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Deathwatch Consolidated Character Creation V1.

By Michael Pennington (Mikethulhu)

This document consolidates all the character creation information from Deathwatch and its supplements into a single easy to use reference document
for GM's and players.

Version History

Version 1.0 : 28/2/2011


● First version of this document.
Version 1.1 : 06/03/2011
● Added Deeds.
● Added Imperial Fists character creation information.
● Added page references.
● Added Successor Chapters character creation information.
Sources
● DW : Deathwatch Core Rulebook
● RoB : Rites of Battle

Step 1 – Generate Characteristics : DW p.25

All 9 Characteristics (WS, BS, S, T, Ag, Int, Per, WP and Fel) begin at 30, players then have 100pts to spread between them adding no more than 20
points to any single characteristic. Furthermore all Space Marines begin with the skills, talents and traits listed below.

● Trained Skills : Awareness (Per), Ciphers (Chapter Runes) (Int), Climb (S), Dodge (Ag), Common Lore (Adeptus Astartes, Imperium,
War) (Int), Concealment (Ag), Drive (Ground Vehicles) (Ag), Intimidate (X), Literacy (Int), Navigation (Surface) (Int), Scholastic Lore
(Codex Astartes) (Int), Silent Move (Ag), Speak Language (High Gothic, Low Gothic) (Int), Tactics (any one) (Int), Tracking (Int)
● Talents : Ambidextrous, Astartes Weapon Training, Bulging Biceps, Heightened Senses (Hearing, Sight), Killing Strike, Nerves of Steel,
Quick Draw, Resistance (Psychic Powers), True Grit, Unnarmed Master
● Traits : Unnatural Strength, Unnatural Toughness

Members of the Deathwatch also begin play with the following...

● Trained Skills : Common Lore (Deathwatch) (Int), Forbidden Lore (Xenos) (Int)
● Talents : Deathwatch Training

Step 2 - Select Chapter : DW p.26 / 38 - 54

With their characteristics determined the character must select their chapter of origin. Noting down the effects to their Characteristics as well as their
Demeanour, Solo Mode ability and Chapter Attack Patter and Defensive Stance.

Step 3 - Select Speciality : DW p.26

Next the character must select their speciality, noting down any skills and talents they gain as well as that specialisations special abilities.

Step 4 - Movement, Wounds, Fate and Experience Points : DW p.27

Determine the characters Movement, Wounds and Fate Points as shown below. Additionally Deathwatch characters have 1,000 experience points to
spend on advances from their Chapter and Specialisation as well as the general Space Marine and Deathwatch advances. Deathwatch characters are
assumed to have already spent 12,000 experience points completing their Space Marine training and reaching their starting level of experience.

Movement : Note that a Space Marines base movement is increased by 1 if they are wearing their Power Armour.
● Half Movement : Ag bonus
● Full Movement : Ag bonus x2
● Charge : Ag bonus x3
● Run : Ag bonus x6
Wounds : 1d5 + 18 (Average 21)
Fate Points : Roll 1d10, 1-7 : 3 Fate Points, 8-9 : 4 Fate Points, 10 : 5 Fate Points

At this point characters may also spend some of their starting experience on Deeds, upgrade packages that reflect their experiences prior to joining the
Deathwatch. A starting character may only select one Deed.

Step 5 - Starting Equipment : DW p.28

All Space Marines begin play with the equipment listed below in addition to the extra equipment granted to them by their Speciality.
● Astartes Power Armour (MK VII "Aquila" Armour)
● Astartes Bolt Pistol
● Combat Knife
● 3 Astartes Frag Grenades
● 3 Astartes Krak Grenades
● Repair Cement
● 1 Chapter Trapping of their choice (See Deathwatch p.169)

Astartes Power Armour is amongst the best personal armour in the galaxy, providing a wide variety of special abilities and bonuses in addition to
protecting the wearer from harm, these are listed below (See Deathwatch p.160 for more details). In addition Astartes Power Armour suits are usually
ancient relics that have been passed from wearer to wearer over the centuries, if not millenia, and over time develop their own quirks as well as a rich
and detailed history linked to that of the suits wearers. Roll on the Power Armour History and Quirks on Deathwatch p.162 to determine some of this
history.

● Ceramite Plating : AP Arms (8), Body (10), Head (8), Legs (8)
● Enhanced Strength : +20 S, SB being increased AFTER the multiplier for Unnatural Strength (eg a S 40 Space Marine would have an SB
of 10 in armour).
● Auto Senses : Wearers gain Dark Sight as well as Heightened Senses (Sight and Sound), stacking with those talents for a total bonus of
+20 to appropriate tests. Auto senses also grant immunity to Photon Flash and Stun grenades and make Called Shots a half action.
● Osmotic Gill Life Sustainer : Sealed suit maintains Oxygen supply so long as the suit remains powered.
● Bio Monitor and Injector : +10 to T tests to resist the Toxic quality and Poison effects, 6 doses of Pain Supressant which allow the
wearer to ignore Critical Effects for 1d10 rounds, Stunning never lasts longer than 1 round.
● Vox Link
● Mag Boots
● Nutrient Recycling : Can sustain the wearer without supplies for at least 2 weeks.
● Recoil Suppression : Wearer can fire Basic Weapons one handed, though they cannot be used in Close Combat.
● Giant Amongst Men : Hulking, the Black Carapace however negates the modifier to attacks enemies would usually benefit from whilst
allowing the wearer to retain their +1 movement increase.
● Poor Manual Dexterity : -10 penalty to all tests requiring fine manipulation unless using equipment especially designed for Space
Marines.

Step 6 - Giving Characters Life : DW p.28

Players determine their characters names, nature and personality as well as other roleplaying considerations. Players may also roll on their Chapter
Past Events table (Deathwatch p.29 - 30, RoB p.48) to determine their characters pivotal experiences prior to joining the Deathwatch.

Chapters

Those chapters preceded by a "-" are Successor chapter of the chapter detailed above them in the table. They have the same benefits, demeanour,
restrictions etc as their Progenitor chapter along with the additions noted in their own entry.

Chapter Benefits Demeanour Solo Mode Attack Pattern / Implants Restrictions


Defensive Pattern

Black Templars +5 WS, +5 WP Zealous Righteous Holy Vengeance / Deficient Betchers May not be
DW p.38 Zeal Armour of Faith Gland and Sus-An Devastators or
Membrane Librarians

Blood Angels +5 WS, +5 Ag Red Thirst Blood Frenzy Fury of Sanguinius / - -


DW p.41 Feel No Pain

- Blood Drinkers " ", make a WP test before "" "" "" "" ""
RoB p.64 each mission, on a success
gain +10 WS, if failed take
-10 to WS and Fel until a pint
of blood is consumed. If a
Non Blood Angel or Blood
Angel successor witnesses
this the Kill Team loses 5
Cohesion

- Flesh Tearers " ", Furious Charge only costs " " "" "" "" ""
RoB p.62 1 Cohesion, Go to Ground
costs 3 Cohesion, gain Flesh
Render, -15 Fel

- Knights of " ", may be Black Shields "" "" "" "" ""
Blood
RoB p.65

- Lamenters " ", make WP test when "" "" "" "" ""
RoB p.63 Sanity threshold reached to
not suffer Primarchs Curse. If
failed gain all previous levels
of the curse
Dark Angels +5 BS, +5 Int Sons of the Stoic Defence Sustained - -
DW p.44 Lion Suppression /
Immovable Defence

- Angels of " ", Not affected by Primarchs " " "" "" "" ""
Absolution Curse, make WP test when
RoB p.61 Sanity threshold reached or
gain Corruption equal to how
much test is failed by

- Angels of " ", -10 Fel tests when dealing " " "" "" "" ""
Redemption with Imperials aside from
RoB p.60 Space Marines, +10 to
Tracking

- Consecrators " ", upgrade any one standard "" "" "" "" ""
RoB p.59 issue wargear item to Master
Crafted and treat it as a relic
if lost. May not start with
armour marks newer than
MK VI

Imperial Fists +10 WP Sons of Siege Master Tactical Bolter Drill - -


RoB p.44 Dorn / Hold At All Costs

- Crimson Fists " ", gain Hunter of Aliens "" "" "" "" ""
RoB p.66 (Orks Only)

- Hammers of " ", gain Rivals "" "" "" "" ""
Dorn (Ultramarines) and Hatred
RoB p.67 (Word Bearers)

- Subjugators "" "" Righteous Holy Vengeance / "" ""


RoB p.68 Zeal Armour of Faith

Space Wolves +5 Per, +5 Fel Sons of Wolf Senses Tooth and Nail / Hyperactive sensory May not be
DW p.47 Russ Pack Tactics organs granting the Apothecaries
Heightened Senses
(Smell) talent

Storm Wardens* +5 S, +2 Wounds Aspire to Thunders Call Lightning Strike / - -


DW p.50 Glory Shield and Sword

Ultramarines +5 to any 2 Characteristics Honour the Favoured Son Lead by Example / - -


DW p.53 Codex Rally Cry

- Black Consuls " ", gain Last Man Standing "" "" "" "" ""
RoB p.57

- Genesis " ", gain Peer (Ultramarines) "" "" "" "" ""
Chapter
RoB p.58

- Mortifactors " ", gain Blind Fighting and "" "" "" "" ""
RoB p.57 Meditation, -10 to Fel tests
when dealing with
Ultramarines and Progenitor
characters

- Novamarines " ", +10 to Forbidden Lore "" "" "" "" ""
RoB p.55 (Xenos) (Int)

- White Consuls " ", gain Common Lore "" "" "" "" ""
RoB p.56 (Imperial Guard) (Int)

*Storm Wardens may replace their Combat Knife with a Sacris Claymore (DW p.170)

Specialities

Speciality Trained Skills Talents and Traits Special Abilities (Choose One) Equipment

Apothecary Medicae (Int) - Guardian of Purity : Reduce corruption gained by Weapons : Astartes Bolter
DW p.68 Kill Team members by 2 (min 1) with Fire Selector
Create Toxins : Use tissue samples to temporarily Gear : Narthecium,
add the Toxic quality to the Kill Teams weapons in Reductor
Squad Mode.
Enhance Healing : Heal +1d5 wounds with First
Aid

Assault Marine Pilot (Personal) Swift Attack Wings of Angels : +20m to Jump Pack movement Weapons : Astartes
DW p.72 with a succesful Challenging (+0) Pilot (Personal) Chainsword
test. When charging and using this ability deal an Gear : Astartes Jump Pack
additional +1d5 to melee damage in Solo Mode.
Wrathful Descent : +1d10 Magnitude Damage
when charging into a Horde in Squad Mode

Devastator Marine - - Immovable Warrior : Gain the Sturdy trait and +10 Weapons : Astartes Heavy
DW p.76 to BS when in cover and using a heavy weapon. Bolter
Unrelenting Devastation : +1 damage to Horde Gear : Backpack Ammo
Magnitude with every hit when in Squad Mode. Supply
+1d5 when using a Blast weapon instead.

Librarian Psyniscience Psy Rating 3, Rite of Battle Psyker : Space Marine Librarians begin play Weapons : Astartes Bolter
DW p.80 (Per) Sanctioning with a Psy Rating of 3 and access to the Codex with Fire Selector, Force
Discipline and one other Discipline of their choice Weapon
(usually that of their chapter). They also begin play
with the Basic Technique of their chosen Discipline,
three additional powers chosen from their two
Disciplines (none of which can have an XP cost
greater than 500xp) and a number of Minor Powers
equal to (WP bonus/2 rounding up) x2.

Tactical Marine Command (Fel) - Bolter Mastery : +10 to BS and +2 damage with Weapons : Astartes Bolter
DW p.84 Bolt Weapons in Solo Mode with Fire Selector
Tactical Expertise : May share chapters Squad Gear : One clip of Special
Mode abilities with Kill Team members as if they Issue Ammunition (Max
were part of his chapter with a succesful Hard (-20) Requisition 25)
Command test.

Tech Marine Speak Language Electro Graft Use, Improve Cover : Add a number of AP's to a pieces Weapons : Astartes Bolter
DW p.88 (Techna Lingua) Mechadendrite Use of cover as a Full Action equal to his unmodified Int with Fire Selector
(Int), Tech Use (Servo Arm), bonus. Gear : Astartes Servo Arm,
(Int) Mechanicus Implants one Common
Craftsmanship Cybernetic

Deeds

Several of the deeds listed below are designed specifically for the Jericho Reach campaign setting for Deathwatch. These deeds have a second,
generic, name in brackets to be used if they are adapted to other settings.

Deed XP Cost Prerequisites Effects

Acheros Salient : the 500xp - Skills : Forbidden Lore (Witches) (Int)


Spectre of Vanity Talents : Abhor the Witch, Hatred (Renegade Marines)
(Slayer of Insanity Points : +1d5
Renegades) Corruption Points : +1d10 - WP bonus (Min 1)
RoB p.79

Assault on Baal 300xp Blood Angel Skills : Demolitions (Int) and either Navigation (Stellar) (Int) or Pilot (Spacecraft) (Ag)
RoB p.75 Talents : Hatred (Orks)

Battle Damage 300xp - Special : Select an additional history for your Power Armour
RoB p.81

Canis Salient : 300xp - Talents : Talented (Silent Move)


Stealth Operations Special : +10 Kill Markers and +1 Renown when completing an Assassination or Stealth
(Stealth Operations) based objective
RoB p.80

Crusade 300xp - Talents : Talented (Forbidden Lore (Daemons or Tau or Tyranids))


Reinforcement
RoB p.79

Defensive Genius 200xp - Skills : Increase Scholastic Lore (Codex Astartes) to +10
RoB p.82 Squad Mode : If you are the squad leader you may subtract 1 Cohesion from the cost of any
Codex defensive stance once per battle, you may also implement and benefit from any
defensive stance from another chapter in your kill team at an additional +1 to its cost.

Feast of Blade 300xp Black Templar +3 WS


Participant or Imperial -3 BS
RoB p.75 Fist Talents : Iron Jaw

Gene Seed Anomoly 300xp - +3 to any one characteristic


RoB p.87 -3 to any one characteristic
Skills : Medicae (Int)
Special : If wounds are tended by an apothecary from another chapter they may discover the
characters flawed gene seed on a Hard (-20) Medicae Test. The effects of this are up to the
GM but should at least reduce the Kill Teams cohesion by 1d10.

Initiate of Secrets 300xp Dark Angels +3 WP


RoB p.75 Skills : Deceive (Fel), Forbidden Lore (Dark Angels) (Int)
Talents : Rival (Inquisition) and either Drive (Ground Vehicles) or Drive
(Skimmer/Hoverer)
Insanity Points : +1d10
Squad Mode : Should you come across evidence of the fallen make a Difficult (-10)
Willpower test or immediately follow the lead, even if it means abandoning the kill team. If
you are the squad leader the test is Challenging (+0) instead.

Keeper of Ways 300xp Ultramarines Skills : Increase Scholastic Lore (Codex Astartes) to +10
RoB p.78 Talents : Talented (Command)
Squad Mode : If the Kill Team leader is slain or incapacitated you automatically assume
command, applying a new Oath immediately.

Lone Survivor 100xp - -3 Fel


RoB p.87 Talents : Hatred (Choose One)
Special : You may not be the leader of the kill team until you avenge the loss of your
brothers, recover their gene seed or reach 60+ renown. If you come across evidence of your
lost brothers you must make a Hard (-20) Willpower test to resist immediately following it
up.

No Quarter Given 500xp - +3 WS


RoB p.83 Talents : Counter Attack

Omnissiahs Calling 500xp Techmarine Talents : Electro Graft Use


RoB p.85 Bionics : +1 Common Craftsmanship bionic of your choice

Orpheus Salient : 200xp - Skills : Tactics (Void Combat)


Ghost Ships Talents : Talented (Forbidden Lore : Xenos))
(Boarding Actions) Special : -10 Fel when dealing with Imperial Navy officers
RoB p.80

Pain Glove Mastery 100xp Imperial Fists Talents : Hardy, Iron Jaw
RoB p.76 Insanity Points : +1d5
Wouinds : -1

Precision Targetting 200xp Devastator Special : When aiming you may exchange each +10 to your BS test for +1 Penetration.
RoB p.84

Price of Victory Free - Gear : +2 Best Craftsmanship Cybernetic Implants, bay not be an Augur Array, MIU, Servo
RoB p.81 Arm or Servo Harness
Fate Points : -1

Protecting The 400xp Apothecary Skills : Scholastic Lore (Chymistry)


Chapter Talents : Talented (Medicae)
RoB p.84 Kill Markers : +10 Kill Markers when completing an objective involving the recovery or
handling of gene seed.

Purger of Vigil 200xp Storm Warden Skills : +10 to Forbidden Lore (Xenos) tests dealing with the Sluagh
RoB p77 Talents : Hatred (Sluagh)
Wounds : -1
Gear : Your armour gains the Battered By War trait in addition to your normal history

Reclaiming the Lost 100xp - Special : You are subject to the rules for losing a relic and all the appropriate penalties until
RoB p.86 the relic is recovered. Should the relic be recovered you lose the penalties and gain +10
Renown.

Return to Duty 400xp Rank 2+ Skills : Forbidden Lore (Deathwatch, Inquisition)


RoB p.81 Talents : Peer (Deathwatch), Talented (Forbidden Lore (Xenos))

Right Gear for the 400xp Tactical Talents : Signature Wargear (Flamer, Combi Flamer, Hand Flamer, Plasma Pistol, Astartes
Job Marine Shotgun, Astartes Sniper Rifle, Astartes Chainsword, Astartes Power Sword, Best
Craftsmanship Astartes Scout Armour, Astartes Combat Shield), renown requirements do not
apply.

Right Place, Right 400xp Assault Marine Skills : Increase Pilot (Personal) to +10
Time Special : +2 Initiative if you use your Jump Pack on the first round of combat.

Ritual Duel Fighter 100xp (or Dark Angel or Roll 1d5 or choose from the following (for the increased xp cost)
RoB p.77 300xp if you Space Wolf ● 1 : Gain Rival (Opposed Chapter), may not carry a Chapter Trapping until you
choose the defeat a member of the opposed chapter in single combat.
result)
● 2 : May not carry a Chapter Trapping until you defeat a member of the opposed
chapter in single combat.
● 3 : +1 Fate Point.
● 4 : Gain Rival (Opposed Chapter) and Sure Strike.
● 5 : Gain Rival (Opposed Chapter) and Swift Attack.

Second in Command 400xp - Skills : Command


RoB p.82 Talents : Air of Authority
Honours : Iron Skull

Strike Team 200xp - Skills : Increase Scholastic Lore (Codex Astartes) to +10
Specialist Squad Mode : If you are the squad leader you may subtract 1 Cohesion from the cost of any
RoB p.82 codex attack pattern once per battle, you may also implement and benefit from any attack
pattern from another chapter in your kill team at an additional +1 to its cost.

Toe to Toe 200xp - Special : +10 WS when fighting a Master level enemy in melee.
RoB p.83 Squad Mode : When you are in squad mode and an enemy is with in a number of meters
equal to or less than your movement you must make a Challenging (+0) Willpower test to
resist moving to engage them in melee combat.

We Are All One 400xp Librarian Skills : Command


RoB p.85 Squad Mode : When you are not leading but are both within support range of the leader and
in squad mode the support range of the leader is increased by one category. Additionally
should the leader be slain or incapacitated the Librarian is designated second in command.

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