Warhammer 40k: Deathwatch Roleplaying Game.

Basics: Ok, so this was kinda designed on the fly, but hopefully I should be able to give you the basics and then some. The system is based on the same basic D20 basis as D&D, however as you will later discover there are some simple, if fundamental changes to statistics and items, but it is my hope that this will very much be a ‘pick up and play’ conversion. The Deathwatch are the Ordo Xenos Chamber Militant, which is to say that the Inquisitors who specialise in killing aliens have them at their disposal. The Deathwatch Company's strength varies between a few squads and a few hundred Marines depending on current levels of attrition etc. What makes it unique amongst all Space Marine groups is that the Deathwatch consists of Space Marines from many Chapters, who send some of their finest to serve for up to 10 years if not more. Not only does this allow them to bring back vital skills and experience to their Chapter... it also keeps them at peace with the Inquisition. Relatively speaking. Because of the fact that everyone is a Space Marine (PC wise) in this, you might notice that there are only a few variations in terms of make up. However, Space Marines still vary in terms of their individual abilities, some are stronger, larger, more intelligent, others are tougher and still others have Psychic potential. Ultimately, what this means is that there are extremely limited options as to what a Marine can be compared to what is available for a character in D&D, still, I think you'll find it will balance out. Enjoy. Or Loathe. Let me know either way. 1) Gameplay Basics i) The Story Congratulations on starting your first Warhammer 40,000: Deathwatch Kill Team campaign. No doubt your DM has a nightmarish tale of deceit, war and terror in store for you. Remember, as far as you are concerned, until you stop playing the DM speaks with the Voice of the Emperor Himself. He will be acting as your liaison to the world you are playing in, however please try to remember that you and your character are two separate people, knowledge can come from your character to you via the DM, but not the other way around. ii) The Game: Skills Skill checks are made in the same fashion as D&D, if you see something appropriate to one of your skills, you should point this out to the DM and they will ask you to roll to see if your characters knowledge/skill in that area is up to spec. If not, you won't be told what there is, if you do, then you'll find out the extra information. Some skills are useful in combat too, for example “Momentum” could be used to push a nearby opponent out the way or knock them down. In these cases, state what you are doing and roll a D20. When you create your character, your intelligence allows you to pick a number of skills to be “Trained” in. Trained skills receive an automatic +4 to all checks made using them, not including ranks and Ability modifiers. Checks can be made using untrained skills, if allowed by the DM.

Iii) The Game: a) Inventory & Weight Limits. Weight Limits and Inventory are different in Deathwatch than in normal D&D, simply because a Space Marine going into combat doesn't really have a lot of room spare for picking up extra items. On board your Battle Barge or at Inquisitorial HQ, you have a personal Vault in which you can store items that you wish to keep. However the DM may also have set up an Armoury which should contain the basics such as common weapons and ammunition. But this is optional on their part, you may have to scavenge ammunition and equipment. Please note, in addition to this the DM may set a limited stock of items in the Armoury, for example there may only be 2 Heavy Bolters with 500 rounds available, if you upgrade a character to use one of these, or exhaust its ammunition, then there may be no more available for the remainder of the mission, this is entirely up to the DM. Because you are only carrying necessary equipment, your will always move as if unencumbered. On your character you have the following spaces for equipment available: Right Hand Left Hand 6 Belt Slots (each slot can be used for a small item*) Back Slot. (the back slot can hold a medium item) *certain items have an exception. Please that the number of spaces available is affected by the type of armour you are wearing. To give an example of what this means: The player is equipped with standard power armour, he chooses to take a Plasma Pistol (small) in his left hand and a Power Fist in his other. He uses 3 of his belt slots to hold ammunition for his ranged weapons, 1 to hold a melta bomb and 1 to function as the holster for his pistol.. On his back he puts a standard Boltgun. In this case, the character is pretty well equipped for almost anything, however should he find something useful in the field, he will have to drop an item to carry it (if possible). Please bear in mind when equipping items that some items will prohibit the use of others. Items from each characters specific chapter are available, but only at character creation or if found. The Deathwatch Armoury does not hold a Chapter-Specific Inventory. Items found in the field can be marked for later recovery if they are not able to be immediately taken using Locater Beacons, however only a limited number of these can be carried per deployment (to be set by the DM). Recovered items are placed in the Armoury. Items can be purchased from the Armoury using Wargear points, awarded alongside Experience Points and for Leveling up. Certain Items can also be returned to the Chapters they came from or sold to the Inquisition in return for Experience or Wargear, however in doing so they cannot be accessed or used. Additionally, items from specific chapters can be used by characters who are from those chapters. For example, if you find a lost Imperial Fist Librarian Force Sword, an Imperial Fist Librarian could use it if there is one in the party but no one else would be able to use it other than as a long lump of metal. Finally, please note that limited use items purchased from a Chapter Armoury can be replenished at original purchase cost from the Deathwatch Armoury. (additionally, note that if a character

purchases equipment without the feat to use it can be stored up until the point that it can be) b) Armour Armour and AC differ in Deathwatch from D&D. A suit of plate in D&D renders the wearer slow and clunky. A suit of Power Armour in Deathwatch does not have the same effect. There are 4 Grades of Space Marine Armour in the 40k Universe – Scout (Carapace), Power, Artificer and Terminator (Tactical Dreadnought). Scout armour provides minimal protection (relatively speaking, it is still significantly tougher than a Guardsman’s Mesh Tunic.) and is normally only used by the Scout Company before they are deemed skilled enough to join the ranks of the Tactical Squads. It is unpowered and does not enhance the abilities of the marine wearing it at all. It is less bulky than a suit of Power Armour, however the only real effect this has on the wearer is that they are harder to spot when being stealthy. Power Armour is the standard armour of a Space Marine. The design has remained relatively unchanged for over 10000 years. The armour contains powerful servos, rebreathers, waste processors and stimulants, further enhancing the Space Marine’s physical abilities. However, due to the size and automation of the suit, it requires a power plant housed in the unit mounted on the Marines back. If this power plant fails, the Marine can find himself armoured but hauling around several hundred kilograms of metal and ceramite across his body. Artificer Armour is Power Armour which has been crafted by a master smith, it offers a greater amount of mobility and better protection than Power Armour. Usually, Artificer Armour is reserved only for use by senior members of a Chapter, however there are certain circumstances where it is awarded to Marines that have shown exemplary behaviour. Terminator Armour is also known as Tactical Dreadnought armour. It is exceedingly rare and it takes decades for even a single new suit to be built. The right to wear Terminator Armour is only awarded to those who have distinguished themselves in combat to a high degree. As well as having more powerful motors and servos, the armour is so thick that it deflects all but the most powerful blows. A Marine in Terminator Armour is a walking Tank, there have been cases of solitary Terminators holding off and destroying swarms of weaker enemies with relatively little damage. With the exception of scout armour, the powerful servos and neural linkage that connects into the Marines Black Carapace allow the Marine to move with almost no restriction. In fact it can have the opposite effect, boosting the strength, speed and durability of the Marine as well as offering protection from everything shy of the most powerful of firearms. Accordingly, by game standards, the AC value of the Armour includes all direct potential bonuses from abilities. Saying that, there are feats that allow for an increase to AC, likewise as a Marine gains experience, his ability to get the most from his armour increases. On a final note, all armour except Scout Armour also comes with a Helmet. Helmets can be upgraded separately from the rest of the armour to enhance abilities, for example it may well have an advanced targeting system built in, providing a +1 to all melee to-hit rolls etc. Helmets also provide certain limitations – Max + Senses bonus when wearing a helmet: 2. This means that regardless of how highly trained a Space Marines sense of smell or sound is, the greatest bonus he will ever get with a helmet on is a +2 as the filters in the helmet are not as sharp as his own senses. There are certain circumstances where helmets MUST be worn, for example – in space. While a Space Marines physiology is capable of letting him survive in a vacuum, he will still take damage

from the deep cold if his armour isn’t sealed.

iv) Combat – Ranged Ranged combat is fundamentally the same as in D&D, in that you roll a D20 to see if you hit or not. However there are a couple of differences. The biggest difference is that the damage a weapon does is not affected by your abilities, only your chance to hit is. If you shoot a gun, does the amount of damage you can do depend on how strong or dextrous you are? No. The same principle applies here. Roll a D20 and add the relevant ability score modifier, if the total is greater than the targets AC then you have hit them and can cause damage. v) Combat – Melee Melee combat couldn't be simpler. Roll a D20 and add the relevant modifiers, if the result is greater than your opponents AC then you have hit them. vi) Combat – Psychic Abilities Psychic abilities are cast in the same way as magic spells are in D&D. Every spell has a specific effect listed in its entry, along with any additional information. To cast a psychic power, roll a D20 and add your Wisdom Modifier. If you beat the difficulty score then the power is cast. It will always automatically hit its target. The target makes the appropriate save, if he fails then he is affected by the power. Please note that as well as having a critical success effect, there are also penalties for a critical failure. If the psyker critically fails to cast, then roll a D6. On a roll of 1-3 there is no effect other than a failure to cast. On a roll of a 4, the psyker takes D6 damage. On a roll of a 5, he takes D6 damage and cannot cast until the next encounter. On a roll of a 6, the Psyker cannot cast unless he makes a successful will save at the start of the next encounter equal to the difficulty of the spell he failed on AND takes D6 damage. Be warned, in certain circumstances channelling the power of the Warp can be more difficult or downright dangerous. In areas where the Warp itself is unstable, the chance to use it successfully is slimmer and the effects of failing can be disastrous. Vii) Movement – General Movement speeds for general storyline purposes will be defined by your DM, for example it might take a day to trek through a forest, or an hour to deploy via Thunderhawk to a planet. Viii) Movement – Encounter. Merging D&D and 40k here a little, movement during an encounter is defined by squares. Every character (unless stated otherwise) may move 6 squares and still shoot or attack. However from stationary, a Marine is able to charge (gain +1 to hit) if they do not shoot and move at least 7 (up to a normal maximum of 12) squares to reach their target. Front Left (Chargable) Left Rear Left Front (Charge) Target Rear Front-Right (Chargable) Right Rear-Right

If you wish to charge a character who is blocked in any way by another enemy character, you may do so as long as you pass a momentum check. Roll a D20 and add your Momentum score, the enemy must roll a D20 and add their strength modifier. If you beat them, they are pushed to an adjacent square and do not get an attack of opportunity against you. If you do not beat them, you are halted in your tracks at them, lose the attack and are subject to an attack of opportunity from that model. ix) Taking Damage and other things of interest. You will both cause and take damage, this is simply a fact of the game. Damage is broken down into two types and four grades. Type 1: Physical Damage. Physical Damage, unsurprisingly, is caused by being struck or hit with physical force. This cuts flesh, breaks bones etc etc and is by far the most common type of damage. Pretty much everything causes it to a lesser or greater degree, including psychic abilities. Depending on your constitution and general toughness, it is possible to build up a sheer physical resistance to damage that can negate some effects entirely. Type 2: Energy Damage. Energy Damage is broken down into two further types: Elemental and Psychic. Elemental Damage is more common, consisting of Fire, Lightning, Frost and Acid, usually caused by an effect on a weapon rather than the weapon itself. Lightning Claws didn’t get their name for no reason. Psychic Damage is caused by Psychic Effects and is more likely to involve damaging statistics and ability scores as a side effect. The Type of damage a weapon does follows the following key: Physical: P Psychic: Ps Fire: F Acid: A Lightning: L Frost: Fr For example, a Bolt Pistol that is equipped with Hellfire Rounds does: Damage: P D8 + F 6 damage. Grade 1: Conventional Damage Conventional Damage is effectively damage taken that allows you to keep on functioning. It essentially consists of all the normal damage taken as you progress along. Grade 2: Catastrophic Damage Catastrophic Damage is when a single blow reduces the target to 50% or less of their hit points, this causes the target to become incapacitated as their body struggles to deal with the effect. The target must make a fortitude save vs DC 24 + STR modifier of the attacker or remain incapacitated. Grade 3: Fatal Damage Fatal Damage is when a single blow reduces the target to 25% or less of their hit points. In this event, unless the target has a rule stating that they cannot be instantly killed, they will die. Grade 4: Overpowering Damage

Overpowering damage is what happens when a weak target is hit by a large target. This frequently causes instantaneous death, simply because regardless of their hit points, a small target is too weak to withstand the attack. For example, a Space Marine Boltgun fires a round that is the size of a large egg. These rounds are Mass-Reactive, meaning that when they impact against something, they explode a moment later. Essentially meaning they go inside something then go bang. A normal human being would, upon being hit by a bolt, either go into shock or die. To represent this, all weapons have a FAT (fatality) statistic. Models with a constitution value of less than this statistic are automatically killed upon a successful hit. With Melee Weapons, add the STR bonus of the attacker to the FAT value of the weapon. Upon a Critical Hit, the FAT of a weapon multiplies according to the Critical Value of the Weapon. 2) Character Creation. Characters are created in the following order. Chapter Class Ability Scores Skills Feats Inventory i) Chapters The available Chapters to pick from are: Ultramarines – Peerless Warriors who adhere to strict guidelines to win their battles Imperial Fists – Masters of defensive warfare Dark Angels – Remnants of a Knightly Order, veterans of invading mysterious Space Hulks Space Wolves – Ferocious and tenacious, the Space Wolves are feared close combatants. Salamanders – Hailing for fiery Vulcan, the Salamanders are masters of flame. Blood Angels – Masters of rapid shock and awe assaults. Blood Ravens – A Chapter of unknown origins, the Blood Ravens search for knowledge. Iron Hands – Masters of technology and siege warfare. White Scars – Sons of the Steppes, the White Scars utilise speed to its utmost potential in battle. Raven Guard – Specialists in operating behind enemy lines, striking at vulnerable points. See each Chapters entry for full information as to the differences. ii) Classes Available Classes are: Tactical – the most versatile class, Tactical Marines can eventually specialise in styles of combat. Apothecary – Apothecaries are lightly armed compared to other Marines, but have useful abilities. Techmarine – Highly specialised Marines with exceptional abilities with machinery. Librarian – Librarians are Psychic Marines who have access to specialist abilities and equipment. Chaplain – Chaplains inspire troops around them and give bonuses to many other abilities. Brother Captain – Captains are experienced veterans who normally command entire companies. See each Class entry for full information. iii) Ability Scores Strength – Used to determine melee weapon damage bonuses and sheer physical strength checks. Dexterity – Used to determine movement speed, reflexes and weapon accuracy.

Constitution – Used to determine how physically tough a character is. Intelligence – Used to determine a characters ability to use unfamiliar machines and equipment Wisdom – Used to determine a characters ability to resist and cast psychic effects Charisma – Used to determine a characters natural leadership and social abilities. All Space Marines start with their Strength, Dexterity and Constitution ability scores at 16. Increasing statistics applies bonuses to various abilities, for every 2 points added an additional +1 bonus is added to any check requiring that statistic. Similarly, for every 2 points downwards (starting at 9) adds a -1 modifier. Strength: Strength is primarily used for melee combat checks and anything requiring a test of raw strength. For example, a bulkhead is closing with a force of 18 strength, enough that a normal human would be squished. You choose to run one of your characters into the gap and force it open before it shuts. Your character rolls a D20 and applies his strength modifier. If he beats 18 in total, then he forces the bulkhead to open, however if he matches 18 then he merely holds it in place and if he gets less than 18 he fails to stop it closing. In melee combat, strength is used to determine how much damage is done on a successful hit, as well as determine the speed and accuracy of certain types of melee weapons. This statistic is important for characters that wish to use heavy weaponry. Dexterity: Dexterity could easily be regarded as the most important overall statistic as it applies to just about every physical action your character can make. Your initiative, reflexes and ability to use most light and medium weaponry is dependant on your Dexterity. Finally, under certain circumstances, the AC of your Armour can be affected by your Dexterity modifier. Constitution: Constitution is used to determine how much health your character has, how resistant he is to poison and disease and how physically resistant to damage he is. For example, a basic human punching a space marine - even unarmoured – would have an extremely hard time to do any damage at all due to the space marine being simply too tough to damage. To work out your starting health, roll a D20 + your constitution modifier, add the result to 10. With every level you gain an additional D20 + your constitution modifier hit points. For example, at level 1 a Marine with 22 Constitution rolls a 15, gaining a total of 21. Adding this to 10 means he has a total of 31 hit points. When he hits level 2 he rolls another D20 and get 12. Gaining an additional 18 hit points. This might seem like a completely obscene amount of hit points to those who are used to D&D, but when you see the weapon statistics, you'll understand why it's necessary. Constitution also grants resistance to physical damage equivalent to the constitution modifier. For example, a Space Marine with Constitution 20 has a physical resistance of 5. This means he is impervious to melee damage from most weak creatures! Intelligence: Intelligence is used primarily by techmarines to allow them to use and understand technology and modify equipment. It also determines the number of skills you can learn. Everyone may learn 2 skills, however for every additional +2 to your intelligence modifier, you may learn one more skill and one more language.

Wisdom: Wisdom is primarily used by Psykers to determine the power and level of their abilities, however all characters use it to determine their resistant to indirect psychic attacks. For example, a Pskyer hurls a bolt of lightning using his wisdom to determine the success of the attack, this is resolved as a normal damaging attack. Next turn, the Psyker uses an attack that attempts to slow down his target, however his targets wisdom allows him to resist the effect. Wisdom is important for Librarians and Chaplains. Willpower also affects the total 'pool' of psychic energy that your Librarian has, see the Librarian entry for more details on how to calculate this amount. Charisma: Charisma is used to determine how effective a character is at inspiring those around him and also in talking to others. A character with high charisma is more persuasive and automatically more well like and respected. Any character who wishes to be a convincing leader needs high charisma and so is important for Brother Captains and Chaplains.

When creating a new character, you have 16 points to spend on ability scores. There is no scaling, 1 point spent = 1 ability score. You cannot decrease any score to gain additional points. Finally, you may not put more than 8 points on any one score. An alternate method is to roll 6 D10’s and assign the resulting scores in the order they are rolled.

iv) Skills The number of skills you can learn is dependent on your intelligence. You can make skill checks on untrained skills, however you may not receive any bonuses from Ability Scores. Also, the DM may state that someone *must* be trained in a certain skill in order to perform certain tasks. Skills fall under 4 categories: Research, Martial, Speechcraft and Survival. Research skills normally depend on intelligence and relate to the Marines personal knowledge of technology, the arcane and the workings of society. Martial skills provide a passive bonus to many combat scenarios, such as the ability to avoid traps, dodge explosions or stealthy attacks. They depend primarily on your physical abilities. Speechcraft skills affect how effective your character is at convincing other people to like you, or getting information from them. Survival skills assist the Marine in a wide range of ways, from setting traps, to scavenging weapons and ammunition, right through to gathering information about their surroundings. They have far more circumstancial abilities than the other skill areas. Research Skills: Technology: Xenos – Using a combination of experience, judgement and his familiarity with the enemy, the Marine is able to use Alien Technology. Technology: Imperial – the ability to identify, use & repair Imperial technology. (INT) Technology: Exotic – the ability to identify custom, rare or otherwise unknown but Imperial Technology. (INT) Knowledge: Xenos – the ability to identify species of Aliens and related information. (INT) Knowledge: Biologis – the ability to identify and treat alien toxins, also to spot vulnerabilities. (INT) Knowledge: Arcanis – the ability to identify ancient technology, decipher ancient texts etc. (INT)

Martial Skills: Reflexive Dodge – The ability to dodge out of the way of charging opponents, or to evade the effects of explosions and traps. (DEX) Reflexive Parry – The ability to dodge sneak melee attacks. (DEX) Evade – The ability to evade surprise ranged attacks. (DEX) Momentum – The ability to charge through enemies, pushing them aside to reach your target. (STR) Parry – The ability to parry blows from targets of opportunity (Depends on equipped weapon Profile) Speechcraft Skills: Diplomacy: Imperial – Used in communication with Imperial Citizenry, Military and other Agencies.(CHA) Diplomacy: Elite – Used in communication with the Inquisition, Mechanicus, Imperial Nobility and other Space Marine Chapters. (CHA) Intimidation – Used to threaten others into submission. (STR/CHA) Gather Information – Your ability to gather information from listening to conversations or noticing small details (CIRC) v) Feats Feats are special abilities which allow for bonuses in a range of disciplines. They fall into three categories, general, Chapter and class specific. See the chapter and class information pages for a list of the specific feats. There are 34 General Feats to choose from, split into three categories. Combat, Skill and Trait. Combat Feats: Furious Charge – when charging, gain an additional +1 to hit and damage rolls. Hail of Bolts – Bolt Pistols, Boltguns and Heavy Bolters fire one additional shot per attack. Rain of Blows – Automatically gain an additional attack in melee. Master of Melee – Ability to use two handed melee weapons one handed, or vice versa. Master of Ranged – Increase the critical range of any ranged weapon to 18-20. True Grit – ability to treat medium ranged weaponry as if it were one-handed and light. Crux Terminatus – grants the ability to wear Terminator Armour, requires level 5. Specialist Weapons (Ranged) – Grants ability to use Specialist Ranged Weaponry Specialist Weapons (Melee) – Grants ability to use Specialist Melee Weaponry. Parry: The character may add his STR modifier to his AC up to a maximum of +6. Block: The character may add his CON modifier to his AC up to a maximum of +6. Dodge: The character may add his DEX modifier to his AC up to a maximum to +6 Fencer: The character may add his DEX modifier to the FAT score of his melee weapon rather than his STR. Skill Feats: Master Diplomat - +4 to all Diplomacy Checks Researcher - +4 to all Knowledge Checks Tech Adept - +4 to all Technology related checks Rapid Healing – Automatically stabilise if reduced to negative hit points. Functional Ossmodula – Gather Knowledge can be used by consuming flesh (of sentient organics only). Lightening Reflexes - +4 to Reflexive Parry and Evade.

Keen Senses - +4 to all Senses checks. Relentless - +4 to all Momentum checks. Larriman’s Blessing – Automatically ends bleeding effects after 1 round, even when unconscious. Armed with Wings - When using a Jump Pack, the character gains 1.5 x Strength Modifier to his Momentum Score.

Trait Feats: Blooded – +4 to all Fortitude saves Snake Blood – +4 to all saves vs Poison. Lore of Iron – Ability to use vehicles and equipment not designed for Space Marines. Hammerhands – Unarmed hand to hand attacks deal an additional +2 damage. Primarch's Legacy – Health Regeneration. 1hp/round. By His Will – Once per encounter, the character may add his Wisdom Modifier to his To Hit roll. Pain Suppressor – The first time a character is incapacitated in any deployment, he automatically revives with 10 + Constitution Modifier Hit Points. Betcher’s Gland – Once per deployment the marine can spit an acidic poison at a target or object causing 1D6 Acid Damage/Round. Save vs DC20+Marine’s Level Ends. Dragonslayer – +2 to all hit rolls and +1 to Critical Range vs Monstrous Creatures Toughness – The Marine gains 1.5 times his constitution modifier hit points per level (acts retroactively). Sus-An Membrane – When incapacitated, the marine regains 1hp/round (but does not regain consciousness). Every character may choose 1 feat at the first level from either the general, chapter or class pool. More feats are awarded at later levels depending on your class. vi) Inventory When you create a character, you start with a DM-set amount of Wargear Points to spend on your initial equipment. Certain items are free, like standard Boltgun ammunition. Check the Wargear list for full inventory. vii) Character Interaction and Exilement. Every Chapter has its own set of rules and regulations to adhere to. The majority of Chapters follow the rules and regulations set down in the Codex: Astartes. In the event that the player does something out of character for their characters chosen chapter, the DM may choose to Exile them. This has a similar effect to a Paladin falling out of alignment in D&D. The effects of Exilement may vary, depending on your Chapter (and the DM). See Chapter Details for more specifics. 3) Chapter Details. i) The Ultramarines. The Ultramarines hail from the world of Macragge and were the 8th Legion founded by the Emperor. His son, the Primarch Roboute Guilliman, wrote the Codex: Astartes after the Horus Heresy which laid down the rules, tactics and philosophies that should govern every Space Marine Chapter. While not all Chapters adhere to it strictly, the Ultramarines take it as an almost Holy Doctrine by which to destroy His foes. Other Chapters may mock this strict discipline, however it cannot be denied that the Ultramarines are as feared a foe as any that exist in the Imperium. They are stalwart, practical, precise and efficient, with their Marines spending decades mastering their

craft and specific role within the Chapter. Personality: An Ultramarine is the stereotype of a Space Marine. Honourable, Noble, Respectful, Authoritative and Diplomatic. Exile: An Ultramarine Exile forfeits the use of all Ultramarine equipment, even their own, until they fulfil a Death Quest set by another Ultramarine to regain their honour. The difficulty of the Quest depends on the severity of the offence. Ultramarine: Classes Available: All* Chapter Characteristics: +2 to all Diplomacy Skills. +2 to one Ability Score. Codex: Astartes. *An Ultramarine may multi-class to any other class. An Ultramarines Brother Captain also gains the abilities of a Tactical Marine as he levels up. Chapter Feats: Xenos Hatred: Tyranids – The character gains a +1 to hit, +1 to all damage and a +1 to his AC vs Tyranid creatures Adherence to the Codex – Once per deployment, the character may rearrange the layout of friendly models in any combat encounter without suffering attacks of opportunity. Chapter Inventory: Item Honour Blade Properties Gain + 4 Damage and +4 to hit Type Size Slots Cost

2h Relic Sword Medium (+STR and a Half to FAT and damage Medium

Both Hands, 1 75 Belt or Back (when not equipped) 2 hands, back (when not equipped) 50

1st Company Storm Bolter

Reroll a failed Storm Bolter to hit and wound roll. Automatically Critical Tyranids. All friendly models in line of sight gain +1 AC Banner

Banner of Calth




ii) Imperial Fists The Imperial Fists are the Imperium's masters of defence. The 7th Legion, they were charged with the fortification of the Imperial Palace prior to the siege made Horus and his traitor Legions. They also adhere to the Codex: Astartes in the same fashion as the Ultramarines, however they have their own approaches to combat discipline and many tactics. They require themselves to be extremely detailed in their planning and execution of strategies, however they tend to be a very somber, selfpunishing group. Personality: Imperial Fists tend to be quite gruff and blunt. They hold a high sense of duty and honour and will always do their duty to the law before any personal action. Exile: A Exiled Imperial Fist still participates in combat, but as a sign of penance wears no armour until his honour is considered to be redeemed.

Available Classes: All* Chapter Characteristics: +2 to Constitution. +2 to all checks made using Heavy Weapons. Codex: Astartes. *Any class may multi-class to a Devastator Marine, Imperial Fist Tactical Marines may choose to be a Devastator Marine from level 1 rather than 2. Chapter Feats: Take Cover! - When behind cover of any sort, the character gains a +2 bonus to his AC Fortifier – During deployments, the character can fortify any building or area, enemies approaching these areas are reduced to initiative 1 for the first round of combat. Chapter Armoury: Item Properties Type Size Slots Cost

Shield of Dorn +1 to AC. No Attack Penalties.

Combat Shield Medium

N/A – Mounts 20 on Forearm. 2 Hands 50

Starfire’s Rage Once per Plasmagun encounter, can be fired as a Plasma Cannon, otherwise counts as a Plasmagun Righteous Indignation Target suffers Lascannon -10 to AC if hit. Critical hit causes Instant Death. Regardless of FAT



2 Hands, Back 100 (Generation)

Iii) Dark Angels The Dark Angels are amongst the most experienced Xeno hunters in the Imperium. From their floating, spaceborne Fortress Monestary called The Rock – the last piece of their destroyed homeworld, Caliban – they dispatch their elite Deathwing Kill-Teams to hunt down 'The Fallen'. The history of Caliban holds a terrible secret, during the Horus Heresy fully half of their Chapter fell to Chaos, the resulting civil war destroying Caliban. The Rock, protected by powerful Void Shields, survived the destruction of the planet. Thousands of corrupted Dark Angels fled the destruction and have been hunted down over the past ten thousand years, the existence of the Fallen is one of the greatest kept secrets of the Imperium, no one apart from the upper echelon of the Chapter and the Deathwing Company know of their existence. Before the fall, the Dark Angels had their origins as a planet spanning knightly order dedicated to upholding peace and many of those cultural elements still exist today. Personality: A Dark Angel tends to be quite quiet, observant and feels obliged to protect the honour of his Chapter unto his death. They are the perfect example of a medieval knight and would rather die than sully their honour. Exile: A Dark Angel Exile may find himself hunted by members of his own Chapter unless he finds

a way to redeem himself. Available classes: Tactical Marine, Apothecary, Chaplain* Chapter Characteristics: +2 to Charisma, +2 to Strength OR Dexterity, +2 to Gather Information, +2 to Knowledge: Xenos, Pistol Mastery: always able to carry and use two pistol class weapons. Codex: Astartes *A Dark Angels Chaplain is known as an Interrogator Chaplain and automatically gains the Redeemer feat and is regarded as having CHA 16 for all combat abilities (unless the natural score is higher than that) Chapter Feats: Redeemer: The character can always tell if someone is not telling them some information or is lying. Deathwing Veteran: The character belongs to the elite Deathwing company and may upgrade Terminator Armour to be Deathwing Terminator Armour*, additionally he gains +1 to all rolls made during Space Hulk boarding actions. Chapter Armoury: Item Lion Medallion Tabard of Honour Herald of the Lion *Deathwing Terminator Armour Properties +2 Charisma +4 to all Diplomacy Checks +1 to hit roll. True Grit +2 to AC vs All Xenos Type Symbol Tabard Size Small Medium Slots N/A N/A Cost 100 100

Boltgun Terminator Armour

Medium Large

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iv) Space Wolves The Space Wolves are regarded as the most barbaric of the loyal Space Marine Chapters. Not because they indulge in blood drinking rituals like the Flesh Tearers, or because of zealous selfflagellating behaviour like the Black Templars, but because they are little changed from their tribal, primitive culture even after becoming a Space Marine. Hailing from the Death World of Fenris, the Space Wolves are born into conflict. They learn to fight hard and take a beating from and early age. Unlike the majority of other Chapters, the Space Wolves do not follow the Codex: Astartes with regards to their size and organisation, they have 12 Great Companies, each of which can range in size from 50 to several hundred marines. Personality: Space Wolves are gruff, loud, always looking for a good fight and have little tolerance for what they might perceive as ‘cowardly’ actions. Exile: An Exiled Space Wolf is doomed to become a member of the Wolfblade. He will be shunned by his brothers until his service is over. During this time he cannot communicate with other members of the Space Wolves and may be sent on near suicidal missions. Available Classes: Tactical Marine*, Chaplain**, Brother Captain***.

* A Space Wolf Tactical Marine is known as a Grey Hunter and automatically start with the True Grit feat. Grey Hunter who becomes a Devastator Marine looses this feat but becomes a Long Fang. A Long Fang gains the ability: Pinpoint Target – The Long Fang may target a specific model once per Deployment, his next shot against that target is guaranteed to critically hit. ** A Space Wolf Chaplain is known as a Wolf Priest and gains: Fang of Morkai – once per encounter, the Wolf Priest may designate a friendly model. That model may ignore the first damage it takes in the encounter. *** A Space Wolf Brother Captain is known as a Wolf Lord and gains the ability: Battle Howl – once per deployment the Wolf Lord grants all friendly models a +4 to hit for the next round. Chapter Characteristics: +2 Constitution, +2 Strength, -2 Intelligence. +4 to Senses checks. May not use Heavy Weapons until becoming a Devastator Marine. All Space Wolves are regarded as having the Crux Terminatus feat. Chapter Feats: Fury of the Wolf Lords: The character gains an additional attack in close combat, plus an additional attack if he wields two single handed melee specific weapons. (counts as a seperate attack) Wolfkin: The character can be accompanied by a Fenrisian Wolf, who has the following statistics: Str: 18, Dex: 18, Con: 18, Int: 8, Wis: 14, Cha: 8. HP: 30 AC: 18 Attack: Claw & Fang –2D6+D8 Damage Skills: Senses 4. The wolf gains levels along with its master, and he can use its senses as his own if wished. If the Wolf dies then it is gone and another wolf cannot be acquired until the next mission, the new wolf is acquired at 0xp and gains experience normally. Chapter Armoury: Item Wolf Claws Properties Type Size Medium Slot Both Hands (cannot be unequipped) One Hand (when equipped), 1 Belt slot (scabbard) None Cost 100 Points

Reroll damage Lightning dice (must Claw x2 accept second roll) Deals an Relic Axe additional 6 points of Frost Damage (12 vs Fire creatures) +3 to all to hit Necklace rolls in melee

Frost Axe


70 Points

Wolf Tooth Necklace


100 Points

v) Salamanders The Salamanders are masters of flame, hailing from the fiery world of Vulkan they are no strangers to close range combat. While they follow the Codex: Astartes, the Promethian Cult encourages them to use Flamers and Meltas in combat, though symbols of the forge – anvils and hammers – are also prevalent throughout the Chapters Iconography. Personality: Salamanders, like all Codex: Astartes marines, hold high a sense of honour and duty to the Chapter, though individually their personalities can vary greatly.

Exile: An Exiled Salamander cannot use any Flame-Based Weaponry for the duration of his Exile (set by DM). Available Classes: Tactical Marine, Techmarine, Brother-Captain* *A Salamanders Brother Captain’s Heroic Presence also deals 1+CHA modifier Fire Damage/Round to enemy models within 3 squares. Chapter Characteristics: +2 to one Ability Score, Resist: Fire 5. Any Class may use any Flamer of Melta Weapon without restriction. Codex: Astartes Chapter Feats: Heat of Vulkan: Flamer weapons deal half again as much damage. Promethian Legend: Such is the characters master of flame that it cannot burn him, the character gains an additional Resistance 15 to all forms of fire damage, including daemonic fire. Chapter Armoury: Item Incendiary Grenade Properties Type Size Small Slots 1 Belt (per 5 grenades) Cost 5

Thrown Grenade Grenade, 2D6 Flame Damage + 1D6/round for 3 rounds. Immolates Flamer target for and additional 2D6 damage/round for 3 rounds Cause an Bolter additional 3 ammunition. points Fire damage, Critical fail when shooting causes the weapon to jam for 2 rounds.

Vulkan's Breath


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Incendiary Rounds


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1 per round

vi) Blood Angels The Blood Angels are amongst the most iconic Chapters in the Imperium. They come from the planet of Baal, where they still recruit from the tribes of the moons of Baal Prime and Baal Secundus. While they adhere to the Codex Astartes, they are not the most strict of adherants. This is because they have large numbers of assault squads compared to their numbers of tactical squads. Preferring rapid strikes, the Blood Angels rely on speed and precision to hit their foes hard before they have a chance to react. Personality: The Blood Angels can be arrogant and confident, preferring a straight-up fight up close to the stand-off tactics of other Chapters. Always willing to defend their Chapter, they will frequently challenge others to duels to settle matters of honour. Exile: A Blood Angel who has become exiled may find himself at greater risk of succumbing to the Black Rage, if he survives long enough to redeem his honour then his brothers will welcome him

back. Available Classes: Tactical Marine, Apothecary*, Chaplain** Chapter Characteristics: A Blood Angels Tactical Marine MUST specialise as an Assault Marine. +2 Dexterity, +2 Charisma. +4 to Momentum Checks, +2 to Will Saves. *A Blood Angels Apothecary is known as a Sanguinary Priest and gains the ability: Red Grail – The Apothecaries Narthecium always grants the target +1 to Hit for 2 rounds/charge. ** A Blood Angels Chaplain also wears Death Company Armour and is Immune to Critical Hits. Chapter Feats: Red Thirst: The character gains a temporary boost to his strength and hit points the longer he is is combat for. For every round of melee combat the character is in, he gains +1 strength and 4+level temporary hit points. These fade at the end of each combat encounter. Wings of Fire: The character is extremely adept at using Jump Packs and can use them indoors, gaining an additional 6 squares to movement and charge range. Chapter Armoury: Item The Flesh Tearer Properties Type Size Medium Slots Cost

Additional Chainsword 1D6 bleeding damage/round until death, fortitude check saves. Counts as a meltagun Immunity to Critical Hits Pistol

1 Hand, 1 Belt 30 (Scabbard)

Baal’s Light Death Company Armour


1 Hand, 1 Belt 50 (holster) All 100

Power Armour Large

Vii) Blood Ravens The Blood Ravens are possibly the most mysterious of Space Marine Chapters, they do not know who their Primarch was, they have no homeworld, but operate from a large fleet and consider the Battle-Barge Omnis Arcanum their Fortress-Monestary. Due to it's mysterious origins, the chapter is obsessed with the study and recovery of knowledge and artefacts, especially those that give hints as to their own history. The Chapter has a higher than normal number of psykers, including their Chapter Master. In terms of tactics and organisation, they follow the Codex Astartes, however it is not unprecidented for large numbers of librarians to be fielded as a battle group. Personality: Guarded – the Blood Ravens history makes them very good at guarding knowledge. Because their recruitment worlds vary, the personalities of the Blood Ravens vary accordingly. However they do follow the Codex: Astartes and conduct themselves accordingly. Exile: An Exiled Blood Raven forfeits access to his Chapters Libraries and History other than what he has already memorised. He may be redeemed by finding and bringing back an unusual piece of arcane lore. Available Classes: Tactical Marine, Librarian*, Brother Captain Chapter Characteristics: +2 to Wisdom and Intelligence. Codex: Astartes. +4 to Knowledge: Arcane Checks.

* A Blood Ravens Librarian gains his level 2 abilities at level 1. Chapter Feats: Knowledge is Power: The character gains 10% more experience upon mission completion. For the Great Father: The character has exceptional willpower and gains immunity to any nonphysical psychic effects. Chapter Armoury: Item Properties Type Size Slots Cost

Daemonhamm Ignores AC if Thunderhamm Medium er target is tainted er by Chaos Banner of the Raven Friendly characters within line of sight gain +2 to will saves Banner Medium

2 hands., Back 100 (scabbard) Back 60

Tome of the Chapter

+4 to Tome knowledge checks when not deployed, can search the chapters history to see if there is anything related. If there is, all party members gain 10% additional experience when dealing with similar enemies or situations in the future. (roll a D10, if the result is above 7, there is knowledge in the Tome)




Viii) Iron Hands The Iron Hands number themselves amongst the best equipped Chapters that exist. Not because they have access to special equipment, but because their ability to connect to the Machine Spirit of whatever they use is unparalleled, only the Tech Priests of Mars know more about the secrets of the Omnissiah. The Iron Hands ritually replace parts of their bodies with augmetic parts. As their name suggests, when they first become elevated to being a Space Marine they replace their right hand with a prosthetic.

Personality: The Iron Hands venerate machinery. Their craggy, stoic demeanour reflects their homeworld. Exile: An exiled Iron Hand must craft or repair a legendary item or find himself at odds with the Machine Spirit of many things he tries to use. Classes Available: Tactical Marine, Apothecary, Techmarine* Chapter Characteristics: +2 to Intelligence, +4 to all Technology skills, +2 to Scavenge. +1 to all dice rolls when using any Space Marine or Imperial equipment (not weaponry). Codex: Astartes. *An Iron Hands Techmarine gains his level 2 abilities at level 1. Chapter Feats: Iron Hand: The characters mechanical fist counts as a power weapon. Lore of Steel: The character can repair any damaged Imperial or Astartes equipment without having to make a roll. Chapter Armoury. Item Properties Hammer of Ferrus



Slots 2 hands, back (scabbard)

Cost 90

Relic Thunderhamm Medium Thunderhamm er er that Deals + 6 Fire and + 6 Lightning Damage +1 to AC +3 to Hit Power Armour Large Bolter Rounds Small

Armour of True Steel Adamantium Rounds

All See Magazine sizes.

75 1/round

ix) Raven Guard The Raven Guard are a secretive chapter, there are rumours of extreme mutation in their geneseed, as some of their founding Chapters report bony spikes growing out of their bodies, or deformations after implanting the geneseed. These are only rumours, however. The Raven Guard rely on stealth and speed, striking from hidden locations and reaping a terrible tally amongst the enemy before they even know they are there. Personality: Prone to angry outbursts, violent mood swings and general scepticism, the Raven Guard are not the friendliest of chapters. They will invariably take the practical route in dealing with their problems. Exile: An Exiled Raven Guard must show that he is able to survive behind enemy lines without aid. Available Classes: Tactical Marine*, Apothecary*, Brother Captain* *All Raven Guard Classes are able to use a Single Lightning Claw without the Specialist Weapons Feat. Chapter Characteristics: +2 Dexterity, +4 to Scavenge, +2 to Momentum, +2 to Reflexive dodge. Codex: Astartes. Chapter Feats: Raven's Stealth: Once per deployment, the character can choose to melt away into shadows and reappear during the next combat encounter in any position. Corax's Lament: The characters physiology is abnormal for a Space Marine. Choose 1 physical statistic to gain a +2 bonus to, but also choose 1 physical statistic to take a -2 penalty.

Chapter Armoury: Item Raven's Claw Properties +1 Attack Type Lightning Claw Cloak Grenade Size Medium Medium Small Slot Cost

1 Hand (cannot 75 Points be unequipped) Back 1 Belt/5 80 Points 10 Points/5.

Cloak of Night +2 to AC Flash Grenades 6 square area of effect, all units caught within area suffer a -4 to all attack rolls for 2 rounds. (Fort save vs DC24 to ignore)

ix) White Scars The White Scars combat doctrine takes a significant amount from their tribal heritage. They have roots in a nomadic almost Mongolian style of living and are the unequivocal masters of mechanised fast attack. While still following the Codex: Astartes, every White Scar Marine has skills and training that centre around the use of fast vehicles – bikes, attack bikes, rhinos and landspeeders etc. They were also the first to field the Land Raider Redeemer, using the speed and terrifying firepower of the Flamestorm Cannons to their greatest effect. Personality: Much like the Space Wolves, the White Scars have a ‘noble savage’ aspect to them. They will never let a slight to their honour go unchallenged Exile: An exiled White Scar must redeem his honour by killing a powerful enemy in single combat. Available Classes: Tactical Marine, Apothecary, Techmarine, Brother Captain* Chapter Characteristics: +2 to Dexterity, +4 to Momentum Checks, +4 to all Technology: Astartes checks when attempting to drive/ride vehicles. *A White Scars Brother Captain is known as a Khan and automatically gains the Master of Melee feat. Chapter Feats: For The Khan!: Once per encounter, the Marine may make a charge attack that guarantees a critical hit. Fury of the Steppes: The Marine is exceptionally skilled at making moving attacks, when moving past an enemy he no longer takes attacks of opportunity, additionally if he does this while charging, he may make an attack of opportunity against every model he successfully charges past. Item Tulwar Properties Adds DEX Modifier to Damage (not STR). Critical 16-20x2 Type Power Sword Size Medium Slot 1 Belt/Hand Cost 35

Steppes Banner

Khans Lance

All friendly models within line of sight gain +2 to momentum checks +2 to hit. 2D8 +2 Damage. Dex to Hit. Specialist Melee Weapon. Crit 19-20x3





Unique Power Spear (can be thrown)


1 hand/back.


4) Class Details i) Tactical Marine Tactical Marines are the standard troops of the Adeptus Astartes. Upon being fully inducted into the Chapter, and graduating from the scout company, the recruit enters the ranks of the Tactical Squads. They spend a period of time in these squads before potentially joining the ranks of the Devastator or Assault squads. While Tactical Marines are capable of using any equipment, they do not get the additional experience of using them until they join the ranks of the Devastators or Assault Marines, they learn to specialise with other types of weapon and equipment. Tactical Marines cannot use Heavy Ranged Weaponry Assault Marines can never use 2 handed ranged weaponry (even with True Grit), gain +1 attack Devastator Marines may use Heavy Ranged Weaponry, gain - 1 attack when holding their heavy weapon. Tactical, Devastator and Assault Marines may choose 2 skills to be trained in.

Tactical Marine Levelling table: Level 1 2 3 Exp Required 1000 3000 Benefits +1 Class or Generic Feat, +1 Chapter Feat. Class Specialisation – Assault, Tactical or Devastator. +2 to 1 Ability Score Tactical Advance

Tactical Advance allows the Tactical Marine to move and shoot at the same time. – gain 1 standard ranged shot as a free action. 4 5 6 7 6000 10000 15000 21000 +1 Class or Generic Feat Automatically Gain Crux Terminatus. +2 to 1 Ability Score +1 Class or Generic Feat Suppressing Fire!

Suppressing Fire!: Any wound caused at range by the Marine reduces the enemies movement by half, the target can save against this via their will vs DC 20 8 9 28000 36000 +1 Class or Generic Feat Precise Shot

Precise Shot: The Marine has become such an expert shot that he can shoot into close combat (not applicable to any template weapon) 10 45000 +1 Class or Generic Feat, Indomitable. +2 to 1 Ability Score Indomitable: At ¼ HP, the Tactical Marine takes ½ damage from all effects. Assault Marine Leveling Table Level 2 Exp Required 1000 Benefits Assault Marine Specialisation. +2 to 1 Ability Score

Assault Marine Specialisation: The character gains an additional attack when using a 1h melee and pistol class weapon. 3 3000 Storm Assault Storm Assault: The Character gains an additional attack per adjacent enemy after charging for the first round of combat. 4 5 6 7 8 6000 10000 15000 21000 28000 +1 Class or Generic Feat Automatically gain Crux Terminatus +2 to 1 Ability Score +1 Class or Generic Feat +2 to 1 Ability Score Flurry of Blows

Flurry of Blows: the character can choose to have an additional 2 attacks, however loses all ability modifiers to hit 9 10 36000 45000 +1 Class or Generic Feat Rage! +2 to 1 Ability Score

Rage!: The Character gains an additional attack for every successful attack he makes in melee.

Resets at the end of combat.

Devastator Marine Leveling Table: Level 2 Exp Required 1000 Benefits Devastator Marine Specialisation +2 to 1 Ability Score

Devastator Marine Specialisation: The Marine suffers no movement penalties when using a heavy weapon. 3 3000 Hail of Bolts Hail of Bolts: The Marine can shoot a heavy weapon twice as often provided he does not move during an encounter 4 5 6 7 8 6000 10000 15000 21000 28000 +1 Class or Generic Feat Automatically gain Crux Terminatus +2 To 1 Ability Score +1 Class or Generic Feat Bludgeon

Bludgeon :The Marine can use his heavy weapon to club enemies in melee. (STR) D20 Damage, target is stunned for the next round (fort save vs DC 20). 9 10 36000 45000 +1 Class or Generic Feat Crippling Shots +2 to 1 Ability Score

Crippling Shots: A successful wound by the character cripples his foe, rendering them immobile and prone. Fort Save vs DC 20 prevents. Class Feats: Ambidexterous – The Marine may make actions with ranged weaponry held in both hands in one turn. Versatile Combatant – The Marine may change weapons (where possible) as a free action. Vendetta – The Marine carries a long standing grudge against a particular foe. Pick a Xenos Race, the Marine gains +1 to hit enemies of that race. Unstoppable – Requires level 4. Once per deployment, the Marine may focus his fury completely, becoming invulnerable for a short period of time. The affect of Unstoppable lasts for 1+ the Marine’s Level rounds. ii) Apothecary. Apothecaries are the Medics of the Astartes. They have received additional, expert training in what makes a Space Marine into a Space Marine and know how to manipulate and regulate their bodily functions to increase healing, temporarily increase resistances and generally bolster a Marines metabolism. While not on deployment, Apothecaries tend to the wounds of their brothers and perform augmetic re-constructural surgeries if necessary, replacing flesh with metal. When on deployment, a unique piece of kit is added to the armour of an Apothecary – the

Narthecium. While this unit renders the Apothecary unable to use two-handed equipment, it more than makes up for this loss in abilities. Not only does the Narthecium contain all the medical equipment required to treat wounds in the field, including surgical blades, it also contains a unique weapon – the carnifex – used to administer the Emperor's Peace to a fatally wounded Marine. The final and most important duty of an Apothecary is to retrieve the Geneseed from fallen Space Marines so that the legacy of their Chapter can continue. The recovered Geneseed can be implanted into a successful applicant, allowing for the creation of a new Space Marine. Apothecaries may choose 3 skills to be trained in. Apothecaries may use (as standard): 1 handed melee weapons, 1 handed ranged weapons, Power Armour. Apothecaries may never use: 2 handed weapons, Terminator Armour, Heavy Weaponry. Apothecaries are always equipped with: The Narthecium: Contains 20 charges per deployment, unless additional vials are taken. Abilities: HEAL – Range: Touch. Heals a friendly Space Marine of ¼ their full HP of Damage per charge used. Uses 1 Charge CURE DISEASE/POISON – Range: Touch. Cures a friendly Space Marine of poison/disease. Apothecary makes a DC + Int modifier. check vs the Poison/Disease. Uses 1 Charge BOOST METABOLISM – Range: Touch. The target friendly Space Marine adds +1 to all dice rolls until the end of the encounter. Uses 1 Charge SUNDER METABOLISM – Range: Touch. Make a Melee attack roll (Dex). On a successful hit, you pump the enemies body full of combat hormones. If the opponent fails a fortitude save of DC15+Apothecaries Int Bonus +1 per charge used, they tear themselves apart and take D20 damage for every charge used. Uses 1 to 20 charges. CARNIFEX – Range: Touch. Functions as a Bolt Pistol with range:touch. Requires Melee attack roll (dex) Apothecary Leveling Table Level Experience Required 1 2 1000

Benefits +1 Class or Generic Feat, +1 Chapter Feat Metabolic Control

Metabolic Control: When using Boost Metabolism on a friendly Space Marine, the Apothecary also gains the benefit on himself. 3 4 5 6 3000 6000 10000 15000 +2 to 1 Ability Score, +1 Attack. +1 Class or Generic Feat Veteran Apothecary +2 to 1 Ability Score, +1 Attack.

Veteran Apothecary: The Apothecary may use his Narthecium and attack in the same turn.

7 8 9 10

21000 28000 36000 41000

+1 Class or Generic Feat Purge the Xenos +1 Class or General Feat Master Apothecary +2 to 1 Ability Score, +1 Attack.

Purge the Xenos: Sunder Metabolism now deals an additional D10 Damage

Master Apothecary: The Apothecary is a master of his Narcethium and all effects caused by it are doubled. Class Feats: Researcher: The Apothecary gains +10 to all Knowledge: Biologis checks. By Their Own Artifice: The Apothecary can store extracted poison from fallen enemies in his Narthecium and inject it into enemies when using the Carnifex Bladework: The Apothecary is extremely adept at making precise, crippling blows in melee. Successful close combat attacks can reduce the targets Strength, Dexterity or Consitution by 2 (cumulative effect). The Apothecary must choose which ability to affect. iii) Techmarine Techmarines are unique amongst all Space Marines as they hold an extra level of loyalty. First, to the Emperor, secondly, to the Chapter and finally to the Adeptus Mechanicus. After graduating to being a fully fledged Space Marine, Aspirants who have shown a particular aptitude with technology – an almost instinctive understanding of how to make small alterations to their equipment that makes it that little bit more accurate or reliable – are sent to spend time training with the Machine Cultists of Mars, the Adeptus Mechanicus. When they return to the Chapter, their armour bears the mark of the Mechanicus – the Skull & Cog symbol of the Omnissiah and the distinctive rust-red trim that reflects the red robes of the Techpriests themselves. In addition to now being fully trained to repair, create, modify and use Space Marine equipment and vehicles, some Techpriests spend months, if not years adding subtle additions to their own armour and weapons. These subtle alterations can lead to some spectacular benefits. In addition to his normal weaponry, the Techpriest also has a mechanical arm, known as a Mechadendrite, which extends from his backpack unit and can be used to finely manipulate objects, as well as giving him a extra limb with which to strike in close combat. Techmarines may choose 3 skills to be trained in. Techmarines may never use: Heavy Ranged Weaponry, Terminator Armour. A Techmarine is always equipped with: Mechadentrite The Mechadentrite is a mechanical limb which grants the following abilities: Omnissiah's Grace: Reroll a failed Technology Check. Omnissiah's Wrath: Using his intelligence as a modifier, the Techmarine can direct his Mechadentrite to attack his foe. This attack counts as a Power Fist and can be directed at a separate target other than the one the Techmarine himself is attacking. Techmarine Leveling Table Level Experience Required


1 2


+1 Class, General or Chapter Feat. Precise Control

Precise Control: The Techmarine can spend a period of time when not on mission enhancing his equipment. For every 6 hours spent doing this, the Techmarine can enhance the following statistics by one (up to a maximum of 4): Armour – AC +1, Ranged Weaponry – +1 To Hit or +1 Damage, Ammunition - +1 Damage, Melee Weaponry – +1 to Hit, +1 FAT. 3 4 5 3000 6000 10000 +2 to 1 Ability Score +1 Class or General Feat Servitor Master

Servitor Master: The Techmarine may requestion (at Wargear cost set by the DM) a Servitor from the Inquisition, which has the following stats: S: 16, D: 16, C: 16 (I, W, C n/a), AC 18, HP: 20x Techmarine Level. The Servitor can be equipped with a heavy ranged weapon (also purchased at Wargear cost.) If destroyed, the Techmarine can repair the Servitor using his Technology: Imperium skill. If he fails to repair it then it is destroyed and a new Servitor must be purchased. 6 7 8 9 10 15000 21000 28000 36000 45000 +2 to 1 Ability Score +1 Class or Generic Feat Artificer +1 Class or Generic Feat Omnissiah's Chosen. +2 to 1 Ability Score

Artificer: the Precise Control ability can be applied to allies equipment.

Omnissiah's Chosen: The Techmarine taps into the Machine Spirits of nearby machinery, causing to turn on their owners. This does not apply to biological machinery. Target each enemy within 12 squares of the Techmarine that is using technological equipment and make the appropriate Technology skill check, if it beats the DR/AC of the equipment then it malfunctions. Armour loses 4AC, Melee weapons lose -4 to AP, Ranged Weapons gain +4 to their DR.

Item Armour Armour Armour

Helmet Helmet Helmet Ranged Weapon Ranged Weapon Ranged Weapon Ranged Weapon – Melta/Flamer/Plasma/Las

Potential Bonuses Advanced Linkage - +1 to STR/DEX/CON. Can be used up to 4 times on one suit. Hardened Ceramite - +1 to AC. Can be used up to 4 times on one suit. Regulator - +1 to any* resistance, can be used up to 5 times on any one suit. *Psychic Resistance can only be included with the help of a Librarian in the Party. Advanced Autosenses – Grants +2 to senses, upgrades senses limitation to +4. Advanced Targetter - +1 to ranged to-hit rolls. Internal Auspex – Ability to detect certain lifeforms through walls over a short range. Reinforced Barrel - +1 Damage Custom Grip - +1 to Hit Advanced Sights - +1 to Range Efficient Coils – Critical Hits do not cost Ammo.

Ranged Weapon – Bolt Class Melee Weapon – Power Melee Weapon – Chain Melee Weapon Melee Weapon – Power Melee Weapon – Chain

Recoilless Action - +1 to hit and damage per round targeting a single enemy, cumulative up to +4. Extended Coils - +1 Lightning Damage Serrated Teeth - +1 Bleeding Damage/Round Reinforced Structure - +1 to FAT Variable Power Field – Replace Lightning Damage with Fire/Frost Power Field – Adds a basic Power Field (+1 to Hit, +D4 Lightning Damage) to a non-power weapon.

Class Feats: Craftsman: The Techmarine is capable of making his own weaponry and equipment. When not on deployment, the Techmarine can spend time creating new equipment for himself or others, this can include exotic or legendary weaponry. Tell the DM what you wish to try to create and they will give you time and cost/parts required. (e.g You may wish to make a Nemesis Sword similar to those the Grey Knights use, you would need a Force Sword and a Relic Power Sword etc etc) Servitor Controller: The Techmarine can control an additional Servitor Engineer: The Techmarine is a master of Salvage and Repair. Broken or Damaged Wargear that is discovered can be tagged for retrieval and repaired when not on Deployment. iv) Librarian. Librarians are unique amongst Space Marines as they are able to channel the etheric power of the Warp with their minds. Drawn from Aspirants who exhibit psychic potential, they join the Ordo Psykana and spend decades honing their minds and learning methods of manipulating the Warp to unleash vast swathes of destruction or teleport around the battlefield. Librarians also have access to specialised equipment, aside from the normal access to the Astartes Inventory, they also use weaponry and equipment designed to help them focus their minds, and protect them from the potentially lethal effects of the powers they use. The Psychic Hood is an alteration to the armour of a Librarian. It surrounds and links to the Librarians head, allowing him to store psychic energy and also provide a buffer so that if the Warp strikes back he is not killed! Librarians also have access to custom made Force Weaponry, coming in the standard patterns of Sword, Axe and Staff. The legendary Grey Knights make use of Nemesis Force Weaponry which comes in other forms – Hammers and great Halberds – however such items are extremely rare. Force Weaponry allows the Librarian to channel his psychic might into each blow, or project it further and stronger. Librarians have a limited amount of energy, called Willpower, that they can use to cast their magicks, the amount they have is calculated by: Wisdom + D10x Wisdom Modifier. Every level add an additional D10 + Wisdom Modifier. e.g:

The Librarian at level 1 has Wisdom 18, he has a +4 modifier. He rolls a 6 on his D10 roll so has a total Willpower pool of 42 At level 2 he rolls an 8, gaining an additional 12 willpower. Willpower regenerates when not in combat Librarians may choose 4 skills to be trained in. A Librarian starts with the following equipment: Psychic Hood and either a Force Staff, Force Sword or Force Axe. A Librarian may never use heavy weaponry, specialist-class melee or ranged weaponry. (Is excluded from taking the Specialist Weaponry feats). A Librarian starts with the following abilities: Cast Spell: The Librarian taps into his knowledge of the Warp to cast a spell from his repertoire. Willpower cost: Varies. Force Blow: The Librarian channels his will into his weapon. When making a melee attack you may add the following effects (cumulative) before rolling to hit. 1) Sure Blow: Add +1 to your to hit roll – 10 Willpower 2) Cleaving: Opponent suffers -1 AC – 10 Willpower 3) Sunder Mind: Opponent is stunned for 1 round – 10 Willpower 4) Sunder Flesh: Opponent suffers and additional D6 damage – 10 Willpower For example, I use 70 willpower and gain a +3 to hit, +3D6 damage and stun my opponent for 1 round. Librarian Levelling Table: Level Experience Required Benefits 1 1 Class, Chapter or General Feat, 2 Psychic Powers 2 1000 +2 to 1 Ability Score 3 3000 +1 Psychic Power. Warding Warding: The Librarian is adept at countering enemy psykers, all friendly models within 12 squares gain +4 to resist psychic effects. 4 6000 +1 Class or General Feat 5 10000 +1 Psychic Power 6 15000 +2 to 1 Ability Score. Mindhammer Mindhammer: Any enemy psyker who is engaged in or engages the Librarian in Mind War is automatically stunned for the following round, regardless of success or failure. 7 21000 +1 Psychic Power 8 28000 Nemesis Nemesis: The Librarian channels his psychic energy into his strength. Gain +2 Strength or Dexterity when wielding a Force Weapon in melee combat. 9 36000 +2 to 1 Ability Score 10 45000 +1 Class or General Feat, +1 Psychic Power. Mindstorm Mindstorm: Once per deployment, the librarian can temporarily double his psychic pool, for the duration of the encounter all spells cast are regarded as striking critically. At the end of the encounter, his willpower pool automatically goes to zero. Psychic Powers Name Cost DC Effect

Lightning Gate Hammerhands

15 10 15/blow

15 15 16

Charged Bolts














16 16

Chain Lightning 15+10/jump

Haste Fireball Burning Aura

20 40 30/round

14 15 15

Might Shield Fade

15 15 30

14 14 14

D12 + Wisdom Modifier Lightning Damage to 1 target. Unlimited range. Crit x3. FAT 12 Teleport the caster and any willing friendly model in the squares adjacent to him up to 24 squares in any direction. Crit: Free teleport at the end of turn. Deals D10 + strength modifier physical damage per blow, target is knocked back 1 square per hit. Crit x2, +1 additional square knockback. Range: 18. FAT 14 Target a friendly Marine, for their next turn their ranged attacks deal an additional D6 Lightning damage that bypasses armour (always hits). Crit: Deal D12 damage FAT +2 Target suffers D20 + Wisdom Modifier Fire Damage per round. Sustained by caster. Range 6. Crit: No longer sustained, continues until caster or target is dead. FAT 12 All enemy models in a 3x3 square grid take 2D8 + Wisdom modifier Psychic Damage. They also take a D6 reduction to their Dexterity and Constitution. Range 15. Crit: Maximised Damage. FAT 10 ALL models in a 6x6 square grid take 2D100 + Wisdom modifier Physical Damage. Models with less than Strength 20 must make a Strength check vs DC 20 or be destroyed. Unlimited Range. Crit: 12x12 Square. FAT 18 Target takes 3D8 + Strength Modifier Physical Damage. Range 12. Crit: x2 FAT 14 Initial strike deals 2D12+ Wis Lignting Damage, each subsequent jump deals D10 + Wis and can jump up to 6 squares to an enemy model. Crit x3. FAT 12 (10) Target friendly marine gains +1 attack, +2 to dexterity, +2 squares movement and +4 initiative. Crit: Double Effect. All models in a 5x5 square grid take 2D12 + Wisdom Modifier Fire Damage. Crit: Max Damage. FAT 12 Enemy models within 3 squares of the Librarian must make a Will Save vs DC 20 or take D12 + Wisdom Modifier Fire damage. Crit: does not need to be sustained. FAT 8 Friendly Marine gains +4 Strength. Crit x2 Friendly Marine gains +4 AC. Crit x2 Friendly Marine cannot be charged and can only be shot at from half normal weapon range.

Class Feats: Immeasurable Will: The Librarian gains +50% willpower pool (increases with level – e.g lvl 1: Pool = 10 + feat = 15. Lvl 2 Pool = 20 + feat = 30.) Arcane Master: Once per Deployment, the Librarian can choose to expend all his willpower and

simultaneously cast every power in his repertoire. Psychic Fury: Any psychic effect that does not deal physical damage does 50% more damage, but costs an additional 50% Willpower. iv) Chaplain Chaplains are fearsome warriors who are taken from the most devout, most zealous aspirants. They are typically those who bolster the resolve of those that serve with them, encourage and inspire them. The Chaplains typically do not lead men into combat, usually a Chaplain is seconded to a particular company and answers to the Commander leading it, however in exceptional circumstances it is possible for a Chaplain to lead a Company into battle, should there be an absence of other Commanders. Their armour is painted black, and they wear a unique, skull faced helmet. Chaplains look after the spiritual well being of the Chapter, guiding the Marines towards the will of the Emperor and erasing any doubts they have about the purpose of their missions. Chaplains are feared in close combat, their symbol of office and main weapon is the Crozius Arcanum, an eagle topped single handed weapon which can cleave through the enemy with little effort. Adding this potent weapon to the righteous fury of a Chaplain makes him a force to be reckoned with by any opponent. Additionally, the ancient technology inside the Crozius protects the Chaplain from damage that would otherwise be considered lethal. Plasma or Power Weaponry that would normally easily cleave through armour is turned aside by this blessing of the Emperor. Chaplains may choose 2 skills to be trained in. Chaplains may never use: Medium or Heavy Ranged Weaponry, Specialist Weaponry. A Chaplain starts with: Crozius Arcanum, Chaplain Armour. Crozius Arcanum: The Crozius negates the effect of lethal blows. The Chaplain is immune to Melee Criticals. A Crozius can come in several patterns, however a Chaplain may only ever choose one type of Pattern to use. See the entry in the Wargear Section for more details. Chaplain Armour: The sight of a chaplain in combat inspires nearby men. Anyone in close combat in a square adjacent to the Chaplain gains the Chaplains CHA modifier as an additional to hit bonus. Chaplain Leveling Table Level Experience Required 1 2 1000

Benefits +1 Class, Chapter or General Feat. +2 to 1 Ability Score. Righteous Wrath!

Righteous Wrath!: For every friendly Marine engaged in melee with the same model as the Chaplain, the Chaplain gains 1 additional attack. 3 4 5 3000 6000 10000 +1 Class or General Feat +1 Attack +2 to 1 Ability Score. Fury of the Emperor

Fury of the Emperor: Enemy models charged by the Chaplain suffer a -4 to hit and dropped to intiative 1 for their next turn.

6 7 8 9 10

15000 21000 28000 36000 45000

+1 Class or General Feat +1 Attack +2 to 1 Ability Score. I Shall Not Falter! +1 Class or General Feat Litanies of Battle

I Shall Not Falter: The Chaplain gains +4 to momentum checks and cannot be knocked back

Litanies of Battle: Any friendly model within 6 squares of the Chaplain may reroll any fail to hit roll in Melee combat, they must accept the result of the second roll. Class Feats: Hatred: Once per encounter, the Chaplain picks an enemy model. The Chaplain automatically critically hits that model with his first blow against it. Storm of the Emperor: Once per encounter, the Chaplain may sweep his Crozius in a wide arc around himself. Enemy models that surround him take a normal melee attack. Blood and Honour: When the Chaplain drops beneath 25% Health, he gains +4 Strength. v) Brother Captain Every so often, a Marine will show exceptional leadership abilities and after at least a century of service to another Commander, he may be elected to lead the Company should that commander fall in battle. They inspire men around them with their sheer presence, command the battlefield with their skills and can reap a fearsome tally against the enemy. Brother Captains sometimes have a millennium of experience at their disposal. This experience is by far their greatest asset. Upon elevation to the rank of Brother Captain, the Marine is presented with the Iron Halo. The Iron Halo protects the Brother Captain from many forms of damage, including those that would instantly kill him otherwise. Brother Captains may choose 3 skills to be trained in. Brother Captains have no restrictions Brother Captains are always equipped with the following: Iron Halo. Iron Halo: No melee weapon can gain greater than a +1 to hit the Brother Captain, additionally the Brother Captain is immune to ranged critical hits. Brother Captains are always regarded as having the feat: Specialist Weapons: Melee. Brother Captain Leveling Table Level Experience Required Benefits 1 2 3 4 1000 3000 6000 +1 Class or General Feat. +1 Chapter Feat. Heroic Presence +2 to 1 Ability Score. +1 Attack. Unyielding

Heroic Presence: All friendly models in line of sight of the Brother Captain gain +1 to their AC.

Unyielding:Heroic Presence upgrades to +2 to AC

5 6 7 8

10000 15000 21000 28000

+1 Class or General Feat Precision +2 to 1 Ability Score Oath of the Moment

Precision: Friendly models affected by Heroic Presence gain +1 to hit.

Oath of the Moment: Once per deployment, the Brother Captain may declare that he will perform a certain task (e.g kill 20 enemies). If the DM accepts the Oath, the Brother Captain gains his Charisma modifier as an additional bonus to complete that task (e.g kill 20 Orks, gain +Dex & +Cha modifiers to hit Orks). 9 10 36000 45000 +1 Class or General Feat, +1 Attack. +2 to 1 Ability Score. Paragon

Paragon: Friendly models affected by Heroic Presence may add the Brother Captains CHA modifier to their to hit rolls. Class Feats: To Me, My Brothers!: Once Per Encounter, the Brother Captain can call aid to him. All friendly models within 12 squares gain a free attack against his target. Strike them Down!: The Brother Captain's melee attacks reduces his targets AC to 20 as long as he remains engaged in melee. Legendary: The Brother Captain may pick a second Feat from his Chapter

5) Armoury This section lists the basic properties of each type of weapon and armour available to the Deathwatch. Please note that the DM has access to a separate table regarding discovered loot. Table 1) Armour Name Scout Armour Power Armour Artificer Armour Type Light Astartes Initiate Armour. Statistics Cost

AC 16. No Back Slot. 25 Wargear Grants the Dodge feat. Free initially. 75 to replace. 400 Wargear

Standard Adeptus AC 20. +2 STR. +2 Astartes Power Armour CON. Power Armour AC 24. +2 STR. +2 CON. +2 DEX. AC 20. +2 STR. +2 CON. +2 WIS AC 24. +2 STR. +2 DEX. +2 CON. +2 WIS AC 28. +4 STR. +4

Librarian Armour Librarian Artificer Armour

Power Armour (Librarian only) Power Armour (Librarian only)

150 Wargear 500Wargear

Terminator Armour

Terminator Armour

300 Wargear

(Requires Crux Terminatus) Librarian Terminator Armour Terminator (Requires Crux Terminatus)

CON. Momentum +10. True Grit. If natural STR < 22. -4 DEX AC 28. Momentum 400 Wargear. +10. +4 STR. +4 CON. +2 WIS. True Grit. If natural STR < 22. -4 DEX

Scout Armour has the following slots available: 6 Belt (Small). Left & Right Hand. Power/Artificer Armour has the following slots available: 6 Belt (Small). Left & Right Hand, Back (Medium). Terminator Armour has the following slots available: 4 Belt (Small), Left & Right Hand, Back. Table 2) Ranged Weaponry Please note: Any two-handed medium weapon can be wielded in one hand using True Grit Any non Devastator using a heavy weapon can only shoot as a full round action and loses 1 square of movement due to the weight of the weapon. Unless stated otherwise: Light and Medium ranged weapons use Dex to hit, Heavy use Str. Reloading ANY weapon is classed as a half round action.

Name Bolt Pistol

Type Standard, Single Hand.

Size/Slot Light/1 Belt.

Abilities D8 Physical Damage. Range 12 1 Bolt



Cost 10

19-20x2 12


Standard, Two Handed

Medium/Back D8+2 Physical Damage. Range 18 1 Bolt Medium (STR)/Back 2D8 +4 Physical Damage, Range 18.. 2 Bolts 3D8 + 6 Physical Damage, Range 24. 5 Bolts D8+4 Physical Damage. Range 48. 1 Bolt.

19-20x2 12


Storm Bolter

Specialist. Two Handed.

19-20x2 12


Heavy Bolter

Basic, Two Handed


19-20x2 14


Sniper Rifle

Specialist, Two Handed

Medium (DEX)/Back.

19-20x4 14



Specialist, Two


See Boltgun. 19-





May shoot 20/18once per 20x2 encounter as a Plasmagun Medium See Boltgun. 19May shoot 20/18once per 20x2 encounter as a Meltagun 12/16 30

Combi-Bolter (Melta)

Specialist, Two Handed

Combi-Bolter (Flamer)

Specialist, Two Handed


See Boltgun. 1912/12 May shoot 20/20x2 once per encounter as a Flamer D10 Fire 18-20x3 14 Damage, +1 to hit. Range 12. 1 Charge D12+2 Fire 18-20x3 14 Damage, +1 to hit. Range 18. 3 Charges D12+2 Fire 18-20x3 16 Damage, +1 to hit, 3x3 grid template. Range 24, 10 Charges D10+2 Fire Damage, +2 to hit, range 6, 1 Charge. 20x3 16


Plasma Pistol

Basic, Single Hand

Small, 1 Belt



Basic, Two Handed



Plasma Cannon

Specialist, Two Handed.



Infernus Pistol

Specialist, Single Hand

Small, 1 Belt



Specialist, 2 Handed


D12 +4 Fire 20x3 Damage, +2 to hit, Range 8. 2 Charges. D20 +4 Fire 20x3 Damage +4 , +2 to hit. Range 14, 6 Charges 3x3 Grid, D8 20x2 Fire Damage, Range 6, 1 Unit 5x5 Grid, D8 20x2




Specialist, Two Handed





Basic, Two Handed




Heavy Flamer

Basic, Heavy, Two Large (back)



Handed (Single Hand Terminator) Missile Launcher Basic, Heavy, Two Large (back) Handed

Fire Damage, Range 10. 2 Units 2D20 Physical Damage, 1 Missile. 19-20x2 18 25


Specialist, Heavy, Large (back) Two Handed

2D20 20x4 Physical and 1D20+4 Fire Damage, +3 to hit, 1 Charge. 4D8 +6 Physical Damage, +2 to hit. 6 Rounds.



Assault Cannon

Specialist, Heavy Large (back) (Terminator Only). Single Hand.

18-20x3 16


Cyclone Missile Launcher

Specialist, Heavy Large (back) (Terminator Only), Single Hand

2D20 18-20x2 18 PhysicalDam age, +2 to hit, 2 Missiles.


Table 3) Melee Weaponry Please note, this table lists melee weaponry. If using a ranged weapon as a melee weapon, use these simple guidelines: Light Weapons: (Dex) D6 Damage FAT 4 Medium Weapons: (Dex) D8 Damage FAT 4 Heavy Weapons: (Str) D10 Damage FAT 4 All Melee weapons, regardless of type, add the Marines Str modifier to their damage. The FAT of all Melee Weapons does not include the Characters STR bonus, which must be added. Name Combat Knife Type Basic, One Handed Basic, One Handed Specialists, One Handed Basic, One Handed Size Small (1 Belt) Medium (1 Belt/Back) Medium (1 Belt/Back) Medium (1 Belt/Back) Abilities (Dex) 1D8 Physical Damage. (Dex), 2D6 Physical Damage. (Str), 3D6 Physical Damage, +2 to hit. (Dex), D12+2 Crit 20x2 FAT 6 Cost Initiall y Free. 5 to replace 10 40

Chainsword Chain Axe

1820x2 1920x3 1820x2

8 10

Power Sword*



Power Axe*

Basic, One Handed

Medium (1 Belt/Back)

Power Fist*

Specialist, One Handed

Medium (cannot be unequipped)

Physical & D6 Lightning Damage, +1 to hit. (Str), D12+4 Physical & D6 Lightning Damage, +1 to hit. (Str), D20+2 Physical & D8 Lightning Damage, +1 to hit. (Dex), 2D12 +4 Physical & D12 Lightning Damage, +4 to hit. (Str), 2D20+4 Physical & D10 Lightning Damage. +2 to hit (Str), Functions as a Power Fist and a Chainaxe striking simultaniou sly. (Str/Dex). 2D6+2 Physical & D6+WIS Psychic Damage. +WIS to Hit. +2 to all Psychic







Lightning Claw* Specialist, One Handed

Medium (cannot be unequipped)




Thunder Hammer*

Specialist, Two Handed.

Large (back)




Chain Fist*

Specialist (Terminator Only), One Handed.

Medium (cannot be unequipped)




Force Staff**

Librarian Only. 1 or 2 Handed

Large (back)




Tests. (Str)D12+4 1910+WI 100 Physical & 20x3 S D6+WIS Psychic Damage. +WIS to Hit. Force Sword** Librarian Only. 1 Medium (Dex)D12+ 188+WIS 80 Handed (belt/back) 2 Physical 20x2 & D6+WIS Psychic Damage. +WIS to Hit. Crozius Chaplain Only The Crozius can come in the forms of a Power 150 Arcanum (form dependant) Axe, 2h Power Axe or Thunderhammer. However once the player selects this pattern, he cannot change it. Any new Crozius he gains he can only use if it corresponds to that pattern. The Crozius also adds the Chaplains CHA modifier as a to hit OR damage bonus. *These weapons can be upgrades to Relic Power Weaponry (+2 damage and an additional +2 to hit) ** A Librarian must spend at least 6 hours training with a new Force Weapon to be able to use it properly as the crystal core needs to attune to him. Force Axe** Librarian Only. 1 Handed Medium (belt/back) Table 4) Ammunition (and associated items) Name Sickle – Pattern Bolter Magazine Drum – Pattern Bolter Magazine Ammunition Belt (Bolt) Ammunition Pack (Bolt) Box – Pattern Magazine Usable By Bolt Pistol, Boltgun, Storm Bolter (req 2), Combi-Bolter Boltgun, Storm Bolter (req 2) Size Small. Can carry 20 rounds. 3 per belt pouch Small. Can carry 50 rounds. 1 per belt pouch. Heavy Bolter, Boltgun, Small. Can carry 60 Combi-Bolter rounds. 1 per belt pouch. Cannot be reused. Heavy Bolter Back. Can carry 500 rounds. Sniper Rifle Small, Holds 5 Rounds. 3 per Belt Pouch. All bolters Small – Loose, max 40 per belt pouch Small – Loose max 40 per belt pouch Small – Loose max 40 per belt pouch Cost per item 1 5 7

40 3 3/round 3/round 3/round

Hellfire Rounds, +6 Fire Damage +2 FAT Kraken Rounds – All bolters +2 to hit, +2 damage, +2 FAT Metal Storm Rounds All bolters Target bleeds

1D6/round, fort save vs DC20 ends. +2 FAT Standard Rounds Energy Cell Energy Pack Energy Generator Thermal Cell Thermal Charge

All bolters Plasma Pistol, CombiPlasma, Plasmagun Plasmagun, Plasma Cannon (uses 3 per charges per shot) Plasma Cannon Infernus Pistol, Meltagun, CombiMelta Meltagun, Combi Melta, Multi-Melta (uses 2 charges per shot) Multi-Melta

Small – Loose max 40 per belt pouch. Small – 10 charges per cell. 2 per belt pouch Small – 30 charges per pack. 1 per belt Back – contains a 30 Charges, regenerates 1 charge/round Small – 5 charges per cell, 2 per belt pouch Small – 20 charges per cell, 1 per belt pouch Back – contains a charge of 24, regenerates 1 charge/2 rounds. Small – Contains 1 Charge. 1 per belt pouch Back – Contains a charge of 5, regenerates 1 per 4 rounds. Small – Loose 3 per belt pouch. Small – 4 missiles per rack, 1 rack per belt pouch. Back – Contains 40 missiles. Small, Contains 60 rounds, 1 belt pouch per drum Small, Contains 90 rounds, 1 belt pouch per belt. Cannot be reused Back, Contains 360 rounds. Small, 1 per belt. Contains 10 Units. Back, Contains 50 Units.

Free 2 4 40 2 4

Thermal Generator


Las-Cell Laser Generator

Lascannon Lascannon

4 40

Missile Missile Rack Missile Loader Drum Pattern – Assault Cannon Ammunition Belt – Assault Cannon Belt Feeder – Assault Cannon Fuel Canister Fuel Tank

Missile Launcher Missile Launcher Missile Launcher Assault Cannon Assault Cannon

5 8 40 5 8

Assault Cannon Flamer/Heavy Flamer Heavy Flamer

40 2 20

Table 5) Miscellanious Items Name Locator Beacon Type Abilities Cost

Miscellanious, Small (3 Mark an area or object 5 per belt pouch) for retrieval on mission success. Medium Ranged Weapon Accessory Provides a +1 to hit at above half range. 15

Targetting Scope

Fragmentation Grenade Thrown Ranged Weapon (Small, 2 per belt pouch) Krak Grenade Thrown Ranged Weapon (Small, 2 per belt pouch)

Range 12 (dex), 2 thrown. Enemies within 3x3 grid suffer D8 damage. Range 12 (dex), thrown. Single enemy suffers D10 damage with -2 to AC 3

Melta Bomb

Explosive Charge (can If placed on an object 10 be thrown). 1 per belt (e.g locked steel door), pouch. the object will be destroyed. Larger objects require more charges. If thrown, Range 12 (dex), Single enemy suffers D20 damage, enemy must make a fort save vs DC18 or be destroyed Small item, must be placed in a secured location. Armour Accessory. +1 to AC. Allows teleportation back to where the Homer was placed. (If Teleporters available) Mounted on an upper arm, suffer -1 to hit on all attack rolls using 2 handed weapons. Can be stored on back if not being used. Otherwise require 1 hand. A Combat Knife or Pistol Weapon can be stored in this sheath rather than use a belt slot 25

Teleport Homer

Combat Shield


Storm Shield

Medium Item, requires 1 hand. Adds +6 to AC if wielders STR is above 24 (Natural). Otherwise adds +3. Armour Accessory.


Thigh Sheath/Holster


Exotic Weaponry: The following is a basic guideline for the creation of exotic melee weaponry: Step 1) Describe what the weapon is. (e.g it’s a double headed two handed power chain axe) Step 2) What other properties does it have (e.g it has a teleporter in the handle and will return to me if I throw it or drop it). Step 3) Think of the component parts (e.g chain axes x2, power axe, 2 handed shaft, teleport homer). Step 4) Balance out the cost (1 chain axe, 1 chain axes head, 1 power axe, amalgamate haft from all 3, 2 teleport homers = 170 Wargear – or free if they already have the parts). Remember that technically speaking dismantling a weapon would be of great affront to the people who used it before you and also to the machine spirit of the weapon, so depending on your DM, you might find the created weapon somewhat… fickle. Ideally, new weapons should be made from salvaged broken ones. In terms of types of weaponry, I would recommend using standard medieval patterns: Broadsword (heavier Longsword, relies more on STR than DEX), Mace, Maul, Flail, Halberd, Greataxes etc etc etc. Get creative.

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