone\nfunctions of a variety of deadly weapons. However, each by—artefacts which could never be created again in this\n"
},
{
"id": 88,
"title": "Tearing",
"content": "Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nV: Armoury\nAstartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy 25 30 Distinguished\nAstartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected\nPower Field, Concussive,\nAstartes Thunder Hammer Melee 2d10+5 E 8 18 30 Distinguished\nUnwieldy\nOmnissian Axe (Astartes-Pattern) Melee 2d10+6 E 6 Power Field, Unbalanced 14 30†† Distinguished\n†\nChainfists and Power Fists double the wielders Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.\nTraditional Weapons\nAstartes Combat Knife Melee 1d10+2 R 2 2 3††† \nCeremonial Sword†††† Melee 1d10+3 R 2 Balanced 5 3††† —\nSacris Claymore†††† Melee 2d10+2 R 2 Unbalanced 10 3††† \nForce Weapons\nAstartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected\nOther Melee Weapons\n"
},
{
"id": 89,
"title": "††††",
"content": "See Page 170 for description\npoWer WeApons A chainfist replaces the normal glove on Terminator\nArmour, and imposes the same weapon restrictions and\nPower weapons project a disruptive energy field along the manual dexterity penalties as a lightning claw.\nblade or head of a weapon, allowing it to slice armour or\nstrike with explosive impact. In theory, any weapon can be\nupgraded to a power weapon given the necessary technology,\nastaRtes lightning Claws\nthough in practice there is a traditional array in use by the Simply wearing lightning claws is a\nAdeptus Astartes. The sight of an angel of vengeance charging statement about the wielders expertise in\ninto battle is intimidating in its own right. When his weapon battle. Constantly honed melee prowess\nor fist itself suddenly flares to life in a halo of electricity, it and a willingness to sacrifice easy access\nbecomes truly inspiring—or terrifying—depending on which to ranged weaponry is necessary to utilise\nside of the charge you are on. A power weapon can still be these weapons to their full effect. For these\nused as an ordinary weapon should its power source become reasons, lightning claws are usually seen in\ninhibited or damaged. the hands of senior assault specialists.\nA lightning claw is a heavy gauntlet\n"
},
{
"id": 90,
"title": "cost for an Upgrade covers both the technological",
"content": "V: Armoury\ncomponents to fit the weapon, as well as any labour required\ntrAditionAl WeApons to install them in it. Many Techmarines prefer to make these\nBasic hand weapons are a common sight throughout the upgrades themselves, but doing so does not decrease the\nImperium and beyond; in much of the war-torn galaxy it is Requisition required.\nunthinkable to venture forth without some form of visible\nprotection. Primitive weapons range from simple metal swords\nused by poor serfs to the technologically sophisticated blades\naRm weapon mounting\nemployed by the Adeptus Astartes. This heavy bracing allows a single ranged weapon to be\nmounted along the arm, with specific hand movements or\nMIU input triggering the weapon. This allows the user to\nastaRtes Combat knife keep both hands free, and can have a strong visual impression\nWhen a Battle-Brothers last grenade has been thrown, when as the Battle-Brother brings forth a storm of destruction with\nhis bolt rounds are spent and the enemy tide continues to the sweep of his hand. This upgrade reduces the weapons\nswell, he can always turn to his combat knife. Every Space Range by 30%. It is also possible to mount a weapon at the\nMarine is issued one of these blades as soon as he recovers shoulder instead of on the forearm, with the same effects.\nfrom receiving his implants, and he carries it up until his final Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or\n"
},
{
"id": 91,
"title": "Agility Damage.",
"content": "dRagonfiRe shells Used With: All bolt weapons.\nDragonfire shells replace their main explosive charge with\nan air-reactive concentrate. When the round detonates, the\npayload combusts in a burst of fire, offering area saturation\nkRaken Rounds\ncomparable to a flamer. The superior propellants in kraken rounds provide\nEffects: Decrease the weapons Damage by 2. Anyone increased range without sacrificing armour\nwithin 2 metres of, and including, the target must succeed on penetration, while their ultra-dense adamantine\nan Agility Test or catch on fire. The firer may choose to target composition and improved explosive charge\nan object or specific area instead of an opponent. In this case provide a final burst of force for puncturing the\nthe shot is Routine (+20), and everyone in the 2 metre radius heaviest armours.\nmust Test to avoid catching fire. Effects: The weapons Penetration increases to\nUsed With: All bolt weapons. 8, and its Range increases by 50%.\nUsed With: All bolt weapons.\nTable511: Special Issue Ammunition\nName Req Renown metal stoRm Rounds\nAstartes Backpack Ammo Supply N/A Metal storm rounds are tipped with proximity\nDragonfire Shells 28 Respected triggers, causing them to detonate sooner than\n"
},
{
"id": 92,
"title": "attack roll.",
"content": "by\nchannels better left unmentioned. Their Dioctal Sacellum sits on Vormos, surrounded\nmysterious, aquila-topped xenos monolith s that they have made pure through elaborate\nn\nrites of consecration. Deep within this sanctuary, they labour to remove the corruptio\nfrom the machines brought to them, to isolate the knowled ge trapped within and bring\nthe\nit into compliance with the Universal Laws. Several items of technology, such as\nEMP grenade and masking screen have quietly made their way into circulation after\nbeing declared “Technosanctus Verifida e” by the Crucible.\nTable 515: Relics\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nDeathwatch Relics\nAdamantine Mantle — — — — — — N/A — 15 50 Hero\nDeathwatch Relic Power Field,\nMelee — — 2d10+7 E 9 — N/A 25 50 Hero\nBlade Special\nAccurate,\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full 16 75 Hero\n"
},
{
"id": 93,
"title": "Tearing, Special",
"content": "Chapter Relics\nArmour of the\nV: Armoury\nRemorseless Crusader Melee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\n(Sword Profile)\nChalice of Vision — — — — — — N/A — 5 70 Hero\n"
},
{
"id": 94,
"title": "Blast(1), Felling",
"content": "Deathroar Pistol 40m S// 2d10+13 E 10 10 3 Full 7 70 Hero\n(1), Volatile\nBalanced, Power\nFrost Blade Melee — — 1d10+11 E 9 — N/A 10 60 Hero\n"
},
{
"id": 95,
"title": "Field, Tearing",
"content": "Helm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero\niRon halo aRmouR of the RemoRseless\nExceedingly rare and reserved only for Battle-Brothers who have CRusadeR (blaCk templaRs)\nproven themselves time and again through exceptional deeds, the This artificer armour is one of a trinity crafted by the Black\nIron Halo is as much a mark of valour as it is a protective device—a Templars. Each suit is gilded with detestations of the warp\nfunction which should not be understated. These devices radiate and said to have the blood of saints layered into the thousand-\nan energy field almost as powerful as a storm shield, while their folded adamantite of its construction. The Armour of the\ntypical design of a literal halo crowning the wearers head leaves Pitiless Crusader and the Fearless Crusader remain with the\nhis hands free for battle. An Iron Halo is always Master-Crafted. Chapter, but one unit was tithed to the Deathwatch.\nIn addition to the normal benefits of artificer armour,\nhexagrammic wards provide +20 to Tests made to resist psychic\nRelics effects, and double the suits armour points against psychic or\nwarp attacks that deal damage. It retains full armour value\n"
},
{
"id": 96,
"title": "4d10 X Damage with a Penetration of 4.",
"content": "pain suppRessant A successful Demolitions Test while planting mines allows for\nThe same chemical is found in most Astartes power armour more sophisticated trigger techniques such as time-delays. These\ninjectors and allows a character to ignore Critical Effects for booby traps are particularly effective when used to damage the\n1d10 Rounds. Additional doses are often carried in nartheciums, vulnerable underside of most vehicles. Cluster mines double their\nand may also be used in the Sacraments of Renewal to refill Penetration to any vehicle in their area of effect.\npower armour injectors with a Routine (+10) Tech-Use Test.\nastaRtes signum\nRepaiR Cement A signum is a sensorium and transmitter array that can be mounted\nRepair Cement is a spray-gel composed of dual tubes of on a Battle-Brothers armour. It broadcasts enhanced tactical\npolyplas allomers that bond instantly with each other to seal readings to all members of a Squad, allowing them to benefit from\npower armour damage. It is typically used for quick field the targeting data. While a character equipped with a signum is in\nrepair of breaches until the armour can be attended properly Squad Mode, all characters in Squad Mode receive a +5 bonus to\nby a follower of the Omnissiah. A Space Marine learns how Ballistic Skill Tests. If the equipped character spends a Full Action\n"
},
{
"id": 97,
"title": "Name Wt Req Renown",
"content": "and biological life signs. A character using an auspex gains\nAstartes Cluster Mines 4 5† \na +20 bonus to Awareness Tests and may make a Tech-Use\nAstartes Signum 5 35 Distinguished\nTest to spot things not normally detectable to human senses\nAstartes Signum Link +0.5 20 \nalone, such as invisible gases, nearby bio-signs, or ambient\nAstartes Targeter 4 25 Distinguished\nradiation. The standard range for an auspex is 50m, though\nAuspex 0.5 12 \nwalls more than 50cm thick and certain shielding materials\nCartograph 0.5 5 \ncan block the scanner.\nCodex Astartes 0.5 \nCombi Tool 1 15 \nCaRtogRaph Data Slate 0.5 5 \nThis specialised data-slate accepts geographical and Demolition Charges 1 10 \nnavigational information on a planet, either from existing Elucidator 1 25 \ndata-banks or gathered by a ships Augur Arrays in orbit. Its Lamp/ Glow-globe 0.5 1 \ngeo-locator tracks the users planetary coordinates, enabling it Locus Seeker 30 \nto provide distance and bearing to any known location. This Magnoculars 0.5 3 \n"
},
{
"id": 98,
"title": "01-03",
"content": "doom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\nVI: Psychic Powers\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\n"
},
{
"id": 99,
"title": "0911",
"content": "surface of his mind in a wave of negative emotion.\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\n"
},
{
"id": 100,
"title": "1214",
"content": "metres of the psyker.\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\n"
},
{
"id": 101,
"title": "1517",
"content": "Psyniscience can pinpoint the psyker as the cause.\n1820 Memory Worm: All people within line of sight of the psyker forget something trivial.\n2123 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\n"
},
{
"id": 102,
"title": "2426",
"content": "fires within 3d10 metres of him.\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\n"
},
{
"id": 103,
"title": "2729",
"content": "psyker is plunged into immediate darkness.\n3032 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\n"
},
{
"id": 104,
"title": "3335",
"content": "Charge actions.\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\n"
},
{
"id": 105,
"title": "3638",
"content": "for the rest of the Round. He also gains 1 Corruption Point.\n3941 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\n"
},
{
"id": 106,
"title": "4244",
"content": "make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\n"
},
{
"id": 107,
"title": "4547",
"content": "statues of people within this area, they appear to be crying blood.\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the\n"
},
{
"id": 108,
"title": "4850",
"content": "psyker must make a Routine (+10) Agility Test or be knocked down.\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\n"
},
{
"id": 109,
"title": "5153",
"content": "unprotected electrics to short out. The psyker is illuminated by eldritch light.\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain\n"
},
{
"id": 110,
"title": "5456",
"content": "for a few brief moments. Everyone within this area must test against Fear (1).\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\n5759 into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\n6062 creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\n"
},
{
"id": 111,
"title": "6365",
"content": "damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\n6668 the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)\nmust make a Difficult (10) Willpower Test or gain 1d5 Insanity points.\nTech Scorn: The machine spirits reject youre the psykers unnatural ways. All unwarded tech devices within\n6971 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\n7274 exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points\nunless they can pass a Difficult (10) Willpower Test.\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 62: Perils of\n75+\nthe Warp.\nTable 62: Perils of the Warp\nd100 Roll Effect\nThe Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\n01-05 must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.\nWarp Burn: A violent burst of energy from the Warp smashes into the psykers mind, sending him reeling. He suffers\n"
},
{
"id": 112,
"title": "06-09",
"content": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.\nVI: Psychic Powers\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n"
},
{
"id": 113,
"title": "1013",
"content": "3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n"
},
{
"id": 114,
"title": "1418",
"content": "(See page 261 for rules on Falling Damage).\nSoul Sear: Warp power courses through the psykers body, scorching his soul. The psyker cannot use any powers for\n"
},
{
"id": 115,
"title": "1924",
"content": "1 hour and gains 5 Corruption Points.\nLocked In: The power cages the psykers mind in an ethereal prison. The psyker falls to the ground in a catatonic\n2530 state. Each Round thereafter, he must spend a Full Action and make a Difficult (10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\n3138 Rounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\nPsychic Mirror: The psykers power is turned back on him. Resolve the powers effects as normal, but the power\n3946 targets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\n4755 shocking truths. Everyone in the area (including the psyker) must make a Hard (20) Willpower Test or gain 1d10\nCorruption Points.\nVice Versa: The psykers mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other soulless\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\n"
},
{
"id": 116,
"title": "5658",
"content": "swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\n5967 rendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\n"
},
{
"id": 117,
"title": "6872",
"content": "Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\nCataclysmic Blast: The psykers power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\n7378 metres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\n7982 metres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\nLost to the Warp: The psyker must make an immediate Very Hard (30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\n"
},
{
"id": 118,
"title": "8386",
"content": "possessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\n8790 alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\n"
},
{
"id": 119,
"title": "and Untouchables suffer half the damage rolled.",
"content": "Something is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\n9199 existence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.\nDestruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\n00 to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psykers place.\nPsychic Powers c haPTer DisciPLines\nJust as the Adeptus Astartes have stored the teachings of\nThe power of a psyker is darkness, fire, and death, given life and Librarians past, so too do many Chapters develop their own\npurpose to rend souls and break minds. forms of psychic disciplines. Calling on their own style of\nwarfare and the inherent strengths of their gene-seed, they\nFirst line of the Litany of Lies and Truths have learnt to shape powerful and terrible effects for their\nVI: Psychic Powers\nLibrarians to wield. Chapter Disciplines are only available to\nP\nsychic powers work in much the same way as Talents Librarians of the Chapter they represent, reflecting both their\nor Skills and allow a psyker character to manifest unique training and Primarch-given gifts of blood and spirit.\n"
},
{
"id": 120,
"title": "hours recovery before it may be used again.",
"content": "iron arm\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an\nimpenetrable field of energy with the power to ward off\npowerful melee attacks. While this power is in effect, the\nLibrarian gains one additional Reaction each round that may\nonly be used to parry, with a bonus on the Weapon Skill Test\nto parry equal to 3 x PR. Note that this power prevents the\nLibrarian from using his arm for any other purpose, such as\nwielding a weapon, climbing, and so on.\nmachine curse which he may only use for himself. Any re-rolls not used by\nthe beginning of the Librarians next turn are lost. Remember\nAction: Full that a re-roll may never itself be re-rolled.\nOpposed: No\nRange: 20m x PR\nSustained: No\nvorTex of Doom\nDescription: The Librarian calls down a terrible curse on Action: Full\nVI: Psychic Powers\nnearby machines and vehicles. The Librarian can either target a Opposed: No\nsingle vehicle (such as a battle tank or landspeeder) or a number Range: 10m x PR\nof mechanical devices (such as guns or servitors) equal to his PR. Sustained: No\nIf a single vehicle is targeted then it may not move or fire any of Description: With an utter disregard for reality, the Librarian\nits weapons for a number of Rounds equal to the Librarians PR as opens up a flickering vortex in the fabric of space and time. The\n"
},
{
"id": 121,
"title": "cover protect as normal.",
"content": "winGs of sanGuinius\nAction: Full\nOpposed: No\nTable 613: Blood Angels Powers Range: Self\nPower XP Cost Prerequisites Sustained: Yes\nBlood Boil 1500 Rank 3, WP 40+ Description: The Librarian sprouts a pair of blood red wings\nBlood Lance 1000 — of psychic energy from his back that can bear him aloft. While\nFear the Darkness 1000 WP 40+ this power is in effect, the Librarian gains the Flyer Trait (see\nMight of Heroes 500 — page 132) with a Movement equal to his PR.\nShackle Soul 1000 WP 50+\nWings of Sanguinius 2000 Rank 5, WP 50+\nDark Angels him. While this power is in effect, the Librarian is immune\nto the effects of all Telepathy powers unless created by a\npsyker with a Willpower greater than his own. In addition,\nPowers the psyker suffers no ill effects to Cohesion or Willpower as\n"
},
{
"id": 122,
"title": "a result of Fear.",
"content": "O\nnly Dark Angels Librarians have access to Dark\nminD worm\nVI: Psychic Powers\nAngels Psychic Powers. These powers may be\npurchased with Experience Points, provided the Action: Full\nLibrarian meets the powers Prerequisites and XP Cost as Opposed: Yes\ndetailed on Table 614: Dark Angels Powers. Range: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the targets mind, the\nforce barrier Librarian implants the seed of doubt and remorse, crippling\nAction: Full the creature with indecision and guilt. This powers works\nOpposed: No against a single target. Those affected by the power suffer\nRange: Self a 5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum\nSustained: Yes of 05). If this power is sustained then the target may make a\nDescription: Wrapping himself in a blanket of power, the new Opposed Willpower Test at the start of each of its turns\nLibrarian creates a potent but static psychic shell over himself. to end the effects.\nWhile this power is in effect, and as long as the Librarian does This power also confers a +30 bonus to the psykers\nnot move, he gains 3 AP x PR to all locations. In addition, if Interrogation skill.\n"
},
{
"id": 123,
"title": "attacks count as having a Penetration of 0.",
"content": "True sTrike\nAction: Half\nheLLfire Opposed: No\nAction: Half Range: Self\nOpposed: No Sustained: No\nRange: 50 metres x PR Description: Deadly against those with the psychic gift, the\nSustained: No effects of a True Strike can smash an enemy psykers mind\nDescription: The Librarian summons a torrent of psychic fire to pieces. If the Librarian performs a melee attack against a\nto burn and char his foes. He may pick a point within range psyker (an individual Psy Rating of at least 1) within 1 Round\nand engulf it in a cloud of flame with a radius of 2 metres x x PR of activating the power, a successful attack will inflict an\nPR. All those within the area will suffer 1d10 Energy damage additional 2 points of damage x PR which cannot be reduced\nx PR. In addition, all those within the area of effect must by armour or Toughness. In addition, an individual suffering\nmake Challenging (+0) Agility Tests or be set on fire (see damage from this power must make a Hard (20) Willpower\npage 260). Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without\na Psy Rating of at least 1.\n"
},
{
"id": 124,
"title": "Willpower Test to break free.",
"content": "TesTs\n•\nThe Role of faTe\n•\nt\n•\n"
},
{
"id": 125,
"title": "Cohesion",
"content": "•\n"
},
{
"id": 126,
"title": "squad Mode and",
"content": "solo Mode\n•\nsquad and solo\nMode abiliTies\n•\nMissions\nChapter VII: Success is more likely to occur in a Skill Test where the\ncharacter has Training in the Skill. A Battle-Brother can still\nattempt a Skill Test with an Untrained Basic Skill, but in such\nPlaying the cases, the governing Characteristic is halved (round down).\nA character cannot attempt a Skill Test with an Untrained\nAdvanced Skill.\nGame Many Talents can improve a Battle-Brothers chances of\nVII: Playing the Game\nsuccess at a Skill Test, as can Skill Mastery.\nIt is important to note that, despite their names, both\n“A Space Marine is not born, but made by the good grace of the Weapons Skill and Ballistics Skill are Characteristics. See\nEmperor from flesh, blood, and a will to do the Master of Characteristic Tests on page 203.\nMankinds bidding.”\nGyvan Hul, Seneschal of the Rogue Trader exaMple\nvessel Frozen Talon Brother Ulfric is chasing down an Eldar guardian before he can\nalert his nearby patrol. The slippery alien scrambles down an incline\nT\nhis chapter covers the games core rules systems and to escape the charging Space Marine. To climb down the cliff, the\nhow to use them to play games of Deathwatch. It GM decides that Brother Ulfric must make a Climb test, which is a\nintroduces the main game mechanics and how to make skill governed by Strength. Ulfric Strength is 41, but he doesnt have\n"
},
{
"id": 127,
"title": "Strength",
"content": "push over a grox.\nsucceed, the one with the most Degrees of Success wins. If both\nDegrees of Success are the same, the highest Characteristic\nResist poison or disease, tolerate\nToughness temperature extremes, stave off hunger, Bonus wins. If the result is still a tie, the lowest dice roll wins.\nresist mutation. Should both parties fail, one of two things occurs. Either\nDetermine Initiative, maintain balance there is a stalemate and nothing happens or both parties should\nAgility on a narrow surface, navigate treacherous re-roll until there is a clear winner.\nterrain.\nRecall an important detail, identify a\n"
},
{
"id": 128,
"title": "Intelligence",
"content": "familiar face, solve a puzzle. exaMple\nNotice a hidden enemy, locate a secret Ulfric is trying to force open a bunker door while a group of terrified\n"
},
{
"id": 129,
"title": "Perception",
"content": "door, gauge another persons attitude. traitor guardsmen try to hold it closed. The GM decides this is an\nWillpower Resist a Psychic Power, torture, or Fear. opposed Strength, and so Ulfrics player rolls against his characters\nMake a good impression or inspire Strength of 41, while the GM roll against the collective guardsmen\n"
},
{
"id": 130,
"title": "Fellowship",
"content": "confidence. Strength of 35. Ulfric player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is\ndetermined by who passed by the most. This is Ulfric, passing by 10\ndegRees of suCCess and failuRe compared to the guardsmens 5. Flinging the door open, Ulfric storms\ninto the bunker to deliver the Emperors justice to the traitors.\nFor most tests, it is enough to know whether a character\nsucceeded or failed. Sometimes, however, it is useful to know\nhow well a character succeeded, or how badly he failed. This\nTesT diffiCulTy\nis particularly important with social skills, such as Charm and Not all tests are equal. Setting a melta bomb on a stationary\nInquiry, as well as certain combat situations, such as firing a bunker and placing the same bomb on a moving battle tank\ngun capable of a semi-automatic or fully automatic burst. while under fire may both require Demolition Tests, but the\nMeasuring Degrees of Success and Failure in a Skill or latter is clearly harder than the former. But how much harder\nCharacteristic Test is straightforward. After the percentage is one from the other? This is where test difficulty and the roll\nroll is made, compare the roll with the modified Characteristic of the GM both come into play.\nscore. For each full 10 points by which the Characteristic was In some cases, the difficulty of a test is pre-determined by\n"
},
{
"id": 131,
"title": "• Enter Squad Mode without a Cohesion Test.",
"content": "• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nbuRning faTe In some situations, it may be important to note how fast a\ncharacter can travel in Narrative Time.\nSometimes a re-roll or an extra Degree of Success is not going Table 75: Narrative Time Movement describes the\nto be enough to save a Battle-Brothers life. In these instances, standard speeds a character can move at a leisurely pace under\nthe character may choose to burn a Fate Point and permanently ideal circumstances. Environment (see following) can affect\nreduce his Fate Points by one. The result is that the character these speeds, hindering the characters as they travel.\nsurvives whatever it was that would have killed him, but only\nVII: Playing The Game\njust. For example, if the character was shot with a lascannon Table 75: Narrative Time Movement\nand suffered a Critical Hit that would have killed him, instead\nAB Per Minute Per Hour Per Day†\nhe is only hideously burnt and rendered unconscious with\n0 12m 0.75km 7km\nzero Wounds. In more extreme circumstances, such as being\n1 24m 1.5km 15km\ntrapped on a spaceship during a warp drive implosion, it is\nup to the player and the GM to work out just how the Battle- 2 48m 3km 30km\nBrother makes his escape. A Fate Point may be burnt even if 3 72m 4km 40km\n"
},
{
"id": 132,
"title": "10 10 20 30 60",
"content": "Running and naRRaTive TiMe Climbing\nCharacters can run during Narrative Time, but doing so is There may be times during a characters explorations when\ntiring. When running, a character triples his rate of movement, he wants to scramble over a low wall, descend into a crevasse,\nbut each hour of sustained running requires the character to climb to an ideal rooftop sniper position, or shinny up a tree\nmake a Toughness Test, with a cumulative 10 penalty per to escape the claws of vicious xenos. Climbing is divided into\nhour after the first, to sustain the pace. On a failed test, the two general categories: simple climbs and sheer surfaces.\nVII: Playing the Game\ncharacter takes 1 level of Fatigue. Characters moving at this\nbrisk pace are focused on running and watching their steps, so\nthey take a 20 penalty to all Perception-based Tests. As with\nsiMple CliMbs\nhurrying, characters can continue running after a failed test, but Simple climbs can include fences, steep hills, boulders, trees,\npenalties gained from multiple failed tests are cumulative. or anything else that requires effort and concentration, but\nno real skill to accomplish. Any character with both hands\nfree can automatically accomplish a simple climb, provided\nfoRCed MaRChing he takes his time and is not being distracted (such as being\nTheres nothing stopping characters from pushing themselves shot at).\n"
},
{
"id": 133,
"title": "Agility Modifiers",
"content": "abseiling. This requires some kind of climbing gear, such a\nCondition Difficulty drop harness, or at the very least some long rope. An abseiling\nFog or Smoke Ordinary (+10) character makes a Challenging (+0) Agility Test. On a\nMud Challenging (+0) success, he descends at a rate of 10 metres per Round. On a\nShallow Water Challenging (+0) failure, he descent rate is only five metres per Round. Failure\nDarkness Difficult (10) by two or more degrees requires to the character to make a\nSnow Difficult (10) Challenging (+0) Strength Test or lose his grip—if he is\nUnderbrush Difficult (10) not wearing a drop harness, he falls.\nDense Crowds Hard (20)\nZero Gravity Hard (20)\nRubble Hard (20)\nTremors Hard (20)\nJUmPing and leaPing Running hoRizonTal leaps\nA jump is a controlled vertical ascent or descent where a When performing a Running Horizontal Leap, a character\ncharacter attempts to either jump as high as he can, or jump must move at least four metres in a straight line before\ndown safely without suffering damage. If a character is pushed making the Leap. At the end of his movement, he makes a\n"
},
{
"id": 134,
"title": "ReCoveRing losT Cohesion",
"content": "Cohesion daMage Cohesion is a resource that must be used wisely by the Kill-\nIn the same way that a Battle-Brother may suffer Damage team during the course of a Mission and typically they will\nto his physical capacities, he may also suffer Damage to his only have a handful points at their disposal. There is however\nability to connect to his squad and combat morale. This often a few ways in which Cohesion can be recovered during play,\ncomes in the form of some kind of weapon attack, though restoring the Kill-teams pool, strengthening their bonds\nit can come from other sources such as Psychic Powers or of brotherhood and allowing them further access to Squad\nunusual environments. This Damage temporarily reduces the Mode abilities.\nKill-teams Cohesion in the same way that weapon Damage One point of Cohesion will be recovered by the Kill-team if:\nreduces Wounds. This reflects the fact that weight of enemy • The Kill-team completes one of their Mission Objectives\nfire, the chaos of combat, and particularly devastating weapons (see page 230)\ncan all place strain on the Kill-team and its ability to function • Any member of the Kill-team spends a Fate Point\nas an organised battlefield unit. • The GM decides that the Battle-Brothers have completed\nWhen a Battle-Brother is in Squad Mode (see page 213), a particularly monumental task or roleplayed well the\n"
},
{
"id": 135,
"title": "Cohesion Challenges",
"content": "Free Action and is taken as soon as the damage occurs. Cohesion is not just used to activate Squad Mode abilities but\nSince damage to Cohesion relies on shock and confusion, can also be used to quickly enter Squad Mode or maintain\nthere are limits to the amount that a Kill-team can suffer in a it under certain stresses, or test the Kill-teams trust in each\nsingle combat Round—additional explosions, storms of shells, other and faith in their leaders abilities. In both cases this is\nand artillery have little additional effect. For this reason, a Kill- know as a Cohesion Challenge. To pass this test, a character\nteam will only ever suffer 1 point of Cohesion damage each must roll equal or less to his Kill-teams current Cohesion\nTurn, with any additional Cohesion damage being ignored. on 1d10.\nexaMple\nA potent Psychic Power is assaulting Palarius and his brothers, filling\nthem with doubt and distrust. The GM decides that each Battle-\nBrother must pass a Cohesion Challenge to maintain Squad Mode.\nThe Kill-teams current Cohesion is 6, so Palarius and his brothers\nmust roll 6 or less on 1d10 to pass the Cohesion Challenge.\nSquad Mode whaT iS SqUad mode? Squad Mode can only be entered deliberately by a character\nand Solo Mode by using an action or passing a Cohesion Challenge (see page\n212). While in Squad Mode, a Space Marine is linked to any\n"
},
{
"id": 136,
"title": "Battle-Brother using the Squad Mode ability.",
"content": "Visual distance means that the Battle-Brothers must be able\nwhaT iS Solo mode? to see each other in order to be in Support Range. This visual\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in\nthis mode. While in Solo Mode, a Space Marine is not linked Table 79: Support Range\nto the rest of his squad in any special way and cannot benefit Rank Support Range\nfrom Squad Mode actions or abilities used by his Battle- Visual distance, no more than\nBrothers. He has access to all of his Solo Mode actions and 13 (Close)\n30 metres away.\nabilities and may use these freely. Vocal distance, no more than\n46 (Medium)\n60 metres away.\nVocal distance, no more than\n78 (Extended)\n120 metres away.\ncontact can, however, be very minimal, and should function that a Space Marine can take at any time during his turn. To\nin near-darkness, heavy rain, and the chaos of combat, where enter Squad Mode, a Battle-Brother must adjust his tactics,\nfriends and foes can only be glimpsed through the swirl of note the positions of his Kill-team, and prepare for close unit\nsmoke and the flash of bolter fire. actions—all of which requires an effort on the part of the\nVocal distance means that the Battle-Brothers no longer Space Marine, one that comes easier with experience and the\n"
},
{
"id": 137,
"title": "MainTaining squad Mode",
"content": "Squad Mode can be maintained as long as the Battle-Brothers\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n"
},
{
"id": 138,
"title": "• His Kill-teams Cohesion is reduced to 0.",
"content": "• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if\n"
},
{
"id": 139,
"title": "he fails a Cohesion Challenge (see page 212).",
"content": "exaMple\nWhile in Squad Mode, Palarius has advanced ahead of his Kill-\nteam hunting for an Ork boss in the ruins of an old Imperial\nchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.\nSolo Mode gaining solo Mode abiliTies\nA character begins play with access to his own Chapters\nAbilities Solo Mode abilities as well as any Codex abilities for which\nhe meets the requirements. The requirements for Solo Mode\nabilities are based on Rank; the level of experience attained\n“Brothers, there are moments where only the fury of a true Son of by the Battle-Brother (see Chapter II: Specialities for details\nVII: Playing The Game\nSanguinius will serve. This is such a moment.” on Ranks). This required Rank represents the minimum Rank\nneeded to gain and use the ability. However, unlike other\nBrother Nocturne of the Blood Angels abilities such as Talents and Skills, a character does not need\nto spend Experience Points to gain a Solo Mode ability, and\nA\ns a chosen warrior of the Emperor, a Space Marine once he meets the Rank requirements he can use the ability.\n"
},
{
"id": 140,
"title": "Cohesion",
"content": "of any successful attack, and are always removed first before\napplying Damage to the Battle-Brothers normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nRighTeous zeal (blaCk TeMplaRs) leaves his chosen location either by his own choice or\nRequired Rank: 1 involuntarily.\nEffects: The Black Templars are well known for their fanatical Improvement: At Rank 3 and above the temporary Wounds\ndevotion to the Emperor and their burning hatred for psykers, increase to 12. At Rank 5 and above the Battle-Brother may\nwitches, and warp spawn. Once per combat, a Battle-Brother of move a number of metres equal to his Agility Bonus each\nthe Black Templars Chapter may call upon Righteous Zeal as a round without losing the effects of the ability. At Rank 7 and\nFree Action at the start of his Turn. While under the effects of the above the temporary Wounds increase to 18.\nRighteous Zeal, Damage inflicted by the Battle-Brothers melee\nattacks against creatures with the Daemonic Trait is not reduced\nby Toughness Bonus. In addition, the Battle Brothers own\nwolf senses (spaCe wolves)\nToughness Bonus is increased by +4 when reducing Damage Required Rank: 1\nfrom attacks by creatures with the Daemonic Trait or Damage Effects: As part of the genetic gifts of their Primarch Leman\nfrom Psychic Powers and weapons. Righteous Zeal lasts for a Russ, the Space Wolves have almost preternatural senses\n"
},
{
"id": 141,
"title": "using squad Mode abiliTies",
"content": "rank as the Imperiums finest fighting arm and easily the equal Squad Mode abilities function just like other Actions and can\nof any xenos, Chaos, or heretic foe. While this superiority is in be activated by a Battle-Brother in his Turn. There is no test\npart the result of their genetic heritage, potent arms and armour, to active these abilities; however the Battle-Brother must spend\nand indomitable will, it is also due largely to their training and the required amount of Cohesion (as indicated by the ability)\ncombat tactics. The bond between Battle-Brothers, combined and he must be in Squad Mode. He only needs spend this\nwith a constant training regime, hones a Kill-teams skills to a cost once, however, and once an ability has been activated, it\nrazors edge and makes them capable of preternatural combat remains so for the remainder of the Mission (if the ability is\nfeats. A Space Marine lives and dies by the strength of his Sustained) or for the duration of a single combat (if the ability\nBattle-Brothers. is not Sustained) and may be used by either him or any other\nSquad Mode abilities represent specialised Kill-team training members of his Kill-team in Squad Mode.\nand the superior skill at arms that all Space Marines possess. These Both the Battle-Brother using the action and any other\nare the abilities and special actions that truly allow the players members of his Kill-team within his Support Range may then\n"
},
{
"id": 142,
"title": "keeping TRaCk of squad Mode",
"content": "Andrews character Palarius uses the Bolter Assault Squad Mode\nability to rush the enemy. Palarius and two of his Kill-team members\nabiliTies\nbreak cover and charge at the enemy. Later in the Round, the other As may be apparent, it is possible for a Battle-Brother\nmember of the Kill-team, still in cover, uses the Fire Support Squad to use numerous Squad Mode abilities during a single\nMode ability to give Palarius and his Battle-Brothers cover. Even combat. Within a single Kill-team there might also be\nVII: Playing the Game\nthough they are still in Support Range, neither Palarius nor the several Squad Mode abilities being sustained at any\nBattle-Brothers who joined him in his Bolter Assault can benefit one time, and players may wish to jump from one to\nfrom this ability. the next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brothers current Squad Mode ability and its\nsusTaining squad Mode abiliTies effects. Players should either make a mark, or place a\nMany Squad Mode abilities can be maintained indefinably marker (such as a dice or coin) on their Status Mode\nprovided that the Battle-Brother remains in Squad Mode. This sheet next to the Squad Mode ability they are using or\nis indicated in each abilitys description under the Sustained benefiting from. This mark can then be moved as their\n"
},
{
"id": 143,
"title": "Support Range or leave Squad Mode.",
"content": "exaMple\nAndrew, Jim, and Damiens characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrews character. At the start of his characters Turn, Damien\ndecides to have his character return to Solo Mode, losing the benefits\nof the Squad Advance for himself. Both Andrew and Jim, however,\ncontinue to benefit from the Squad Advance, as Andrew is sustaining\nit and they are still within Support Range. In Andrews turn however\nhe chooses to end the ability. This means that both his character and\nJims character both immediately lose its benefits.\n"
},
{
"id": 144,
"title": "Joining susTained squad Mode",
"content": "abiliTies\nIt is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the abilitys benefits.\nexaMple\nJim is sustaining the Fire for Effect ability with Andrews character\nalso gaining the benefit. Having switched back into Squad Mode,\nDamiens character wishes to join in the effects. Since he is neither\nbenefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and\ngains its effects.\ns Table 712: Codex Attack Patterns\nAll squads train in ways of working together to bring down Name Action Cost Sustained\ntheir targets, be it cracking an enemy strongpoint, crossing Bolter Assault Free 3 No\nopen ground under fire, or bringing down enemy armour. Fire for Effect Half 2 Yes\nAttack Patterns are Squad Mode abilities that cover these Fire Support Half 1 Yes\nmethods of attack and are most suited to aggressive tactics Furious Charge Free 3 No\nVII: Playing The Game\nand assaults. Squad Advance Half 1 Yes\n"
},
{
"id": 145,
"title": "Suppression",
"content": "Action: Half Action\nSpace Tooth and\nCost: 2 Wolves Nail\nFree 2 Yes\nSustained: No\nStorm Lightning\nEffects: The holy fury of the Emperor lives in the hearts of all Reaction 2 No\nWardens Strike\nBlack Templars, awaiting the time when it will be unleashed Lead by\nupon his foes. Until the start of his next Turn, whenever the Ultramarines Free 2 Yes\nExample\nBattle-Brother and those in Support Range of him make a\nsuccessful Standard Attack with a melee weapon (whether\nor not Damage is inflicted) they may immediately make an TooTh and nail\nadditional Standard Attack with that same weapon, against Chapter: Space Wolves\nthe same foe, as a Free Action. If this blow also hits, then they Action: Free Action\nmay make an additional Standard Attack and so on, up to a Cost: 2\ntotal number of extra attacks equal to their Agility Bonus. Sustained: Yes\nImprovement: If the Battle-Brother is Rank 4 or more, Effects: The animalistic nature and fighting style of the Space\nsummoning the Holy Vengeance is a Free Action. Wolves often gives them an edge in close combat where they may\nunleash their inner beast against their enemies. While this ability\nis in effect, the Battle-Brother and those in Support Range of\n"
},
{
"id": 146,
"title": "Parry Tests.",
"content": "Missions overview\nMissions are broken down into the following three broad steps:\n“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\npRepaRaTion\nthat there is at least one of these so-called Ethereals coordinating This initial step occurs often in downtime before actual play\nVII: Playing the Game\noperations from the base, making it a vital target. It is my begins and represents the players preparing their characters\nrecommendation that we deploy the Deathwatch Kill-team available for the trials ahead. It covers the actions undertaken by the\nto us and consider the matter closed...” Kill-team and Battle-Brothers which include such things\nas taking oaths, selecting their weapons and armour, and\nHigh Tactician Favius at the Battle of Blood Moon choosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nT\nhe Adeptus Astartes are the surgical strike force of the which the GM gives the players an overview of their Mission,\nImperiums military might, and their use on the field its objectives, and any other information they are likely to\nof battle reflects this status. No commander would have access to. The briefing allows the players to get an idea\nconsider using the much-feared Space Marines for simple of the kind of things they will be facing and the kind of tasks\n"
},
{
"id": 147,
"title": "resist Cohesion damage.",
"content": "Squad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 716: Oaths\nOath Prerequisite Benefit Squad Mode Abilities\nTactical Marine, Assault Marine, Tactical Advance, Bolter\nOath of the Astartes +2 Cohesion\nor Devastator Marine Assault, Tactical Spacing\nTactical Marine, Librarian, or Fire for Effect, Regroup,\nOath to the Emperor +10 to Willpower Tests\nApothecary Strongpoint\nTactical Marine or Assault Tactical Advance, Bolter\nOath of Glory +1 Renown per objective\nMarine Assault, Furious Charge\n+10 to WS and BS vs. a\nGo to Ground, Dig In,\nOath of Knowledge Librarian or Apothecary chosen enemy or re-roll Psychic\nStrongpoint\nPhenomena\n+10 to all Tests to resist\nTactical Spacing, Regoup, Soak\nOath of Loyalty Tactical Marine or Apothecary Cohesion Damage, +1 to\nFire\n"
},
{
"id": 148,
"title": "Cohesion Challenges",
"content": "Devastator Marine or Ignore jams, re-roll tests to Fire Support, Fire for Effect,\nOath of the Weapon\nTechmarine confirm Righteous Fury Tank Buster\nExecution\n“They dropped from the sky like angels of death destroying all in\ntheir path and bringing the Emperors justice to that wicked world.”\nFrom the Remembrances of the Grand Crusade\nVII: Playing the Game\ns\nAll missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.\npRiMaRy\nThese are the key objectives to the Mission that are vital for\nits completion. If the players do not complete their primary\nobjectives, then the Mission is considered a failure. For this\nreason, when the GM sets the Missions primary objectives,\noaTh of The weapon he should keep them as simple and as broad as possible. For\nSpace Marines drill constantly, and when they are not fighting. instance, a primary objective could be to destroy an enemy\n"
},
{
"id": 149,
"title": "bad inTelligenCe",
"content": "forcing the players to adapt to difficult situations and think Frequently the Imperiums intelligence about its foes is just\non their feet, complications also increase the difficulty of a plain wrong. Commanders base decisions on unfounded\nmission and as a result the rewards the players gain from it. information and send soldiers to pay for their ignorance.\nHere are 10 typical complications that the GM can use to While the Deathwatch is more careful than most of the\nalter the nature of his missions, though he should feel free Emperors forces, they too can suffer from this fate. The GM\nto come up with more of his own. If a degree of randomness should change one of the Missions primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\ninseRTion and exTRaCTion to destroy a bridge to discover it does not exist. It is then\nHow the Kill-team reach the battlefield and how they up to the players to discover the new objective and try to\nleave it depends on the nature of the Mission. This could complete it.\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nCuT off\nfrom a forward base. Ultimately it falls to the GM, in As can often happen in the chaos of war, a forward unit can\nthe role of the characters commanders, to decide how discover its supply lines cut off as the frontlines shift suddenly.\n"
},
{
"id": 150,
"title": "Kill-team has their Cohesion reduced by 2.",
"content": "InItIatIve\n•\nactIons\n•\nthe attack\n•\nInjury\n•\ncrItIcal Damage\nChapter VIII: turns\nEach character in an encounter gets one Turn each Round. During\nCombat a characters Turn, he can perform one or more Actions. While\ncharacters Turns overlap each other slightly, Turns are resolved in\na specific order known as Initiative Order, see page 235.\n“There is nothing in the galaxy like the sound of a boltgun.”\nVex Hargoth, Master of Arms\nactIons\nA character can perform one or more Actions on his Turn. If a\nT\nVIII: Combat\nhe Imperium is beset on all sides from the enemies character is performing multiple Actions during his Turn, the\nof mankind: ravenous aliens, bloodthirsty daemons, order in which they are resolved may or may not matter. For\nand fanatical traitors, all intent on the destruction of example, a character could draw his pistol and then move a\nthe Emperor and those sworn to him. As members of the few metres, or he could move first and then draw his pistol,\nDeathwatch, the players stand on the frontlines against such and either way the end result is the same. But, if the same\nfoes, struggling to survive and bring glory and honour to character wants to shoot his pistol, he obviously needs to\ntheir Chapter. This means combat... lots of combat. draw it first. Actions are described in detail on page 236.\nThis section covers Actions, combat, and Damage in the\n"
},
{
"id": 151,
"title": "Dodged or Parried.",
"content": "Focus Power Varies Concentration Use a psychic power.\nFull Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success.\nGrapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.\nAttack, Concentration,\nGuarded Attack Full 10 WS, +10 to Parry and Dodge.\nMelee\nJump or Leap Full Movement Jump vertically or leap horizontally.\nKnock-Down Half Attack, Melee Try to knock an opponent to the ground.\nManoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove up to movement as a Half Action or twice movement as a Full\nMove Half/Full Movement\nAction.\nUse Swift Attack or Lightning Attack Talents to make\nMultiple Attacks Full Attack, Melee or Ranged\nmultiple attacks.\nAttack, Concentration,\nOverwatch Full Shoot targets coming into a set kill zone, 20 to BS.\nRanged\nParry Reaction Melee Test Weapon Skill to negate a hit.\nReady Half Miscellaneous Ready a weapon or item.\nReload Varies Miscellaneous Reload a ranged weapon.\nRun Full Movement Move triple, enemies get 20 BS and +20 WS.\nSemi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success.\n"
},
{
"id": 152,
"title": "DoDge",
"content": "to Grapple his opponent instead of inflicting damage. See Type: Reaction\nGrappling, page 240. Subtype: Movement\nDodge is a Reaction that a character can perform when it is not\nhis Turn. After a character is hit, but before Damage is rolled,\nthe character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order\ncombat abstractIons to make the test. If the test succeeds, the character gets out\nCombat in Deathwatch is fast and furious, designed of the way at the last moment and the attack is considered to\nso games dont become bogged down with minutia. have missed (and thus no Damage is rolled). If the Dodge Test\nAs such, the rules take certain licenses with reality fails, the attack connects and deals Damage normally. Dodge\nand assumptions must be made about what is really can be used to avoid both melee and ranged attacks.\ngoing on during a fight. One such assumption is that\nnearly all combatants are at least somewhat concerned dodging auto-Fire and area effect attacks\nfor their own safety and are constantly side-stepping,\ntwisting, and ducking to avoid attacks or assume more Some attacks, such as those made with grenades, flamers,\nfavourable combat positions. With this in mind, the or guns firing semi-automatic or fully-automatic bursts, are\ndefault difficulty for all combat tests is Challenging especially difficult to avoid. When Dodging an area effect\n"
},
{
"id": 153,
"title": "DoDge anD parry reactIons",
"content": "Melee attacks require the attacker to be engaged in melee When a target is hit by an attack, it may have a chance to\ncombat with his target. Ranged attacks cannot be made if the negate the hit with a Dodge or Parry Reaction. See Combat\nVIII: Combat\nattacker is engaged in melee unless he is firing a pistol class Actions, page 236 for details on resolving each of these\nweapon. In either case, the attacker must be aware of his target. Reactions. If the Dodge or Parry attempt is successful, the\nSee the Spray and Pray sidebar for additional information. attack is negated and no Damage is dealt.\nAssuming the attack is possible, follow these steps:\n• Step One: Apply Modifiers to Attackers Characteristic\n• Step Two: Attacker Makes a test example\n• Step Three: Attacker Determine Hit Location After Helgaths bolt pistol shot hits the giant squig, the GM rules\n• Step Four: Attacker Determines Damage that the creature will attempt to Dodge the attack. The creatures\n• Step Five: Target Applies Damage Agility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nstep one: apply moDIFIers to attack.\n"
},
{
"id": 154,
"title": "(but see Dodge and Parry Reactions, below).",
"content": "a number. Roll the appropriate die and apply any indicated\nmodifiers. Finally, if the attack involved a melee weapon, add tactIcal combat maps\nthe attackers Strength Bonus. The result is the Damage total.\nFor all attack rolls, count the Degrees of Success. The number\n(optIonal)\nof Degrees of Success is the minimum amount of Damage During large combats, some players may want visual\nthat attack will inflict on a single dice. If the attack inflicts references to help keep track of enemy positions, as well as\nmore than one dice of Damage, the player may apply the their own. The GM can accomplish this by sketching out\nDegrees of Success from the attack roll as the minimum result simple overhead maps on paper. Many game stores also\nto one dice of his choice. sell large game mats that you can draw on with wet-erase\nIf a natural 10 is rolled on any Damage die, there is a markers. These mats are usually pre-printed with squares\nVIII: Combat\nchance of Righteous Fury. grids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nrIghteous Fury miniatures where a one inch square represents one square\n"
},
{
"id": 155,
"title": "cover",
"content": "players should have these details noted on their Battle-Brothers Cover is a vital part of surviving a firefight, and a good\ncharacter sheets. The following apply when a character is fighting soldier knows that you go for your cover first and then draw\nwith two weapons: your gun. There are no penalties to Ballistic Skill Tests made\n• The character may use any melee weapons or ranged weapons to attack targets standing partly behind cover. However, there\nthat can be reasonably used in one hand. is a chance that the shot may hit the cover rather than the\n• The character may use either hand to make an attack. Attacks target. It is up to the character to decide which parts of his\nmade using the characters secondary hand suffer a 20 body he is exposing when behind cover, but as a general rule,\npenalty to Weapon Skill or Ballistic Skill Tests. a character firing around or over cover will have his body\n• If the character has the Two-Weapon Wielder talent, he may and legs concealed. If the shot would hit a body location\nuse the Multiple Attacks combat Action to attack with both that is concealed behind cover, work out the Damage against\nweapons, but each suffers a 20 penalty to the Weapon Skill the Armour Points of the cover instead, with any excess\nor Ballistic Skill Test. If the character has the Ambidextrous being applied to the target as normal (see Table 85: Cover\n"
},
{
"id": 156,
"title": "DamagIng cover",
"content": "therefore it does suffer the standard penalty for attacks made Cover is not invulnerable. Attacks can damage or destroy the\nusing a secondary hand. protection afforded by cover. Each successful hit against cover\n• If a character with the Two-Weapon Wielder Talent is armed that deals any amount of Damage in excess of the Armour\nwith a melee weapon in one hand and a pistol in the other, Points it provides reduces the covers Armour Points by 1.\nhe may attack with both whilst engaged in melee combat\nusing the Multiple Attacks combat action. Resolve each\nattack separately by testing Weapon Skill for the melee\n"
},
{
"id": 157,
"title": "weapon and Ballistic Skill for the pistol.",
"content": "Table 84: Combat Difficulty Summary example\nDifficulty Skill Modifier Example Myrdor has taken cover behind a small pile of sandbags while a gun\nAttacking a Surprised or servitor blasts at him with its twin autoguns. The gun servitor fires a\nEasy +30\nUnaware target.\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nShooting a Massive target. of Damage. Fortunately for Myrdor, all of the hits would have\nShooting a target at Point struck either his legs or body, so they are absorbed by the sandbags\nBlank Range.\ninstead. The first hit is fully absorbed by the sandbags to no effect\nMelee attacks against a foe\nRoutine +20 because they provide 8 Armour Points of protection. The second hits\nwho is outnumbered three to\none or more.\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nVIII: Combat\nreduces the sandbags Armour Points to 7. The third hits Damage\nAttacking a Stunned\nopponent. is reduced by 7, leaving 1 point of excess Damage, which further\nShooting an Enormous reduces the sandbags Armour Points to 6.\ntarget.\nOrdinary +10\nMelee attacks against a foe\nwho is outnumbered two\nDarkness\nto one. Weapon Skill Tests made in darkness are regarded as\nAttacking a Prone opponent Hard (20), while Ballistic Skill Tests are regarded as Very\nwith a melee weapon. Hard (30). While a Character is concealed by darkness,\n"
},
{
"id": 158,
"title": "1 3",
"content": "VIII: Combat\nare Ordinary (+10).\ngangIng up\nA character has an advantage when he and his allies engage\n4 5\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill Target\nTests are Ordinary (+10). If a group of characters outnumber\ntheir opponent by three to one or more, their Weapon Skill\nTests are Routine (+20).\nhelpless targets 67 8 9-0\nWeapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nscatterIng In Zero gravIty\nFury as normal, but if two dice come up as 10, a Righteous The consequences of throwing dangerous objects in a zero\nFury is automatic (no second attack roll necessary). gravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nd scatter diagram, once for the X axis and once for the Y axis.\nCharacters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are piNNiNg\n"
},
{
"id": 159,
"title": "Zero Weapon Skill",
"content": "on this Characteristic.\n2 points of Critical Damage to his right arm. The GM consults\nthe Critical Damage 2 line of Table 812: Explosive Critical The character may not make tests based\n"
},
{
"id": 160,
"title": "Zero Ballistic Skill",
"content": "on this Characteristic.\nEffects—Arm which says that Myrdors arm has been fractured,\nThe character collapses into\nforcing him to drop anything he was holding, and Myrdor suffers Zero Strength\nunconsciousness.\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a\n"
},
{
"id": 161,
"title": "Zero Toughness The character dies.",
"content": "VIII: Combat\nlasgun blast to his left leg. After accounting for his Toughness Bonus\nThe character is paralysed, helpless,\nand armour, he suffers 3 points of Energy Damage. Myrdor has Zero Agility\nand can take no Actions.\nnow suffered 5 total points of Critical Damage. The GM consults\nThe character slips into a dreamless\nthe Critical Damage 5 line of Table 811: Energy Critical Zero Intelligence\ncoma and is treated as helpless.\nEffects—Leg and determines that Myrdor has suffered a horrific The character is bereft of his senses\nburn that imposes one level of Fatigue (for three levels of Fatigue Zero Perception and suffers a 30 penalty to all Tests\ntotal) and reduces Myrdor to half speed for 2d10 Rounds. (except Toughness) until he recovers.\nThe character collapses into a\nremovIng Damage Zero Willpower nightmare-filled sleep. When he\nawakens, he gains 1 Insanity Point.\nCharacters automatically remove Damage (both ordinary and The character withdraws into a\nCritical Damage) over time through natural healing. Medical Zero Fellowship catatonic state. He may not speak or\nattention and some Psychic Powers can also remove Damage. take Tests based on this Characteristic.\nRegardless of the method however, the rate of Damage\n"
},
{
"id": 162,
"title": "Challenging (+0) Agility Test or be Knocked Down.",
"content": "Table 818: Impact Critical Effects - Head\nCritical\nDamage Critical Effect\nThe impact fills the targets head with a terrible ringing noise. The target must make a Challenging (+0) Toughness\n1\nTest or suffer 1 level of Fatigue.\nThe attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a 10 penalty to Weapon Skill\n2\n"
},
{
"id": 163,
"title": "and Ballistic Skill Tests for 1 Round.",
"content": "3 The targets nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.\nVIII: Combat\n4 The concussive strike staggers the target, dealing 1d5 levels of Fatigue.\n5 The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.\nThe targets head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain.\n6\nThe target is Stunned for 1d5 Rounds and takes 2 levels of Fatigue.\nThe attack slams into the targets head, fracturing his skull and opening a long tear in his scalp. The target is Stunned\n7\nfor 1d10 Rounds and halves all movement for 1d10 hours.\nBlood pours from the targets noise, mouth, ears and eyes as the attack pulverises his brain. He does not survive the\n8\nexperience.\nThe targets head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4\n9 metres of the target must make an Agility Test or suffer a 10 penalty to their WS and BS on their next Turn as gore\ngets in their eyes or on their visors.\nAs above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If\nthe hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against\n10+ any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make\nanother attack (with the same weapon) against any target standing directly behind the original target and still within\n"
},
{
"id": 164,
"title": "few Psychic Powers can speed up Damage recovery.",
"content": "Death for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nd more points of Critical Damage depending on the type of\nA character is considered Lightly Damaged if he has taken Damage suffered and the body location struck. If a critical\nDamage equal to or less than twice his Toughness Bonus. result indicates that the character is killed, then he is dead, and\nA Lightly Damaged character removes 1 Damage per day only burning a Fate Point (seepage 205) will save his life.\nthrough natural healing. If Lightly Damaged the character\ndevotes an entire day to bed rest, he removes an amount of\nheroIc sacrIFIce (optIonal)\nVIII: Combat\n"
},
{
"id": 165,
"title": "Damage equal to his Toughness Bonus.",
"content": "No Battle-Brother ever dies in vain as long as he dies in the\nEmperors service. At the GMs discretion, he may allow players\nexample to choose the option of Heroic Sacrifice if they know that their\nBrother Myrdor has a Toughness Bonus of 8. After a bloody mission characters have no other options to continue serving the Emperor\nhe has suffered 12 Damage. This amount of Damage is less than twice or wish to sell their lives for the greater good. When a players\nhis Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged. character is in a position to burn his final Fate Point to save his\nHe will naturally heal 1 Damage per day, but if he devotes an entire characters life (Space Marines would only make this choice if\nday to rest and recovery, he can remove 8 Damage. there is no other way to survive!), he may instead choose to\nburn the point anyway and make a Heroic Sacrifice instead. A\ncharacter declares at the start of his Turn that he is performing\nd a Heroic Sacrifice as a Free Action. Then, for a number of Turns\nA character is Heavily Damaged whenever he has taken more equal to his Toughness Bonus (including the turn in which\nDamage than twice his Toughness Bonus. A Heavily Damaged the Sacrifice was declared), the character can ignore all further\ncharacter removes 1 Damage per week through natural critical effects with the exception of those which render limbs\n"
},
{
"id": 166,
"title": "fEaR anD",
"content": "Damnation\nChapter IX: The GM\nGame Master\nWhen organising a game of Deathwatch, one player needs\nto be nominated as the GM. It is always a good idea if the\nGM volunteers for the job, as the game will be better if the\nperson running it is enthusiastic about what he is doing.\n“For the Emperor!”\nIX: The Game Master\nUsually, however, the Game Master is decided before the\nplayers get together for their first session, as the role of the\nFavoured battle cry of the Adeptus Astartes\nGM taken up by the person that has organised the game\nI\nin the first place—probably also the person that bought\nn Deathwatch, the players assume the role of elite warriors\nthis book. It is also common that over time several of the\nof the Imperium and must face the multitude of humanitys\ngroups players may take on the role of the GM, sharing\nfoes across countless battlefields and war-scarred worlds.\nthe work and creating their own adventures. This allows\nThey are the chosen few amongst the uncounted billions of\nplayers a chance to make their own stories and can be very\nhumanity standing between the boiling dark and the flickering\nrewarding as GMs tag-team adventures leading to plots\nlight of civilisation and order. Bringing this bloody reality to\nand campaigns with more depth and detail.\nlife is the role of the Game Master who guides the players in\ntheir endeavours and adventures against the enemies of the ers\nImperium, formulating their missions, spawning horrors for\n"
},
{
"id": 167,
"title": "the weight of its own fear and confusion.",
"content": "team represents an elite military formation that has\nGames where the Battle-Brothers take up the mantle\na significant place in the ranks of the Deathwatch,\nof envoys, emissaries, or assassins offer a different kind of\nIX: The Game Master\nInquisition, and Imperial war machine. For the GM, the\nexperience to pure combat missions and a challenge for the\nKill-team also represents a tool with which he can guide\nKill-team (a fearsome combat unit) to complete its goals and\nthe players through the rigid military structure of the\nobjectives without resorting to bolters and chainswords (at\nAdeptus Astartes while allowing them a decent degree\nleast not right away).\nof autonomy and freedom. This special flexibility can\nallow them to choose their own path to completing their\ngoals and even go off-mission without the inevitability\nof court-martial and summary execution.\nnon-PlayeR chaRacTeRs\nAs part of his role in bringing the setting to life and\nThe missions a Kill-team is assigned are special,\nadjudicating the actions of the players, the GM is also\nand the team itself comprises members chosen for their\ncharged with controlling the actions of anyone the PCs\nindependence and resourcefulness.\ncome into contact with. These non-player characters (NPCs)\nform a vital part of any game. NPCs can include close and\ns trusted allies, such as fellow Battle-Brothers or members of\nThe size, skills, and flexibility of a Deathwatch Kill-team mean the Deathwatch, as well as obvious and belligerent enemies\n"
},
{
"id": 168,
"title": "Marine must have 60 Renown to be considered for",
"content": "this honour.\nCreating\nMissions\n“Orders coming in, sir!”\nIX: The Game Master\nVox officers across the Imperium\nM\nissions are the staple of a Kill-teams existence and\nthe basis for defining its adventures. The rules and\nguidelines for creating missions exist to aid the\nGM in fashioning scenarios and encounters for his players\nthat capture the danger and excitement of being part of the\nDeathwatch. GMs are not required to use Missions to create\ntheir adventures, but Missions represent a way for the GM to\nclearly lay out the parameters of a Kill-teams game objectives,\nin keeping with the military nature of being an elite combat\nunit.\nseTTinG oBjecTives\nAll Missions revolve around Objectives (see page 230 in\nChapter VII: Playing the Game for more details on\nObjectives) be they critical to its success or not. Setting these\nObjectives is the first task the GM must undertake when\ncreating a Mission. Usually this is fairly straightforward, as\nan Objective relates directly to the nature of scenario. Each\nMission should typically have at least one of each kind of\nObjective, though can include many more depending on its\ndifficulty. Novice: These kinds of Objectives are relatively simple and\nPrimary Objectives: These are at the core of the Mission should only require a small amount of effort from the Kill-team\nand vital to its success. A Mission that revolved around the or a very limited expenditure of their resources. Securing a drop\n"
},
{
"id": 169,
"title": "completion (Requisition).",
"content": "Table 93: Setting Kill Markers protecting a place, person, or even an ideal, be it with blazing\nbolters or a resolute will.\nObjective Difficulty Kill Markers Recon: Intelligence gathering is a vital part of any Mission\nNovice 25 and can mark the difference between success and failure. Recon\nSkilled 50 Objectives revolve around procuring information, such as the\nVeteran 100 location of an enemy stronghold or the code to opening an\nancient xenos device.\nIX: The Game Master\nKill maRKeRs Daemonic: Greatest of the enemies of mankind are those\nthat exist beyond the veil of the immaterium, watching, waiting,\nSo when is an Objective complete? Usually this is self evident— and hungering for human souls. Daemonic Objectives involve a\nthe characters have completed their Objective of destroying a large degree of daemonic influence, either in the form of warp-\nbridge when the bridge has been destroyed. Some Objectives are spawned creatures or those deluded fools who follow them.\nless clearly defined, and the GM may require a way of further Xenos: It is the duty of the Deathwatch to deal with any alien\nbreaking these down so he can keep track of the Kill-teams that would soil the Emperors domain with its presence. Xenos\n"
},
{
"id": 170,
"title": "Requisition is divided among each Battle-Brother",
"content": "of such abilities or items, as well as the amount they increase Kill\nequally, but it also reflects the Kill-teams total available\nMarkers, can be found in their own relevant sections.\nresources and can be shared out among the group as\nThere are six main Objective themes listed below, but they are\nthey see fit. Should the players choose, they may pool\nby no means exhaustive and the GM should feel free to create\ntheir Requisition and purchase equipment collectively.\nhis own.\nThis stock of gear may then be divided up using\nStealth: Some Objectives require the Kill-team to avoid\nwhatever method they choose.\ndetection or pass unseen through the ranks of the enemy.\nStealth objectives are usually tied to assassination and sabotage\nmissions, and every Battle-Brother knows the value of a good\nsurprise attack.\n"
},
{
"id": 171,
"title": "Table 94: Setting Requisition",
"content": "Assault: Battle-Brothers are no strangers to war, and many Objective/Difficulty Requisition\nof the Missions they embark on are laden with combat. Assault Each Primary Objective +20\nObjectives are best resolved with extreme violence and the Each Secondary Objective +15\napplication of heavy firepower—fortunately, something most Each Tertiary Objective +5\nKill-teams have in spades. Each Veteran Objective +10\nDefence: Battle-Brothers are not always on the attack and Each Skilled Objective +5\nsometimes they must hold their ground, usually while heavily Each Novice Objective +1\noutnumbered and without support. Defence Objectives focus on\ne lesser targets or backup systems or the elimination of personnel\nvital to the operation of the structure or device. They may also\nA GM creates a mission with one Skilled Primary Objective, one include reconnaissance for objectives of special interest to the\nVeteran Secondary Objective and two Novice Tertiary Objectives. Deathwatch, Inquisition or Imperium. Sabotage Missions often\nAdding these together gives a total of 62 Requisition for each involve themes such as Stealth and Recon as well as Xenos or\nBattle-Brother. Daemonic depending on the nature of the target.\n"
},
{
"id": 172,
"title": "REcovERy",
"content": "Emperor and sending them screaming into the dark. Kill-teams are not always used for the purposes of\nAn Assassin Mission always has at least one Primary exterminating the enemy. Battle-Brothers sometimes find\nObjective focused on killing the target, which is then graded themselves dispatched to rescue an important Imperial agent,\nin difficulty based on the strength and deadliness of the foes recover a vital artefact, or even capture an enemy commander\nthey need to exterminate. Secondary and Tertiary Objectives for Imperial interrogation. Recovery Missions are almost\nusually either cover the elimination of additional targets (such always more difficulty than simple search-and-destroy\nas bodyguards or lieutenants of the main target) or entering or Missions, as the Battle-Brothers must ensure the protection of\nexiting secure enemy territory or fortresses. Assassin Missions their item, be a person or object. Conveying a captured enemy\noften involve themes such as Stealth and Recon as well as or rescued prisoner can also create its own special problems if\nXenos or Daemonic depending on the nature of the target. they are injured, unwilling (almost always the case for enemy\ncommanders) or extremely dangerous (such as recovering a\nlive Ork warboss or Tyranid zoanthrope).\ne A Recovery Missions Primary Objective is typically the\n"
},
{
"id": 173,
"title": "Fear and",
"content": "the Difficulty of the test. Such situations include atmosphere,\nsituation and an NPCs particular circumstances. However,\nthe most important factor is the NPCs disposition toward the\nDamnation\nPlayer Character—how the character regards him and what “The enemy shall know fear.”\nIX: The Game Master\nfeelings or lack of feelings the NPC displays. The NPCs\ndisposition, which is always set by the GM, determines the Captain Davian Thule of the Blood Ravens\nbase Difficulty. Other factors can adjust the Difficulty up or\nT\ndown as the situation demands. Table 95: Dispositions he 41st millennium is a dark and terrible place where\nprovides sample dispositions based on the test a player is mankinds billions inhabit a universe filled with\nattempting and the corresponding Difficulty. unnumbered horrors and countless dangers. Murderous\nOn a successful test, the targets Disposition improves by aliens stalk the cold stars, rebellion and treachery fester\none step, plus one step per Degree of Success. On a failed within the shadow of the Imperiums decaying might, and\ntest, the targets Disposition remains unchanged and worsens nightmarish forces eternally claw at the very fabric of reality\nby one step for each Degree of Failure. Generally, a target from beyond, seeking both to feast and to corrupt. As a member\nmust at least be Indifferent to do as requested, and then the of the Deathwatch, a Battle-Brother must face all these perils\n"
},
{
"id": 174,
"title": "0120",
"content": "normally.\nFear grips the character and he begins to shake and tremble. He is at a 10 penalty on all tests for the rest of the\n"
},
{
"id": 175,
"title": "2140",
"content": "encounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).\nReeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach\n"
},
{
"id": 176,
"title": "4160",
"content": "the object of his Fear, but may otherwise act normally, with a 10 penalty on all tests until the end of the encounter.\nThe character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character\n"
},
{
"id": 177,
"title": "6180",
"content": "makes all tests with a 10 penalty for the rest of the encounter.\nPanic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may\n81100 only take Half Actions and is at a 20 penalty to all tests. Once away from the danger, he must successfully Snap Out of\nIt to regain control.\nFainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he\n"
},
{
"id": 178,
"title": "101120",
"content": "is still shaken and takes all tests with a 10 penalty until the end of the encounter.\nTotally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing\n121130 and drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half\nAction each Turn until he can rest.\nThe character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using\n"
},
{
"id": 179,
"title": "131140",
"content": "whatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.\nThe creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do\n141160 nothing. Even after he returns to his senses, he is a complete mess and suffers a 20 penalty on all tests until the end of\nthe encounter.\n161170 The characters mind snaps and he become catatonic for 1d5 hours and may not be roused.\nThe character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If\n"
},
{
"id": 180,
"title": "171+",
"content": "successful, he falls catatonic for 1d5 hours as above.\nTable 98: The Insanity Track\ns\nInsanity Points Trauma Modifier Effect\nFear Tests in non-combat situations are very much the 030 +0 —\nGMs call as to when and where they occur and should Primarchs Curse\nnot be considered to be automatic. They can be best 31-60 10\nLevel 1\nused to bring home the horrific nature of a location Primarchs Curse\n"
},
{
"id": 181,
"title": "6190 20",
"content": "IX: The Game Master\nor artefact and even at important junctures to weaken Level 2\nthe players allies—such as having Inquisitorial Primarchs Curse\n"
},
{
"id": 182,
"title": "9199 30",
"content": "agents refuse to accompany the Battle-Brothers into a Level 3\nbuilding or chamber out of terror. The following are Character\nsome guidelines for setting Degrees of Fear outside of 100+ — removed from\ncombat: play\n"
},
{
"id": 183,
"title": "Fear 1-Disturbing (0): Viewing the scene of a",
"content": "gruesome murder, minor unknown supernatural or\npsychic phenomena—strange lights, spectral voices,\nShock anD SnaPPing out of it\nweeping statues, etc.\nCharacters may be able to shake off some of the effects of\n"
},
{
"id": 184,
"title": "Fear 2-Frightening (10): Meeting someone you",
"content": "Fear after the initial shock has worn off. Where specified on\nknow to be dead, being buried alive, major supernatural\nTable 97: The Shock Table that a character may “snap\nor psychic phenomena—the skies raining blood, a\nout of it,” he can make a Willpower Test in his next Turn. If\npainting forming shrieking mouths, etc.\nsuccessful, he regains his senses, shrugs off the effects, and\n"
},
{
"id": 185,
"title": "Fear 3-Horrifying (20): Sudden, shocking, and",
"content": "may act normally. If he fails, the effect continues and the\ninexplicable death (the man next to you on the shuttle\ncharacter may try again when it is his next Turn.\nsuddenly dies, vomiting maggots), hideous moments\n"
},
{
"id": 186,
"title": "of revelation (finding yourself covered in blood,",
"content": "surrounded by bodies with a meat cleaver in your hand\nand no memory of how you got there), the dead rising\ninsaniTy\nEven the hardened mind of a Space Marine is not immune\nacross a whole planet, etc.\nto the worst horrors of the galaxy, though he is far more\n"
},
{
"id": 187,
"title": "Fear 4-Terrifying (30): Experiencing a full-",
"content": "resistant. While lesser men turn into raving lunatics or\nscale daemonic incursion, discovering your failure\nmurderous villains, a Battle-Brothers psycho-conditioned\nis responsible for the deaths of millions, staring\nbrain suppresses or discounts such delusions, instead\nunprotected into the warp.\nbecoming more attuned to war and conflict. As a result,\ninsanity in Battle-Brothers is not in fact a loss of facilities or\nr a belief in the unreal or intangible, but rather a heightening\nUnlike a Battle-Brother, Fear has a very real effect on almost of their own personal flaws and the flaws inherited from their\neveryone else in a game of Deathwatch. For these poor souls, Chapter. This typically means the effects of Insanity Points\nFear can come in many forms, but some things are clearly more manifest themselves in two distinct ways in a Battle-Brother:\nfrightening than others. A single genestealer may well break either in Battle Traumas or the Primarchs Curse. How severe\nthe morale of an Imperial Guardsman, while a hive tyrant they are and when, or if, a character is affected by either of\nwill break his mind. The Table 96: Fear Test Difficulties these conditions depends on the number of Insanity Points he\nshows the penalties to Fear Tests based on the level over the accrues and the strength of his will to resist the results.\n"
},
{
"id": 188,
"title": "source of Fear.",
"content": "s\nfailing thE fEaR tESt While Battle-Brothers are not at risk of gaining Insanity Points\nIf in a combat situation a character fails a Fear Test, he must as a result of failed Fear Tests, many sources of Insanity still\nimmediately roll on Table 97: The Shock Table, adding affect them. This could include encounters with warp spawn or\n+10 to the result for each Degree of Failure. The effects listed places where reality is tainted by the touch of the warp (both\nare applied immediately to the character. If in a non-combat of which usually also inflict Corruption Points). It could also\nsituation the character fails a Fear Test, he becomes unnerved include acts of betrayal by fellow Battle-Brothers or trusted\nand suffers a 10 penalty to any Skill or test that requires allies, or exposure to dangerous alien devices or schools of\nconcentration. This penalty lasts while the character remains thought. Certain Psychic Powers or unusual attacks may also\nin the vicinity of the object of its Fear (simply leaving and deal Insanity Points to the characters. Ultimately, however, it\ncoming back again doesnt stop this). In addition, if a non- falls to the GM to decide when an event or encounter is worthy\ncombat Fear Test is failed by 3 or more Degrees of Failure, of inflicting Insanity Points. As a rule, only the most terrible of\nthe character also gains +1d5 Insanity Points. sights or outcomes warrant more than a few points.\n"
},
{
"id": 189,
"title": "IMPERIUM",
"content": "of Man\nX: The Imperium\n“The loyal slave learns to love the lash.”\n“Look to the stars, and know that all you behold is but one small part\nof the Emperors Realm. Know too that for every one of the million Common saying amongst menials and scriveners.\nworlds in our domain, a million times a million lives have been\nT\nsacrificed, that Mankind might stand but one day more.” he Emperor has neither spoken nor moved since his\nascension to the arcane mechanism of the Golden\nLord Skalaras, High Tribune of the 3rd Censorial Mission Throne. His material body is, to all intents, dead and\nhis psychic mind is wholly preoccupied within warp space\nT\nhe 41st Millennium is the one hundredth century of fighting the eternal battle for the preservation of Mankind.\nthe Age of the Imperium. It is an age of war already ten All that is left of the Emperor is a consciousness divorced\nthousand years old. In this war, mere survival is justly from the material world, a mind incapable of ordinary\nhailed as victory. Defeat can lead only to the irrevocable end communication with his trillions of devoted servants.\nof Humanity and to the destruction of the very fabric of the The Imperium is ruled in the Emperors name by the\nuniverse. It is a war waged across the galaxy in the darkness incalculably vast Adeptus Terra, the ancient Priesthood\nof space, on a million worlds, and within the depths of every of Earth, whose masters are the High Lords of Terra. The\n"
},
{
"id": 190,
"title": "THE SOUL BINDING",
"content": "No ordinary psyker could transmit a message\nsuch vast distances. Astropaths only through the warp, nor could he receive a tele\npathic message over\nspecial ritual which combines some ofgain this ability as a result of many year s of trai ning , culminating in a\nBinding, brings the mind of the psyker the Emperors power with their own. This ritu\nal, kno wn as the Soul\nthe Emperors vast power is transferredclos e to the psychic greatness of the Emperor.\nto the Astropath. In the process, some of\nThe transference of energy is traumat for\nnot all of those that survive retain theiicr san the psyker, and not all survive despite year\ns of preparation, and\nity.\neyes and other senses, so that almost all Ast Even the survivors suffer damage to the sensitive nerves of the\nor touch. In fact, their increased psychic ropa ths are blind and others lack sense of sme\nappear blind were it not for their distorte skills tend to make up for this loss ofasigh ll, hearing, taste\nd, sunken and empty eye sockets. t, so that they would not\nThey also serve in the Imperial Guard, the Inquisition, the The AdepTus cusTodes\nAdeptus Ministorum, the Space Marines and throughout the\nAdeptus Terra. The Emperors Guard, or Custodians are the palace guard of\nthe Emperor, and their duty is to protect the Imperial Palace.\nPerhaps these stalwart guardians once ranged all over the\n"
},
{
"id": 191,
"title": "EXTERMINATUS",
"content": "espread that there\nit may be that an Inq uisi tor unc over s a situation that is so prevalent and wid collusio n and support\nOn occasion ion. Such situations could include planindi et-wide\nis no poss ibility of solu tion or rede mpt vidu al wou ld only serve to\nor indi vidu al, whe re the rem ova l of the movement or it brings\nfor a heretical movement prea ch. Inte rven tion by aliens may grow to such an extent that\n"
},
{
"id": 192,
"title": "strengthen the sub vers ive cau se they",
"content": "ation.\na large segment of a population beyond salv\nalarming manner, either overtly or cove rtly,\ncrib ed pow ers can also spre ad in this resp onse\nWorship of dark and pros world or system. Also, it is a proven htheo\nry that an aggressive\nholding sway over the populace of a erfu l exam ple to those in con tact wit a sub versive world, discouraging\nto certain thre ats can serv e as a pow\ning their treacherous designs.\nothers of a heretical leaning from contemplat\nerminatus — the eradication of all life on a planet.\nns ther e can only be one reco urse — Ext ligh Inquisitors\ntly,\nIn these situatio in the mos t extreme of cases and is never undertaken er\nAlthough Ext erm inat us is only used is bett that a thousand\nened to the poss ibili ty that the inno cent may fall alongside the guilty. It oug h billions of lives may be\nare hard ty man be free to spre ad his heresy. Alth\nthan a sing le guil term.\ninnocents suffer death\nerm inat us, such is the thre at pose d that countless billions more are saved in the long\nlost during an Ext\nThe imperiAl nAvy The AdepTus\n"
},
{
"id": 193,
"title": "SEGEMENTUM",
"content": "The Eye of Terror\nObscurus\nBaal\nFenris\nCadia\nElysia\nDarkhold Preyspire\nHydraphur\nArmageddon\nSEGEMENTUM Solar The Maelstrom\nBellicas\nTerra Ryza\nus\nSEGEMENTUM Xenax\n"
},
{
"id": 194,
"title": "ULTIMA",
"content": "Pacificus SEGEMENTUM\nNecromunda Catachan\nMacharia\nChogoris\nSchindelgheist\nTallarn\nLuther\nMcintyre\nSolstice\nestus\n"
},
{
"id": 195,
"title": "SEGEMENTUM",
"content": "Tempestus\nGryphonne IV Rynns World\nThe Veiled Region\n"
},
{
"id": 196,
"title": "THE AGES OF HUMANITY",
"content": "1st to 5th Millennia—The Age of Terra\nHumanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives\non Mars and the moons of Jupiter, Saturn and Neptune.\nX: The Imperium\n15th to 18th Millennia—The Dark Age of Technology\nMankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be\nreached and the colonies must survive as independent states since they are separated from Earth by up\nto ten generations of travel.\n18th to 22nd Millennia—The Dark Age of Technology\nThe invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are\nfounded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers\nare scientifically proven to exist and begin to appear throughout the human worlds.\n22nd to 25th Millennia—The Dark Age of Technology\nThe first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps.\nMankind enters a golden age of enlightenment as scientific and technological progress accelerates.\nHuman worlds unite and non-aggression pacts are secured with dozens of alien races.\n25th to 26th Millennia—The Age of Strife\nTerrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any\nwarp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a\ndark period of anarchy and despair.\n26th to 30th Millennia—The Age of Strife\nHuman worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and\n"
},
{
"id": 197,
"title": "suppressiOns",
"content": "side places any value in the city, the other is likely to use whatever A suppression is a punitive war, launched against a world for\nstrategic means it has available to deny it to the other, ranging the security of the surrounding region. It may be fought against\nfrom long range bombardment to the unleashing of ordnance insurgent elements on an Imperial world, or against the Imperial\nfrom battleships in orbit high above. When two armies decide Commander himself, who has perhaps withheld tithes, given\nto fight one another for possession of a city, the conflict is sure succour to traitors or otherwise refused to adhere to the dictates\nto become a bitter and bloody meat grinder, for in the crater- of the Adeptus Terra. A suppression might be launched against\nstrewn ruins, death awaits at every corner. Mighty battle tanks can an alien civilisation that has threaten the Imperiums worlds or\nsmash through the wreckage of once proud buildings, but they in order to forestall an anticipated invasion.\nare vulnerable to lone enemies armed with tank-busting melta Such punitive wars are normally intended to be sharp and\nweapons. Snipers become the lords of the battlefield, able to strike short, and to bring about a specific set of strategic circumstances.\ndown enemy leaders, heavy weapons crew and tank commanders Of course, suppressions may fail in their objectives, and escalate\nfoolish enough to expose themselves to their all-seeing scopes. into full blown wars consuming millions of lives and lasting\n"
},
{
"id": 198,
"title": "CHINE",
"content": "d\n“Every one of us is a soldier in the Emperors armies. From the The Imperial Guard represents the elite of the planetary militias,\ninductee-cadet learning for the first time how to field-strip his lasgun, called upon to fight across the myriad warzones of the galaxy.\nto the most accomplished Chapter Master of the Adeptus Astartes. The basic building block of the Imperial Guard is the regiment,\nAll of us must fight, or all of us shall die.” a formation that varies enormously in size, character and\nmethod of making war. Most consist of redoubtable infantry,\nFundaments of Service, Verse I. equipped with lasguns and a vast array of heavy weaponry.\nOthers are armoured formations, their warriors going to war\nEvery world in the Imperium must look first to its own defence, in the ubiquitous Leman Russ battle tank. Others still are more\nfor aid against external aggression or mass uprising can take esoteric or specialised, such as the Elysian Drop Troops, who\nmonths to arrive, by which time the Imperial Commanders head are unparalleled amongst the Imperial Guard in the use of\nis likely to be mounted upon a spike over the burned out ruins airborne insertions and massed combat drops. Some regiments\nof his former palace. In order to defend against pirate attack, are drawn from the noble warrior elite of the civilised worlds,\nrebellion, alien invasion or any other threat, each world maintains while others are little more than Feral world savages more used\n"
},
{
"id": 199,
"title": "holds no fear.",
"content": "Deathwatch\nXI: The Deathwatch\nYet, while faith allows a man to stand firm in the face of\nunholy abomination, it cannot make his body impervious to the\naliens blow, nor to the attentions of whatever vile and deadly\n“How many have given their lives in service to Humanity, their microbial life it may host. Against many alien foes, the only\nnames never to be recorded, their deeds never to be celebrated? The forces capable of fighting are the Space Marines of the Adeptus\nDeathwatch seek not laurels; it is sufficient that the Emperor knows Astartes, for their hearts are hardened against fear, their bodies\nour names and our deeds.” are proof against almost any attack, and their weapons and\narmour are superior to almost anything they might face. For ten\nDeathwatch Brother Sergeant Ghalis (three days before his thousand years, the Space Marines have stood against the very\ndeath at the claws of an Uberlord of the Nebulax Diaspora). worst the galaxy can throw against Mankind, defeating wave\nafter wave of alien invaders and taking the battle to whatever\nT\nhe Imperial Cult preaches that Mankind is the pinnacle vile crucibles of blasphemy gave birth to them.\nof creation, that it is his manifest destiny to cleanse the Yet, there exist some alien threats against which even the\nstars of the stain of all other forms of intelligent life and Space Marines are hard pressed to prevail. Some aliens are\n"
},
{
"id": 200,
"title": "THE PUREST OF T",
"content": "ies\nan ce is en tir ely fre e of taint. While most impurit\ninherit othecaries,\nthat a Chapters genetic amongst a Chapters Ap\nIt is a rare thing indeed tte r for gr ea t co nc ern\nuence, others are a ma s are afflicted by\nare of little or no conseq o of th e Im pe riu m s most celebrated Chapter irst,\ntheir effects constantly gu\narded against. Tw\nac e W olv es. Th e for me r suffer from the Red Th\nSp\ne Blood Angels and the ions of the death of his\nPrimarch that\nsuch an inheritance th su ch ov erp ow eri ng vis ffer\nwhich condemns a Battl\ne-Brother to suffer\nnk s of th e D ea th Co mp any. The latter may su\ne ra\ndman, and must enter th d fangs. If there is any\npossibility\nhe becomes a frothing ma gin g be as t of mu scl e an e\nulfen, and become a ra dispatched to serve in th\nfrom the Curse of the W y succu mb to it, he wi ll no t be\nnister\nsceptible to such a fate ma ainst his curse, and admi\n"
},
{
"id": 201,
"title": "THE DEATHWATCH AND THE CODEX ASTARTES",
"content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little\nresemblance to that laid down in the Codex Astartes. While a regular, Codex Chapter is organised so as\nto be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the\nDeathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to\ntailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready\nto oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy\nthreats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly\nadapt to an ever-changing strategic situation.\nThe Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even\nif a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from\nattack bikes to strike cruisers, for use as and when required.\nIn structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex\nAstartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any\nway the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in\nthe next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war\nclad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several\n"
},
{
"id": 202,
"title": "RADICALS AND PURITANS",
"content": "the\ninstitution mad e up of cou ntless indi viduals, each of whom is empowered by y\nThe Inquisition is an ennia, a great man\nto enact his duty as he sees fit. Over the mill\nvery highest authorities in the Imperium its adherents beliefs as to how this power should be applied. The\ndoctrines have emerged, each according to opposite camps — the Puritans and the Radicals.\nmany factions are broadly divided into two to the Imp eriu m\nss of\nmust be destroyed without mercy, regardle ate\nPuritans believe that any and all thre ats will extermin\nsuch threats everywhere they look, and they\ntheir source. The more extreme Puritans seeof a small number of heretics may be contained. Radicals, on the\nentire planetary populations that the sins r disposal, including using the weapons of their enemies in the\nother hand, often use any method at thei Inquisitor may enact Exterminatus against a world that has\nfurtherance of their plans. Thus, a Puritan , while a Radical Inquisitor may seek out those same cultists,\nbeen infiltrated by a xenos-worshipping cultor even turning them to his own service.\nwith the intention of learning their secrets\nwith one another.\nosed Inquisitors to clash, often violently,\nIt is not uncommon for diametrically oppve these factions, and never become involved in the battles that\nThe warriors of the Deathwatch are abo . Their mission is simple, and although it can be regarded as\n"
},
{
"id": 203,
"title": "BLACK SHIELDS",
"content": "Every so often, perhaps only once in\nthe service of a Watch Commander,\nbearing no Chapter iconography, his a warrior\narmour painted entirely black, presen\nat the Watch Fortress. By ancient ts himself\ntradition, these warriors are not que\npressed to explain their origins. The stio ned or\nWatch Commander has the right to\naway, but in practice this rarely occ tur n them\nurs.\nWho are these mysterious warriors,\nwho shroud their Chapter symbols\nbeneath dark hoods? Some say tha and often hide their faces\nt they are the last of their Chapte\nhaving been lost to war, disaster or the rs, their Battle-Brothers\nirreversible destabilisation of their gen\nthat these lone strangers might hav e-seed. Others whisper\ne remained true to their oaths while\nagainst them. Some may even be tra all of their fellows turned\nitors turned back to the light, but hau\nblasphemy they can never confess. nted by a life of sin and\nWhat many of these warriors have in\ncommon is that when they enter serv\nit is invariably for life. They have no ice with the Deathwatch,\nChapter to return to, and no Battle\nare possessed of a dour fatalism, as -Brothers to rejoin. Some\n"
},
{
"id": 204,
"title": "CATECHISM OF THE XENOS",
"content": "XI: The Deathwatch\nTo be Unclean\nThat is the Mark of the Xenos\nTo be Impure\nThat is the Mark of the Xenos\nTo be Abhorred\nThat is the Mark of the Xenos\nTo be Reviled\nThat is the Mark of the Xenos\nTo be Hunted\nThat is the Mark of the Xenos\nTo be Purged\nThat is the fate of the Xenos\nTo be Cleansed\nFor that is the fate of all Xenos\nExtract from the Third Book of Indoctrination\nThe Jericho-\nMaw warp GaTe\n•\nThe DoMains of\nThe DeaThwaTch\n•\nThe achilus\ncrusaDe\n•\nt\n•\nt\n•\nt\nChapter XII: enemies of the Imperium have been denied and cast down\namongst the Reachs forgotten stars, and many great threats\nended before they rose up to beset the greater Imperium of\nThe Jericho\nMan, unspoken of and unknown even to the Deathwatchs\ndistant masters. However, these battles have been but the\nprelude to the battles to come, for according to many, the true\nTime of Ending has come at last, and the final watch has begun.\nReach\nXII: The Jericho Reach\nThe Jericho Reach hangs in the balance—the intervention of\nthe Deathwatch may be the only way to influence the outcome\nof the Achilus Crusade, for good or for ill.\n“It is born of blood and darkness and to blood and darkness it shall\nreturn.”\nt\nWords spoken during a reading of the Emperors Tarot at Though the Jericho Reach is now an open wound of bloodshed,\nthe outset of the Achilus Crusade infected with the lies of false gods and the presence of aliens, it\nwas not always like this. The area of space now known as the\n"
},
{
"id": 205,
"title": "disturb the plains of grey dust that cover",
"content": "no atmosphere, no water, and no winds to r stellar debris mark these planets, and the footprints of the few\nyet, no impact craters of meteorites or othe their surface remain impressed in the dust as the only signs that\nImperial survey teams to have ventured tos.\nanything alive ever touched their grim face\nlain why the Watch\nthe sixt h plan et is the Wa tch For tres s of the Deathwatch. No known records exp Navigator has been\nCircling To this day, no ship can reach Erioch unle\nss its\nFortress was placed in the Erioch system. to locate it in the warp. Even then, visitors must enter Realspace\ngranted the most secret information of how\nat the systems edge, or not at all.\nhes it to remain\nem itse lf seem s to resi st bein g foun d by chance, as if something about its nature wis\nThe syst\nunobserved.\nlivinG QuarTers simplest laspack to the massive grav-stabilised macro-shells\nfired by the fortresss main batteries.\nThe Adeptus Astartes aboard Watch Fortress Erioch are In the deepest reaches of the armouries, curled in waiting\nhoused in sparse single cells. By the traditions of the Watch sleep, are the ancients of the Deathwatch. Those who have\nFortress, each is bare and unadorned. The walls in each cell are been grievously injured in serving with the Deathwatch may,\nformed of unrendered stone or unpolished metal, containing with the blessing of his Chapter, be granted the honour\n"
},
{
"id": 206,
"title": "THE HADEX ANOMALY",
"content": "AND THE CHARON STARS “What profiteth a man if he gains the world, but in doing so loses\nhis soul?”\n“Come signs, come figures, all hell dance before me in bloody light, Ancient Terran Proverb\nCome woe, come pleasure, drown me in infernal night.”\nAlso known as the iron pit by the debased human renegades\nFrom the proscribed play The Banquet of Malfi that travel there to trade and barter, Samech was once an\nImperial Forge world, an outpost of the Adeptus Mechanicus\nIn the Cellebos warzone, there exists twin aspects of one malefic within the Jericho Sector, famed for the skill of its tech-adepts\nphenomena: the Hadex Anomaly. Although unclassified, it is and the quality of the cogitator systems produced there. During\nsimilar to a Class III Warp disturbance, an overlapping vortex of the slow fall of the Jericho Sector into barbarity and isolation,\nturbulence in the Æther that spills over into Realspace, distorting Samech maintained its power and independence far longer\nand twisting its fabric and making navigation and observation than any of the other worlds of the sector core. Watch Fortress\nalmost impossible within its baleful influence. While considerably Erioch maintained communications with Samech for more than\nsmaller than the great and legendary reality-lesions such as the two hundred years after Varrus fell. As the centuries wore on,\n"
},
{
"id": 207,
"title": "Hordes",
"content": "•\nCHaos\n•\nTHe Tau\n•\nTyranids\n•\nnon-Player\nCHaraCTers\nChapter XIII: encounters are either devastatingly powerful or cunning\nMasters of command and control whose presence can turn\na rabble into a force to be reckoned with. Some of the most\nAdversaries\npowerful Master tier enemies are both terrifying foes and\ncunning commanders.\n“The Imperium is a fortress built against the enemies of mankind. I\nCreaTing an enemy forCe\nXIII: Adversaries\nhave seen those enemies; I have stood on the walls of the fortress, and The antagonists in Deathwatch are intended to be used both on\nI have looked into their soulless eyes. I have watched them swarm their own and in mixed groups. Such a mixed group represents\nand multiply in the darkness, and I know that we are all that stands a substantial enemy force that the Deathwatch Battle-Brothers\nbetween them and the end of days.” must face and defeat. When creating such an enemy force there\nare some useful guidelines to bear in mind.\nIgnatius Sable, Captain of the Exorcists 4th Company, Mix a small number of Elites and Masters with Hordes\naddress at the outset of the Angevin Crusade of troops: A Horde is a substantial threat because it takes time\nto wear down, whereas Elites and Masters have to be focused\nT\nhe destiny of the Deathwatch is to guard against the on in concerted manner to bring them down. Combining them\n"
},
{
"id": 208,
"title": "damage Caused By Hordes",
"content": "Any attack from a Horde that hits has the damage it causes\nXIII: Adversaries\nPsychic Powers used against a Horde will hit it a number of increased by a number of d10s equal to the Hordes Magnitude\ntimes equal to the Psy Rating used in the power, no matter divided by ten, with a maximum bonus of +2d10. This is\nwhat the power may be. If the psychic power affects an area, in addition to the normal damage dealt by the weapon that\nit adds an additional 1d10 hits. At the GMs discretion, if the Horde is armed with. It will also include the Strength\na particular psychic power does not inflict damage (such Bonus added to damage caused by melee weapons. The\nas Compel), it still inflicts “hits,” meaning that portions of damage is reduced by the targets Toughness bonus and\nthe Horde have been convinced not to attack, and so forth. armour as normal. Thus, a Magnitude 25 Horde of heretics\nFurthermore, the GM should take care to adjudicate the armed with axes will add 2d10 to the normal damage that a\neffects of certain psychic powers (such as Vortex of Doom) heretic would do with its axe (1d10+5), and therefore causes\nin specific situations against Hordes (such as a Horde tightly 3d10+5 damage if they hit in combat. Likewise, the same\npacked into a small space). mob armed with autopistols will cause 3d10+2 damage with\nits ranged attacks. This represents an enemy being mobbed\nwith enemies that strike it countless times or bullets striking\n"
},
{
"id": 209,
"title": "hordes aTTacking",
"content": "A Horde can make both melee attacks against enemies in close\nproximity and ranged attacks at enemies that are at a distance\nin a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or\nenemies that are in close proximity (the GM is the final arbiter\nof whether a target is in close proximity or not) if not using\nS T ag int Per WP fel\na map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks 35 25 30 30 30 20 30 40 20\nfrom being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks Movement: 3/6/9/18; Magnitude: 34\nagainst every eligible target. Although a Horde represents a Skills: Awareness (Per), Climb (S), Speak Language (Low\nlarge number of attackers, a Horde does not gain the benefits Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nof Ganging Up (see page 248). Instead, the Hordes sheer Talents: Berserk Charge, Furious Assault, Melee Weapon\nweight of numbers is represented by the fact that its target Training (Primitive), Pistol Training (SP).\nmay not Dodge or Parry. Melee Attacks made by Hordes Traits: Blood Soaked Tide (Horde), Size (Massive).\ncannot be Parried or Dodged unless otherwise noted. Armour: Flak Robes and Brazen Carapace Armour\nRanged: A Horde may make ranged attacks equal to the (Horde 5)\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n"
},
{
"id": 210,
"title": "(18) (12)",
"content": "awaits them as a price of their blindness.”\n"
},
{
"id": 211,
"title": "75 60 66 45 48 48 48 75 30",
"content": "from the Proclamation of Khazant delivered by Dark\nApostle Bellephrades \b Wounds: 80\nSkills: Awareness (Per) +10, Climb (S), Command (Fel) +20,\nDaemon Princes are incredibly powerful entities of the warp, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp)\nvast and nightmarish beings whose essence is the immortal hell- (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per)\nstuff of the Warp embodied, concentrated, and given form. No +20, Speak Language (Low Gothic, Unholy Tongue) (Int).\nTalents: Ambidextrous, Astartes Weapon Training, Combat\nMaster, Crippling Strike, Crushing Blow, Hammer Blow,\nHatred (Loyalist Space Marines), Heightened Senses (All),\nKilling Strike, Preternatural Speed, Swift Attack, Thunder\nCharge, Two Weapon Wielder (Melee).\nTraits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark\nSight, From Beyond, Size (Enormous), Unnatural Strength\n(x3), Unnatural Toughness (x2), The Stuff of Nightmares,\nTouched by the Fates (3).\nArmour: Armour of Chaos (All 12).\nWeapons: Chaos-forged sword (2d10+25 choose R or E or\n"
},
{
"id": 212,
"title": "I; Pen 6; Felling, Unwieldy).",
"content": "Gear: None.\nSpecial Rules\nAura of Despair and Death: The Daemon Prince is\nsurrounded by an unholy aura which saps the will from their\nenemies. The aura has a range of 75 metres. All opponents of\nthe Daemon Prince within this area suffer a 10 penalty to\ntheir Willpower. In addition, the first time any member of a\nKill-team finds himself within the Aura of Despair and Death,\nhe must take a Challenging (+0) Willpower Test, taking\nthe 10 penalty imposed by the aura into account. If he fails,\nthe squad takes 1 point of cohesion damage. This means that\nthe potential cohesion damage from the Aura of Despair and\nDeath is equal to the number of Battle-Brothers making up\nthe squad. The Aura of Despair and Death is a mind-affecting\nfear-based effect, so any Talents, Traits, Equipment or other\nrules which offer resistance to Warp-based attacks or psychic\npowers will apply.\nchaos sPace marine\nmarks of CHaos\nA Champion of Chaos who has shown exceptional\n(eliTe)\ndevotion to one of the four great Chaos Gods may be\nmarked by that God. At the GMs discretion, a Mark of\nS\nChaos can be given to a Daemon Prince or another servant\nof Chaos to create new variations on existing enemies.\nmark of kHorne\nXIII: Adversaries\nKhorne is the murderous God of blood and battle.\nThose marked by Khorne are savage warriors who lust\nfor spilt blood and slaughter.\nEffects: Bearers of the Mark of Khorne gain the\nBerserk Charge, Frenzy, Furious Assault, Resistance\n(Psychic Powers), Swift Attack, and Whirlwind of\nDeath Talents. If they already have the Swift Attack\n"
},
{
"id": 213,
"title": "35 35 35 35 30 20 30 35 20",
"content": "S T ag int Per WP fel\n"
},
{
"id": 214,
"title": "28 25 30 30 30 20 30 40 20",
"content": "\b Wounds: 10\nSkills: Awareness (Per), Climb (S), Speak Language (Low\nGothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nTalents: Berserk Charge, Furious Assault, Melee Weapon\nTraining (Primitive), Pistol Training (SP).\nTraits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)\nArmour: Flak Robes and Brazen Carapace Armour (Arms 5,\nBody 6, Legs 4, Horde 5).\nWeapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).\n"
},
{
"id": 215,
"title": "Gear: Respirator, 3 reloads for autopistol.",
"content": "Horde: Chaos Militia can be used as a Horde (see Hordes on\npage 359 of this chapter).\nThe Tau many years, and if they survive for long enough, they may\nbecome Commanders. Eventually, they will be allowed to retire\nfrom active service, join the council of advisors, and play a\n“This is a message to the peoples of the Imperium, and to the greater part in Tau politics.\nhonourable Emperor of that realm. We offer you peace should you Tau technology is the product of the Earth Caste, and it\njoin us, and war should you prefer it. We await your response, for we is thanks to their innovations that the Tau have expanded\nrecognise in your race beings of honour and courage.” their empire so rapidly. Tau military technology is extremely\nadvanced, predominantly a mixture of high energy plasma\nXIII: Adversaries\nLast known transmission of Porel Taun Ukos, weaponry and rail guns. The rail gun is particularly potent and\nWater Caste Negotiator. its technology is eagerly sought by certain factions within the\nAdeptus Mechanicus. Anti-grav technology similar to that of\nT\nhe Tau hail from a small, yet densely packed stellar cluster the Eldar is widely employed by the Tau in their Hammerhead\non the Eastern Fringe. The Tau Empire is declaratively tanks and Devilfish armoured transports. These technology\nyoung, but the dynamic nature of the species is driving bases are carried over into non-military applications.\n"
},
{
"id": 216,
"title": "(10) (10)",
"content": "honour in battle. They\nsee ranged combat 35 55 50 57 45 40 55 55 30\nas more desirable\nto the carnage Movement: 12/24/36/72 Wounds: 90\nof hand-to- Skills: Acrobatic (Ag), Awareness (Per), Command (+20),\nhand combat, Common Lore (Tau Empire) (Int), Dodge (Ag), Speak\npreferring to Language (Tau, Kroot, Low Gothic) (Int).\nuse their advanced weaponry Talents: Air of Authority, Ambidextrous, Dual Shot,\nrather than brute force to Independent Targeting, Meditation, Rapid\nwin battles. Tau Fire Reaction, Sprint.\nWarriors serve for\nTraits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Tau BaTTlesuiT WeaPon sysTems\nUnnatural Strength (x2), Unnatural Toughness (x2).\nArmour: XV8 Crisis Suit (All 9). The Tau manufacture a staggering range of weaponry, from\nWeapons: Plasma rifle, missile pod. the compact and efficient pulse pistol, to the devastatingly\nGear: Crisis Battlesuit, incorporating Failsafe Detonator powerful rail cannon. Many utilise technologies entirely\n"
},
{
"id": 217,
"title": "Strength (x2).",
"content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms\n7, Legs 7).\nWeapons: Burst cannon.\nGear: Stealth Suit, incorporating stealth field generator, burst\ncannon, micro-bead, scanner.\nS T ag int Per WP fel\n"
},
{
"id": 218,
"title": "20 25 20 40 40 15 25 20 10",
"content": "Movement: — Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).\nTalents: Fearless, Weapon Training (Pulse Carbine) (may\nonly use integrated weapon system).\nTraits: Fire Drill, Flier 12, Machine (5).\nWeapons: Two linked Pulse Carbines (counts as one Tau\nPulse Carbine with the twin-linked Quality).\nGear: Built-in micro-bead (for receiving instructions only).\nNetworked Machine Intelligence: For every Gun Drone\nin the squadron, the BS, Int and Per statistics are increased\nby +2. This is recalculated immediately should any be\ndestroyed.\nTaU fire Warriors\n(TrooPs)\nS\nXIII: Adversaries\nS T ag int Per WP fel\n"
},
{
"id": 219,
"title": "25 35 30 30 25 30 20 30 30",
"content": "Movement: 3/6/9/18 Wounds: 12\nSkills: Awareness (Per), Common Lore (Tau Empire) (Int),\nSpeak Language (Tau) (Int). “To follow any path other than the Tauva is to\nTalents: Exotic Weapon Training (Tau Pulse Weapons). doom us all. Only together and with courage\nTraits: Fighting Withdrawal, Fire Drill. and discipline will we stand victorious. Fight\nArmour: Tau Fire Warrior Armour (Head 6, Arms 6, Body with fire and courage, and nothing can stand\n6, Legs 6). against us.”\nWeapons: Pulse Rifle or Pulse Carbine.\nGear: Micro-bead, photo-visor. Commander Shadowsun\nTHe TWo faCes of War\nThe Tau practice a wild array of martial philosophies, but in essence, all are variations on two main doctrines. The first,\ncalled the Monka, or Killing Blow, dictates that the Fire Warriors wait patiently in ambush, often for days, before\nunleashing an overwhelming attacks upon their foes. In this style of warfare, timing and placement are all, with much\npreparation and reconnaissance being undertaken to ensure that the Tau dictate every aspect of the attack. The second\nphilosophy is the Kauyon, or Patient Hunter, in which a lure, often a Tau unit but sometimes a position the enemy\nwish to secure, is used to draw the foe onwards. At the most opportune moment, the Tau unleash a devastating counter-\n"
},
{
"id": 220,
"title": "55 30 60 50 44 20 35 50 ",
"content": "\b Wounds: 48\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Swim (S) +10.\n"
},
{
"id": 221,
"title": "Talents: Fearless, Swift Attack.",
"content": "Traits: Dark Sight, Fear 3 (Horrifying), Natural Armour\n(Hardened Carapace), Multiple Arms, Unnatural Strength (×2),\nUnnatural Toughness (×2), Improved Natural Weapons (Scything S\nTalons or Rending Claws), Shadow in the Warp, Size (Enormous),\nSynapse Creature, Tyranid.\nS T ag int Per WP fel\nArmour: Reinforced Chitin (All 8).\nWeapons: Scything Talons (1d10+14 R; Pen 3), or Rending 45 20 35 30 55 10 40 30 \nClaws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/—\n/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition, \b Wounds: 9\nStorm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen Skills: Acrobatics (Ag) +20, Awareness (Per), Dodge (Ag)\n4; Clip —; Reload —; Living Ammunition, Tearing). +10, Silent Move (Ag), Swim (S) +10.\nGear: None. Talents: Leap Up, Swift Attack.\nTraits: Dark Sight, Natural Armour (Chitinous Carapace),\nSpecial Rules Improved Natural Weapons (Scything Talons), Instinctive\nBehaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural\nBiomorph: At the GMs discretion, A Tyranid Warrior may Speed.\npossess the Toxic (1d10) Trait. This Trait will also apply to Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\nthe Tyranid Warriors Natural Weapon and Ranged attacks. 3, Horde 3).\n"
},
{
"id": 222,
"title": "Blast (10), Deadly Snare, Tearing,",
"content": "Barbed Strangler Heavy 80m S// 1d10+5 I 3 — —\nLiving Ammunition\nStranglethorn Blast (10), Deadly Snare, Tearing,\nHeavy 80m S// 1d10+5 I 3 — —\nCannon Living Ammunition\nDeathspitter Basic 40m S/3/ 1d10+6 E 4 — — Living Ammunition, Tearing\nXIII: Adversaries\nDevourer Basic 30m //6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing\nFleshborer Basic 20m S// 1d10+5 R Pen 3 — — Living Ammunition, Tearing\nBlast (6), Living Ammunition, Toxic\nVenom Cannon Heavy 100m S// 3d10+5 I 6 — —\n(1d10)\nHeavy Venom Blast (6), Living Ammunition, Toxic\nHeavy 100m S// 4d10+10 I 6 — —\nCannon (1d10)\nMelee Weapons\nName Dam Pen Special\nBonesword Melee 1d10 R 6 Drain Life\nLash Whip Melee 1d10+3 R 3 Flexible, Snare\nScything Talons Melee 1d10+2 R 3 —\n"
},
{
"id": 223,
"title": "the victims Armour and Toughness Bonus.",
"content": "Rending Claws are diamond hard growths of bone capable of\ncrushing reinforced ceramite and ripping through the thickest\nof armour with frightening ease.\nmodifying enemies\nThe enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies\nthey require for their game. Some options and variations are presented as part of the enemy profiles but the possible\nvariety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If,\nfor example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing\ntheir autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent.\nenemy Profile PresenTaTion\nIn all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented\nwith all modifications included. For example, a Chaos Space Marines Strength includes the +20 increase from his\nAstartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon\ndamages include the effects of the enemys Strength Bonus and Talents that always apply to damage such as the Crushing\nBlow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances,\nsuch as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note\nthat NPCs are not necessarily bound to follow the same strictures for their profiles as player characters.\n"
},
{
"id": 224,
"title": "WE ARE THE IMPERIUM!”",
"content": "XIII: Adversaries\n\b Wounds: 8\nSergeant Hektor Voss of the Hyrkan 4th Infantry at the Skills: Common Lore (Imperium or Outworld) (Int), Speak\nBattle of Blood Ridge Language (Low Gothic or local tongue) (Int).\nTalents: Literacy if from an advanced world, Survival if from a\nT\nhe entries presented in this section are intended to primitive world, one other skill relevant to daily occupation.\nprovide a Game Master with profiles for non-player Traits: None.\ncharacters that may be encountered by Battle-Brothers Armour: None.\nin the course of a game of Deathwatch. Weapons: Improvised weaponry (1d10+1 I, Primitive,\nUnbalanced).\nGear: Appropriate possessions and trappings.\nCHaPTer serf\nS\nt\nS\nS T ag int Per WP fel\n"
},
{
"id": 225,
"title": "30 30 30 35 30 30 30 30 35",
"content": "\b Wounds: 10\nSkills: Awareness (Per), Common Lore (Imperium) (Int),\nLiteracy (Int), Speak Language (High Gothic, Low Gothic)\nS T ag int Per WP fel\n(Int), Scrutiny (Per), Logic (Int) and one other skill pertinent\nto their role at +10. 38 38 30 35 30 40 35 40 35\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP). \b Wounds: 12\nArmour: None. Skills: Awareness (Per), Barter (Fel) +10, Charm (Fel) +10,\nWeapons: None. Command (Fel), Common Lore (Imperium, one or more\nGear: Robes of office, seal of serfdom. others as relevant) (Int), Evaluate (Int) +10, Literacy (Int),\nSecurity (Ag), Speak Language (High Gothic, Low Gothic)\n(Int) +10, Scrutiny (Per) +10, and Logic (Int).\nCivilian Talents: Basic Weapon Training (Las, SP), Melee Weapon\nHumanity is spread across the stars in countless billions. Training (Primitive), Pistol Training (Las, SP).\nThe majority go about their lives as they can and their Armour: Hardened body glove under heavy robes (Arms 3,\ncircumstances dictate, from hive workers to hardscrabble Body 3, Legs 3).\ncolonists to individuals born on far-flung worlds that have Weapons: Compact Laspistol (15, S/—/—; 1d10+1 E;\n"
},
{
"id": 226,
"title": "Pen 2; Balanced, Tearing).",
"content": "S T ag int Per WP fel Gear: Personal comm-link, respirator.\n"
},
{
"id": 227,
"title": "35 35 30 35 35 45 45 40 40",
"content": "imPerial guardsman\n\b Wounds: 18 The Imperium is protected and expanded chiefly by the lives\nSkills: Awareness (Per), Climb (S), Command (Fel) +20, and disciplined action of the Imperial Guard, a trained mass\nCommon Lore (Imperium, War) (Int) +20, Deceive (Fel), of soldiery whose vast numbers are themselves their chief\nEvaluate (Int), Intimidate (S) +10, Scrutiny (Per) +10, Speak weapon against the enemies of mankind. Uniform in function\nLanguage (Low Gothic, High Gothic) (Int) +10, Scholastic if not appearance and organisation, most Imperial Guardsmen\nLore (Tactica Imperialis) (Int) +20, Swim (S). are simply equipped and motivated by faith in the Imperium\nTalents: Basic Weapon Training (Las, SP), Melee Weapon itself and the rigours of an unflinching regime of order and\nTraining (Power, Primitive), Pistol Training (Las, SP). obedience. Behind their serried ranks are ranged armour and\nTraits: Touched by the Fates (3). artillery enough in most regiments to grind a world into\nArmour: Mesh Woven Dress Uniform (Arms 3, Body 3, submission.\nLegs 3) .\nWeapons: Power sword (1d10+8 E; Pen 6; Balanced, Power\nField), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots\n"
},
{
"id": 228,
"title": "15; Reload Full; Reliable).",
"content": "Gear: Medals and marks of rank, data-slate, personal\nencrypted comm-link.\nimPerial guard field offiCer\nS\nS T ag int Per WP fel\n"
},
{
"id": 229,
"title": "40 45 35 40 40 35 38 45 45",
"content": "\b Wounds: 15\nSkills: Awareness (Per), Climb (S), Dodge (Ag) +10,\nCommand (Fel) +20, Common Lore (Imperium, War) (Int)\n+20, Deceive (Fel), Intimidate (S) +10, Navigation (Surface)\nmonoTask serviTor (erioCH-PaTTern)\nS\nS\nS T ag int Per WP fel\n"
},
{
"id": 230,
"title": "30 30 30 35 30 20 30 35 20",
"content": "\b Wounds: 10\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Common Lore (War),\nSpeak Language (Low Gothic) (Int), Swim (S), Survival (Int)\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP).\nTraits: Disciplined (Horde).\nArmour: Flak Armour (All 4, Horde 4).\nWeapons: Combat Knife (1d5+6 R; Primitive), Lasgun,\n(100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full;\nS T ag int Per WP fel\n(8)\nReliable).\nGear: Respirator, 3 lasgun reloads, lho sticks, The Infantrymans 25 25 40 40 20 20 20 30 \nUplifting Primer.\nMovement: 4/8/12/24 Wounds: 15\nSkills: Awareness (Per), Trade (any one) +10, Trade\nBaTTle serviTor (erioCH-PaTTern) (Technomat) +10.\nS Traits: Machine (4), Natural Weapon (servo-fist(s)), Sturdy,\n"
},
{
"id": 231,
"title": "Unnatural Strength (x2).",
"content": "Armour (Machine): All 4.\nWeapons: Servo-fist (1d10+8, Pen 6).\nGear: Internal vox.\nservo-skull\nS\nS T ag int Per WP fel\n"
},
{
"id": 232,
"title": "35 35 50 48 30 20 30 35 ",
"content": "S T ag int Per WP fel\nMovement: 4/8/12/24 Wounds: 20\nSkills: Awareness (Per), Trade (any one) +10, Trade 15 15 10 20 30 15 35 20 \n(Technomat) +10.\nTalents: Ambidextrous, Two-Weapon Wielder, plus any \t\b Wounds: 4\nWeapon Training appropriate to its armament. Skills: Awareness (Per)+10, Concealment (Ag) +10, Dodge\nTraits: Armour-Plated, Auto-stabilised, Darksight, Machine (Ag), Silent Move (Ag) +10, One other skill to suit its function\n(4), Natural Weapon (servo-fist(s)), Sturdy, Unnatural Strength (Int, etc.) +20.\n(x2), Unnatural Toughness (x2). Talents: Fearless.\nArmour (Machine): All 6 Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).\nWeapons: Servo-fist (1d10+10, Pen 6), plus any weapons Armour (Machine): All 2.\ninstalled by the servitors Master. Gear: Integrated vox and cogitator, plus one of the following:\nGear: Internal vox. Auspex, Combi-tool, Las-pistol (30m; S//, 1d10+2 E;\nPen 0; Clip 3-; Reload Full (by owner); Reliable) with red-dot\nlaser sight, or quill, ink, and expanded memory storage.\ng\n•\nMission to\ntantalus\n•\nseek, locate,\nDestroy\n•\nexit strateGy\nChapter XIV:\nExtraction\n“What is courage then? Is it the response of fight over flight when\n"
},
{
"id": 233,
"title": "51-70",
"content": "(interior)\n71110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior)\n111130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides\nA major Tyranid splinter swarm descends upon the Kill-teams current location. The Kill-team may make Routine\n(+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack\n131+ containing Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the\nlast hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is\nled by a Hive Tyrant instead (see page 370).\nXIV: Extraction\nis victorious, but a dark stain clearly and rapidly spreads since hiding in the storage basement of the stations office,\nacross its cowl as its staggers out of the fallen servitors although now his meagre supplies of salvaged food and water\nfield of vision, which shortly thereafter breaks up in are exhausted.\nstatic before failing into darkness. Halis is terrified of the Kill-team, but will also seek to\n• Tracking Vyakai after this point quickly becomes cling to them as his last desperate hope of a lifeline once he\nimpossible thanks to the ground conditions, although a recognises what they are. He has heard of Space Marines in\nHard (20) Tracking Test will provide a reasonable parables and stories since his childhood, but has never seen\n"
},
{
"id": 234,
"title": "†Includes Strength and Augmetic Bonus.",
"content": "Gear: Encrypted data-core box chained to belt, spare flask\nists for inferno pistol, cipher keys, portable bio-auspex.\n* Vyakais machine-parts are keeping his body alive and mobile at the\nmoment, and he is only partly conscious, the rest being run based on\nMaGos Vyakai programmed commands and automatic mechanisms. Were he restored\nA Magos Biologis of great standing and repute among his to health all the characteristics marked with a * would be at double\nfellows in the Adeptus Mechanicus, Vyakai was caught on the current scores.\nTantalus at the time of the Tyranid attack and has used the\nopportunity to record vital data about the nature of Hive\nSplinter Dagon and its myriad horrors. His shuttle was brought\naDept-Minoris roGe halis\ndown over Pyroclast-Gamma-9 while attempting to escape, and Halis is a gaunt, stricken man, prematurely middle-aged, with\nhe has sought shelter and awaits retrieval by the Deathwatch. watery blue eyes and skin almost as grey as his threadbare\nUnfortunately things have not gone according to plan and he adepts robes. He is on the edge of malnutrition and nervous\nhas been badly injured and suffered extensive cranial damage in collapse when encountered by the Kill-team, cowering in the\nbattle with a Hormagaunt not long after his last communication basement storage room of a deserted mag-train platform, left\n"
},
{
"id": 235,
"title": "16 20 25 30 30 27 29 21 28",
"content": "wS BS S T ag Int Per wP fel\n\b Wounds: 8\n30 20* 40 45 29 23* 23* 24* 09* Skills: Awareness (Per), Climb (S), Common Lore (Imperium)\n(Int), Speak Language (Low Gothic, High Gothic) (Int),\nLiteracy (Int), Trade (Technomat) (Int)\nTalents: None sanDers iMperial GuarDsMen\nTraits: None\nArmour: None See page 376 for the game statistics for Imperial Guardsmen\nWeapons: None and their officers. Those found in the area of Pyroclast-\nEquipment: Insulated bodyglove of poor quality, adepts Gamma-9 should be considered and portrayed as particularly\ngrey robe, pocket tabulator and data-slate, lesser encoder key exhausted and desperate. Many are low on ammunition and\nfor Pyroclast-Gamma-9. supplies, and numbed by the horrors they have witnessed. They\nare all doomed, and know this beyond doubt, but a mixture of\nhard discipline, ingrained training, faith, and in no small part,\nXIV: Extraction\ncoMMissar falco sanDer Sanders presence and leadership is keeping them going.\nSander is a young Imperial Guard Commissar on his first\nactive duty deployment who has found himself the last\nsurviving ranking officer in his detachment, and possibly\ninDustrial/MininG serVitor\n"
},
{
"id": 236,
"title": "\b 165 \b 115",
"content": "Index\n"
},
{
"id": 237,
"title": "\b 113 \b",
"content": "\b\n"
},
{
"id": 238,
"title": "\b 205 \b",
"content": "\b\n"
},
{
"id": 239,
"title": "\b 117 \b 271",
"content": "Index\n"
},
{
"id": 240,
"title": "\b 119 \b 241",
"content": "\b\n10\n"
},
{
"id": 241,
"title": "\b \b",
"content": "121 205\n\b 273 \b 234\n\b 241 \b 123\n"
},
{
"id": 242,
"title": "\b \b",
"content": "121 228\n\b 149 \b 272\n\b 152 \b 94\n\b 121 \b 203\n\b 208 \b 123\n\b 209 Other Warhammer 40,000 Roleplay Characters and\n\b 262 \b 34\nIndex\n\b 121 \b 241\n"
},
{
"id": 243,
"title": "\b 121 \b",
"content": "\b 121 242\n\b 121 \b 25\n\b 248 \b 186, 188\n\b 121 \b 248\n\b 122 \b 147\n\b 122 \b 249\n\b \b 273\n\b 160\n122 \b 28, 161\n\b 122 \b 185\n\b 122 \b 154\n\b 359 \b 227\n\b 241 \b 249\n\b 122 \b 187\n\b 363 \b 180, 184, 185, 189\n\b 122 \b 184\n\b 123 \b 208\n"
},
{
"id": 244,
"title": "\b 123 \b",
"content": "\b 123 124\n\b 153 \b 125\n\b 123 \b 236\n\b 148 \b 242\n\b 123 \b 167\n\b 123 \b 242\n\b 123 \b 139, 232\n\b 248 \b 270\n"
},
{
"id": 245,
"title": "\b 230",
"content": "\b 226 \b 125\n\b 270 \b 232\n\b 241 \b 245\n\b 27, 205 \b 35\n\b 206 \b 234\n\b 94 \b 243\n\b 241 \b 206\n\b 207\n\b 207\n\b\n248\n\b 101 \b\n\b 228\n\b 242 243\n\b 125 \b 112\n\b 247 \b 108\n\b 249 \b 108\n\b 206 \b 189\n\b 249 \b 190\n\b 58 \b 203\n"
},
{
"id": 246,
"title": "CHARACTERISTICS",
"content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nIndex\n"
},
{
"id": 247,
"title": "SKILLS",
"content": "Trained\nTrained\nTrained\n"
},
{
"id": 248,
"title": "+20%",
"content": "Basic\nBasic\nBasic\nAcrobatics (Ag) o o o o Evaluate n o o o Scrutiny (Per) n o o o\nAwareness (Per) n n o o Forbidden Lore (Int)† o o o o Search (Per) n o o o\nBarter (Fel) n o o o Xenos o n o o Secret Tongue (Int)† o o o o\nBlather (Fel) o o o o _______________________ o o o o _______________________ o o o o\nCarouse (T) n o o o _______________________ o o o o _______________________ o o o o\nCharm (Fel) n o o o Gamble (Int) n o o o Security (Ag) o o o o\nChem-Use (Int) o o o o Inquiry (Fel) n o o o Shadowing (Ag) o o o o\nCiphers (Int)† o o o o Interrogation (WP) o o o o Silent Move (Ag) n n o o\n"
},
{
"id": 249,
"title": "______________________________________",
"content": " SPACE MARINE ABILITIES INSANITY: CurreNt PoiNts \nSecondary Heart/Ossmodula/Biscopea/ Sus-an Membrane: You may enter suspended animation. Battle Fatigue _________________________\nHaemastamen: You gain the Unnatural Strength and Oolotic Kidney: You may re-roll any failed Toughness ______________________________________\nToughness Traits. Test ro resist poisons and toxins, including attacks with the\nPrimarChs Curse _______________________\nLarramans Organ: You do not suffer from Blood Loss. Toxic Quality.\nCatalepsean Node: You suffer no penalties to Perception- Neuroglottis: You may detect any poison or toxin by ______________________________________\nbased Tests when awake for long periods of time. taste with a successful Awareness Test. You gain a +10 to\nMOVEMENT: Full Charge \nf\nPreomnor: You gain +20 to Toughness Tests against Tracking Tests against a target you have tasted.\ningested poisons. Mucranoid: You may re-roll any failed Toughness Tests n \n"
},
{
"id": 250,
"title": "CHARACTERISTICS",
"content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nWEAPON WEAPON\nNAME NAME\nCLASS PEN CLASS PEN\nIndex\nCLIP RLD CLIP RLD\nSPECIAL RULES SPECIAL RULES\nWEAPON ARMOUR HEAD ARMOUR ADDITIONS\n"
},
{
"id": 251,
"title": "NAME",
"content": "Type: ✔✓?\nCLASS PEN \nRIGHT ARM LEFT ARM\nCLIP RLD (11-20) BODY (21-30)\n"
},
{
"id": 252,
"title": "(31-70)",
"content": "Type: Type:\n✔✓?\nType:\nWEAPON \n"
},
{
"id": 253,
"title": "NAME",
"content": "CLASS PEN RIGHT LEG LEFT LEG\n(71-85) (86-00) ✔✓?\nCLIP RLD \nType: Type:\n"
},
{
"id": 254,
"title": " POWER ARMOUR ABILITIES ",
"content": "SPACE MARINE TALENTS & TRAITS Servo-Augmented Musculature: +20 Strength\nAuto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;\nAmbidextrous ____________________________ Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests\nAstartes Weapon Training ____________________________ (total of +20 bonus with Heightened Senses)\nBulging Biceps ____________________________ Built-in Vox Link\nHeightened Senses (Hearing, Sight) ____________________________ Built-in Magboots\nKilling Strike ____________________________ Nutrient Recycling: Can operate for two weeks without re-supply\nNerves of Steel ____________________________ Recoil Suppression: May fire Basic weapons 1-handed without penalty\nQuick Draw ____________________________ Size: Hulking (Black Carapace means no bonus for enemies to attack)\nResistance (Psychic Powers) ____________________________ Poor Manual Dexterity: Delicate tasks suffer a 10 penalty, unless using\nTrue Grit ____________________________ equipment designed for Space Marines\n"
},
{
"id": 255,
"title": "SQUAD MODE",
"content": "Character Name: Player Name: Chapter:\n"
},
{
"id": 256,
"title": "Squad Mode Abilities (pg 219)",
"content": "Attack Patterns Action Cost Sustained Effect\nFire Support Half / Free 1 Yes The Kill-team concentrates suppressing fire.\nTactical Advance Half / Free 1 Yes The Kill-team crosses dangerous ground in concert.\nTank Buster Free 1 No A Space Marine distracts a target to create an opportunity.\nFire for Effect Half 1 Yes The Kill-team fires at targets as they appear.\nBolter Assault Free 3 No The Kill-team rushes forward firing their bolters.\n16\n15 Furious Charge Free 3 No The Kill-team charges an enemy in unison.\n14\nDefensive Stances Action Cost Sustained\nTactical Spacing Full 1 Yes The Kill-team spaces itself to react to danger.\n13\nGo to Ground Reaction 1 No A Space Marine calls for movement into cover.\nRegroup Full 2 No A Space Marine calls to move the Kill-team together.\n12\n11 Soak Fire Reaction 2 No A Space Marine takes automatic fire with his Kill-team.\n"
},
{
"id": 257,
"title": "SQUAD DESIGNATION:",
"content": "8\n7 OATH:\n6\n5\nEffects: Effects:\n4 Required Rank: Required Rank:\n3 Solo Ability Name: Solo Ability Name:\n2\n1\nEffects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Solo Ability Name:\nIndex\n"
},
{
"id": 258,
"title": "COHESION:",
"content": "Effects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Chapter Ability Name:\nChapter:\nPlayer Name: Rank: Character Name:\n"
},
{
"id": 259,
"title": "SOLO MODE",
"content": "Index\n™\n"
},
{
"id": 260,
"title": "OF THE 41ST MILLENNIUM",
"content": "You are a Space Marine, one of the Imperiums supreme\nwarriors. Genetically enhanced and engineered with\nspecial implants to be the ultimate soldier, you are far\nstronger, tougher—and deadlier—than any human\nbeing. You have been selected to join an elite warrior\nbrotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek\nout vile alien ruins on forbidden worlds, venture\nbehind enemy lines to perform special missions no-\none else can accomplish, and confront the most\ndangerous challenges the galaxy possesses...challenges\nthat only the heroes of the Space Marines can defeat.\nFast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\n™\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe. 781JUN10\nDeathwatch\b DW01\n"
},
{
"id": 261,
"title": "ISBN:\b978-1-58994-778-8",
"content": "™\nwww.FantasyFlightGames.com 9 781589 947788 55995\n™\n"
},
{
"id": 262,
"title": "GAMES USA",
"content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the\nGame Masters Kit, the foregoing marks respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-779-5 Product Code: DW02 Print ID: 821AUG10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\nwww.FantasyFlightGames.com\nShadow of Madness\nErioch\n•\nBaraBan\n•\nThE TowEring\ngladEs\n•\nBEhind EnEmy\nlinEs\n•\nt\n•\nt\nShadow of Perhaps intending to preserve the planets ecosystem\nfor their own use, the enemy planted Delirium Trellises to\ninfect the population with visions of death and insanity. The\nMadness tormented inhabitants tore one another apart, becoming just\n"
},
{
"id": 263,
"title": "by Kroot (Novice Objective, 6 Requisition)",
"content": "The war-torn Jericho Reach needs the Spear of Fury far too\nTertiary Objective: Rescue the General (Veteran\ngreatly for it to idle waiting in orbit. Jaresh gives the Kill-\nObjective, not included in calculation)\nteam a vox beacon to signal when they are ready for retrieval.\nTertiary Objective: Deal with the crazed Guardsmen\nBrother Dane pilots the Battle-Brothers to Epsilon Outpost\nwithout taking their lives (Veteran Objective, not included\n420 in a Thunderhawk. He has explicit orders to drop them\nin calculation)\nand return so his ship can depart. Once they are set down and\nTertiary Objective: Defeat the feral Kroot (Skilled\nany immediate trouble in their landing zone cleared, it would\n"
},
{
"id": 264,
"title": "Objective, 7 Requisition)",
"content": "take extremely strong persuasion to convince him to anything\nTertiary Objective: Defeat the Tau command unit\nexcept return to the Spear.\n"
},
{
"id": 265,
"title": "(Veteran Objective, 8 Requisition)",
"content": "You should add or modify these starting Objectives, and\nthe Requisition, based on your own evaluations of what\nObjectives your players may set or ignore.\nIn addition to Requisitioned equipment, the Battle-\nBrothers are issued a Deathwatch Land Speeder Storm for\ntransport on the planet. A larger vehicle cannot manoeuvre\nthrough the planets dense forests. Finally, they receive\ncustody of the archeotech luminators. All that then remains is\nthe Oath-taking, which may be done on Erioch or the Spear of\nFury depending on the particular squads custom.\ndeparture\nThe Hunter-class frigate Spear of Fury awaits the Kill-team. The\nkilometre-long ship is narrow and sleek like its namesake, with\na hull of dark metal streaked in the soot of war. Its Captain is a\nbroad Battle-Brother named Jaresh, who hails from the Black\nTemplars. He welcomes his brothers aboard, although his\nattitude may quickly sour if they count a Librarian amongst\ntheir ranks. The ships crew is predominantly indentured serfs,\nalthough a handful of other Deathwatch-sworn Space Marines\nman the bridge. One such Battle-Brother is Dane, a fresh-\nfaced Initiate who loyally followed Jaresh into Deathwatch\nduty. The Battle-Brothers repast together just as they do on\nErioch, but otherwise Brother Dane is the Kill-teams primary\nliaison during the two week voyage.\nThe journey passes uneventfully, but provides the Kill-\nteam time for any strategizing they may need to do. Should\nany of the Battle-Brothers engage in conversation about their\n"
},
{
"id": 266,
"title": "(8) (8)",
"content": "and one aerofoil cuts into the three dimensional projection as\nclouds give way to the northeast continent. In a universe of 42 35 40 45 47 25 44 30 18\nclimbing hives and battle-ravaged rockscapes, Baraban appears\nstrikingly untouched, despite the millions of soldiers you know to Movement: 4/8/16/32 Magnitude: 35\nbe warring beneath its canopy. You catch a glimpse of rippling Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20,\nblue ocean bordering the landmasss collage of red and gold. Concealment (Ag) +20, Dodge (Ag) +10, Silent Move (Ag)\nThen the blanket of autumn colours surrounds you as the gunship +20, Speak Language (Kroot, Tau) (Int), Tracking (Int) +10,\ndrops lower. Survival (Int) +10.\nSuddenly, the serenity fractures with calamitous explosions Talents: Basic Weapon Training (SP, Primitive), Furious\nand an abrupt halt to your descent that tests your power armours Assault, Leap Up, Lightning Reflexes, Melee Weapon Training\nshock absorption. Brother Dane shouts over the noise, “The (Primitive), Sprint, Swift Attack.\nOutpost is under assault!” Traits: Natural Weapon (Beak), Size (Massive), Unnatural\n"
},
{
"id": 267,
"title": "Strength (x2), Unnatural Perception (x2).",
"content": "Armour Hide armour (Horde 2, Primitive).\nThrough the obscuring web of branches and dead leaves,\nWeapons: Kroot rifle (110m; S//; 1d10+5 E; Pen 1; Clip\nthe Battle-Brothers can glimpse a shattered bunker, and frantic\n"
},
{
"id": 268,
"title": "6; Reload 2 Full), beak (1d5+8 R, Primitive).",
"content": "Imperial Guardsmen fighting off an overwhelming number\n"
},
{
"id": 269,
"title": "Gear: Rifle reloads.",
"content": "of Kroot. The pulse rounds of Kroot rifles outnumber each\nA Kroots beak follows all rules for natural weapons, except it\nlas shot four to one, and the growing distance between frag\ninflicts 1d5 Damage instead of 1d10.\nbursts suggests that grenades are quickly running out. The\nMay be used in melee (1d10+8 R; Balanced)\nBattle-Brothers face a choice: do they intervene in the conflict\nand risk revealing their presence to the Tau, or do they allow\nthe Outpost to be overrun?\nBrother Dane follows their direction if they choose to e\nparticipate in the battle below, but is unable to bring the\nIf the Battle-Brothers choose to face the Kroot Horde,\nThunderhawk lower than 15 metres because of the dense\nthey can hardly occupy the entire enemy mob. As the Kill-\nforest. If they bring the gunships weapons to bear, it provides\nteam endeavours to turn the battles tide, the Guardsmen\na decisive advantage in firepower, but creates a large degree of\nalso fight for their lives. The GM should make this evident\ncollateral damage. The Kroot and Guardsmen ranks intertwine\nin his description of the scene Round to Round. By the\nas the lanky aliens attack with pulse charges and the wicked\ntime they arrive, roughly a quarter of the Outposts 100\nblades of their rifles. The close combat and the obscuring tree\nGuard already lie dead in the fallen leaves and rubble. To\ncanopy make firing into the melee (with the ships guns or\nrepresent the rising body count if the combat drags on,\nfrom its deck) Very Hard (30). Any misses or Blast weapons\n"
},
{
"id": 270,
"title": "Unnatural Perception (x2)",
"content": "Armour: Tattered Hide armour (Body 2, Primitive)\nT\nhe southeast continent is similar in ecology to the Weapons: Kroot hunting blade (1d10+10 R; Pen 4), beak\nnortheast, but the trees are the dark green of summer. (1d5+10 R)\nThe Tau and their allies also have the strongest hold Gear: None\non this landmass. The Delirium Trellis here is located towards †\nThe half Move taken as a result of Assassins Strike can be in any\nthe centre of the continent, less than two hundred kilometres direction, including a vertical jump or Climb.\nfrom one of the planets largest Tau installations. The Kill- ††\nThe Kroot may Charge vertically with a successful Acrobatics check.\nteam must be cautious and alert once they reach the thick, Doing so grants them the same benefits a Deathwatch Assault Marine\nverdant woodlands. The stealthy Kroot are at home in this gets from Wrath of Angels when using a Jump Pack.\narboreal locale, and far more numerous than on the other\ncontinents. If the Kill-team does not lay out at least some plan Most of the xenos still have Kroot rifles, but they have\nfor avoiding detection as they travel towards their objective, forgotten how to fire them at range. Instead they use the\nthey are interrupted several times by Kroot attacks (some weapons bladed ends for melee. While the Space Marines\nor all of which the GM may wish to summarise to avoid have the clear advantage in training and equipment, the\n"
},
{
"id": 271,
"title": "minus the wielders Strength Bonus in minutes.",
"content": "hell want to find some other mechanism for alerting\n• A Challenging (+0) Demolitions Test can pulverise one\nthe Kill-team to the events transpiring at the Tau base.\nShadow of Madness\nor both of the entwining trees without damaging the Trellis.\nPossible avenues include:\nFailure by two degrees or more indicates that the Trellis is\n• A communication from the Imperial Guard telling\ndestroyed in the blast.\n"
},
{
"id": 272,
"title": "them they have discovered the Generals location",
"content": "• The Kill-team can carve away a portion of the trunks to\n• Arriving too late at one of the locations and finding\nexpose the Trellis. This requires three successes on an\nthe Trellis already gone. The size of ship necessary\nExtended Weapon Skill Test with most melee weapons,\nto transport the Trellis off planet means it is almost\nor an Extended Ballistic Skill Test with a weapon that\ncertainly being taken to their main base.\ncan produce a sustained blast like a melta or flame weapon.\n• After a clash with the Tau strike team (or from the\nIf the Kill-team employs any method that involves felling\nbodies in the towering glade), the Battle-Brothers\ntrees, a successful use of the Evaluate Skill to determine weak\nmight recover intelligence documents. Interpreting\npoints either halves the time needed or adds +10 to the chances\nit would require help from someone with Speak\nof success.\nLanguage (Tau) or an Elucidator.\n• Move the bases location on the planet to somewhere\nXEnos rEmains that the Kill-team sees one of the orbital shuttles\ndescend through the atmosphere.\nThe Kroot nested in the tree branches, about fifteen metres\nup. If the Battle-Brothers glance upwards, they see the series\nthey died. A few crumpled pages of a manuscript in high\nof structures formed from animal hides, leaves, and a mulch\ngothic flutter between two flat chunks of rubble. They appear\nof partially digested wood from the Kroots iron stomachs.\nto be the account of a survivor of original settlement, but\n"
},
{
"id": 273,
"title": "Renown from the overall Mission Rewards.",
"content": "Shadow of Madness\nFailure: The operation is a failure. Whatever\nresult the characters were attempting, they affect\n1-3 Degrees of Failure 1-4 Degrees of Failure 2-6 Degrees of Failure the opposite. If combat was involved, each\ncharacter carries 1d5 points of Damage back\nfrom the battle.\nStalemate: There is no meaningful outcome to\nthe operation. The characters made a respectable\n0 Degrees of Success/ 0 Degrees of Success/ 0 -1 Degrees of Success/\neffort; the GM can further shade whether they\nFailure Failure Failure\naccomplished even something trivial by whether\nthe attempt was a net fail or success.\nMinor Victory: The operation will be quickly\n1 Degree of Success 1-3 Degrees of Success 1-5 Degrees of Success forgotten, but the characters accomplished what\nthey set out to do. The effects may be temporary.\nModerate Victory: The characters performed\n2-3 Degrees of Success 4-6 Degrees of Success 6-9 Degrees of Success admirably, accomplishing most of their goal, but\nwithout particular flair.\nDecisive Victory: The Operation was a tale\nworth re-telling. The characters affected a\n4-8 Degrees of Success 7-10 Degrees of Success 10-13 Degrees of Success\nlasting achievement that was everything they\ncould have hoped to accomplish.\nHeroic Feat: The involved characters achieved\neven more than they set out to do. What began\n9+ Degrees of Success 11+ Degrees of Success 14+ Degrees of Success as a side errand may very well end up being\n"
},
{
"id": 274,
"title": "Renown to the overall Mission Rewards.",
"content": "reTurn To erioCh rEwards\nOnce their long-range vox beacon is activated, The Spear Each Trellis kept from the Tau nets 200 XP. If the Kill-team\nof Fury takes a day or two to return from its own battles rescued or killed the General, this is worth 100 XP, as is defeating\nto retrieve the Kill-team. Space Marines are not known for the Tau command unit. Dealing with the crazed Guardsmen\nsitting idle, and the Battle-Brothers are likely to want to use at Mount Hollow without killing them, and keeping Epsilon\nthis time to further the war effort. The GM should give them 420from being overrun are also worth 100 XP each. Award an\nan opportunity to outline the particular battles or activities additional 200 bonus XP if the team managed to both rescue\nthe team intends to participate in, provided they stay as a unit (not kill) the General and stop ShasEl Keyl from getting away.\nso that whenever the Spear does arrive they can be speedily The following are worth 1 Renown each:\nextracted. Use the provided rules for Off-Screen Operations • Stopping the Tau from getting any Trellises\nto summarise these events. • Stopping the Tau from taking the General\nInquisitor Quist meets with the Battle-Brothers upon their • Defeating ShasEl Keyl and his command unit\nreturn. She listens to their debrief and identifies the devices as • Successfully dealing with two of more of the following:\n"
},
{
"id": 275,
"title": "them, using the machine spirits Ballistic Skill.",
"content": "Antagonists vEsPid sTingwing\nS\nShadow of Madness\niniTiaTE danE oF ThE BlacK TEmPlars\nS\nS T ag int Per wP Fel\n(8)\nS T ag int Per wP Fel 35 45 30 45 60 25 30 30 15\n"
},
{
"id": 276,
"title": "(10) (8)",
"content": "55 40 45 41 47 48 38 48 43 Movement: 4/8/16/32 Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10,\nMovement: 5/10/15/30 Wounds: 20 Speak Language (Tau, Vespid) (Int), Survival (Int)\nSkills: Awareness (Per), Ciphers (Chapter Runes, Deathwatch) Talents: Basic Weapon Training (SP, Primitive), Lightning\n(Int), Common Lore (Adeptus Astartes, Deathwatch, Reflexes, Melee Weapon Training (Primitive),\nImperium) (Int), Dodge (Ag) +10, Drive (Ground Vehicles), Traits: Flyer (10), Improved Natural Weapon (Claws),\nForbidden Lore (Xenos), Literacy (Int), Navigation (Surface), Unnatural Toughness (x2).\nPilot (Spacecraft) (Ag), Scholastic Lore (Codex Astartes), Silent Armour Natural Chitin Armour (3 AP in all Locations)\nMove (Ag), Speak Language (Low Gothic, High Gothic) (Int), Weapons: Neutron Blaster† (45m; S/2/; 2d10+3 E; Pen 6;\nTactics (Int). Clip 24; Reload Full), claws (1d10+3 R)\nTalents: Ambidextrous, Astartes Weapon Training, Bulging Gear: Communion helm (includes vox)\nBiceps, Deathwatch Training, Heightened Senses (Sight), †\nA neutron blaster only functions when used by a Vespid\nHatred (Heretics), Nerves of Steel, Resistance (Psychic\nPowers), Two-weapon Wielder (Melee), Unarmed Master.\nTraits: Size (Hulking), Unnatural Strength (x2), Unnatural\n"
},
{
"id": 277,
"title": "Toughness (x2).",
"content": "Armour Astartes Power Armour (Head 8, Arms 8, Body 10,\nLegs 8; History: A Fury Like Lightning).\nWeapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;\nPen 5; Clip 12; Rld Full, Tearing), Astartes Combat Knife\n(1d10+10 R; Pen 2), Astartes Chainsword (1d10+11 R; Pen\n"
},
{
"id": 278,
"title": "4; Balanced, Tearing).",
"content": "Gear: Astartes jump pack, 3 bolt pistol reloads, devotion\nchain.\nDemeanours: Accept Any Challenge, Studious.\nt\nLascannons (2): (300m, S//, 6d10+10 E, Pen 10, Clip\n"
},
{
"id": 279,
"title": "40, Reload 2Full)",
"content": "Turbo-laser: (750m, S//, 4d10+30 E, Pen 20, Clip 5,\n"
},
{
"id": 280,
"title": "cannot be reloaded in flight, Blast (6) )",
"content": "6 Hellstrike Missiles: (1000m, S//, 4d10+6 X, Pen 10,\neach missile can only be fired once, Blast (1) )\nTwin-linked heavy bolters (4): (150m, //10, 3d10+1\nX, Pen 6, Clip 200, Reload 2Full, Twin-linked, Tearing)††\n†\nThese weapons can either be operated by the pilot, or the gunships\nmachine spirit, who has a BS of 40.\nAppendix on Erioch to a friendly duel at least once. The exception\nto his good nature is Watch Captain Servais. The two have\nconflicted time and again on matters of strategy, philosophy,\nT\nhe Non-Player Characters (NPCs) presented in this and personality. The diametric opposition of their approaches\nsection represent a selection of prominent individuals to combat has been a wedge between the two ever since the\nwho frequent Watch Fortress Erioch. They provide a Raven Guard warrior arrived.\nstarting suite of characters who may serve as leaders, allies, While Tarran takes the mission of the Deathwatch with\nor rivals for a Kill-team. Each NPC description also contains utmost gravity, he sees no reason not to use the assignment\nideas for how they may initiate Missions or otherwise play a to further the interests of the Storm Wardens during his term\nrole in your campaign. of service. Despite the Inquisitorial sanction, he possesses\na burning drive to discover the truth behind the Nemesis\nIncident. He believes that it holds the key to the return of\nAppendix\n"
},
{
"id": 281,
"title": "Requisition to stack the odds in your favour.",
"content": "team must negotiate violent mistrust wherever they go as advEnTurE sEEds\nthey track their quarry into a wasteland filled with Orks.\n• A transmission comes from the far-flung Watch Station • The Crucible Resolviate has recently acquired an almost\nGrace of the beginnings of an Enslaver plague on a remote intact Crisis Battle Suit. Unfortunately, its vital central\nworld. Ever eager to learn more about this encroaching cogitator core is severely damaged. Quist requests the\nspecies and its linkage to his Chapter, Tarran joins the Battle-Brothers aid in an assassination Mission that is\nBattle-Brothers in answering the call. When the Kill-team really little more than an excuse to acquire the missing\nreaches the planet, they find it already under sanction component for her allies. If she has reason to trust\nfrom the Ordo Xenos. Will the Battle-Brothers eliminate the Battle-Brothers, she may enlighten some or all\nthe Enslavers as quickly as possible, or indulge Tarrans of them as to her real objective. If she does not, then\ndesire to learn more about their foe before destroying it? they may find some of the Inquisitors orders very\nquestionable indeed.\nAppendix\n• The Black Reef has long been a source of dark legends\ninquisiTor adrielle and malefic alien artefacts in the Jericho Reach. A new\nquisT abomination has surfaced in the regions budding cold\n"
},
{
"id": 282,
"title": "ISBN: 978-1-58994-779-5",
"content": "9 781589 947795 51995\nwww.FantasyFlightGames.com\nCopyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the Game Masters Kit, the foregoing marks respective\nlogos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products\nand illustrations from the Warhammer 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and\nother countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be\nreproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nTest Difficulty Ranged Weapons Combat Actions Melee Weapons Weapon Jams Semi-Automatic Weapons Armour\n"
},
{
"id": 283,
"title": "Hordes",
"content": "Punishing 50 Grapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple. the appropriate Talent. In the case of Flame\nAstartes Infernus Pistol Pistol 10m S// 2d10+8 E 13 4 Full raditional Weapons hours, or until the Full Burst Action has been used.\nHellish 60 Guarded Attack Full Attack, Concentration, Melee 10 WS, +10 to Parry and Dodge. weapons, targets receive +30 to Agility Test to\n"
},
{
"id": 284,
"title": "†† ††† ††",
"content": "Shooting an Enormous target.\nLauncher Head Head Arm Body Arm Body much more effective against Hordes than weapons which fire\nMelee attacks against a foe who is outnumbered two to one.\nonly one shot; a lascannon is a weapon for destroying tanks, not\nAstartes Missile Launcher\n(Soundstrike)\nHeavy 250m S// †† †††\n8 Full †† Accurate:\nBalanced:\nAdditional +10 to hit when used with an Aim Action.\n"
},
{
"id": 285,
"title": "+10 to Parry.",
"content": "Razor Sharp: If the attack roll results in two or more degrees of success,\n"
},
{
"id": 286,
"title": "double the weapons Penetration.",
"content": "Attacking a Prone opponent with a melee weapon. Fatigue Arm Arm Body Head Body Arm mowing down large numbers of infantry.\nWeapon Auxiliary Grenade Blast (X): All within the weapons blast radius in metres is hit. Roll Hit Recharge: Can only fire every-other Round.\nOrdinary +10 Attacking from higher ground. Can suffer a number Fatigue equal to TB. Fatigued\n• Weapons that inflict Explosive Damage (X) gain a bonus against\nCraftsmanship n/a 45m S// †† †††\n4 2 Full ††\nLocation and Damage individually for each person affected. Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Shooting a Hulking target. characters 10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body\nLauncher Shooting a target at Short Range. Hordes, and count as having inflicted one additional Hit.\n"
},
{
"id": 287,
"title": "Tearing:",
"content": "Toxic:\nRoll two dice for Damage, take the best result.\nIf weapon causes Damage, Test Toughness at 5 for every Shooting a Puny target.\n4 4 8 12 24 additional hit.\nLight Metal 5 5 10 15 30 Blast Weapons: A Blast weapon that hits a Horde hits a number\nHeavy Wood, Flakboard,\nagainst its enemies. not braced.\nHaywire (X): This weapon generates a field that troubles the machine\npoint of Damage taken, if failed take extra 1d10 Impact\n"
},
{
"id": 288,
"title": "Damage (no reduction for armour or Toughness).",
"content": "Using a weapon without the correct Talent. Heavily Damaged 6 6 12 18 36 of times equal to its Blast value. So a grenade with Blast (4) will\n8 Famed: Your reputation precedes you, and your Scatter Diagram Attacking or Dodging in deep snow.\nspirits of technology. See page 143 for details. Twin-linked: +20 to hit, may score one additional hit if the attack roll If Damage taken is more than twice TB.\nSandbags, Ice 60-79 deeds are known to Battle-Brothers across the Firing a heavy weapon that has not been Braced. 7 7 14 21 42 automatically hit four times if successfully lobbed into the Horde.\n"
}
]
}