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Character Creation Guidelines


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The title of your character sheet thread should be in the form of ‘[Name] – [Legion] [Specialty]’. So for example, it might be:

Invictus – Ultramarines Apothecary


Character creation takes place more or less as listed in the Deathwatch core rules, but there are some exceptions. Characters do not start with the Deathwatch Training talent or the Forbidden Lore (Xenos) and Common Lore (Deathwatch) skills. Righteous Fury is automatically confirmed on a damage result of 10, but deals either 1 point of damage ignoring Toughness Bonus or armour, or produces a 1d5 crit effect on the hit location.

The following specialties are not allowed:
- Black Shield
- Kill-Marine
- Tyrannic War Veteran


Instead of Chapters, your character will be from a Legion. The following Legions from the core rules are permitted:
- Blood Angels
- Dark Angels
- Space Wolves
- Ultramarines

From First Founding:
- Iron Hands
- Raven Guard
- Salamanders
- White Scars

From Rites of Battle:
- Imperial Fists

Or one of the following, modified from an original homebrew document by Lodge Blackman Games:

Alpha Legion

Starting Abilities: +5 Int, +5 Fel, Mimic talent

Advances

Advance

Cost

Type

Prerequisite

Deceive

200

Skill

 

Deceive +10

300

Skill

Deceive

Deceive +20

400

Skill

Deceive +10

Disguise

200

Skill

 

Disguise +10

300

Skill

Disguise

Disguise +20

400

Skill

Disguise +10

Scrutiny

200

Skill

 

Scrutiny +10

300

Skill

Scrutiny

Scrutiny +20

400

Skill

Scrutiny +10

Tactics (Any)

200

Skill

 

Tactics (Any) +10

300

Skill

Tactics (Any)

Tactics (Any) +20

400

Skill

Tactics (Any) +10

Combat Formation

500

Talent

Int 40

Foresight

500

Talent

Int 30



Solo Mode: Precision Assault
Type: Active
Required Rank: 1

The Alpha Legion is renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Drive or Pilot Test, if operating a vehicle) allows the Space Marine to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

At Rank 3 and above, the Space Marine's swift and sudden attacks grant him an additional +10 to hit and +2 damage against Surprised or Unaware enemies.

At Rank 5 and above, the Legionnaire maintains a swift pace at all times, counting his Agility Bonus as 1 higher for the purposes of movement and increasing the Tactical Speed of any vehicle he uses by 1m (this bonus to movement speed remains active even when the Legionnaire is not in Solo Mode).

At Rank 7 and above, the Space Marine may make a Full Move, or move his vehicle’s full Tactical Speed, after making a ranged attack.


Squad Attack Pattern: Adaptable Advance
Action: Free Action
Cost: 3
Sustained: Yes

When attacking, Alpha Legion is swift and deadly, advancing quickly and manoeuvring deftly around their enemies, harassing them at range before closing to deal the killing blow. While this ability is in effect, the Space Marine and those in support range of him gain a bonus Half Action each Round, so long as at least one of the actions they perform has the Movement sub-type (with the exception of the Dodge Reaction, but including any vehicle movement actions). If a character does not perform an action with the Movement sub- type, they do not get the additional Half Action. A character may still not perform the same action twice in the same turn.

If the Space Marine is Rank 4 or more, then enemies attacked by the Space Marine or any other member of the Squad in Support Range suffer a -10 penalty on Dodge and Parry Tests, as they struggle to defend themselves against the fast-moving Marines.


Squad Defensive Pattern: Tactical Reposition
Action: Full Action
Cost: 2
Sustained: No

Alpha Legion is quick to withdraw their forces, their sudden attacks typically followed by an equally sudden disappearance as the Legionnaires retreat to prepare for another attack elsewhere. The Space Marine may call for a Tactical reposition, nominating either himself or another member of the Squad within Support Range to perform a Suppressing Fire Action. Once this action is complete, all remaining members of the Squad within Support Range may immediately move up to twice their Agility Bonus away from the enemy, just as if they had made a Full Move Action.

If the Space Marine is Rank 5 or more, he may call for a Tactical Reposition as a Half Action instead of a Full Action.


Primarch’s Curse: The Best Laid Plans
Level 1 (Lack of Preparation): The Legionnaire believes himself deficient in some manner, whether real or imagined, and becomes truculent and obstructive when ordered to redeploy in the face of a stronger foe. When acting as the Squad’s leader, he makes demands of his squad that others might consider unreasonable, and views any disagreement as outright disobedience.

Level 2 (Hubris of Contentment): The Legionnaire spends his every waking moment brooding on past battles, seeking even the slightest flaw in his own deeds, and those of others. While he stops short of outright criticism of his fellow Legionnaires, he condemns his own actions as falling short of the example set by his Primarch, and seeks to redeem himself in the fires of battle.

Level 3 (Nothing Unconsidered): The Legionnaire obsessively reviews every detail of every mission he takes part in, finding fault with his own actions and those of his Squad. He becomes withdrawn, maudlin and confrontational, and unwilling to accept or issue any order that does not result in imminent battle.


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Death Guard

Starting Abilities: +5 T, +5 WS or +5 BS, Autosanguine talent

Advances

Advance

Cost

Type

Prerequisite

Chem-Use

200

Skill

 

Chem-Use +10

300

Skill

Chem-Use

Chem-Use +20

400

Skill

Chem-Use +10

Medicae

200

Skill

 

Medicae +10

300

Skill

Medicae

Medicae +20

400

Skill

Medicae +10

Scholastic Lore (Chymistry)

200

Skill

 

Scholastic Lore (Chymistry)+10

300

Skill

Scholastic Lore (Chymistry)

Scholastic Lore (Chymistry)+20

400

Skill

Scholastic Lore (Chymistry)+10

Sound Constitution (x5)

400

Talent

 

Prosanguine

500

Talent

Autosanguine

Armour Plating

1,500

Trait

Death Guard Legion



Solo Mode: Relentless Resilience
Required Rank: 1

Death Guard are stubborn in attack and intractable in defence, holding their ground against even the most furious of assaults. Once per combat a Space Marine of the Death Guard Legion may enact their Relentless Resilience. The Space Marine gains 6 Temporary Wounds and his maximum Movement Rate is reduced to 1/2 his Agility Bonus, rounding up (most with this ability hold their chosen position and do not advance or retreat!). Unlike normal Wounds, these bonus Wounds are removed when affected by the Damage of any successful attack, and are always removed first before applying Damage to the Space Marine’s normal Wounds. These bonus Wounds will also be lost if the Space Marine leaves his chosen location either by his own choice or involuntarily.

At Rank 3 and above the temporary Wounds increase to 12.

At Rank 5 and above the Space Marine may move a number of metres equal to his Agility Bonus each round without losing the effects of the ability.

At Rank 7 and above the temporary Wounds increase to 18.


Squad Attack Pattern: Dirge-March
Action: Free Action
Cost: 2
Sustained: Yes

Death Guard are masters of holding their ground and have a keen understanding of the tactics of overlapping fields of fire and kill zones. While this ability is in effect, the Space Marine and those in Support Range of him may take actions normally while maintaining Overwatch, such as moving and making attacks.

If the Space Marine is Rank 4 or more, the test to avoid Pinning when caught in a kill zone created by him or those supporting him increases from Hard (–20) to Very Hard (–30).


Squad Defensive Pattern: Unerring Defence
Action: Full Action
Cost: 2
Sustained: Yes

Stubbornness is a valued trait among the Death Guard, especially in battle where they seldom give ground to their foes even in the face of overwhelming odds. While this ability is in effect, the Space Marine and those in Support Range of him gain a +10 to all Ballistic Skill Tests, a +10 to all Dodge Tests, and an additional +4 Armour Points to all locations as long as they remain stationary.

If the Battle-Brother is Rank 4 or more, the bonus to Ballistic Skill Tests and Dodge Tests is increased to +20.


Primarch’s Curse: Indomitable
Level 1 (Resilient): The Legionnaire cannot easily change his mind once he has decided upon something. Having weighed the facts of the situation, he sees his current course of action as the best one, and cannot easily consider alternatives. When the Battle-Brother attempts to reconsider his situation or otherwise change his mind about something, he must pass a Routine (+10) Willpower Test or be forced to remain with his previous decision.

Level 2 (Unyielding): The Legionnaire is unwilling to compromise and is difficult to reason with. His stubborn nature prevents him from regarding any alternatives to his point of view. Unable to reconcile with the rest of the Squad, the Legionnaire chooses only to rely on himself, reducing the Squad’s Cohesion by 2.

Level 3 (Obstinate): The Legionnaire is slow to decide and is unlikely ever to change his views on any matter, and will die before relenting in any situation. The Willpower Test required from Level 1 of this Primarch’s Curse is now Hard (–20) rather than Routine (+10). In addition, he cannot benefit from any Squad Mode abilities activated by any other character in the Squad, as he will not listen to their advice or instructions.


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Emperor's Children

Starting Abilities: +5 BS, +5 Per, Heightened Senses (Smell, Taste, Touch)

Advances

Advance

Cost

Type

Prerequisite

Awareness

200

Skill

 

Awareness +10

300

Skill

Awareness

Awareness +20

400

Skill

Awareness +10

Intimidate

200

Skill

 

Intimidate +10

300

Skill

Intimidate

Intimidate +20

400

Skill

Intimidate +10

Deadeye Shot

500

Talent

BS 30

Hip Shooting

500

Talent

BS 40, Ag 40

Marksman

500

Talent

BS 35

Mighty Shot

500

Talent

BS 40

Rapid Reload

500

Talent

 

Sharpshooter

500

Talent

BS 40, Deadeye Shot



Solo Mode: Preternatural Senses
Required Rank: 1

The Emperor's Children have preternatural senses that exceed even those of other Space Marines. Whenever a Space Marine of the Emperor's Children Legion is in Solo Mode he may re-roll any failed Perception-based Tests and counts as possessing the Dark Sight Trait. However, it is important to note that none of these bonuses apply if the Space Marine is wearing a helmet for a sealed set of armour (e.g., Power Armour, Artificer Armour, or Terminator Armour).

At Rank 3 and above the Space Marine adds +10 to all Perception-based Tests.

At Rank 5 and above, he gains the Unnatural Perception (x2) Trait while using this ability.

At Rank 7 and above the Space Marine’s senses are such that once per game session he can automatically pass any test based on Perception (for purposes of Opposed Tests the Battle-Brother is considered to have rolled 01).


Squad Attack Pattern: Precision Fusillade
Action: Half Action
Cost: 2
Sustained: Yes

In pairs or as a squad, Emperor's Children can become even more proficient marksmen than normal, hitting targets at long ranges again and again with unrivalled accuracy. A favoured tactic of Emperor's Children fire teams is to lay down precision sniping on a target while their brothers move in to flank and destroy a position, the deadly shots so accurate that the targets dare not lift their heads from the dirt. The Space Marine and members of his squad within Support Range can re-roll Ballistic Skill Tests when firing single shots (i.e. not semi or full auto fire) with ranged weapons at Long and Extreme ranges. Additionally, a member of the squad may act as a ‘spotter’ for another member, helping him to find targets and judge distances. Any member of the squad may “spot” for another as a Full Action, negating any penalties to his Ballistic Skill Test against a single target provided he only takes a single shot (i.e. does not use semi or full auto fire).

At Rank 4 the Space Marine gains the benefits of re-rolls at Long and Extreme ranges with semi auto fire.

At Rank 6 the Space Marine gains the benefits of re-rolls at Long and Extreme ranges with full auto fire. In both cases, the Space Marine may still only make single shots when benefiting from a spotter.


Squad Defensive Pattern: Elastic Defence
Action: Free Action
Cost: 1
Sustained: Yes

The other half of the Emperor's Children's strategy is the ability to withdraw quickly and completely if the battle goes against them, only to strike again later. The Space Marine and all allies within Support Range do not suffer Attacks of Opportunity when leaving melee with an opponent while this Squad Mode is sustained.

If the Space Marine is Rank 4 or higher, the Space Marine and all allies within Support Range gain a +20 to Agility while this Squad Mode is sustained in addition to the aforementioned bonus. This improves their Movement Speed, as well as any Agility-based Tests.


Primarch’s Curse: Physical Perfection
Level 1 (Shadow of Excess): The drive to perfection lurks close to the surface in the Legionnaire and he feels its call in his blood. This can be unsettling for others, especially those not of the Adeptus Astartes. Legionnaire’s Fellowship is reduced by –10 when dealing with Space Marines who are not part of his Squad, and –20 when dealing with everyone else.

Level 2 (Transcendent Engagement): The keen senses of an Emperor’s Child can be as much a curse as a boon. Sometimes they can overpower the Legionnaire, temporarily robbing him of his senses. The first time a foe is bloodied by the Emperor’s Child in battle (i.e. as soon as he inflicts at least 1 Wound on an enemy) he must make an Easy (+20) Perception Test. If he passes the test, he may only take a Half Action on his next Turn as his nostrils are flooded with the spore of his prey.

Level 3 (Undeniable Prowess): The Legionnaire finds it hard to back down from fights in the face of foes who are clearly so less skilled than they. Whenever the Emperor’s Child would be required to give ground or make a tactical retreat from foe (i.e. disengaging from combat), he must make a Hard (–20) Willpower Test to do so.


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Iron Warriors

Starting Abilities: +5 Int, +5 T, Technical Knock talent

Advances

Advance

Cost

Type

Prerequisite

Common Lore (Tech)

300

Skill

 

Forbidden Lore (Archaeotech)

300

Skill

 

Speak Language (Techna-Lingua)

300

Skill

 

Tactics (Assault Doctrine)

 

 

 

Tactics (Assault Doctrine) +10

300

Skill

Tactics (Assault Doctrine)

Tactics (Assault Doctrine) +20

400

Skill

Tactics (Assault Doctrine) +10

Tech-Use

200

Skill

 

Tech-Use +10

300

Skill

Tech-Use

Tech-Use +20

400

Skill

Tech-Use +10

Trade (Armourer)

200

Skill

 

Trade (Armourer) +10

300

Skill

Trade (Armourer)

Trade (Armourer) +20

400

Skill

Trade (Armourer) +10

Armour Monger

500

Talent

Iron Warriors Legion

Weapon Tech

500

Talent

Iron Warriors Legion



Solo Mode: Siegecraft Savant
Type: Passive
Required Rank: 1

The Iron Warriors show their skill as masters of technology and their skill with the crafts of forge and furnace. The Iron Warriors are pragmatic in their mastery of technology, understanding the devastating destruction required to break a siege and terrify those entrenched behind walls to abandon them. The Space Marine may either add the Proven (2) Quality to, or remove one of the Unreliable or Unbalanced qualities, or replace the Unwieldy quality with Unbalanced, on any one weapon he possesses either as Standard Issue or as an item of Signature Wargear, due to his skill at creating and maintaining his wargear.

At Rank 3 and above, the Space Marine's familiarity to explosives and their aftermath grants him an increased resistance to fire, he no longer suffers the effects of being lit on fire.

At Rank 5 and above, the Space Marine becomes so accustomed to the explosions and devastation that accompany his station that his Squad does not suffer any loss of Cohesion from any attack, effect, or event that affects him.

At Rank 7 and above, all enemies successfully set on fire by an attack by the Space Marine take 2d10 Damage (with no reduction from armour) per round instead of the normal amount for being set on fire, due to the Space Marine's mastery of siegecraft.

Squad Attack Pattern: Forward Unto Glory
Action: Free Action
Cost: 3
Sustained: No

The Iron Warriors are relentless on the attack when they see an opportunity, pushing forward inexorably to crush their foes and drive them from entrenchment. When the Space Marine uses this ability, both he and those in Support Range may make an immediate Half Move and two Standard Attacks with any ranged weapon.

If the Space Marine is Rank 3 or more, then both Standard Attacks may be exchanged for a single Semi Auto Burst or Full Auto Burst.

Squad Defensive Pattern: Optimised Defence
Action: Free Action
Cost: 1
Sustained: No

In breaking a siege the Iron Warriors have also come to understand the importance of holding the newly acquired fortifications, sometimes for prolonged periods of time before reinforcements can arrive. Their knowledge of field repairs and medicine allows them to scrape by with very little and continue fighting far longer than many expect. This Defensive Stance may be used by an Iron Warriors character that has sustained Critical Damage and kept on fighting. With this ability in effect, the Space Marine and those in Support Range may reduce the effects of any roll on any Critical Effects table by the Rank of the Iron Warriors character, to a minimum of 1. For example, if a Space Marine suffers result of 9 on Table 8-9: Energy Critical Effects – Body, a result which would kill him quite spectacularly, and the Iron Warriors character has a Rank of 3, his injury would be reduced to a result of 6, a serious, but survivable effect.


Primarch’s Curse: Suffer Not Weakness
Level 1 (Ever Improving): The Legionnaire perceives his own flesh as a hindrance. Scarring or punishing the biological portions of his body is the only way to soothe his anger. The Legionnaire suffers a –20 penalty to all Interaction Skill Tests (this penalty does not apply when dealing with the Adeptus Mechanicus, Hereteks, Iron Hands, or other Iron Warriors). This penalty is reduced to – 10 if the Legionnaire has three or more cybernetic implants, and the penalty is removed completely if the Legionnaire has five or more cybernetic implants (The Flesh Is Weak Talent counts its level towards these requirements).

Level 2 (Escalating Fury): The ruthlessness of the Iron Warriors manifests more strongly in the Legionnaire, making him prone to aggression. The Legionnaire must take a Challenging (+0) Willpower Test when confronted by an enemy or by something he considers “weak;” failure means that the Legionnaire’s fury is released in some way, most likely causing a feud, confrontation, or (if he fails by three degrees or more) escalating into open violence.

Level 3 (No Tolerance): All Iron Warriors abhor weakness, but the Legionnaire has taken this attitude to an extreme. The Legionnaire will seek to remove any perceived source of weakness, to the point of refusing to fight alongside allied forces and in extreme cases, even entering into open conflict with an allied force. In addition, if any member of the Squad fails a Challenging (+0) or easier Skill or Characteristic Test, the Iron Warrior may not benefit from any Squad Mode abilities from the rest of the Squad until the end of the mission. If the Iron Warrior is the Leader, the Squad reduces its Cohesion by 1d5.


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Luna Wolves

“I thought the Luna Wolves were supposed to be the most aggressive of us all. That’s how you like the other Legions to think of you, isn’t it? The most feared of Mankind’s warrior classes?”
“Our reputation speaks for itself, sir.”
 - First Captain Sigismund of the Imperial Fists Legion and Captain Garviel Loken of the Luna Wolves

Starting Abilities: +5 Int, +5 Fel, Air of Authority

Advances

Advance

Cost

Type

Prerequisite

Command

200

Skill

 

Command +10

300

Skill

Command

Command +20

400

Skill

Command +10

Tactics (Any)

200

Skill

 

Tactics (Any) +10

300

Skill

Tactics (Any)

Tactics (Any) +20

400

Skill

Tactics (Any) +10

Bolter Drill

500

Talent

 

Duty Unto Death

500

Talent

WP 35

Iron Discipline

500

Talent

WP 30, Command

Into the Jaws of Hell

500

Talent

Iron Discipline

Master Orator

500

Talent

Fel 30

Thunder Charge

500

Talent

 

Unbowed and Unbroken

500

Talent

Fel 40



Solo Mode: Scion of Lupercal
Required Rank: 1

The Luna Wolves consider themselves a pure expression of the will of Horus and among the truest heroes of the Imperium. This pride and unshakable personal belief often manifests itself in their leadership abilities and the example they set to other members of the Legiones Astartes. While in Solo Mode, a Space Marine of the Luna Wolves may re-roll any Fellowship Tests when dealing with either Astartes or other members of the Imperium. In addition, their strength of leadership means that the Battle-Brother adds +1 to the Kill-team’s Cohesion if he is the squad leader. This bonus to Cohesion remains active even when the Battle-Brother is not in Solo Mode.

At Rank 3 and above, once per combat the Space Marine may automatically pass one Command Skill Test.

At Rank 5 and above the Dispositions (see page 276 of the Deathwatch Core Rulebook) of all Imperial forces and agents are improved favourably by one step when dealing with the Legionnaire.

At Rank 7 and above the Space Marine adds +2 to his Kill-team’s Cohesion rather than +1.


Squad Attack Pattern: Emperor’s Fervour
Action: Free Action
Cost: 2
Sustained: Yes

Of all the Legions, the Luna Wolves pride themselves as among the most loyal and bravest of all the Emperor's chosen, a fact that they like to impress upon their fellow Space Marines. While this power is in effect, all Space Marines within Support Range of the Legionnaire (including the Legionnaire himself ) gain a bonus on all tests equal to the Space Marine's Fellowship Bonus. In addition, each Round the Space Marine may single out one member of his Kill-team and grant that character a re-roll on any one test (this re-roll includes the bonus provided by his Fellowship).

If the Battle-Brother is Rank 4 or more, the bonus to tests increases to twice his Fellowship Bonus.


Squad Defensive Pattern: Take Point!
Action: Free Action
Cost: 0
Sustained: No

The Luna Wolves are natural leaders and the champions of the Imperium. In battle their devotion and natural authority is a power force, able to rally their fellow Space Marines and reinforce their will to fight. When a Space Marine uses this ability, it instantly restores a number of Cohesion equal to his Fellowship Bonus. The reverence the Luna Wolves hold for their Primarch and the strength of will required to make a Rally Cry is such that a Space Marine may only use this ability once per game session.


Primarch’s Curse
Level 1 (Finest Warriors): Luna Wolves consider themselves the Emperor’s favoured sons and the pride of the Imperium. This can lead members of the Legion to consider others incapable or unable to complete missions that should by rights fall to the Luna Wolves. The Legionnaire always volunteers his Squad for the most dangerous or challenging Missions whenever possible and always ensures his team is where the fighting is the thickest.

Level 2 (Sons of Horus): The Legionnaire has been trained to know many battle tactics to the letter and adapt their teachings as the need arises flawlessly. Understandably, he is distrustful of those Legions that do not share his tactical acumen. The Battle-Brother cannot benefit from Squad Mode Actions called by Space Marines of the Space Wolves, Emperor’s Children, Imperial Fists, or Word Bearers Legions, as he will simply not follow their orders.

Level 3 (Lead from the Front): Luna Wolves are natural leaders and make excellent battlefield commanders at all levels of command. This pride and training, however, can lead to them scorning or disregarding the leadership of those from other Legions or forces. Unless the Legionnaire is currently the Kill-team squad leader (see page 228) or the leader is a fellow Luna Wolf, his Squad’s Cohesion is reduced by 2.


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Night Lords

Starting Abilities: +5 S, +5 Ag, Dark Sight talent

Advances

Advance

Cost

Type

Prerequisite

Concealment

200

Skill

 

Concealment +10

300

Skill

Concealment

Concealment +20

400

Skill

Concealment +10

Silent Move

200

Skill

 

Silent Move +10

300

Skill

Silent Move

Silent Move +20

400

Skill

Silent Move +10

Tactics (Recon and Stealth)

200

Skill

 

Tactics (Recon and Stealth) +10

300

Skill

Tactics (Recon and Stealth)

Tactics (Recon and Stealth) +20

400

Skill

Tactics (Recon and Stealth) +10

Double Team

500

Talent

 

Strike from Darkness

1,500

Talent

Concealment +20, Silent Move +20



New Talent: Strike from Darkness

The Space Marine has mastered the art of moving stealthily in even the most cumbersome of protection. This talent removes all concealment and silent move penalties normally suffered when wearing power armour or artificer armor. This talent does not apply to Terminator Armor.

Solo Mode Ability: Shadow Striker
Type: Passive
Required Rank: 1

The Night Lords excel at covert operations, opting for the more subtle approach over an all-out assault. Millennia of training and refining their guerilla tactics have made them masters of blending into the shadows and striking when their opponent least expects it. When theSpace Marine is in solo mode, he may re-roll any failed Concealment, Shadowing and Silent Move Tests.

At Rank 3 or above, all attacks made by the Space Marine against surprised targets gain a +2 to Armour Penetration.

At Rank 5 or above, the Space Marine gains a +20 bonus to Concealment, Shadowing and Silent Move Tests.

At Rank 7 or above, all attacks made by the Space Marine against surprised targets gain a +4 to Armour Penetration.


Squad Attack Pattern: Surgical Strike
Action: Half Action
Cost: 4
Sustained: No

The Night Lords use precise application of force to cripple their enemy. The squad works in concert to exploit the foe’s weaknesses and deliver potent, strategic blows. As a Half Action, any Space Marine in Support Range may single out an enemy. Until the beginning of that Space Marine’s next turn, all members of the Squad may re-roll damage rolls against that target (the second result must be taken). Only one target may be singled out at a time.

At Rank 5, singling out a target becomes a Free Action.


Squad Defensive Pattern: Umbral Evasion
Action: Full Action
Cost: 3
Sustained: Yes

Space Marines of the Night Lords favour agilely avoiding their opponent’s main attack over a stalwart defence. All Space Marines in Support Range no longer trigger the effects of Overwatch from an enemy. In addition, Space Marines in Support Range gain a +20 bonus to all tests to avoid Pinning.

At Rank 3, all Space Marines in Support Range are immune to the effects of Pinning.


Primarch’s Curse: Subversive Nature
Level 1 (Subtle Preference): The Legionnaire is used to working in his small Night Lords strike team, and finds the direct tactics used by other members of his Squad to be brutish and ineffective. When commanded into a direct attack that he finds foolhardy, the Legionnaire is resistant, almost to the level of disobedience.

Level 2 (Silent Objections): Becoming increasingly intractable, the Legionnaire is quiet and brooding. In mission briefings he stays in the shadows, only speaking when absolutely necessary. The fellow members of the Squad feel uneasy around the moody Legionnaire, tending to avoid him when possible. The Legionnaire doesn’t benefit from the effects of non- Night Lord characters using the Command or Charm (Inspire) Skills.

Level 3 (Superior Tactics): The Legionnaire despises the tactics of his fellow Legionnaires, knowing that his more intelligent approach is the best way to victory. The Legionnaire doesn’t benefit from the effects of non-Night Lords Squad Mode Abilities.


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Thousand Sons

Starting Abilities: +5 Int, +5 WP, Psy Rating +1

Advances

Advance

Cost

Type

Prerequisite

Lore (Any) (x3)

200

Skill

 

Lore (Any) +10 (x3)

300

Skill

Lore (Any)

Lore (Any) +20 (x3)

400

Skill

Lore (Any) +10

Infused Knowledge

500

Talent

Int 40

Psychic Technique (x2)

Varies

Talent

Varies



Solo Mode Ability: Eldritch Knowledge
Action: Free Action
Required Rank: 1

The Thousand Suns are extensively travelled and the collective knowledge and experiences of the Legion covers a huge portion of the galaxy. This knowledge is often passed down to new recruits though tales and advice from more veteran members of the Legion which the Space Marine can then call upon as needed. The Space Marine can use this knowledge to make a Lore: Common, Scholastic, or Forbidden Skill Test as if he has a specific Skill and associated specialty. If he possesses the Skill and specialty he wants to test against, he gains a +10 bonus to his test instead. A Space Marine may use this ability a number of times equal to his Rank each game session.

At Rank 6 the Space Marine’s knowledge becomes even more extensive and he gains an additional degree of success if he passes any Lore: Common, Scholastic, or Forbidden Skill Test.


Squad Attack Pattern: Immaterial Conclave
Action: Half Action
Cost: 2
Sustained: Yes

Thousand Sons Sorcerers are skilled in using their abilities to predict the actions of their enemies and coordinate their Squad to exploit any signs of weakness or any flaws in the defences of their foes. Thousand Sons learn to work closely with their Sorcerers as a result, and the actions of their Secret Masters will often influence doctrine and tactical decisions. The Sorcerers within the Space Marine’s squad may choose to confer psychic powers with a range of “Self ” (see page 189 of the Deathwatch Core Rulebook) to those within Support Range. In all respects the Space Marine chosen by the Sorcerer becomes the recipient for the psychic power and benefits from all of its effects. The Sorcerer must choose at the start of each of his Turns to continue conferring the power on the Space Marine, shift it to another Space Marine or use it himself. In all other respects, the power remains the same and is activated and sustained as normal by the Sorcerer. More than one Sorceror can benefit from the effects of the Immaterial Conclave provided they are part of the same Squad and in Support Range, and multiple powers can be conferred onto the same Space Marine.

At Rank 4, activating the power becomes a Free Action.

At Rank 7, psychic powers conferred on other Space Marines do not count for that Round against the number of powers a Sorcerer is sustaining and thus do not reduce the Psy Rating of other powers.


Squad Defensive Stance: Eddies of Change
Action: Half Action
Cost: 2
Sustained: Yes

Part of having a connection to the eddies of the warp is the ability to change tactics at a moment’s notice in the face of the enemy. If an attack has failed, the Space Marine may quickly change his stance or make a swift retreat or advance to place himself in a better position. When used as part of a squad, this ability allows the Squad to test an enemy’s defences and own attack strength by repositioning themselves or withdrawing as needed. The Space Marine and Squad members within Support Range of him may spend their Reaction immediately after their turn (before another PC or NPC has acted) to reverse a move action he has just taken. The Space Marine immediately returns to the position he was at the start of his turn before he took any actions, just as if he had moved there normally. This ability has no effect if the Space Marine did not move voluntarily during his turn (such as if he was moved by a foe or an environmental effect) or if he can no longer return to his former position (it is now occupied by a foe or no longer exists having collapsed or drifted off into space, etc.). In the latter case, he will move back as close to his original position as possible along the route he took during his turn.

At Rank 5 the Space Marine has more control over his movement and when using this ability may return to any point within 5m of his original position.


Primarch’s Curse: Unnatural Visions
Level 1 (Dark Visions): The Legionnaire is beset with Visions of past times and deep, hidden secrets that cast a shadow over periods of rest and meditation. At the start of any mission, the Legionnaire must pass a Challenging (+0) Toughness Test or begin play with a level of Fatigue.

Level 2 (Scorn of Ignorance): The Legionnaire has grown to view those outside the Legion as misguided or ignorant of the truth and cannot bring himself to deal with them any more than necessary. The Legionnaire cannot use the Command Skill on anyone who is not either a member of his Squad or a fellow Thousand Son.

Level 3 (Unrelenting Suspicion): Trained in an atmosphere of secrets, the Legionnaire has become very distrustful of anyone outside his Legion and cannot take the words or promises of others at face value. Unless the Legionnaire’s Squad is solely comprised of Thousand Sons, its Cohesion is reduced by 2.


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Word Bearers

"Faith is the soul of any army; be it vested in primitive religion or enlightened truth. It makes even the least soldier mighty, the craven is remade worthy and through its balm any hardship may be endured. Faith ennobles all of the worlds the soldier undertakes be they so base or vile, and imports to them the golden spark of transcendent purpose."
 - Primarch Lorgar Aurelian

Starting Abilities: +5 WP, +5 Fel, Air of Authority talent

Advances

Advance

Cost

Type

Prerequisite

Command

200

Skill

 

Command +10

300

Skill

Command

Command +20

400

Skill

Command +10

Charm

200

Skill

 

Charm +10

300

Skill

Charm

Charm +20

400

Skill

Charm +10

Forbidden Lore (Daemonology)

200

Skill

 

Forbidden Lore (Daemonology) +10

300

Skill

Forbidden Lore (Daemonology)

Forbidden Lore (Daemonology) +20

400

Skill

Forbidden Lore (Daemonology) +10

Scrutiny

200

Skill

 

Scrutiny +10

300

Skill

Scrutiny

Scrutiny +20

400

Skill

Scrutiny +10

Iron Discipline

500

Talent

WP 30, Command

Master Orator

500

Talent

Fel 30



Solo Mode Ability: True Faith
Required Rank: 1

The Word Bearers are perhaps infamous for their borderline-heretical worship of the Emperor as a divine figure. While several members of the Legion have already begun to look for a new object of worship, spurred into heresy by the ancient ruinous gods of their homeworld of Colchis, many still gird themselves in faith in the Emperor, and this faith protects them on some level from the barely-understood entities of the warp. Once per combat, a Space Marine of the Word Bearers Legion may call upon True Faith as a Free Action at the start of his Turn. While under the effects of the True Faith, Damage inflicted by the Space Marine's melee attacks against creatures with the Daemonic Trait is not reduced by Toughness Bonus. In addition, the Space Marine’s own Toughness Bonus is increased by +4 when reducing Damage from attacks by creatures with the Daemonic Trait or Damage from Psychic Powers and weapons. True Faith lasts for a number of Rounds equal to the Space Marine’s Rank.


Squad Attack Pattern: Righteous Vengeance
Action: Half Action
Cost: 2
Sustained: No

An unwavering faith in the God-Emperor lives in the hearts of all Word Bearers, awaiting the time when it will be unleashed upon their foes. Until the start of his next Turn, whenever the Space Marine and those in Support Range of him make a successful Standard Attack with a melee weapon (whether or not Damage is inflicted) they may immediately make an additional Standard Attack with that same weapon, against the same foe, as a Free Action. If this blow also hits, then they may make an additional Standard Attack and so on, up to a total number of extra attacks equal to their Agility Bonus.

If the Space Marine is Rank 4 or more, summoning the Righteous Vengeance is a Free Action.


Squad Defensive Pattern: Sacred Armour
Action: Free Action
Cost: 2
Sustained: Yes

Word Bearers are among the most zealous and devoted of the Legiones Astartes, turning aside even the powers of the warp with their devotion. A Space Marine of the Word Bearers Legion may cloak himself and those around him in a Sacred Armour, usually by chanting prayers to the God-Emperor or singing battle dirges. While this power is in effect, the Space Marine and those in Support Range of him add +10 to all tests made to resist Psychic Powers and add +4 to their Toughness Bonus when reducing Damage from physical attacks from creatures with the Daemonic Trait and from Psychic Powers.

If the Space Marine is Rank 5 or more, the bonus to resistance tests increases to +20 and the bonus to Toughness Bonus increases to +8.


Primarch’s Curse: Alert for Divergence
Level 1 (Abhor the Unknown): The Legionnaire is uncomfortable around psykers not of the Word Bearers, knowing how easily they can twist the warp to their own flawed will. All Fellowship based tests used on characters with psychic abilities suffer a –20 penalty, as the Legionnaire’s disquiet shows through.

Level 2 (Hate the Unknown): The Legionnaire can scarcely stand the presence of psykers not of the Word Bearers and abhors their sight. If there is a psyker in the Legionnaire’s Squad (such as a Sorceror Player Character) who is not a member of the Word Bearers or he must work with a psyker ally, his Squad’s Cohesion is reduced by 1 (until such time as the psyker leaves or is killed).

Level 3 (Kill the Unknown): The Legionnaire cannot stand any psykers not of their Legion to live and flies into a rage when he sees them. When fighting enemy psykers, the Legionnaire must seek them out (choosing the most obviously powerful first) and kill them to the exclusion of all other foes. This can be especially problematic for the Squad, should they need to take a psyker alive.


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World Eaters

Starting Abilities: +5 WS, +5 S, Brutal Charge talent

Advances

Advance

Cost

Type

Prerequisite

Acrobatics

200

Skill

 

Acrobatics +10

300

Skill

Acrobatics

Acrobatics +20

400

Skill

Acrobatics +10

Tactics (Assault Doctrine)

200

Skill

 

Tactics (Assault Doctrine) +10

300

Skill

Tactics (Assault Doctrine)

Tactics (Assault Doctrine) +20

400

Skill

Tactics (Assault Doctrine) +10

Battle Rage

500

Talent

Frenzy

Berserk Charge

500

Talent

 

Flesh Render

500

Talent

 

Frenzy

500

Talent

 

Furious Assault

500

Talent

WS 35

Resistance (Psychic Powers)

500

Talent

 



Solo Mode Ability: Glorious Frenzy
Required Rank: 1
Every Marine of the World Eaters Legion bears the Butcher’s Nails, cybernetics implanted through the skull into the brain, designed to heighten aggressiveness and violent behaviour, in an attempt to honour their estranged Primarch Angron. Once per combat, a Space Marine of the World Eaters may call upon the Butcher’s Nails. While under the effects of this ability, the Space Marine may re-roll Damage dice with melee weapons. In the case of melee weapons that inflict multiple dice of Damage, all dice or none must be re-rolled. In addition, such is the brutality of his attacks that he scores Righteous Fury on a dice result of 9 or 10 rather than just 10. This ability lasts a number of rounds equal to the Space Marine’s Rank, divided by 2 (round up).

At Rank 3 and above the Penetration of any melee weapon attacks by the Space Marine are increased by +2.

At Rank 5 and above this additional melee weapon Penetration rises to +4.

At Rank 7 and above the chance of scoring Righteous Fury increases to a dice result of 8, 9, or 10.


Squad Attack Pattern: Unending Fury
Action: Free Action
Cost: 3
Sustained: No

The World Eaters possess a fury on the battlefield that can turn them into wild beasts intent only on rending their foes limb from limb. A Space Marine of the World Eaters may call upon his fury to strengthen his arm and fill him with rage against his foes. Until the start of his next Turn, the Space Marine and those in Support Range of him add +10 to their Weapon Skill, Strength, and Toughness, including any corresponding increases in Strength Bonus and Toughness Bonus.

If the Space Marine is Rank 4 or more the bonuses to Weapon Skill, Strength, and Toughness are increased to +20.


Squad Defensive Pattern: Furious Resilience
Action: Free Action
Cost: 3
Sustained: No

World Eaters often fight on regardless of the damage dealt to them, being simply too angry to die. Until the start of his next Turn, the Space Marine and those in Support Range of him use their training and the fiery will of the World Eater to ignore their wounds and focus on the attack, halving all Damage (round up) after reduction for Armour Points and Toughness Bonus. While using this ability, however, such is the Space Marine’s rage that they may not use their Reactions to Parry or Dodge and must use an Action with the Attack subtype (see page 236).

If the Space Marine is Rank 5 or more, the restrictions on using Reactions to Parry or Dodge can be ignored.


Primarch’s Curse: Unquenchable Fury
Level 1 (Rage): The Legionnaire cannot stand to leave an enemy alive or end a fight without even a single kill. If an enemy surrenders or a fight looks like it will end without a foe’s death, the Legionnaire must make a Challenging (+0) Willpower Test to avoid finishing them off or hacking down at least one foe. The GM may increase or decrease the modifier for this test depending on the circumstance and the ramifications of the killing.

Level 2 (Up Close and Personal): Those in the grip of Rage favour close melee combat, where the blood of their foes stains their armour red. Unless there is no possible way to close with a foe, the Legionnaire will always favour melee combat over ranged combat and will charge into the fray, discarding the bolter for the hungry teeth of a chainsword.

Level 3 (Uncontrollable Bloodlust): Rage is also intertwined with a love of seeing the blood of enemies. Once a battle is over, a Legionnaire with Uncontrollable Bloodlust must make a Hard (–20) Willpower Test or spend at least a few minutes reveling in the blood of his Foes, bathing in it, drinking it, etc (provided of course the blood is not deadly).


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There should also be a description of your character’s personality and history, before becoming a Space Marine and their time fighting in the Great Crusade so far (or, if the Ullanor Crusade is their first ever tour of duty, mention this in their history). These descriptions do not need to be long, but they should at least be a few sentences to give a general idea.

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POWER ARMOUR
1-3: Mk2 'Crusade'
4-6: Mk3 'Iron'
7-9: Mk4 'Maximus'
10: Mk6 'Corvus'


Mk2 ‘Crusade’ Armour
The first power armour developed for Astartes, towards the end of the Reunification Wars on Terra and just before the retiring of the Thunder Warriors. Unlike the Mk1 ‘Thunder’ Armour, it is a fully-sealed environmental suit, keeping out dangers such as poisonous gases or the cold vacuum of the void. It also features new technological advances such as air-scrubbing, fluid recycling and emergency medical functions, all of which have appeared on later patterns of Astartes power armour as well. It does have some issues, such as the helmet being locked in a forward-facing position, the wearer being forced to rely on the built-in auto-senses of the helmet. Despite being very outdated this late into the Great Crusade, it is still quite admired among much of the Legiones Astartes, and in particular many veterans from the early decades of the Crusade have held onto their old suits of armour as the Mk2 begins to be phased out, as a point of pride in their early service.

- Take -10 penalty to Concealment and Silent Move
- If used by squad leader, add +5 when testing to prevent Cohesion Damage
- Wearer gains +10 to Fel checks in dealings with other Space Marines

Armour: 7/9
Weight: 280kg
Enhanced Strength: +25
Auto-Senses (Awareness modifier): +5
Pain Suppressant Doses: 6


Mk3 ‘Iron’ Armour
A variant developed during the Great Crusade, not to replace the Mk2, but to fill a heavy assault niche, being perhaps a prototype of terminator armour. The Mk3 ‘Iron’ was designed with the intention of being used in boarding actions and frontal assaults, featuring much heavier armour in the front than in the back, though the added weight makes it awkward and clumsy even with the benefit of the black carapace. It has seen particular favour with the Death Guard, Iron Warriors, and Imperial Fists Legions.

- Take -20 penalty to Concealment and Silent Move

Front-Facing Armour: 9/10
Rear-Facing Armour: 6/6
Weight: 300kg
Enhanced Strength: +25
Auto-Senses (Awareness modifier): +5
Pain Suppressant Doses: 8


Mk4 ‘Maximus’ Armour
The most recent model of power armour to come into common use, the Mk4 ‘Maximus’ is gradually phasing out the old Mk2. It was developed by the Mechanicum of Mars towards the middle of the Great Crusade, using STCs uncovered in the Imperium’s conquest of ancient worlds across the galaxy. Abandoning the large abutted plates of older models for form-fitting ceramite casing, being better-armoured than the Mk2 and – perhaps more importantly, as the Great Crusade ballooned in scope and supply lines became stretched beyond their limits – far more robust and easier to repair.

Armour: 7/9
Weight: 220kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +10
Pain Suppressant Doses: 6


Mk6 ‘Corvus’ Armour
While the Mk4 ‘Maximus’ was intended as the definitive version of power armour, Mechanicum research has nonetheless continued, and already there are prototypes of a new version, dubbed the Corvus Armour. Distinctive with its beak-like helmet shape, the Corvus is intended to be even lighter, more energy-efficient and modular than the Maximus. With a particularly smooth fit to the black carapace, a far quieter backpack generator than older models, and its remarkably light weight, the Corvus is especially useful for scouts and assault marines.

- Wearer gains +10 to Agility

Armour: 8/9
Weight: 170kg
Enhanced Strength: +20
Auto-Senses (Awareness modifier): +15
Pain Suppressant Doses: 6

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  • 3 weeks later...
On 4/10/2024 at 12:52 AM, Trish_the_Nugg_Queen said:

I'm still here, and still planning to start after applications close on the 12th! Just been busy with job hunting, but I had a fairly successful interview yesterday so that could be easing up now

Woot. Congratz :)

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