Professional Documents
Culture Documents
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
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:
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.
Chapter Armoury:
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.
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:
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).
Chapter Armoury:
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.
Chapter Armoury:
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.
Chapter Armoury:
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.
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.
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.
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.
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.
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:
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 use (as standard): 1 handed melee weapons, 1 handed ranged weapons, Power
Armour.
Apothecaries may never use: 2 handed weapons, Terminator Armour, Heavy Weaponry.
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)
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.
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.
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)
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.
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).
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.
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 never use: Medium or Heavy Ranged Weaponry, Specialist Weaponry.
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.
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 are always regarded as having the feat: Specialist Weapons: Melee.
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
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.
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.
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.