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Version 0.0 Chambers Militant Rules for playing as the elite forces of the Imperium in Dark Heresy

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  • Version 0.0

    Chambers MilitantRules for playing as the elite forces

    of the Imperium in Dark Heresy

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    Tabl

    e of

    Con

    tent

    s Introduction 4Chapter I - Elite Level Play 6

    Party Member 6Reinforcements 6Chambers Militant Campaigns 6

    Chapter II - The Deathwatch 7Step I - Home Chapter 8

    Black Templars 8Blood Angels 9Dark Angels 9Imperial Fists 10Iron Hands 10Raven Guard 11Salamanders 11Space Wolves 12Ultramarines 12White Scars 13Black Shield 13

    Step II - Career 14Apothecary 14Assault Marine 14Devastator Marine 14Librarian 15Tactical Marine 15Techmarine 16

    Step III - Invest Experience Points 17Elite Advance: Space Marine 17Step IV - Equip your Marine 18Step V - Motivations 18

    Chapter III - Xenos Armoury 19Astartes Weaponry 19Rarity and Renown 20Career Specific Equipment 20

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    Astartes Ranged Weapons 21Astartes Melee Weapons 22

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    Intr

    oduc

    tion Introduction

    “They shall be pure of heart and strong of body, untainted by doubt and unsullied by self-aggrandisement. They will be bright stars in a firmament of battle, Angels of Death whose shining wings bring swift annihilation to the enemies of Man. So shall it be for a thousand times a thousand years, unto the very end of eternity and the extinction of mortal flesh.”

    – Roboute Guilliman, Primarch of the Ultramarines

    The Inquisition is a singularly powerful force, commanding incredible levels of influence and talent across their ranks. But even still, some threats outstrip the capabilities of an Inquisitor and their Acolytes. Sometimes the scalpel that is the Inquisition is not enough; sometimes a hammer is needed. The Chambers Militant serve that role; powerful armed forces oath-bound to provide aid to Inquisitors in need.

    This book provides rules for creating and playing as members of the Chambers Militant; the military forces allied to the Holy Ordos of the Inquisition. These rules are intended for high level play; only Acolyte Cells of considerable renown and experience are likely to have such powerful warriors amongst their ranks. Several suggestions are provided for integrating these characters into different kinds of campaigns however, so read on.

    Chapter I - Elite Level PlayGuidance and rules for how to properly integrate these powerful warriors into a campaign

    featuring regular members of the Inquisition.

    Chapter II - The DeathwatchRules for creating warriors from the Deathwatch, the Chamber Militant of the Ordo Xenos.

    Along with special rules for creating and playing as the supernaturally capable Space Marines, this chapter includes character options for every founding chapter of the Adeptus Astartes.

    Chapter III - Xenos ArmouryStatistics for the arms and armour of the Adeptus Astartes, including special wargear tailor

    made for the forces of the Deathwatch. Also contains rules for how Deathwatch Marines may acquire new equipment as they rise in the ranks.

    Chapter IV - The Grey KnightsRules for creating the powerful psyker warriors of the Grey Knights, the Chamber Militant

    of the Ordo Malleus. This includes rules for their powerful psychic powers, governed by a new psychic discipline; Sanctic Daemonology.

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    Chapter V - Malleus ArmouryAll the unique wargear utilised by the warriors of the Grey Knights, including their powerful

    Nemesis Force Weapons.

    Chapter IV - The Adepta SororitasExpanded character options for bringing the Battle Sisters of the Adepta Sororitas to life,

    featuring expanded character creation options.

    Chapter IV - Hereticus ArmouryFeatures the blessed equipment of the Adepta Sororitas, allowing you to outfit your Sisters of

    Battle in the appropriate wargear.

    Chapter VI - Elite TalentsNew talents specific to members of the Chambers Militant, including a range of talents

    focusing on the unique capabilities of the Adeptus Astartes, and the potent acts of faith which the Adepta Sororitas manifest on the battlefield.

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    y Chapter I - Elite Level Play“I thought it was the end for us and the hive. Luckily we had some help.”

    – Karlon Feht, after the Scouring of Hive Orinocanna

    Integrating the powerful warriors of the Chambers Militant into a typical campaign is a tall ask; their powerful capabilities far outstrip those of mortal Acolytes in many situations, and they are often ill-suited to investigation based work. There are many ways to handle this, depending on the nature of your campaign, but the following suggestions are worth considering.

    Party MemberThe most obvious option, you might opt to use the Chambers Militant character as a stan-

    dard party member, accompanying the group on all their missions just as any other Acolyte would. For a suitably high level Acolyte Cell with a few hundred XP under their belts, this can work just fine.

    It is worth considering the narrative restraints this places on a group. While members of the Adepta Sororitas are regular humans, and can integrate into an investigative group fairly well despite their religious zeal, a Space Marine is a towering, inhuman creature. Working under-cover becomes markedly more difficult with an Astartes in tow; an important thing to consider before including a Space Marine PC in your group.

    ReinforcementsSometimes, when an investigation goes downhill, Acolytes need to call in support. This can

    be an ideal time to integrate the Chambers Militant; have your players each build one member of a strike team to play as for a session or two, deploying to deal with threats that are well out-side the capabilities of the Acolytes. This option could also be used simply to replace one or two members of the group; maybe the elderly savant of the group stays home during the epic final confrontation, and instead his player plays as the Deathwatch Marine support called in by the party. These reinforcement characters can become recurring characters in an ongoing cam-paign, building tight bonds (or deep conflicts) with members of the Acolyte Cell. This option

    has the added benefit of not requiring a particularly high XP party.

    Chambers Militant CampaignsWith the amount of depth offered in the creation of Chambers Militant characters, it’s possi-

    ble to have an entire campaign where players take the role of these powerful warriors. Fantasy Flight Games’ original Deathwatch line focused on this concept in detail, and the books pro-duced for that game line can be an excellent source of inspiration for this sort of campaign. A campaign where every party member is a Deathwatch Marine, Grey Knight or Battle Sister is going to play very differently to the dark, investigative focus of Dark Heresy, but that doesn’t mean it isn’t an entirely viable option.

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    Chapter II - The Deathwatch“How many have given their lives in service to Humanity, their names never to be recorded,

    their deeds never to be celebrated? The Deathwatch seek not laurels; it is sufficient that the Emperor knows our names and our deeds.”

    – Deathwatch Brother Sergeant Ghalis

    The Deathwatch is a Space Marine Chapter, but one quite different from every other Chapter known to exist. There are many things that set the Deathwatch apart from their fellow Battle-Brothers, the first of which is the fact that the Chapter’s brethren are not permanent members, but seconded from other Chapters for a specific mission or a set period of time. Not all Chapters dispatch their Battle-Brothers to serve in the

    Deathwatch, but for those who do, the service does great honour to both the individual Brother and to the Chapter as a whole. The origins of this practice are lost to history, but certainly many Chapters have undertaken terrible oaths to provide their most experienced alien-fighters whenever called upon to do so. Such an honour is afforded to a Space Marine that has served in the Deathwatch that many continue to bear the Chapter’s distinctive heraldic shoulder plate even once they have returned to their parent Chapter.

    Creating Space Marines of the Deathwatch is a somewhat different process to creating an Acolyte in Dark Heresy; the following pages detail this process step by step.

    It’s important to note that Deathwatch Marines are only intended for high level play; simply creating one requires 265 earned experience points; well above what is avaliable at character creation in a typical Dark Heresy campaign. Because of this, Deathwatch Marines can typically only be introduced into an ongoing, high level Dark Heresy campaign, or one which is starting with a significantly high level of XP.

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    Rather than selecting a Home World, Deathwatch marines have derive their backgrounds from their home chapters; the chapter they served in before being seconded to the Deathwatch’s forces. Options are provided for all nine of the first founding chapters, along with an option for playing Black Shields; the mysterious warriors of the Deathwatch who have forsaken their original chapter allegiance entirely. Black Templars are also included, due to how substantially different they behave when compared to their progenitor chapter.

    If creating a character who hails from a chapter created in one of the later foundings, simply use the rules provided for their parent chapter; if your character hails from the Angels of Redemption, simply use the Dark Angels chapter rules. Otherwise, you can work with your GM to create chapter rules of your own; the guidance for creating Archetypes in the Genesys Core Rulebook (page 192) can be a tremendous help with this. The Chapters provided in this section have their Brawn increased by 2, their Agility increased by 1, their wound threshold increased by 5, and their strain threshold increased by 3. All of these changes are applied after using the Genesys archetype creation guidelines to decide their baseline statistics; the cost of these changes is bundled into the Space Marine Elite Advance (page XX).

    Black TemplarsAll Space Marines are renowned for their fervent dedication, but the extent of the Black Templars’ faith is often described as fanatical. They seek nothing less than to crush every last enemy of mankind. They have absolutely no tolerance of heretics, mutants, witches, aliens, or any other abomination

    against the Emperor. For ten thousand years they have crusaded to prove their loyalty, and this creed has become so embedded in their doctrines that they are utterly ruthless towards anyone or anything perceived as a threat to the Emperor. They have been known to mercilessly wipe out entire planetary populations to expunge the sin of heresy, while the mere presence of a witch on the battlefield drives them into a zealous fury against which few enemies have any hope of standing. he Black Templars’ professed loathing of the witch even extends to those psykers in the employ of the Imperium.

    5 3 2 2 3 2Brawn Agility Intellect Cunning Willpower Presence

    • Wound Threshold: 17 + Brawn• Strain Threshold: 14 + Willpower• Starting Experience: 40 XP• Holy Crusaders: Black Templars begin the game with one rank in Melee (Light) or Melee

    (Heavy), and one rank in Discipline. They still may not train these skills above rank 2

    during character creation.

    • Righteous Zeal: Once per encounter, a Black Templar can perform the Righteous Zeal maneuver. For a number of rounds equal to the Marine’s Willpower, his weapons gain the

    Sanctified quality, and his soak increases by 3 against attacks made by Daemons or damage

    from psychic powers.

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    Blood AngelsThe Blood Angels are the noble descendants of that most puissant and angelic of the primarchs—Sanguinius. They are perhaps one of the most celebrated Chapters in the entire Imperium, their countless heroic deeds and victories known to untold billions of the Emperor’s subjects across the length and

    breadth of the Imperium. The beauteous, angelic visages of the Chapter’s heroes adorn gothic facades and stained glass windows in a million holy basilicas, and their portraits gaze serenely from endlessly copied and much cherished illuminated tomes. Yet, hidden from the multitudes, the Blood Angels harbour a terrible curse.

    5 4 2 2 2 2Brawn Agility Intellect Cunning Willpower Presence

    • Wound Threshold: 15 + Brawn• Strain Threshold: 13 + Willpower• Starting Experience: 50 XP• Sons of Sanguinius: Blood Angels begin the game with one rank in Melee (Light) or Melee

    (Heavy). They still may not train these skills above rank 2 during character creation.

    • Blood Frenzy: Once per encounter, a Blood Angel can perform the Blood Frenzy maneuver. For a number of rounds equal to the Marine’s Willpower, he adds 3 damage to

    all melee attacks, and reduces the crit rating of melee weapons by 1 (to a minimum of 1).

    When this effect ends, the Blood Angel suffers 2 strain.

    Dark AngelsThe Dark Angels stand first amongst the Space Marine Chapters, as they have done since their very inception. Theirs is a proud Chapter, with traditions and rituals that date back to the earliest days of the Imperium. The origins of the

    Dark Angels Chapter are shrouded in mystery, however. Few records of its beginnings exist, nor are there many mentions of the part it played in the Emperor’s Great Crusade. Most references in the histories of the Imperium to its deeds during the accursed times of the Horus Heresy have been expunged. But yet, a legend persists that at one point the Dark Angels teetered on the very brink of heresy, committing a grave betrayal that nearly damned them all.

    5 3 3 2 2 2Brawn Agility Intellect Cunning Willpower Presence

    • Wound Threshold: 15 + Brawn• Strain Threshold: 14 + Willpower• Starting Experience: 45 XP• Sons of the Lion: Dark Angels begin the game with one rank in Gunnery or Ranged

    (Heavy). They still may not train these skills above rank 2 during character creation.

    • Stoic Defence: Once per encounter, a Dark Angel may perform a Stoic Defence maneuver. Until the end of the encounter, the character’s melee and ranged defence increase by 2, and

    he increases his soak by 2. This effect ends if the character moves from his position.

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    they have earned through their dedication to the Imperium and to Humanity. Since before the dawn of the Age of Imperium, the Imperial Fists have stood resolute against any and every threat, standing firm where others have

    given ground and frequently making the ultimate sacrifice in the name of honour and duty. The steadfastness, stoicism and selflessness the Imperial Fists is legendary, and the Chapter’s Primarch, the mighty Rogal Dorn, is a figure of adoration across the length and breadth of the Domains of Man.

    5 3 2 2 3 2Brawn Agility Intellect Cunning Willpower Presence

    • Wound Threshold: 17 + Brawn• Strain Threshold: 13 + Willpower• Starting Experience: 45 XP• Sons of Dorn: Imperial Fists begin the game with one rank in Resilience or Ranged

    (Heavy). They still may not train these skills above rank 2 during character creation.

    • Siege Master: An Imperial Fist may suffer 2 strain to ignore any defensive bonuses granted by an opponent’s cover for one round. In addition, Imperial Fists gain 1 extra defence from

    their own cover.

    Iron HandsThe Iron Hands were created by the Emperor as the tenth Legion, forged in fire and war to bring the light of humanity to the long lost human worlds scattered across the galaxy. Central to the unique identity of the Iron Hands is their belief that the flesh is inherently weak; subject to decay and

    temptation, it is a frailty to be purged to the fullest extent. This belief is likely to be rooted in the Chapter’s experience of the Horus Heresy, but the character of the peoples of Medusa is undoubtedly a contributing factor.

    5 3 2 2 2 2Brawn Agility Intellect Cunning Willpower Presence

    • Wound Threshold: 19 + Brawn• Strain Threshold: 13 + Willpower• Starting Experience: 55 XP• Sons of Manus: Iron Hands begin the game with one rank in Resilience. They still may not

    train Resilience above rank 2 during character creation.

    • Suffer No Weakness: Once per encounter, an Iron Hand can select a single enemy. Until the end of the encounter, the character gains the Hatred talent against the selected enemy,

    and adds his Intellect to the damage of all attacks made against the chosen opponent.

    • Iron Flesh: Iron Hands can install twice as many Cybernetics as usual before reducing their strain threshold.

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    Raven GuardThe Raven Guard are the scions of the old nineteenth Legion, whose Primarch Corax was said to have skin as white as ivory and eyes as black as night. The Raven Guard and their Successors are masters of infiltration and subterfuge, able to defeat an enemy of the Imperium with a precisely aimed

    and overwhelming assault in the manner of their Primarch, whose loss they mourn to this very day. With their numbers low due to the state of their gene-stock, the Raven Guard now avoid frontal assaults, though they are not averse to sacrifice when called for. Instead, Raven Guard strike forces specialise in deploying to a war zone unseen by friend and foe alike, and in launching ambushes and assassinations on key enemy facilities and personnel.

    5 4 2 2 2 2Brawn Agility Intellect Cunning Willpower Presence

    • Wound Threshold: 15 + Brawn• Strain Threshold: 13 + Willpower• Starting Experience: 50 XP• Sons of Corax: Raven Guard begin the game with one rank in Stealth or Ranged (Heavy).

    They still may not train these skills above rank 2 during character creation.

    • Master of the Shadows: Raven Guard may reroll a Stealth check once per encounter.

    SalamandersThe Salamanders hail from a world wracked by constant volcanic instability, but possessing the very rarest kinds of mineral resources. The violence of the cyclic volcanic activity creates and churns up minerals highly prized by the Adeptus Mechanicus, yet the planet has been occupied by Mankind since

    long before the Age of Imperium. When it comes to combat doctrine, the Salamanders favour above all else the application of heat and flame. What may have started as a symbolic honouring of the volcanic nature of Nocturne and the fire-breathing beasts that live amongst the basalt-formed mountains has evolved into a lethal specialisation.

    5 3 2 2 2 3Brawn Agility Intellect Cunning Willpower Presence

    • Wound Threshold: 17 + Brawn• Strain Threshold: 14 + Willpower• Starting Experience: 40 XP• Sons of Vulkan: Salamanders begin the game with one rank in Ranged (Heavy) or

    Resilience. They still may not train these skills above rank 2 during character creation.

    • Fire-Born: When selecting their loadout, Salamanders can make a modification to one of their selected weapons. Add one of the following qualities: Concussive +1, Pierce +1,

    Reinforced, Reliable, Superior, Vicious +1. Alternatively, remove one of the following:

    Cumbersome 1, Inferior, Prepare 1, Unreliable, Unwieldy 1.

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    nail for the cause of the Emperor. Amongst the most famous of the Chapters of the Adeptus Astartes, their sagas are told from one end of the galaxy to the other. As headstrong as they are fierce, the Space Wolves excel at close-

    quarters fighting, their warriors vying keenly for glory on the field of battle. The Space Wolves live to fight, and death holds no fear for them.

    5 3 2 3 2 2Brawn Agility Intellect Cunning Willpower Presence

    • Wound Threshold: 16 + Brawn• Strain Threshold: 13 + Willpower• Starting Experience: 45 XP• Sons of Russ: Space Wolves begin the game with one rank in Melee (Light) and Survival.

    They still may not train these skills above rank 2 during character creation.

    • Wolf Senses: Space Wolves can reroll a Perception check once per encounter, and add b to scent based Perception, Survival and Vigilance checks.

    UltramarinesOf all the thousand and more Space Marine Chapters, it is the blue-clad Ultramarines that, in the mind of the countless billions of the Emperor’s subjects, personify everything that the Adeptus Astartes stands for. The Ultramarines and their many successor Chapters have stood at the very

    forefront of the war against the traitor, the alien, and the fiend since the very foundation of the Imperium. Across the domains of the Emperor, the Ultramarines are celebrated as heroic, virtuous, and noble defenders of Humanity, their deeds celebrated in devotional works the length and breadth of the galaxy. The Ultramarines are rightly held as exemplars of all that a Space Marine can and should be. They are noble and virtuous, self-sacrificing and stoic, and truthful and just in thought and deed. Unlike the Battle-Brothers of some other Chapters, they are not arrogant in their dealings with the common man, and have served and died alongside warriors of every other military force in the Imperium.

    5 3 2 2 2 3Brawn Agility Intellect Cunning Willpower Presence

    • Wound Threshold: 15 + Brawn• Strain Threshold: 15 + Willpower• Starting Experience: 40 XP• Sons of Guilliman: Ultramarines begin the game with one rank in Leadership or Ranged

    (Heavy). They still may not train these skills above rank 2 during character creation.

    • Favoured Son: Ultramarines add b to Charm and Leadership checks made towards other Space Marines, or members of the Imperium’s armed forces.

    • True Leader: All allies within Medium range of an Ultramarine add b to their fear checks.

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    White ScarsThe fierce, honour-scarred Battle-Brothers of the White Scars Chapter are the inheritors of the Fifth Legion. Recruited from the most savage nomad tribes of the Feral world of Chogoris, the White Scars fight in the manner of the warriors of the steppes. Mounting lightning assaults utilising the fastest of

    vehicles, the White Scars descend upon their foes in an unstoppable torrent, their hearts filled with savage joy and the battle cry “For the Emperor and the Khan!” on their lips.

    5 4 2 2 2 2Brawn Agility Intellect Cunning Willpower Presence

    • Wound Threshold: 15 + Brawn• Strain Threshold: 13 + Willpower• Starting Experience: 45 XP• Sons of Khan: White Scars begin the game with one rank in Drive and Melee (Light). They

    still may not train these skills above rank 2 during character creation.

    • As Swift As The Wind: After making a ranged attack, a White Scar may spend 1 strain and make a Hard (ddd) Athletics check to move one range band towards his target as

    an incidental. This check is instead be substituted for a Driving check when operating a

    vehicle.

    Black ShieldFor a Space Marine, the icon of their Chapter is more than just a marking on their armour and their banners. The Chapter icon is a sacred symbol of all that their Chapter stands for, a mark of all the proud history that can be traced back to the Chapter’s very founding. However, among the ranks of the

    Deathwatch there are warriors that bear no Chapter mark. Where the other Battle-Brothers proudly display their Chapter’s heraldry, the right pauldron of these warriors shows only featureless black. By ancient tradition, a Space Marine with his heraldry obscured may present himself before a Watch Commander and petition for admittance to the Deathwatch. He may not be or pressed to divulge anything about his origins, all such information having beem ritually obliterated by the removal of his Chapter’s mark.

    5 3 2 2 2 2Brawn Agility Intellect Cunning Willpower Presence

    • Wound Threshold: 15 + Brawn• Strain Threshold: 14 + Willpower• Starting Experience: 55 XP• Unknown Warrior: Black Shields begin the game with one rank in any one skill of their

    choice. They still may not train this skill above rank 2 during character creation.

    • Price of Redemption: Black Shields can spend a Story Point to ignore the effects of a single critical injury for the duration of an encounter. This does not work on injuries which

    involve loss of limbs or other body parts.

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    Dark Heresy core rulebook. These careers still function in the exact same way mechanically.

    ApothecarySpace Marine Apothecaries are charged with maintaining the bodily health of their Battle-

    Brothers, whether this is monitoring their genetically engineered implants or administering emergency medical attention on the field of battle. Only the bravest of warriors are chosen for this honoured duty, for each must look first and foremost to the health of his companions, and consider his own life as secondary. Apothecaries are at once mighty warriors and selfless servants, and each would fight their way through hordes of vile enemies to reach a fallen Battle-Brother and then transfuse the very last drop of his own blood to save the life of the wounded.

    Apothecaries count the following skills as career skills: Medicae, Melee (Light), Ranged (Light), and Scholastic Lore. In addition, the Apothecary may select four other skills, and also counts those as career skills. Before spending experience during character creation, an Apothecary may choose four of his career skills and gain one rank in each of them.

    Assault MarineAssault Marines are specialists in the brutal art

    of close quarters combat. They carry a range of weaponry, usually a lethal combination of a pistol and a melee weapon, the most common being the iconic bolt pistol and chainsword. Many choose to take to the battlefield equipped with a jump pack, allowing them to close rapidly on their foes, often descending from above in a devastating charge.

    Assault Marines count the following skills as career skills: Coordination, Driving, Melee (Light), and Ranged (Light). In addition, the Assault Marine may select four other skills, and also counts those as career skills. Before spending experience during character creation, an Assault Marine may choose four of his career skills and gain one rank in each of them.

    Devastator MarineDevastator Marines are those Battle-Brothers tasked with manning the very heaviest and

    most powerful of portable weapons. In his parent Chapter, the Devastator Marine might recently have ascended from the 10th Scout Company, and therefore be undertaking a crucial stage in the process of mastering all of the arts of war. In the Deathwatch, however, it is more

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    likely that the Devastator Marine has already served in his parent Chapter as a Devastator, Assault, and Tactical Marine, and is returning to the role he most excels in—the application of overwhelming firepower.

    Devastator Marines count the following skills as career skills: Athletics, Gunnery, Perception, and Ranged (Heavy). In addition, the Devastator Marine may select four other skills, and also counts those as career skills. Before spending experience during character creation, a Devastator Marine may choose four of his career skills and gain one rank in each of them.

    LibrarianLibrarians are those Space Marines born as psykers, able to wield the powers of the mind

    against the foes of Mankind. To be a Space Marine is to be one in a billion—a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind’s most exceptional warriors.

    Librarians count the following skills as career skills: Discipline, Forbidden Lore, Melee (Light), and Perception. In addition, the Librarian may select four other skills, and also counts those as career skills. Before spending experience during character creation, a Librarian may choose four of his career skills and gain one rank in each of them.

    Tactical MarineTactical Marines are the most numerous of Space

    Marine warriors, and as their name suggests they are equipped and trained to fulfil the widest range of battlefield roles. Armed with the iconic boltgun, Tactical Marines provide the bulk of the Kill-team’s firepower, which they are able to lay down in a devastating fusillade even as they advance implacably towards their objective. Most Battle-Brothers taking up service in the Deathwatch have advanced to the position of Tactical Marine in their parent Chapters, and so are veteran warriors well versed in the many disciplines of war. Truly, there are very few enemies that the Tactical Marine has not encountered and defeated, and no battlefield holds any terror for him.

    Tactical Marines count the following skills as career skills: Athletics, Cool, Leadership, and Ranged (Heavy). In addition, the Tactical Marine may select four other skills, and also counts those as career skills. Before spending experience during character creation, a Tactical Marine may choose four of his career skills and gain one rank in each of them.

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    Techmarines are those brethren schooled in the forbidden knowledge of the Omnissiah—the Machine God. Those aspirants who display an affinity for the

    operation of machines undergo special trials and tests, to discern their suitability to receive additional training under the Adeptus Mechanicus. Upon their ascension to the status of Battle-Brother, those judged worthy are dispatched to a Forge world of the Adeptus Mechanicus—perhaps even

    Mars itself, where they are inducted into the secrets of the Machine Cult. Upon his eventual return to his Chapter, the Space Marine has learned not only the operation of all

    manner of machinery, but also how to convene with the machine spirits themselves, how to undertake repairs of aggrieved or wounded machines, and even how to build new ones.

    Techmarines count the following skills as career skills: Melee (Heavy), Perception, Scholastic Lore, and Tech-Use. In addition, the Techmarine may select four other skills, and also counts those as

    career skills. Before spending experience during character creation, a Techmarine may choose four of his career skills and gain one rank in each of them.

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    Step III - Invest Experience PointsMarines begin with a budget of experience points based on their Home Chapter choice.

    Spending experience points follows the rules outlined in the Genesys Core Rulebook (page 44). Remember that experience points cannot be directly invested into characteristics after character creation, so it’s important to consider investing some of your starting experience into your characteristics.

    Any campaign which includes Space Marines as a playable option is likely to have a substantial amount of extra XP granted to players. Note that this extra XP cannot be spent on enhancing characteristics; only the Dedication talent can do that.

    In order to play a Deathwatch Marine, you must spend 265 of your experience points on the following Elite Advance. See Liber Heresius page 9 for more details on Elite Advances.

    Elite Advance: Space MarineCost: 265 XPRestrictions: Must be selected when creating a Deathwatch Marine.

    The Space Marines are the Imperium’s supreme warriors. Genetically enhanced to be the ultimate fighters, they are far stronger and tougher than ordinary human beings. Even without their potent arms and armaments, they are supernaturally capable soldiers.

    • Unnatural Strength: Space Marines are unnaturally strong, and deceptively agile for their considerable bulk. This increases their Strength and Agility accordingly, which is reflected in their Home Chapter statistics. In addition, Space Marines may raise their Brawn to 6 using the Dedication talent, rather than the usual limit of 5.

    • Inhuman Resilience: Space Marines can take an absurd amount of punishment before going down, soaking bolter shells and worse. Space Marines receive +5 to their wound threshold, and +3 to their strain threshold; this is reflected in their Home Chapter statistics.

    • Hypno-Indoctrination Training: Space Marines gain one rank in the following skills; Athletics, Cool, Gunnery, Melee (Light), Ranged (Light), Ranged (Heavy) and Vigilance. This may raise their skills above Rank 2, if necessary.

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    atch • And They Shall Know No Fear: Space Marines reduce the difficulty of all Fear checks once. • Implanted Organs: Space Marines gain a variety of effects from their implanted organs.

    • Belcher’s Gland: Space Marines have a Ranged (Light) attack with a range of Engaged, a damage of 3, Pierce 2 and Toxic 2. aaa or t on a successful check can be spent to blind the target for one round.

    • Enhanced Metabolism: Space Marines add bb to all Resilience checks made to resist the effects of gases, poisons and toxins. Once per session, a Space Marine may reroll a failed Resilience check made to resist gases, poisons or toxins.

    • Multi-Lung: Space Marines have the Amphibious trait.• Neuroglottis: Space Marines can detect any poisions or toxins by taste with an

    Average (dd) Perception check, and by smell with a Hard (ddd) check. Space Marines add b to track or locate a target they have tasted.

    • Occulobe and Lyman’s Ear: Space Marines add b to Perception checks based on sight and sound.

    • Omophagea: By devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth). The specific knowledge which can be gained is up to the GM’s discretion.

    Step IV - Equip your MarineDeathwatch Marines do not purchase equipment, and

    are not required to requisition their armaments with Influence. Instead, they select their loadout each time they visit a Watch Fortress or other Deathwatch armoury, with access to a range of gear based on the group’s Renown. In addition, a Marine’s choice of Career may affect the equipment they have access to. More details on this process are covered in Chapter III - Deathwatch Armoury.

    Deathwatch Marines do not receive any Thrones as part of character creation; they have no need for money, and are unlikely to have any cause to acquire or hold onto it throughout the course of play.

    Step V - MotivationsMarines determine their Desires, Fears, Strengths and Flaws using the same process outlined

    on Page 46 of the Genesys Core Rulebook; this is unchanged from how it operates for regular Acolytes. Marines, as far removed from humanity as they are, still have feelings, desires, and deep terrors, although these might take on a very different form to those of mundane humans.

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    Chapter III - Xenos Armoury“The history of our chapter is in this bolter. Twelve times it has passed from one of our fallen

    Brothers to his successor. May the deeds it performs in your hands live up to theirs.”

    – Sergeant Caelicus of the Ultramarines, upon a Scout’s induction to the 10th Company

    Each Adeptus Astartes is a weapon unto himself, an instrument of war left behind to safeguard humanity in the God-Emperor’s stead. This sacred task is assailed from every corner of the galaxy by every manner of foe; a Battle-Brother faces threats so terrible that the mere knowledge of them can break mortal men. He could not hold back this abominable tide without weapons as carefully forged and time-tempered as his own gene-seed. The Space Marines are a remnant of the mighty Imperium that was, and their tools of war reflect this same might. Their arsenals include the finest weapons and armour in the Imperium—equipment worthy of the Adeptus Astartes’ legacy.

    Astartes WeaponryGrave religious taboos exist throughout

    most of the Imperium against daring to touch weapons meant for the hands of the Emperor’s Angels of Death. Astartes weapons react violently to the grip of the unworthy, and men bearing terrible burn scars are living proof of a flamer’s outrage in the hands of an ignoble master. Still, there are invariably those bold and foolish enough to try taming the machine spirits of Astartes weapons.

    Any mundane human who attempts to wield an Astartes weapon treats it as one category larger; Ranged (Light) weapons become Ranged (Heavy), Ranged (Heavy) weapons become Gunnery, and Gunnery weapons are completely unusable. The same goes for melee weapons; Ranged (Light) becomes Ranged (Heavy), and Ranged (Heavy) weapons are unusable. In addition, bbb is added to all attack checks, and the weapon’s Encumbrance is increased by 2.

    On the same token, conventional human weapons are a poor fit for Astartes. Gunnery weapons can be used with some slight modification (removing trigger guards and such), but any Ranged (Light) or Ranged (Heavy) weapon designed for human hands needs substantial modification before it can be used properly by Astartes.

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    Cha

    pter

    III -

    Xen

    os A

    rmou

    ry Rarity and RenownThough the Deathwatch’s tools of war fill armoured chambers deep beneath Watch

    Fortresses and sleep in the holds of its scattered Watch Stations, its resources are still ultimately finite. The Forge Master must ensure all Deathwatch Kill-teams are sufficiently equipped to fight the enemies of man. Simply keeping a steady stock of bolt shells requires vigilantly protected and secret supply lines. Replacing a suit of Terminator Armour may take years, and if a relic blade strikes down Tau Fire Warriors, it cannot be used at the same time to slay a Hive Tyrant. As such, the Deathwatch must allocate assets to Kill-teams carefully in proportion to the threat they face.

    The equipment avaliable to Marines of the Deathwatch is determined by their group’s Renown Score (see page 55 of Liber Heresius). A Deathwatch Marine has access to all Deathwatch equipment with a rarity equal to or less than his group’s Renown.

    On missions particularly important to the fate of the Imperium, a Watch Commander might authorise access to more specialised relics from the Deathwatch vaults. In these circumstances, the GM may temporarily increase the group’s Renown by 1 or more points for the purpose of determining Deathwatch equipment avaliability.

    Career Specific EquipmentSome equipment is specific to an individual Career, such as the Narthecium of the

    Apothecary or the Psychic Hood of the Librarian. This equipment can usually only be acquired by Marines who belong to the relevant career.

    IntroductionChapter I - Elite Level PlayParty MemberReinforcementsChambers Militant Campaigns

    Chapter II - The DeathwatchStep I - Home ChapterBlack TemplarsBlood AngelsDark AngelsImperial FistsIron HandsRaven GuardSalamandersSpace WolvesUltramarinesWhite ScarsBlack Shield

    Step II - CareerApothecaryAssault MarineDevastator MarineLibrarianTactical MarineTechmarine

    Step III - Invest Experience PointsElite Advance: Space MarineStep IV - Equip your MarineStep V - Motivations

    Chapter III - Xenos ArmouryAstartes WeaponryRarity and RenownCareer Specific EquipmentAstartes Ranged WeaponsAstartes Melee Weapons