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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) Front (Charge) Front-Right (Chargable)

Left Target Right

Rear Left Rear 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 Properties Type Size Slots Cost


Honour Blade Gain + 4 2h Relic Sword Medium Both Hands, 1 75
Damage and (+STR and a Belt or Back
+4 to hit Half to FAT (when not
and damage equipped)
1st Company Reroll a failed Storm Bolter Medium 2 hands, back 50
Storm Bolter to hit and (when not
wound roll. equipped)
Automatically
Critical
Tyranids.
Banner of All friendly Banner Medium Back 100
Calth models in line
of sight gain
+1 AC

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, self-
punishing 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 Combat Shield Medium N/A – Mounts 20
Attack on Forearm.
Penalties.
Starfire’s Rage Once per Plasmagun Medium 2 Hands 50
encounter, can
be fired as a
Plasma
Cannon,
otherwise
counts as a
Plasmagun
Righteous Target suffers Lascannon Large 2 Hands, Back 100
Indignation -10 to AC if (Generation)
hit. Critical hit
causes Instant
Death.
Regardless of
FAT

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 Properties Type Size Slots Cost


Lion +2 Charisma Symbol Small N/A 100
Medallion
Tabard of +4 to all Tabard Medium N/A 100
Honour Diplomacy
Checks
Herald of the +1 to hit roll. Boltgun Medium Back 75
Lion True Grit (unequipped)
*Deathwing +2 to AC vs Terminator Large All -
Terminator All Xenos Armour
Armour

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 self-
flagellating 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 Properties Type Size Slot Cost


Wolf Claws Reroll damage Lightning Medium Both Hands 100 Points
dice (must Claw x2 (cannot be
accept second unequipped)
roll)
Frost Axe Deals an Relic Axe Medium One Hand 70 Points
additional 6 (when
points of Frost equipped), 1
Damage (12 vs Belt slot
Fire creatures) (scabbard)
Wolf Tooth +3 to all to hit Necklace Small None 100 Points
Necklace rolls in melee

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 Properties Type Size Slots Cost


Incendiary Thrown Grenade Small 1 Belt (per 5 5
Grenade Grenade, 2D6 grenades)
Flame Damage
+ 1D6/round
for 3 rounds.
Vulkan's Immolates Flamer Medium Back 50
Breath target for and (unequipped)
additional 2D6
damage/round
for 3 rounds
Incendiary Cause an Bolter Small See Magazine 1 per round
Rounds additional 3 ammunition. Sizes
points Fire
damage,
Critical fail
when shooting
causes the
weapon to jam
for 2 rounds.

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 Properties Type Size Slots Cost


The Flesh Additional Chainsword Medium 1 Hand, 1 Belt 30
Tearer 1D6 bleeding (Scabbard)
damage/round
until death,
fortitude check
saves.
Baal’s Light Counts as a Pistol Small 1 Hand, 1 Belt 50
meltagun (holster)
Death Immunity to Power Armour Large All 100
Company Critical Hits
Armour

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 non-
physical psychic effects.

Chapter Armoury:

Item Properties Type Size Slots Cost


Daemonhamm Ignores AC if Thunderhamm Medium 2 hands., Back 100
er target is tainted er (scabbard)
by Chaos
Banner of the Friendly Banner Medium Back 60
Raven characters
within line of
sight gain +2
to will saves
Tome of the +4 to Tome Small None 100
Chapter 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 Type Size Slots Cost
Hammer of Relic Thunderhamm Medium 2 hands, back 90
Ferrus Thunderhamm er (scabbard)
er that Deals +
6 Fire and + 6
Lightning
Damage
Armour of +1 to AC Power Armour Large All 75
True Steel
Adamantium +3 to Hit Bolter Rounds Small See Magazine 1/round
Rounds sizes.

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 Properties Type Size Slot Cost


Raven's Claw +1 Attack Lightning Medium 1 Hand (cannot 75 Points
Claw be unequipped)
Cloak of Night +2 to AC Cloak Medium Back 80 Points
Flash Grenades 6 square area Grenade Small 1 Belt/5 10 Points/5.
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 Properties Type Size Slot Cost


Tulwar Adds DEX Power Sword Medium 1 Belt/Hand 35
Modifier to
Damage (not
STR). Critical
16-20x2
Steppes All friendly Banner Medium Back 75
Banner models within
line of sight
gain +2 to
momentum
checks
Khans Lance +2 to hit. Unique Power Medium 1 hand/back. 70
2D8 +2 Spear (can be
Damage. Dex thrown)
to Hit.
Specialist
Melee
Weapon. Crit
19-20x3

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 Exp Required Benefits


1 - +1 Class or Generic Feat, +1 Chapter Feat.
2 1000 Class Specialisation – Assault, Tactical or Devastator. +2 to 1
Ability Score
3 3000 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 6000 +1 Class or Generic Feat
5 10000 Automatically Gain Crux Terminatus. +2 to 1 Ability Score
6 15000 +1 Class or Generic Feat
7 21000 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 28000 +1 Class or Generic Feat
9 36000 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 Exp Required Benefits


2 1000 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 6000 +1 Class or Generic Feat
5 10000 Automatically gain Crux Terminatus +2 to 1 Ability Score
6 15000 +1 Class or Generic Feat
7 21000 +2 to 1 Ability Score
8 28000 Flurry of Blows
Flurry of Blows: the character can choose to have an additional 2 attacks, however loses all ability
modifiers to hit
9 36000 +1 Class or Generic Feat
10 45000 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 Exp Required Benefits


2 1000 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 6000 +1 Class or Generic Feat
5 10000 Automatically gain Crux Terminatus
6 15000 +2 To 1 Ability Score
7 21000 +1 Class or Generic Feat
8 28000 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 36000 +1 Class or Generic Feat
10 45000 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 Benefits
1 - +1 Class or Generic Feat, +1 Chapter Feat
2 1000 Metabolic Control
Metabolic Control: When using Boost Metabolism on a friendly Space Marine, the Apothecary
also gains the benefit on himself.
3 3000 +2 to 1 Ability Score, +1 Attack.
4 6000 +1 Class or Generic Feat
5 10000 Veteran Apothecary
Veteran Apothecary: The Apothecary may use his Narthecium and attack in the same turn.
6 15000 +2 to 1 Ability Score, +1 Attack.
7 21000 +1 Class or Generic Feat
8 28000 Purge the Xenos
Purge the Xenos: Sunder Metabolism now deals an additional D10 Damage
9 36000 +1 Class or General Feat
10 41000 Master Apothecary +2 to 1 Ability Score, +1 Attack.
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 Benefits
1 - +1 Class, General or Chapter Feat.
2 1000 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 3000 +2 to 1 Ability Score
4 6000 +1 Class or General Feat
5 10000 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 15000 +2 to 1 Ability Score
7 21000 +1 Class or Generic Feat
8 28000 Artificer
Artificer: the Precise Control ability can be applied to allies equipment.
9 36000 +1 Class or Generic Feat
10 45000 Omnissiah's Chosen. +2 to 1 Ability Score
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 Potential Bonuses


Armour Advanced Linkage - +1 to STR/DEX/CON.
Can be used up to 4 times on one suit.
Armour Hardened Ceramite - +1 to AC. Can be used
up to 4 times on one suit.
Armour 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.
Helmet Advanced Autosenses – Grants +2 to senses,
upgrades senses limitation to +4.
Helmet Advanced Targetter - +1 to ranged to-hit rolls.
Helmet Internal Auspex – Ability to detect certain life-
forms through walls over a short range.
Ranged Weapon Reinforced Barrel - +1 Damage
Ranged Weapon Custom Grip - +1 to Hit
Ranged Weapon Advanced Sights - +1 to Range
Ranged Weapon – Melta/Flamer/Plasma/Las Efficient Coils – Critical Hits do not cost
Ammo.
Ranged Weapon – Bolt Class Recoilless Action - +1 to hit and damage per
round targeting a single enemy, cumulative up to
+4.
Melee Weapon – Power Extended Coils - +1 Lightning Damage
Melee Weapon – Chain Serrated Teeth - +1 Bleeding Damage/Round
Melee Weapon Reinforced Structure - +1 to FAT
Melee Weapon – Power Variable Power Field – Replace Lightning
Damage with Fire/Frost
Melee Weapon – Chain 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 15 15 D12 + Wisdom Modifier Lightning Damage to 1
target. Unlimited range. Crit x3. FAT 12
Gate 10 15 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.
Hammerhands 15/blow 16 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
Charged Bolts 5/target 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
Conflagerate 20/round 16 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
Maelstrom 40 16 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
Vortex ALL 18 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
Smite 30 16 Target takes 3D8 + Strength Modifier Physical
Damage. Range 12. Crit: x2 FAT 14
Chain Lightning 15+10/jump 16 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)
Haste 20 14 Target friendly marine gains +1 attack, +2 to
dexterity, +2 squares movement and +4 initiative.
Crit: Double Effect.
Fireball 40 15 All models in a 5x5 square grid take 2D12 +
Wisdom Modifier Fire Damage. Crit: Max
Damage. FAT 12
Burning Aura 30/round 15 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
Might 15 14 Friendly Marine gains +4 Strength. Crit x2
Shield 15 14 Friendly Marine gains +4 AC. Crit x2
Fade 30 14 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 Benefits
1 - +1 Class, Chapter or General Feat.
2 1000 +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 3000 +1 Class or General Feat
4 6000 +1 Attack
5 10000 +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 15000 +1 Class or General Feat
7 21000 +1 Attack
8 28000 +2 to 1 Ability Score. I Shall Not Falter!
I Shall Not Falter: The Chaplain gains +4 to momentum checks and cannot be knocked back
9 36000 +1 Class or General Feat
10 45000 Litanies of Battle
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 - +1 Class or General Feat. +1 Chapter Feat.
2 1000 Heroic Presence
Heroic Presence: All friendly models in line of sight of the Brother Captain gain +1 to their AC.
3 3000 +2 to 1 Ability Score. +1 Attack.
4 6000 Unyielding
Unyielding:Heroic Presence upgrades to +2 to AC
5 10000 +1 Class or General Feat
6 15000 Precision
Precision: Friendly models affected by Heroic Presence gain +1 to hit.
7 21000 +2 to 1 Ability Score
8 28000 Oath of the Moment
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 36000 +1 Class or General Feat, +1 Attack.
10 45000 +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 Type Statistics Cost


Scout Armour Light Astartes Initiate AC 16. No Back Slot. 25 Wargear
Armour. Grants the Dodge feat.
Power Armour Standard Adeptus AC 20. +2 STR. +2 Free initially. 75 to
Astartes Power Armour CON. replace.
Artificer Armour Power Armour AC 24. +2 STR. +2 400 Wargear
CON. +2 DEX.

Librarian Armour Power Armour AC 20. +2 STR. +2 150 Wargear


(Librarian only) CON. +2 WIS
Librarian Artificer Power Armour AC 24. +2 STR. +2 500Wargear
Armour (Librarian only) DEX. +2 CON. +2
WIS

Terminator Armour Terminator Armour AC 28. +4 STR. +4 300 Wargear


(Requires Crux CON. Momentum +10.
Terminatus) True Grit. If natural
STR < 22. -4 DEX
Librarian Terminator Terminator (Requires AC 28. Momentum 400 Wargear.
Armour Crux Terminatus) +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 Type Size/Slot Abilities Crit FAT Cost


Bolt Pistol Standard, Single Light/1 Belt. D8 Physical 19-20x2 12 10
Hand. Damage.
Range 12
1 Bolt
Boltgun Standard, Two Medium/Back D8+2 19-20x2 12 10
Handed Physical
Damage.
Range 18
1 Bolt
Storm Bolter Specialist. Two Medium 2D8 +4 19-20x2 12 25
Handed. (STR)/Back Physical
Damage,
Range 18..
2 Bolts
Heavy Bolter Basic, Two Heavy. 3D8 + 6 19-20x2 14 25
Handed Physical
Damage,
Range 24.
5 Bolts
Sniper Rifle Specialist, Two Medium D8+4 19-20x4 14 80
Handed (DEX)/Back. Physical
Damage.
Range 48. 1
Bolt.
Combi-Bolter Specialist, Two Medium See Boltgun. 19- 12/14 30
(Plasma) Handed May shoot 20/18-
once per 20x2
encounter as
a Plasmagun
Combi-Bolter Specialist, Two Medium See Boltgun. 19- 12/16 30
(Melta) Handed May shoot 20/18-
once per 20x2
encounter as
a Meltagun
Combi-Bolter Specialist, Two Medium See Boltgun. 19- 12/12 30
(Flamer) Handed May shoot 20/20x2
once per
encounter as
a Flamer
Plasma Pistol Basic, Single Small, 1 Belt D10 Fire 18-20x3 14 40
Hand Damage, +1
to hit. Range
12. 1 Charge
Plasmagun Basic, Two Medium D12+2 Fire 18-20x3 14 40
Handed Damage, +1
to hit. Range
18. 3
Charges
Plasma Cannon Specialist, Two Heavy D12+2 Fire 18-20x3 16 60
Handed. Damage, +1
to hit, 3x3
grid
template.
Range 24, 10
Charges
Infernus Pistol Specialist, Single Small, 1 Belt D10+2 Fire 20x3 16 50
Hand Damage, +2
to hit, range
6, 1 Charge.
Meltagun Specialist, 2 Medium D12 +4 Fire 20x3 16 50
Handed Damage, +2
to hit, Range
8. 2 Charges.
Multi-Melta Specialist, Two Heavy D20 +4 Fire 20x3 18 75
Handed Damage +4 ,
+2 to hit.
Range 14,
6 Charges
Flamer Basic, Two Medium 3x3 Grid, D8 20x2 10 20
Handed Fire Damage,
Range 6, 1
Unit
Heavy Flamer Basic, Heavy, Two Large (back) 5x5 Grid, D8 20x2 12 30
Handed (Single Fire Damage,
Hand Terminator) Range 10. 2
Units
Missile Launcher Basic, Heavy, Two Large (back) 2D20 19-20x2 18 25
Handed Physical
Damage, 1
Missile.
Lascannon Specialist, Heavy, Large (back) 2D20 20x4 20 100
Two Handed Physical and
1D20+4 Fire
Damage, +3
to hit, 1
Charge.
Assault Cannon Specialist, Heavy Large (back) 4D8 +6 18-20x3 16 65
(Terminator Only). Physical
Single Hand. Damage, +2
to hit.
6 Rounds.
Cyclone Missile Specialist, Heavy Large (back) 2D20 18-20x2 18 85
Launcher (Terminator Only), PhysicalDam
Single Hand 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 Type Size Abilities Crit FAT Cost


Combat Knife Basic, One Small (1 (Dex) 1D8 20x2 6 Initiall
Handed Belt) Physical y Free.
Damage. 5 to
replace
Chainsword Basic, One Medium (1 (Dex), 2D6 18- 8 10
Handed Belt/Back) Physical 20x2
Damage.
Chain Axe Specialists, One Medium (1 (Str), 3D6 19- 10 40
Handed Belt/Back) Physical 20x3
Damage, +2
to hit.
Power Sword* Basic, One Medium (1 (Dex), 18- 10 50
Handed Belt/Back) D12+2 20x2
Physical &
D6
Lightning
Damage, +1
to hit.
Power Axe* Basic, One Medium (1 (Str), 19- 12 60
Handed Belt/Back) D12+4 20x3
Physical &
D6
Lightning
Damage, +1
to hit.
Power Fist* Specialist, One Medium (Str), 20x2 16 75
Handed (cannot be D20+2
unequipped) Physical &
D8
Lightning
Damage, +1
to hit.

Lightning Claw* Specialist, One Medium (Dex), 18- 16 75


Handed (cannot be 2D12 +4 20x3
unequipped) Physical &
D12
Lightning
Damage, +4
to hit.
Thunder Specialist, Two Large (back) (Str), 19- 18 100
Hammer* Handed. 2D20+4 20x3
Physical &
D10
Lightning
Damage. +2
to hit
Chain Fist* Specialist Medium (Str), 20x2 18 75
(Terminator (cannot be Functions
Only), One unequipped) as a Power
Handed. Fist and a
Chainaxe
striking
simultaniou
sly.

Force Staff** Librarian Only. 1 Large (back) (Str/Dex). 20x3 8+WIS 150
or 2 Handed 2D6+2
Physical &
D6+WIS
Psychic
Damage.
+WIS to
Hit. +2 to
all Psychic
Tests.
Force Axe** Librarian Only. 1 Medium (Str)D12+4 19- 10+WI 100
Handed (belt/back) Physical & 20x3 S
D6+WIS
Psychic
Damage.
+WIS to
Hit.
Force Sword** Librarian Only. 1 Medium (Dex)D12+ 18- 8+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.

Table 4) Ammunition (and associated items)

Name Usable By Size Cost per item


Sickle – Pattern Bolt Pistol, Boltgun, Small. Can carry 20 1
Bolter Magazine Storm Bolter (req 2), rounds. 3 per belt
Combi-Bolter pouch
Drum – Pattern Boltgun, Storm Bolter Small. Can carry 50 5
Bolter Magazine (req 2) rounds. 1 per belt
pouch.
Ammunition Belt Heavy Bolter, Boltgun, Small. Can carry 60 7
(Bolt) Combi-Bolter rounds. 1 per belt
pouch. Cannot be
reused.
Ammunition Pack Heavy Bolter Back. Can carry 500 40
(Bolt) rounds.
Box – Pattern Sniper Rifle Small, Holds 5 3
Magazine Rounds. 3 per Belt
Pouch.
Hellfire Rounds, All bolters Small – Loose, max 40 3/round
+6 Fire Damage per belt pouch
+2 FAT
Kraken Rounds – All bolters Small – Loose max 40 3/round
+2 to hit, +2 damage, per belt pouch
+2 FAT
Metal Storm Rounds All bolters Small – Loose max 40 3/round
Target bleeds per belt pouch
1D6/round, fort save
vs DC20 ends.
+2 FAT
Standard Rounds All bolters Small – Loose max 40 Free
per belt pouch.
Energy Cell Plasma Pistol, Combi- Small – 10 charges per 2
Plasma, Plasmagun cell. 2 per belt pouch
Energy Pack Plasmagun, Plasma Small – 30 charges per 4
Cannon (uses 3 per pack. 1 per belt
charges per shot)
Energy Generator Plasma Cannon Back – contains a 30 40
Charges, regenerates 1
charge/round
Thermal Cell Infernus Pistol, Small – 5 charges per 2
Meltagun, Combi- cell, 2 per belt pouch
Melta
Thermal Charge Meltagun, Combi Small – 20 charges per 4
Melta, Multi-Melta cell, 1 per belt pouch
(uses 2 charges per
shot)
Thermal Generator Multi-Melta Back – contains a 40
charge of 24,
regenerates 1 charge/2
rounds.
Las-Cell Lascannon Small – Contains 1 4
Charge. 1 per belt
pouch
Laser Generator Lascannon Back – Contains a 40
charge of 5,
regenerates 1 per 4
rounds.
Missile Missile Launcher Small – Loose 3 per 5
belt pouch.
Missile Rack Missile Launcher Small – 4 missiles per 8
rack, 1 rack per belt
pouch.
Missile Loader Missile Launcher Back – Contains 40 40
missiles.
Drum Pattern – Assault Cannon Small, Contains 60 5
Assault Cannon rounds, 1 belt pouch
per drum
Ammunition Belt – Assault Cannon Small, Contains 90 8
Assault Cannon rounds, 1 belt pouch
per belt. Cannot be
reused
Belt Feeder – Assault Assault Cannon Back, Contains 360 40
Cannon rounds.
Fuel Canister Flamer/Heavy Flamer Small, 1 per belt. 2
Contains 10 Units.

Fuel Tank Heavy Flamer Back, Contains 50 20


Units.
Table 5) Miscellanious Items

Name Type Abilities Cost


Locator Beacon Miscellanious, Small (3 Mark an area or object 5
per belt pouch) for retrieval on mission
success.
Targetting Scope Medium Ranged Provides a +1 to hit at 15
Weapon Accessory above half range.
Fragmentation Grenade Thrown Ranged Range 12 (dex), 2
Weapon (Small, 2 per thrown.
belt pouch) Enemies within 3x3
grid suffer D8 damage.
Krak Grenade Thrown Ranged Range 12 (dex), 3
Weapon (Small, 2 per thrown. Single enemy
belt pouch) suffers D10 damage
with -2 to AC
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
Teleport Homer Small item, must be Allows teleportation 25
placed in a secured back to where the
location. Homer was placed. (If
Teleporters available)
Combat Shield Armour Accessory. +1 Mounted on an upper 15
to AC. arm, suffer -1 to hit on
all attack rolls using 2
handed weapons.
Storm Shield Medium Item, requires Can be stored on back 50
1 hand. Adds +6 to AC if not being used.
if wielders STR is Otherwise require 1
above 24 (Natural). hand.
Otherwise adds +3.
Thigh Sheath/Holster Armour Accessory. A Combat Knife or 5
Pistol Weapon can be
stored in this sheath
rather than use a belt
slot
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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