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DEATHWATCH – The Pelegius Mission

Mission: Assist Mechanicum to discover and secure entrance to underground city

Lieutenant-General Archibald Heth – Newly instated Commander of Pelegius IG forces


Soci and Yans – Expert scounts from Archie’s Golden Boys (Auran)
Magos Umbar – Leader of mechanicum explorator team
Ranger-Alpha Farraj – Skitarri Ranger Squad Leader

FORCES TO BE FACED
Vespid Sting Wing Hordes
2 Hordes of 30 each

Elites and Boss


2 Tau Battlesuits
8 Macroscorpions

MISSION REWARDS
Primary Objective – Discover entrance and secure entrance to underground 15 Req 300XP
Primary Objective – Ensure that Magos Umbar is kept alive 15 Req 300XP
Secondary Objective – Defeat any Xenos threat to the mission 10 Req 250XP
Defeat ALL enemy forces and keep casualties to a minimum 300XP
Rescue Magos and other scientists 400XP
Discover the truth of Archibald Heth 200XP
Total: 40 Req 1750XP
Hordes
Vespid Stingwing = 30 30
WS BS S T (8) AG INT PER WP FEL
35 45 30 45 60 25 30 30 15

Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Speak Language (Tau, Vespid), Survival
Talents: Exotic Weapon Training (Vespid Neutron Blaster), Catfall, Chem Geld, Hard Target, Lightning
Reflexes.
Traits: Dark Sight, Flyer (10), Natural Armour (Chitin), Improved Natural Weapons, Natural Weapons
(Claws), Unnatural Senses (see in normal, infrared and ultraviolet bands), Unnatural Toughness (x2).
Armour: Chitin armour (All 3)
Weapons: Claws (1d10+3; Pen 4), neutron blaster (30m; S/–/–; 1d10+12 E; Pen 8; Toxic)

Elites
Tau Broadside Battlesuit
WS BS S (10) T (10) AG INT PER WP FEL
25 40 50 55 20 30 40 40 30

Speed: 4/8/12/28
Wounds: 30 30
Skills: Awareness (Per), Common Lore (Tau Empire) (Int), Speak Language (Tau, Kroot) (Int).
Traits: Auto-Stabilised, Dark-sight, Unnatural Strength (x2), Size (Enormous), Unnatural Toughness (x2),
Sturdy.
Armour: XV-88 Broadside Suit (All 12)
Weapons: Twin-linked Broadside Railgun (500m; S/–/–; 3d10+30 I; Pen 15; Mounted, Twin-linked) or Twin-
linked Ion Cannon (200m; S/–/3; 3d10+10 E; Pen 9; Mounted, Twin-linked), Smart Missile System (90m; –/–/4;
1d10+12 X; Pen 4; Arm Weapon Mounting) or Twin-linked Plasma Rifle (90m; S/2/–; 2d10+9 E; Pen 10; Arm
Weapon Mounting, Tearing, Twin-linked

Macro Scorpions
WS BS S (11) T (8) AG INT PER WP FEL
45 - 52 49 37 21 36 25 12

Wounds: 35 35 35 35 35 35 35 35
Skills: Awareness (Per), Command (Fel) +10, Dodge (Ag), Intimidate (S) +20
Talents: Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron
Jaw, Swift Attack, Talented (Intimidate), Street
Fighting, True Grit.
Traits: Auto-stabilised, Brutal Charge, Fear (1), Make It Work, Might Makes Right, Mob Rule, Size (Hulking),
Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)
Armour: Extra Thick Chitin Plates (Body 10, Arms and Legs 10, Head 6)
Weapons: Claws (1d10+14 R; Pen 4). Stinger (1D10+15 T; Pen 8; Toxic)

Traits and Talents:


Bulging Bicpes: Remove bracing requirement for certain weapons
Crushing Blow: +2 Damage with Melee Weapons
Brutal Charge: A horde with this trait does an additional 1d10 damage when it charges in the same
round. Anyone else deals 3 extra damage on charge
Furious Assault: On a successful WS Test, gain a free second attack
Hardy: Heal as if lightly damaged
Iron Jaw: Test toughness to overcome being stunned
Lightning Attack: Attack three times with a full action
Lightning Reflexes: Add twice Ag Bonus to Initiative rolls
Sturdy: +20 to resist grapple and Take Down
Swift Attack: Attack twice with a full action
True Grit: Reduce Critical Damage the Character takes

Resistance (Psychic): +10 Bonus to Resistance Check


Strong Minded: Re-roll failed WP Tests made to resist Psychic Powers
Bastion of Iron Will: Double Defensive Psy Rating for Opposed Tests
Warp Weapon Tech: +10 Bonus when using Warp Weapons
Warp Weapons: Weapons completely ignore all armour
Part 2

Hordes
Mechanicum Vanguard 55
WS BS S T AG INT PER WP FEL
38 43 38 35 34 40 42 47 20
Skills: Athletics +10, Awareness +10, Common Lore (War), Dodge, Forbidden Lore (Adeptus Mechanicus),
Linguistics (Lingua-technis, Low Gothic), Logic +10, Tech-use +20
Talents: Die Hard, Iron Jaw, Resistance(Radiation), Hip Shootng, Weapon Training (Galvanic Rifle),
Prosanguine, The Flesh is Weak
Traits: Auto-Stabilized, Mechanicus Implants, Machine (2), Regeneration(3)
Armour: Skitarii Warplate (All 6)
Weapons: Arc Rifle (50m, S/4/-, 2d10+6 E; Pen 4, Shocking, Haywire, Reliable).

Tau Earth Caste 35 35


WS BS S T AG INT PER WP FEL
25 35 30 30 25 30 20 30 30

Movement: 3/6/9/18 Wounds: 12


Skills: Awareness (Per), Common Lore (Tau Empire) (Int), Speak Language (Tau) (Int).
Talents: Exotic Weapon Training (Tau Pulse Weapons).
Traits:.
Armour: HEV Suits.
Weapons: Pulse Carbine (S/-/-, 100m, 1D10+12, Pen 6, Gyro-Stabilised, Devastating 1)
Gear: Micro-bead, photo-visor

Elites
Yu’Vath Stone Guardians 50 50 50
WS BS S (10) T (10) AG INT PER WP FEL
48 44 52 54 25 20 38 20 10
Talents: Basic Weapon Training (Primitive, SP), Crushing Blow, Furious Assault, Hardy, Iron Jaw, Swift
Attack, Warp Weapon Tech.
Traits: Brutal Charge, Fear (1), Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2),
Regeneration 25%
Armour: Warp Infused Stone and Bone (Body 12, Arms and Legs 10, Head 8)
Weapons: Fist Slam (Melee, 1D10+15, Pen 6). Nova Slam (Melee, 2D10+9, Pen 4, 10m Radius, Stunning),
Warp Lightning (30m, S/-/-, 1D10+10, Pen 9, Shocking, Reliable)

Master
Yu’Vath Tsaan’Thi Warrior 62
WS BS S (8) T (6) AG INT PER WP FEL
64 56 41 34 43 64 52 68 28
Psy Rating: 7
Talents: Exotic Weapon Training (Yu’Vath Warp Weapons), Ambidextrous, Crushing Blow, Lightning Attack,
Hard Target, Resistance (Psychic), Strong-Minded, Bastion of Iron Will, Warp Weapon Tech
Traits: Brutal Charge, Fear (3), Hard Target, Phase, Posession, Unnatural Strength (x2) Unnatural Toughness
(x2), Unnatural Senses, Warp Weapons
Special: Advanced Physical Shielding (Ignore first full attack each round, 45% Chance to Ignore Damage)
Psychic Shielding (Ignore 3 psychic attacks, redirect 2 psychic attacks), Teleportation
Armour: Warp Infused Stone and Bone Armor (Body 12, Arms and Legs 10, Head 8)
Weapons: Tsaan’Thi Blades (Melee, 1D10+16, Warp Weapons, Special Shapes).
Void Shurikens (30m, S/-/9, 1D10+8 X, Warp Weapons)

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