You are on page 1of 4

The following are house rules created for using Iron Hands and Salamanders within the Deathwatch

RPG. These are in no way official by any means. None of them have psychic powers as that would have been quite a bit of work. Additionally, the chapte rs have no new rules at all and instead use existing Solo/Squad -Mode abilities. This was done again for my ease as a game master. These should work well enough for any player wishing to use them. --Ryan Powell (rpowell@deathguard.org)

The Iron Hands


A warriors heart should be as iron: Unforgiving, unyielding, and uncaring of all except duty. With such a heart, a warrior can stand against the terrors of the universe unbowed and unbroken. Attributed to Ferrus Manus

Iron Hands Characters


The hatred the Iron Hands feel towards weakness and corruption has an effect on the Chapter's doctrine and operations, a belief that even extends to their own bodies . Iron Hands Space Marines gain the following benefits: +5 Intelligence, +5 Willpower and the Righteous Zeal Solo Mode ability. Bionics: Iron Hands characters do not start with a Chapter Trapping; instead they gain one good -quality cybernetic left hand.

Suffer No Weakness
Suffer No Weakness is a Demeanour unique to Space Marines from the Iron Hands Chapter. The Iron Hands have a reputation for being relatively straightforward and incredibly harsh. The hatred of all weaknesses is harnessed and focused by the Iron Fathers for use in battle, where the Chapter will fight with renowned intensity and determination, regardless of the opponent. The bitter Marines will advance in a machine-like and relentless fashion, throwing themselves violently at the enemy.

Iron Hands Chapter Advances


Advance Tech-Use Tech-Use +10 Tech-Use +20 Lore: Forbidden (Adeptus Mechanicus) Lore: Forbidden (Adeptus Mechanicus) +10 Lore: Forbidden (Adeptus Mechanicus) +20 Hatred (Chaos Space Marines) Hatred (Heretics) Hatred (Mutants) The Flesh is Weak 1 The Flesh is Weak 2 Talented (Drive [Ground Vehicles[) Cost 200 200 200 400 400 400 500 500 500 1000 1000 500 Type Skill Skill Skill Skill Skill Skill Talent Talent Talent Talent Talent Talent The Flesh is Weak 1 Lore: Forbidden (Adeptus Mechanicus) Lore: Forbidden (Adeptus Mechanicus) +10 Tech-Use Tech-Use +10 Prerequisites

Squad Mode Abilities


Attack Pattern: Holy Vengeance Defensive Stance: Feel No Pain

Iron Hands Pasts


1d5 Result 1 Past Experiences Bitter Vengeance: You have fought face-to-face with Chaos Space Marines from the Emperors Children Legion. These renegades are considered arch-enemies of the Iron Hands and furious, no quarter battles erupt whenever they meet. Thunderhawk Gunner: You have served your Chapter as the gunner for one of the powerful thunderhawk gunships. You have a unique perspective on the battlefield, having fought in the air, on the ground, and in space. Tank Gunner: You have served your Chapter as the gunner in one of the Chapters armoured vehicles, perhaps a Predator or Land Raider. You have fought in the vanguard of several armoured assaults, and the machine spirits of such vehicles are well known to you. Protector: The Iron Hands have strong ties to the Mechanicus and on one occasion your squad was called into service to act as protectors of a Mechanicus Explorator team. You helped successfully protect the escavation/recovery of some manner of ancient archeotechnology. A Vision: Shortly after your inception into the chapter, you received a particularly vivid vision of the Istvaan massacre as if you were there yourself. The memory of this vision remains with you to this day.

The Salamanders
Into the Fires of Battle, Unto the Anvil of War!"

Salamanders Characters
The Salamanders have a legendary reputation amongst the people of the Imperium as stalwart and honorable allies, a trait not common in many of the more unpredictable chapters . Salamanders Space Marines gain the following benefits: +5 Willpower, +5 Fellowship and the Stoic Defense Solo Mode ability. Restrictions: Salamanders Space Marines may not select the Deathwatch Assault Marine Specialities.

Promethean Cult
Promethean Cult is a Demeanour unique to Space Marines from the Salamanders Chapter. The primary form of worship among the Salamanders is the Promethean Cult, which places a great deal of emphasis on being self-sufficient, self-sacrificing and loyal.

Salamanders Chapter Advances


Advance Trade: Armourer Trade: Armourer +10 Trade: Armourer +20 Charm Charm +10 Charm +20 Hatred (Chaos Space Marines) Cleanse and Purify Good Reputation (Imperial Guard) Duty Unto Death Armour-Monger Peer (Imperial Guard) Cost 200 200 200 400 400 400 500 500 800 1000 1000 500 Type Skill Skill Skill Skill Skill Skill Talent Talent Talent Talent Talent Talent WP 45 Charm Charm +10 Trade: Armourer Trade: Armourer +10 Prerequisites

Squad Mode Abilities


Attack Pattern: Sustained Suppression Defensive Stance: Immovable Defense

Salamanders Chapter Trappings


Sigil of the Forge A symbol of honor blessed by Salamander chaplains. Confers the same abilities as a Tempest Amulet. Salamander Hide Pelt A small piece of Noctourne salamander hide typically worn on a shoulderpad or as a loincloth. Confers the s ame abilities as a Wolf Pelt.

Salamanders Pasts
1d5 Result 1 Past Experiences Sole Survivor: The Space Marines are mighty warriors, but they are not invincible. You learned this bitter lesson first-hand, as you are the only survivor of your squad, having encountered a particularly dangerous enemy; perhaps a Tyranid Hive Tyrant or Chaos daemon prince. Service in the Fleet: Most Space Marine Chapters maintain a number of strike cruisers, battle-barges, and smaller craft to support their operations on a planets surface. Having fought many battles amongst the stars, you may have commanded a rapid strike vessel, or perhaps served as an officer aboard a larger ship. Ymgarl Veteran: The Salamander's aided in the discovery and destruction of the Ymgarl Gen estealers, who were later found to be a race of Tyranid bio forms who had reverted to a feral state so far separated from the Hive Mind. The battle to cleanse the moons of Ymgarl of the Genestealers was a hard one for the xenos were both fast and deadly, their claws able to rend through power armor with horrifying ease. Trained an Apprentice: You took upon a young apprentice who wished to join the chapter. After several years of learning, the youth was taken to Prometheus and eventually joined the ranks of the Salamanders; having passed all tests required of him. Assisted the Forgefather: Removed from the command structure, the Forgefather is tasked with tracking down the lost relics of Vulkan and returning them to the Chapter. You were part of a force tasked with assisting the Forgefather on one such quest.

You might also like