AN INTRODUCTION ®

™ TO DEATHWATCH o r k s h o p W Paul Lyons Paul Owen Rees Owen Alan Merrett Publisher Gabe Laulunen Gabe Michael Hurley Michael Corey Konieczka Corey Christian T. Petersen Christian T. a m e s Head of Licensing Licensing Manager USA G Production Manager Production FFG Lead Game Designer FFG Lead FFG Lead Game Producer FFG Lead Game Harthoorn, Kieren Smith and Julia Smith Smith and Julia Harthoorn, Kieren Head of Intellectual Property Flight Fantasy Roseville, MN 55113 Roseville, Special Thanks to the Playtesters line, free downloads, answers answers downloads, free line, 1975 West County Road B2 County Road 1975 West “No Guts, No Glory” Sean Connor with Mathieu Booth, with Mathieu Sean Connor No Glory” “No Guts, Bid Babies?!” Jordan Millward with Keri Harthoorn, Kyle Harthoorn, Kyle with Keri Millward Jordan Bid Babies?!” Nick Hodge, Stephen Pitson, and Michael Thompson, “You “You Thompson, Stephen Pitson, and Michael Hodge, Nick e a t h w a t c h Printed in the USA Credits GAMES FLIGHT FANTASY www.FantasyFlightGames.com Product Code: DWP1 Print ID: 801APR10 Product ™ to rule queries, or just to pass on greetings, visit us online at or just to pass on greetings, to rule queries, Ben Lurie Editing For more information about the D about information more For Ross Watson Ross Owen Barnes Owen Mark Raynor Mark Zoë Robinson Cover Art Matt Bradbury Matt Written by Written Kevin Childress Kevin Interior Art Art Direction Graphic Design Lead Developer Oliver Specht, and Adrian Smith Specht, Oliver 2 Additional Graphic Design Additional Graphic in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights Inc. Publishing Flight under license to Fantasy edition published This the world. in the UK and other countries around form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of without the prior permission the publishers. or otherwise, recording photocopying, mechanical, electronic, any means, by form Copyright © Game Workshop Limited 2010. , Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, Deathwatch, Play, 40,000 Role 40,000, Warhammer Warhammer Workshop, Limited 2010. Games © Game Workshop Copyright the foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/ and race races creatures, names, places, logos, marks, and all associated Deathwatch, logos, respective marks’ the foregoing reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any system, or transmitted in a retrieval stored may be reproduced, No part of this publication owners. to their respective reserved 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000–2010, variably registered registered variably Ltd 2000–2010, either ®, ™, and/or © Games Workshop setting are game and the Deathwatch 40,000 universe devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer the Warhammer from and illustrations products units and unit insignia, characters, weapons, locations, vehicles, devices/logos/symbols, Hector Ortíz, Michael Phillippi, Karl Richardson, Richardson, Phillippi, Karl Hector Ortíz, Michael Matt Bradbury, Kieryluk, Karl Kopinski, Jorge Maese, Maese, Jorge Kopinski, Karl Kieryluk, Igor Bradbury, Matt

Final Sanction F extremely hostileuniverse. againstan survival for warMankind’s of forefront the at are menace that crawls forth hungrily from beyond the Warp. You and sedition, and to continually fight against the foul daemon heresyxenos hostile root the forces,crush of and out seek to threats.You destroyand down hunt to service into arecalled on a new oath to safeguard the Imperium from the darkest of take and Deathwatch mysterious the join to invited are Astartes Adeptus the of forces fighting the from Marines—the Deathwatch. Space of groups specialised and unique most one the of join to selected and out singled been your haveChapter,you own within service After yearsmany exemplary of Marines. Space as bio-engineered known also super-soldiers devout, Astartes—the Adeptus the of you take on the role of a member D Deathwatch? What is Finest: a warrior born from a lost age to face humanity’s humanity’s face to greatest greatest age enemiesinitstimeof need. lost a from born warrior a Finest: Emperor’s the of one Youare burn. it see would that those againstsurvival of war ending neverImperium’s the of lines front the in soldier a Astartes, Adeptus fabled the in warrior a are individual—you any just not are Yetyouimaginable. bloodyregime most and cruellest the in live to is billions.It heretics, mutants, andworse. barely enough to the hold ever-presentoff threat fromare aliens, they multitudes, their all for but worlds, name uncounted his on in battle give armies Vast will. Emperor’s the of stars, psychicAstronomicon,the manifestation the by waylit distant their between route only the Daemon-infested warp, the the of miasma cross battlefleets Mighty vigilance. so that hemaynever die. truly Imperium for whom a thousand souls are sacrificed every day the of Lord Carrion Technology.the of is Age DarkHe the from power with invisibly writhing carcass rotting a is He inexhaustiblehis armies. of worldsmight million the bya of h c t a w h t a e Only exceptional candidates exceptional Only o e mn n uh ie i b oe mns untold amongst one be is times such in man a be To Yet in his deathless state, the Emperor continues his eternal It isthe41st master of mankind by the will of the gods,the master and of will mankindthe by of master the is He Earth. of Throne Golden the on immobile satEmperorcenturies,hundred has the a than more or Millennium is a roleplaying game in which f isoso fc te het f oa anhlto whenconfronted by implacable alienfoes. annihilation total of threat the face missions—or of extraordinary most the in succeed to order in rivals even or differences and your work aside with put Space to Marines learn who must You may yours. be than strangersbackgrounds traditions, havebeliefs,may and experiences differing wildly Marines Space fellow your Chapter, Marine Space separate a from recruited been each have you Since external. all not are challengesface youthe Deathwatch Marines—but Space lyr rus y dig diinl etwth Tactical Deathwatch Marine characters. additional adding by groups player The following sample characters have been specifically specifically been have designed characters for the sample following The P are provided, are characters different four While booklet. this of 22 page on e r Along with the other players, you form a Kill-team of of Kill-team a form you players, other the with Along - d e t a r e n e g F l a n i F l a n i S S n o i t c n a n o i t c n a C a r a h can easily accomodate larger accomodate easily can preview adventure that begins c s r e t 3

Final Sanction +20% ™

(Fel)

3 7 +10%

Fellowship

Skilled Basic x x o o x x o o x x o o x x o o x x o o x x o o WOUNDS 1 Rank: FATE POINTS FATE (WP) 4 1 Power Will Total: 21 Total: ______Current ______Fatigue 3 Total: ______Current GEAR (Per) SKILLS 4 1 Perception i o n ( Astartes) L (Adeptus Astartes, (Adeptus Astartes, † † t h e

TALENTS AND SPECIAL RULES TALENTS (Int) ARMOUR 3 0 MOVEMENT o f Intelligence

o n S Although only the upper echelons of the of Chapter the awful are truth aware of the Dark Angels’ past, even those newly recruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into the recruitsfroman early stage, and they testedare continuously to all,After nature. second becomes it until compliance their ensure a brother who cannot be entirely trusted to keep the Chapter’s secrets is unlikely through advance its to ranks. Mark VII power armour, powerfist, jump pack, bolt pistol, 3 frag and frag 3 pistol, bolt pack, jump powerfist, armour, power VII Mark knife. combat grenades, 3 krak Awareness (Per) Awareness (Int) Common Lore Wings Wings of Angels: When making a melee any to Charge Damage 1d5 additional whilst an adds Marine using Assault the Pack, his Jump attacks. Deathwatch Training: The Space Marine automatically confirms aliens. Righteous Fury against 5m (12m) Action: Half Full Action: 10m (24m) : 30m (72m) : 15m (36m) Run Charge Imperium, War) (Ag) Dodge (Str) Intimidate (Int) Lore Scholastic Mark VII Power Armour VII Power Mark 8 Points: Armour (Ag) Agility 4 8 Player Name ______Player (T) 4 4 Deathwatch Assault Marine Assault Deathwatch Speciality: Hot-Blooded Demeanour: Personal 8 Toughness (Str) 4 7 Strength 10 e c (BS) 46 Ballistic Skill e f e n

Angels Dark Chapter: Elyas Name: Brother Character D

c

You are known as aggressive and headstrong within your Kill-team, a trait well-suited to your role as an Assault Marine. You relish any relish You Marine. Assault an as role your to well-suited trait a Kill-team, your within headstrong and aggressive as known are You t o i (WS) Dark Angels are stubborn in attack and intractable in defence, in defence, and in intractable attack are stubborn Angels Dark of assaults. furious most the even against ground their holding Chapter Angels Dark the of Temporary a Battle-Brother 6 combat, per gains Once Marine Space The Defence. Stoic a enact may to Rate is 1/2 and reduced his Movement Wounds maximum retreat!). or this with Marines up Space (most rounding advance Bonus, his Agility not do and position chosen their hold when ability removed are Wounds bonus these Wounds, normal Unlike always are and attack, successful any of Damage the by affected first Damage to applying before removed the Battle-Brother’s alsoareThese normal lostbonus Wounds. if Wounds the Battle- his by or involuntarily either location chosen his leaves Brother own choice. S 44 opportunity to bring your skills to bear against the enemies of the the Emperor. to bear against skills to bring your opportunity Demeanour: Son of the Lion Chapter in a served you when Chapter your to loyalty unquestioning your proved you Deathwatch, to the seconded were you Before History: What Angels. Dark the lies about vicious spread would those who by forged records heretical mission of purging utmost importance, to you. a mystery even are destroyed you secrets

Skill Weapon

Final Sanction

Weapon Skill Chapter Demeanour:The Red Thirst Devastator Marine, where your calculating nature works toyour advantage when providing heavy fire where itisneededmost. fortress walls andcrushedtherebels. Golgotha.of Thanks inpartto your efforts,theBlood Angels armoured columnsandStormraven gunshipssmashedthrough theouter History: Before you were seconded to the Deathwatch, you were part Strikeof Force Bloodhawk, deployed to the insurrectionist world 47 ability lasts for round. one lasts ability page 14) on a dice result of 9 or 10 rather (see than just 10. Fury This the Righteous scores he is that attacks such his of addition, brutality In re-rolled. be must none or dice all Damage, of dice multiple inflict that weapons melee of case the In weapons. melee with dice Damage re-roll may Battle-Brother the ability, this of effects the under While the Blood Angels Chapter may summon up a Blood Frenzy. of Battle-Brother a combat, per Once vital. are speed and strength where combat quarters close in well them can serve that trait a is It Chapter. their of history the in deep Blood Angels a possess savagery in combat that has its roots B You often carefully consider your actions and rarely act without reckoning the odds. This tendency led to your assignment as a Deathwatch (WS) l d o o Chapter: Blood Angels Character Name:Brother Sepheran F y z n e r Ballistic Skill 48 (BS) 10 Strength 4 1 (Str) Personal Demeanour:Calculating Speciality: Deathwatch Devastator Marine Toughness 8 4 3 (T) Player Name______42 Agility (Ag) Armour Points: 8 Mark VIIPower Armour Scholastic Lore (Int) Logic (Int) Intimidate (Str) Dodge (Ag) Imperium, War) Common Lore (Int) Awareness (Per) Charge: 15m Half Action:5m Righteous Fury againstRighteous Fury aliens. confirms automatically Marine Space The Training: Deathwatch Horde’s Magnitude a forevery hit. to damage of point extra 1 inflicts Marine Devastator the Horde, a against weapon Heavy a firing When Devastation: Unrelenting grenades, combat knife. krak 3 fragand 3 armour,powerpistol, bolter, heavyVII bolt Mark lo Agl t tmoaiy ucm t is ue t h height the at of battle. lure its to succumb temporarily to Angels Blood for unknown from far is unceasingly—it check in Thirst Red the in held be hold can moment. Few Battle-Brothers must waking every in abeyance that hunger blood and fury destructive battle a a is yearning, Angel Blood every of psyche the within Deep T e h R Intelligence MOVEMENT 5 0 d e ARMOUR (Int) TALENTS ANDSPECIALRULES T t s r i h Run: 30m Full Action:10m † † (Adeptus Astartes,(Adeptus (Codex Astartes) Perception 4 3 SKILLS (Per) GEAR Current______Total: 2 Fatigue______Current______Total: 23 Will Power 4 8 Rank: 1 (WP) FATE POINTS WOUNDS x x o o x x o o x x o o x x o o x x o o x x o o x x o o Basic

Skilled Fellowship

+10% 3 8 (Fel)

™ +20%

Final Sanction +20% ™

(Fel) 5 3 +10%

Fellowship

Skilled Basic x x o o x x o o x x o o x x o o x x o o x x o o x x o o WOUNDS 1 Rank: FATE POINTS FATE (WP) 3 8 Power Will Total: 20 Total: ______Current ______Fatigue 4 Total: ______Current f GEAR (Per) l SKILLS o 5 3 Perception W (Adeptus Astartes, (Adeptus Astartes, † Full Action: 8m : 24m Run When When firing a Bolt weapon, Tacticalthe Marine t h e

TALENTS AND SPECIAL RULES TALENTS (Int) ARMOUR o f 4 1 MOVEMENT

Intelligence u r y F The Battle-Brothers of the Space aggressive warriors. Wolves Though far from mindless berserkers, are they ferocious and are certainly possessed of a feral exuberance for have battle. an They overriding sense of duty and honour, and are ever drivenonwards by a strong desire to right the many wrongs that befallenhave the Imperium of Man since the heady days of the exhibit a Great fierce senseCrusade.of loyalty to Wolves Space their to extendedoccasion arms this on inandistheir comrades compatriots in other military. branches the of Imperium’s Mark VII power armour, bolter with kraken rounds, bolt pistol, 3 frag frag 3 pistol, bolt rounds, kraken with bolter armour, power VII Mark knife. combat grenades, and 3 krak Awareness (Per) Awareness (Fel) Charm (Int) Common Lore Bolter Mastery: and +2 to Damage. Tests a +10 bonus to all Ballistic Skill gains Deathwatch Training: The Space Marine automatically confirms aliens. Righteous Fury against 4m Action: Half : 12m Charge Imperium, War) (Ag) Dodge (Str) Intimidate (Per) Search Mark VII Power Armour VII Power Mark 8 Points: Armour (Ag) Agility 3 7 Player Name ______Player (T) 4 2 Deathwatch Tactical Marine Tactical Deathwatch Speciality: Gregarious Demeanour: Personal 8 Toughness

(Str) 4 1 Strength 10 (BS) 45 Ballistic Skill e n s e s

S Skold Name: Brother Character Wolves Space Chapter:

f l

o You are an excellent fit for your Kill-team, as you are naturally comradely with your Battle-Brothers, often inspiring them with tales and tales with them inspiring often Battle-Brothers, your with comradely naturally are you as Kill-team, your for fit excellent an are You (WS) As part of the genetic gifts of their Primarch Leman Russ,theLeman Primarchtheir gifts of genetic the of partAs Space Wolves have almost preternatural senses that exceed even those of other Space Marines. A Battle-Brother of the Space Wolves Chapter may re-roll any basedand counts Tests as failed being see to able normally in total Perception- these noneof darkness.bonuses if the apply Space However, is wearing a sealed a helmetWolf for set armour. of W 42 anecdotes of your own deeds or those of your Primarch. Primarch. or those of own deeds ofanecdotes your your Demeanour: Fury of the Wolf Chapter Hunts Great These of the sea sailed upon often Primarch. out any stars to seek of sign their long-vanished have Wolves Space History: you to the Deathwatch, seconded were you Before the galaxy. across of new heroism legends often carved succeeded, but not yet have witnessed. you and terrors of wonders the dozens about stories have Hunt, and you in a Great part taken to have enough fortunate were Skill Weapon

Final Sanction

Weapon Skill Chapter Demeanour:HonourtheCodex problemto mostany from learning. therecords oratomeof history of great cost. struggled against horridTyranid beastsfrom Hive Fleet Behemoth,andthanks inparttoyour efforts,theUltramarines prevailed...but at History: You are aTyrannic War Veteran, having foughtintheBattle forMacragge before you were secondedtotheDeathwatch. You 46 or members of the Imperial armed forces (i.e. Imperial Imperial (i.e. forces Navy, etc.). Imperial armed Guard, Imperial the of members or Marines Space either with dealing when Tests A Fellowship Astartes. Adeptus the of Chapter may of re-roll the Battle-Brother Ultramarines any members other to set they often belief personal and the example abilities leadership unshakable in itself their manifests and pride This sons. Emperor’s the of truest the among and Astartes Codex the of expression pure a themselves consider Ultramarines The F You are well-known to the Battle-Brothers in your Kill-team for being a scholar, and you are often found trying to puzzle out an answer (WS) d e r u o v a Chapter: Ultramarines Character Name:Brother Lucian Ballistic Skill 40 S (BS) n o 10 Strength 4 1 (Str) Personal Demeanour:Studious Speciality: Deathwatch Apothecary Toughness 8 4 5 (T) Player Name______43 Agility (Ag) Armour Points: 8 Mark VIIPower Armour Scholastic Lore (Int) Medicae (Int) Intimidate (Str) Dodge (Ag) Imperium, War) Common Lore (Int) Awareness (Per) Charge: 15m Half Action:5m Righteous Fury againstRighteous Fury aliens. confirms automatically Marine Space The Training: Deathwatch the test, Medicae Apothecary mayrestore 1d5additional successful Wounds. a making When Healing: Enhance grenades, combat knife. krak 3 and frag 3 pistol, armour,chainsword,bolt power VII Mark battle drills and established doctrine. doctrine. established and drills battle well-practised with eventuality any face to able are Ultramarines the Astartes, Codex the within enshrined faith of articles the recourse to constant By decision. rash a make rarely and anger to slow are They detail. every to attentive and are analytical, thorough, Ultramarines the study, to battle from duties, their of all In H r u o n o Intelligence MOVEMENT 4 0 ARMOUR (Int) TALENTS ANDSPECIALRULES

e h t Run: 30m Full Action:10m † † (Adeptus Astartes,(Adeptus (Codex Astartes) C x e d o Perception 4 1 SKILLS (Per) GEAR Rank: 1 Current______Total: 2 Fatigue______Current______Total: 19 Will Power 4 2 (WP) FATE POINTS WOUNDS x x o o x x o o x x o o x x o o x x o o x x o o x x o o Basic

Skilled Fellowship

+10% 4 3 (Fel)

™ +20%

Final Sanction s c t e r i s t i c ) ) l e e r h a r a (F (WP) (P C p l e r e e s h i w t i o n o pl pl p w e o c llp ll i x a m x a m n n a t u r a Characteristic Characteristic Bonuses are often used as modifiers. Since e e r E Artusus has a Strength of 44, however as a Space Marine he also than rather 8, is Bonus Strength his so (x2), Strength Unnatural has just 4. E Artusus has an Agility of 34, so his Agility Bonus is 3. He has a of Bonus is 4. Willpower 41, so his Willpower U Space Marines are far tougher and humans as a result of stronger their This genetic is heritage. reflected than normal in the use Characteristic applies of the listed multiplier to the Unnatural character’s Characteristics. bonus. Characteristic An Unnatural P Perception measures the acuteness senses of and a determines Battle-Brother’s how surroundings. accurately he perceives his W how mental fortitude, describes a Battle-Brother’s Willpower universe, the in horrors of multitude the withstand can he well potential. for psychic measure as a key and serves F others, with interact to ability Battle-Brother’s a is Fellowship befriend, or lead. charm, to deceive, stic Characteri Bonuses Characteristics all Skill, Ballistic and Skill Weapon for Except have an associated bonus. The Characteristic Bonus is equal to the tens digit of the Characteristic. these bonuses are determined by the Characteristic, they may may they Characteristic, the by determined are bonuses these take Characteristic a Should game. the throughout fall and rise a that penalty, penalty likewise applies to the Characteristic Bonus. game, especially e a t h w a t c h D ) n t (BS) (WS) ll (I ll e ) k i (T) c g k i . (S) , each player controls a character, also known known also character, a controls player each ,

S S c 8 (A i g e n o n i s t i

p a n c t i o n Deathwatch Deathwatch i t y ll those needed to play through the preview adventure, he following pages summarise important some rules in the of the most l S e a t h w a t c h ll e a D g i a o u g h n e s s t r e n g t h n t e i n a l Rules Summary Rules F Agility measures a Battle-Brother’s quickness, reflexes, and poise. I Intelligence describes a Battle-Brother’s knowledge. and general education, acumen, reason, Toughness Toughness defines how easilya Battle-Brother off shrug can injury and how ailments. and other physical environments, resilient he is to toxins, poisonous A Strength Strength is a measure of a determines how Battle-Brother’s much he physique can carry as and well as how hard he can hit with melee attacks. T B ranged with accuracy a Battle-Brother’s reflects Ballistic Skill plasma pistols. as boltguns and such weapons, S W hand- in competence Battle-Brother’s a measures Skill Weapon chainswords. or knives, fists, using whether fighting, to-hand stics Characteri Characteristics represent a Battle-Brother’s raw ability in a ofare nine variety differentThere physical and mental areas. higher The 100. to of0 scale a on rated each Characteristics, the better. score, the Characteristic In my Anato Character

as a Battle-Brother. Battle-Brothers are multitude of Space as Marine Chapters from which they come, varied as killing. of methods of variety a in the trained and battle for raised In addition to his and moral compass, a personality, Battle-Brother is defined disposition, by a set background, and Talents. of Traits, Skills, Characteristics, T

Final Sanction Making aCharm Skill Test takes usually about aminute. thataregenerally perceived positive,asleastnon-hostile. a or Charm is used to befriend, persuade, or influence others inType: Basic ways Charm aFreeis usually Action. in or passively change.Awarenesssubtle an Makinga tested to TestSkillresponse is it instinctual; more is Awareness it sense; physical one that in Searchfrom Awareness any his all. differs them encompasses to about tied details not is small Awareness surroundings. notice to and hidden dangers to perceive ability a character’s reflects Awareness Type: Basic Awareness or experience. training Advancedwhilespecial requireSkills Imperium, the throughout citizens to and common Basic are Skills categories: Basic Advanced. general two into divided are Skills S that are available inD skills the of sampling a only represent skills following The Skills a FullAction. Intelligence or Fellowship. Making an Intimidate Skill Test is the GM can allow more subtle Intimidateuses of that rely on Strength, threaten by up or backed bully, usually is Intimidate coerce, While others. frighten, to used is Intimidate Type: Basic Intimidate information. more for 12 page on Descriptions Action Combat See hit. a negate to combat in Reaction a as used skill Dodge The Type: Basic Dodge character eitherknowssomethingorhedoesnot. a all; at time no requiresTest Skill Lore Common a Making that represent general knowledge about a topic or organisation. Underworld, War Ecclesiarchy, Imperial Creed, Imperial Guard, Imperium, Tech, Skill Group: Adeptus Astartes, Machine Cult, Administratum, Type: Advanced Common Lore i k Common Lore is divided into a number of different groups L L T y p s e Governing Characteristic: Fellowship Governing Characteristic: Perception Governing Characteristic: Strength Governing Characteristic: Agility Governing Characteristic: Intelligence h c t a w h t a e . Scholastic Lore death whenthe causeof studyingabody. the skill and his patient. Medicae can also using characterbe the used both for to Action determineFull a is Medicae Using Damage. of point additional one inflicts success of degrees three the than more by to failure A Bonus. equal Intelligencecharacter’s Damage removes Test Medicae successful humours.A body’s the of balance the restoring and wounds The Medicae skill is used to treat and repair injuries by closing Type: Advanced M Tech-Use isitspractical counterpart. skill—theoretical a is Logicthat mathematicNote equation. observation,exterior solvecode,or troublesomea a decipher on based structure a of layout interior the extrapolate plan, complex a form help to used be might It solving. problem and reasoning at proficiency character’s a represents Logic Type: Basic Logic success onatestcanreduce time. thenecessary of degrees Extra task. the of complexity the on depending hour,an to minute ATech- a from anywheretake work. Testcan Skill Use artefacts technical unusual how out figure or items mechanical repair Tech-Useto use can character A Type: Advanced Tech-Use at theGM’s discretion. require multiple Search tests and much longer periods of time equivalent and the usually takes or several minutes.room Larger small areas may a cover to sufficient single is Test A Skill activity.Search deliberate a is Search that in Awareness from differs Search hidden. be might that else anything or clues, objects, concealed for area an examining he when or something, find to trying is character a when used is Search Type: Basic S environment (alibrary, for example). proper a researchin conduct to hours 1d10 every once used be also Testscan Lore Scholastic not. does he or something knows either character a all; at time no requires a fact a recall in knowledge learned particular discipline or subject. A special, Scholastic Lore Test used to grants Lore Scholastic Legend, Numerology, Occult,Philosophy, Tactica Imperialis Bureaucracy, Beasts, Chymistry, Cryptology, Astromancy, Heraldry, Imperial Creed, Archaic, Judgement, Group: Skill Type: Advanced earch edicae Governing Characteristic: Intelligence Governing Characteristic: Intelligence Governing Characteristic: Intelligence Governing Characteristic: Perception Governing Characteristic: Intelligence 9

Final Sanction s y t i e s t ate l Modifier +30 +20 +10 +0 –10 –20 –30 u c i f f i D Point ate Table Table 1–1: Test Difficulty to determine the i n i n g b Difficulty Easy Routine Ordinary Challenging Difficult Hard Hard Very The maximum modifier that can be applied to a Skill Test modifier canapplied maximum that be to a Skill The In some cases, In the some difficultycases, of aby test is pre-determined o m Table 1–1: Test Difficulty Table C a performing make factors multiple where instances are There for calls situation a If difficult. more or easier action particular modifiers all combine simply penalties, or bonuses more or two or Characteristic. total to the Skill the and apply together is +60 or –60. Test or Characteristic The Role of F Space Marines are potent and warriors legendary individuals those beyond well experiences and backgrounds, abilities, with of ordinary citizens of the Imperium. him More separates what than is life anything, Battle-Brother’s a in Fate of role the from the lesser heroes of mankind. All PCs begin play with a number of Fate Points, determined at character creation. a some, sign For these represent that destiny, Fate Points the Emperor has marked them for greatness. For simple luck. represents others, Fate Using F by situations manipulate to Battle-Brother a allow Points Fate fortune. good into mishap a turning or results bad mitigating and when has a limited pool ofPoints, A Battle-Brother Fate a Fate Point is spent, that pool is reduced by one. Spending a Fate Point is a Free Action that a Space Marine may take at any time during his turn. are at restored Spent Points Fate the beginning of the next gaming session, or possibly under the that session game a of middle the in circumstances special GM deems appropriate. l st Difficu Te stationary a on charge plasma a Setting equal. are tests all Not tank on battle a moving and placing the same charge bunker while under fire may bothrequireTests, but Demolition the later is clearly harder than the How former. much harder is one from the other? This is test where difficulty and theroll of the GM both come into play. the rules; in other the cases, GM should decide the difficulty and consult to the applied is modifier difficulty The modifier. appropriate with the test. associated Characteristic governing s u r e l a i . When a Battle- F a n d

e a t h w a t c h D e s s s cc u Tests S

o f

10

Brother Brother performs any task that could have dramatic ests are the basic failure in way a game of of determining successor Determine the a Skill or Characteristic to Test or Characteristic a Skill the Determine Add or subtract any relevant modifiers to the SkillCharacteristic or (1d100) roll a percentile Make If the percentile roll is less than or equal to the Skill or succeeds being tested, the Test Characteristic If the percentile fails being tested, the Test Characteristic roll is greater than the Skill or e g r e e s Measuring degrees of success and failure in a Skill or • • • • • consequences—affecting the story, a character’s the reputation, health, safety leader’s of the Kill-team, and so on—a a should be performed. Test Test stic Characteri Sometimes a Battle-Brother wants to not covered by attempt a Skill. something In such cases, a Characteristic Test can be used instead of a Skill The Test. GM determines the most appropriate Characteristic for the then Test, the player the than less or to equal is If roll the roll. percentage a makes the than greater is roll the If succeeds. Test the Characteristic, fails. the Test Characteristic, The The most common type of Test a Battle-Brother performs during the game are Skill Tests. Each skill is governed by a characteristic. For example, the Dodge Skill is governed by the Agility Characteristic. make To a Skill Test, add any then Characteristic, governing Skill’s the to modifiers relevant make a percentage roll. If the result is equal to or less than Test If succeeds. the the theresultmodified is Characteristic, Test fails. the than the modified Characteristic, greater ll Test Skill D For most tests, it is enough know useful to to is it however, know Sometimes, failed. or succeeded whether a character This failed. he badly how or succeeded, character a well how is particularly important in certain combat situations, such firing a gun capable of a semi-automatic or fully automatic burst. Characteristic Test is straightforward. After Characteristic modified the the with roll percentage the compare made, is roll was Characteristic the which by points 10 full each For score. exceeded, one degree of success is for achieved. Conversely, each 10 full points by which the test failed, one degree of is gained. failure

Mechanic The Core T

Final Sanction M what happens. determine to steps these followbegins, combat new a When Combat Over Order. Initiative on depends resolvedTurnswhichare in order The Eachcharacter, including NPCs, takes Turnone each Round. Actions. and Turns, Rounds, into divided time” “structured using resolved usually is however, Combat, hour. an about • • • • • Spending oneFate Point thefollowing: allows foroneof Instantly recoverInstantly 1d5Wounds Count ashaving rolled a10forInitiative was test the if already successful only and rolled, are dice after be chosen may This test. a to success of degree extra an Add dice are rolled beforechosen be Thismust test. a to bonus +10 a Gain final are re-roll the of results The once. test failed a Re-roll be marked—e.g., a drive across a city might take might city a across drive marked—e.g.,a be where the precise passage time of does not need to ost non-combat actions happen in “narrative time”, Combat view characters take theirTurns duringeach Round combat. of NPCs,lowest.fromto highest orderThiswhichthe in is the the of those including rolls,Initiative the all ranks GM The S applies forallsuccessive Rounds inthecombat. roll the of result Thecharacteristic). Agility his of digit tens (the Bonus Agility his adds and 1d10 rolls character Each At the start of the first Round, each character rolls for Initiative. S move Surprised, is one no Two.immediately toStep If enemies. his by caught unawares been has he because combat of Round first Turnthe on his loses character Surprised A Surprised. is nobody where combats many are there and combat, a of beginning the at once happen only any can This if Surprised. determines are characters GM the combat, a of beginning the At S Every Actioniscategorised thefollowing types. intooneof T act. OnhisTurn, acharacter can take oneormore Actions. to Turn a gets character every Round, normal each During A narrative timetostructured timeisresolved. from switch is the triggered that combat event the the until or until complete Rounds successive play to Continue S the Round” nowend. of end the “until of duration a specify that effects lingering Once each character has taken a Turn, the Round is over. Any S Turn, andsoforth. the his takes and Character in Active the characterbecomes Order Initiative next the resolved, been have Actions his Activethe Character performcan moreor one Actions. Once Turn,Character.Activehis the During as known Turnis his taking currently character The Turn. a takes character each InitiativeOrder,the of top the characterat the with Starting S O F e t e t e t e t e t e t y e v i ctions inCombat r e d r p s e p p p p p p T T O S F F

s a

f o e e r h w x i e v i r u o e n N o : R A : R : S : R d e d e e : C c : D e s n o i t r u o p d n u o m o t a e L L e n i m r e t e p e s i r I b S tive v i at i t i n s t n a t a E e t s d n p s F I T r u o tive v i at i t i n e k a

11 d n a T s n r u

Final Sanction . e a t h w a t c h Subtype: Concentration Attack, Melee Subtypes: Attack, k ction c ctions t t a t i o n s A c u t A O o r e i m ll A Full Action Type: a furious makes character the at melee The expense attack of personal He safety. gains a +20 bonus to his next Weapon ofstart his the until Parry or Dodge cannot he but Test, Skill next Turn. During his Turn, a character may perform one Full Action or may perform a character During his Turn, two different Half Actions. A character could, for example, make an All Out Attack (Full Action) or Aim Half Actions). (two Attack Standard and make a M a only represent booklet this in described actions combat The in D available sampling of are the options that A Combat Descriptions These Actions provide characters with a variety of options in combat. A Half Action Action or Full Type: The character spends extra time to perform a more precise attack. Aiming as a Half Action grants a +10 bonus to the next Skill Weapon or Ballistic Skill Test made as an attack. Aiming as a Full Action increases the bonus next to action the +20. character performs must The be an attack or the lost. benefits of are Aiming Using A Description +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack to hit as a Half+10 bonus your as a Full Action on Action or +20 to hit +20 to Weapon Skill Test, you cannot Dodge or Parry cannot Dodge you Test, Skill +20 to Weapon Rush at an opponent and make a melee attack with a +10 bonus to Weapon Skill a +10 bonus to Weapon with attack a melee and make an opponent at Rush Test Dodge to negate a hit to negate Dodge Test +20 to Ballistic Skill Test, each degree of success scores an additional hit of an additional degree success scores each Test, +20 to Ballistic Skill As a Half Action, move a distance up to your Half Move in metres (equal to your Agility Bonus), or Bonus), Agility your to (equal metres in Half Move your to up distance a Halfa As move Action, Agility Bonus) (twice your in metres Full Move up to your as distance as a Full Action, move Test Weapon Skill to Weapon Test negate a hit from a melee attack (must be wielding a melee weapon capable of parrying) Draw a weapon or prepare item for use or prepare a weapon Draw Reload a ranged weapon a ranged Reload Move a distance up to your Run Move, enemies receive a –20 to Ballistic Skill to hit you and a +20 a and you hit to Skill Ballistic to –20 a receive enemies Move, Run your to up distance a Move to hit you Skill to Weapon +10 to Ballistic Skill Test, each two degrees of success scores an additional hit of an additional degrees success scores two each Test, +10 to Ballistic Skill Make one melee or ranged attack one melee or ranged Make You may use a Skill You e s p Type Half/Full Full Full Reaction Full Half/Full Reaction Half Varies Full Full Half Varies t y b u S 12 t i o n Action Aim All Out Attack Charge Dodge Full Auto Burst Full Auto Move Parry Ready Reload Run Semi-Auto Burst Semi-Auto Standard Attack Standard Use Skill c Table 1–2: Combat Actions 1–2: Combat Table Into addition to its type, every Action is also categorised into categorised also is Action every type, its to addition Into one or more Action subtypes. subtypes don’t do anything in is a character they used but are to what clarify of themselves, circumstances. of special variety a in do to allowed not is and cannot perform is Immobilised who a character example, For subtype. any Actions with the Movement A Free Actions Free effort real no requires and moment a only takes Action Free A Actions Free by may the be character. performed in addition to any other Actions on a character’s Turn, and there is no limit formal to the can number Actions ofone character Free take. The GM should use common sense to set reasonable can be done in a few seconds. limits on what Reactions A Reaction is a special Action made event, in such as response an attack. to A character can some take one Reaction each Round. Unlike the other types of actions, a character it is not his Turn. when a Reaction usually performs Half Actions Half A Half Action is fairly simple; it consumes a character’s that so much not but concentration, it requires some effort or entire A Turn. character can take two different Half Actions on his Turn instead of taking one Full Action. A character the same Half Turn. Action twice in the same cannot take Full Actions Full A Full Action requires a character’s Turn his on complete Action Full one take can character A accomplish. attention to any Half Actions. and cannot take

Final Sanction additional hit. one TestnegatesSkill Dodge the on success of degree each Bursts, Semi-Automatic or Fully-Automatic Dodging When Dodging Auto-Fire andArea Effect Attacks melee andranged attacks. both avoid to used be can Dodge normally. Damage deals and connects attackTestSkill the Dodge fails, the If rolled). is Damage the no thus (and and missed have to moment considered is attack last the at way the of out gets character the succeeds, test the If test. the make to order of in attack the aware be must character A Test. Skill Dodge by a attack making the avoid to attempt can character the rolled, is Damage before but hit, is character a After Turn. his not it is when perform can character a that Reaction a is Dodge Type: Reaction D his Weapon Skill Test theCharge. madeat theendof to bonus +10 a gains He target. his with up line and speed the Charge must be in a straight line so the attacker can build of metres four last The Move.Chargeattacker’s the within away,metres four still butleast at be targetmustThe attack. singlemelee targetdeliversa his atand The characterrushes Type: FullAction C move twicethat distance. may he Action, Full a As Bonus. Agility his to equal metres of number movea to Action Half a spend can characterThe Type: orFullAction Half M harder tohitthantheoriginaltarget. been have would targets new the of none provided metres, allocated to the original target or any other targets within two weapon’s automaticfully Rate of Fire. Extra hits can either be number extraof hits scored in this manner cannot exceed the The hit. extra an scores success of degree Furthermore,each (see page he succeeds,15). If the attack scores a hit normally. Jammed has weapon the indicates 94–100 of result dice A bonus. +20 a with TestSkill Ballistic a makesattacker The capable automatic fire totake fully of thisaction. enemies.his The attacker rangeda wielding mustweaponbe The character fires a roaring burst offully automatic gunfire at Type: FullAction F u e g r a h e g d o e v o L L A o t u B t s r u Subtypes: Attack, Melee, Movement Subtype: Defence, Movement Subtype: Attack, Ranged Subtype: Movement or items. Turnsame the in twice weapons twoon used is it different if declared be can Ready Action). Free a considered is item an dropping stowedthatsimply (butawaynote action this with poucha pocket.in or weaponA properlybe also can item or stowed object an retrieves or weapon a drawscharacter The Type: Action Half R against meleeattacks but notranged attacks. used be can normally.Parry rolled is Damage and connects attackthe fails, test the Damagerolled).If no is (thus missed Skill Test. If the test succeeds, the attack is considered to have providedawareattack.is the Tohe of Parry, make Weapona him, againstattack melee another Parry to attempt to it use his Turn. thecharacter If iswieldingameleeweapon, hecan not is it if perform can character a that Reaction a is Parry Type: Reaction P etc.) isdictated by theweapon’s description. Action, Full Action, (Half Reload of duration The weapon. ranged a reload to character a allows action this Declaring Full,orExtendedAction(VariesType: Half, by Weapon) R y r r a y d a e e Subtype: Miscellaneous l d a o Subtype: Miscellaneous Subtype: Defence 13

Final Sanction

k c , from the t t a A a m a g e t h e e a t h w a t c h

D D i f

e t e r m i n e e t e r m i n e e s t : D T t i o n s . Additionally, . the Additionally, GM may allow players to e : D : c k ttac o bl n e A w h r e e T T O o s s i p p p e a t h w a t c h t h e r If any die rolled for damage results in a natural “10”, there is there “10”, natural a in results damage for rolled die anyIf in also “10”, results a roll natural If damage the additional D P t e t e t e All Out Attack to Full Auto Burst Standard Attack, but the process of to inflicting harm upon the on straightforward an opponent is always resolved the same Follow these way. in combat. attacks steps to resolve S A melee attack requires a with As successful Test. Skill Ballistic successful Weapon a Skill requires attack Test. ranged A other tests, if the dice roll is equal to or less than the target. hits the being tested, the attack skill damage S a has weapon Each target. its damages it hits, attack an If listing, which usually involves a die roll, plus or minus some die, add any modifiers, the Roll appropriate relevant number. Strength attacker’s the add attack, melee a was attack the if and to the target. applied damage is the total result The Bonus. ofa chance Righteous Fury. Righteous Fury rolled die any if attack, successful a after damage rolling When favour Emperor’s the chance a is there “10”, natural a in results rolling when “10” of result a includes (This attacker. the with is 1d5 for damage.) This calls for a second that If attack modifiers,. roll all including that attack, is original the to identical second attack hits, the may attacker roll an additional die for total. of it to the damage type and add the same damage the Emperor has indeed smiled upon the attacker and attacker may the roll another die for damage and add it to damage the total. This process continues until a number other die. on the damage than “10” is rolled O action options in the fullmany combat are more game There of The A There are several attack Actions in S i s Melee attacks require the attacker to attacker the be if made be cannot engaged attacks in Ranged target. his melee with in is melee engaged unless he is firing a pistol classweapon. of his target. be aware must the attacker In either case, perform special actions not covered by any of the above. Such Such above. the of any by covered not actions special perform actions some should ofkind usuallyimprovised Skill involve Test. or Characteristic

a n d Subtype: Attack Subtype: Attack , Subtype: Movement u t o -A e m i k c i r e , S u r s t F t t a B h o t A ll u t o S e k i 14 u t o A l S Half, Full, or Extended Action (Varies by -A ll a

Some weapons can be fired in more than one mode. If mode. one than more in fired be can weapons Some u i n g s e S Each weapon has a code that and combat, in indicates shot whether single a than it more firing of is capable how many shots the weapon expends when doing so. A weapons rate of firehas threeentries to the indicate indicates entry first The in. fired be can weapon a modes second (S).The singly fired be can weapon the whether entry indicates whether or not a weapon can be fired semi-automatically, and the number listed the describes shots fired.Finally, the third entrydescribes if the weapon can be fired on full auotmatic. Anywhich the mode weapon cannot be in fired is indicated with a “–”. listed be will fire of rates different its of each case, are the they is mode this which choose must Characters profile. its in firing theirweapon makingin before attack.an F Subtype: Miscellaneous u n t a n d a r d e m i U Type: circumstance) The character uses a typicallymaking skill, a which involves Test. Skill Type: Half Action Type: The character either performs one melee attack Skill. testing Ballistic by by attack or one ranged Skill testing Weapon R Full Action Type: The character runs at full speed, covering a distance up to triple his movement. Until the character’s next turn, ranged attacks against him suffer a –20 penalty Tests, but to melee Ballistic attacks against Skill him gain a +20 Tests. Skill bonus Weapon to S S Full Action Type: The The character fires aburst of semi-automatic gunfire at his must The opponents. be attacker wielding a capable weapon this action. to take of fire semi-automatic The attacker makes a Ballistic Skill Test with a +10 bonus. A dice result of 94–100 indicates the weapon has Jammed normally. hit a scores attack the If15). succeeds, he page (see Furthermore, every two degrees of success scores an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic Rate of Fire. Extra hits can either be allocated to the original target or within targets two anymetres, none provided of the other new targets hit than the original target. to been harder have would

Final Sanction (–30). Hard Very as regarded are Tests Skill Ballistic while (–20), Hard as regarded are darkness in made Tests WeaponSkill Darkness particular any about theDifficultyof Test. say final the has GM The combat. in encountered common most the of some are circumstances following Brother.The can often make tactics the difference between life and death of for a Battle- use skilful or equipment suitable plan, good A possible. as circumstances beneficial of use much as make should Characters factors. other tactical the of weather, variety a and terrain, situations of effects the reflect to used be can circumstances combat These Tests. Skill to manner The chances of hitting in combat can be modified in a similar Combat Circumstances killed. is he wounds, his exceeds damage target’s the If target. the to applied damageis remaining any Otherwise, effect. ill no with shruggedoff is attack the less, or zero to total damage the reduces this Points. Armour If his Toughnessand Bonus his subtracts attack the of target the total, damage the From S melee combat are Hard (–20). in engaged is that target a hit to made Tests Skill Ballistic S character. the with combat melee engagedin are thattargets shooting when apply not does bonus this that Note (+30). Easy are metres three within target a hit to Testsmade Skill Ballistic Point Blank he wieldingapistolclass weapon. makerangedcannot attacksengagedcombat unless melee in away.movingcharacter character A the againstattack melee whilstengaged makecan combat,thatfreeenemy melee a in enemy an from awaymoves character a If weapon. melee a enemy in melee combat by performing any attack action with When a character is adjacent to an enemy, he can engage that Engaged inM ice are Very Hard (–30). whilst standing in arduous terrain such as deep snow or upon made in Tests (–10). Difficult are standing mud as such whilst terrain difficult made Tests Dodge and Skill Weapon Difficult orArduous Terrain hooting into M e t p F r u o : A elee L P P elee Combat y D e g a m a such aslimbloss. colourful critical damage effects, including permanent injuries o pc restrictions. due space simplified to been have booklet this in rules injury The C he iskilled. Wounds,character’s the equals Damage the Wounds.When his to equal amount an to up A Damage take Damage. can take combatant characters fighting, of consequence a As Injur character canattempt toclear itagain nextRound. the although Jammed, still weaponis the failed, is test the If lost. is it in ammo any reloadedand be to weaponneeds the though cleared, been has Jam the then successful, is test the If Test. Skill Ballistic a requires that Action Full a is Jam a A Jammed weapon cannot be fired until it is cleared. Clearing Weapon Jams targets (i.e., Surprised targets), are Easy(+30). unawareattack to TestsSkillmade WeaponBallistic or Skill Unaware Targets i t i r c a l y D e g a m a D h c t a w h t a e includes a full array of of array full a includes 15

Final Sanction ) o r d e (H o r d e o r d e H H a m i n g

a l h e w e e l Weapons with the Weapons Blast Quality inflict a number of hits equal to the number in parenthesis. fighting a Horde. not used when are Locations A Horde has a single armour value that is applied to all rather than damage different armour values for different locations. e v e r a m a g i n g If the Horde’s Magnitude is less than 50% its starting Characters must still roll to hit a Horde, but the appropriate appropriate the but Horde, a hit to roll still must Characters Weapons that can fire on full auto or semi-auto cause a Horde king ttac r e a k i n g • • • D Horde’s a reduces damage of amount any causes that hit Each accounting after that, attack an Therefore, one. by magnitude for armour and Toughness damage reduces Bonus, the Horde Magnitude by causes 1. The deliberate 15 points consequence of ofthis is that sustained fire andblast weapons which than Hordes weapons more effective are much against fire only one shot; a lascannon is aweapon for of numbers infantry. destroying not mowing down large tanks, M When fighting against Hordea in Melee,inflicts a Space Marine one hit everyfor Weapon Skill Degrees two Test. Melee Success of weapons with on his the hit. Quality inflict one additional Power Field B When a Horde’s Magnitude is reduced by 25% in a turn, If it again. act to turn its is it when Test Willpower a make must it passes, it may continue to act. If it fails, it and breaks flees value. its highest move at automatically value, it it suffers a value, –10 to starting the IfTest. Willpower its the Horde’s of 25% than less is Magnitude and breaks. Test fails the Willpower O swarming of capable are Horde the up make that creatures The over enemies and ripping them apart in close combat. The Horde with this trait always rolls an extra 1d10 for damage caused by the Horde in close combat than 20. equal to or greater as magnitude long as it has a A A character can a damage Horde by shooting it with ranged weapons or attacking it in melee. These attacks are treated as if they are against a may single represent creature mowing down even ranks of though enemies or they scything many foes. through size bonus should apply to these tests based on the Horde’s magnitude. Horde the against allocated be must hits These hits. additional may also be present. that and not any individual characters ) o r d e (H Hordes

r a i t s i n e d 16 T pl i

he enemies of Mankind can attack in vast numbers; howling heretics, skittering tides of aliens, or ranked Alone, such warriors. enemies would stand no chance c a g n i t u d e o r d e i s against against the might of the Adeptusin large Astartes. Together groups, however, they can pose an Hordes have the overwhelming potential to threat. defeat the Emperor’s finestby sheer weight of fire and numbers.The rules presented here forces massed these reflect Masters Game help to intended are may face in battle. the Deathwatch that D The Horde is made up sustained of having after even flee and break not do who troops hardened and well disciplined terrible casualties. The Horde with this trait does not suffer the –10 penalty tests to to Willpower resist ifbreaking they are bellow 50% of Also their they staring do magnitude. not automatically fail their Willpower Test to break if they are 25% ofbelow their starting Magnitude H written (Horde) has that listed trait a have may entry creature A next to it. These traits represent the way particular creatures fight in numbers, large and onlyapply when that creature is examples of this are: Two used as the basis of a Horde. M A Horde is a vast number of one type of enemy or creature attacking in large numbers. The abstract number of enemies making up such a Magnitude. This Horde represents the are Horde’s determination and reflectednumbers inas an abstract value: theone point of Horde’s magnitude does represent may but creature or enemy individual one equal not hundreds. or even scores tens, orde Using a H A Horde should be treated by the Game Master as a single vast creature. The Horde has the same profile asup makes which creature its The onlynumbers. exception to the base Wounds creature’s individual the replaces Horde a that is this value with its Magnitude and location-based armour with a value. armour single T

Final Sanction Hordes—they always have enoughbullets tokeep firing. a Horde cannever aim. to Brother Silas. applied is hit additional the an autos, stub cause their with hit they extra that enough well Silas Brother hit ifthe heretics Therefore, target. any eligible to be applied can fire sustained from rangedhits makeattacks.twoadditional Any its Magnitude.first digit of Thus, a Magnitude 25 Horde can otherwise noted. unless Attacks Melee its of any Parry or Dodge not may of targets its that weight fact the sheer by represented is Horde’s numbers A target. eligible every against attacks of number full its use may TalentsAttack Lightning or Attack Swift the or weaponstwo with armed being from attacks multiple has that Horde A attacked.are all Horde, a of proximity in close Battle-Brothers five are there if map; a using not if not) of or proximityclose arbiter in is target final a whether the is GM (the proximity close in are that in asingle turnasanattack action. proximity and ranged attacks at enemies that are at a distance A Horde can make both melee attacks against enemies in close Hordes A mo xedtr ad amn ae ee apid to applied never are Jamming and expenditure Ammo Modifiers for range and sustained fire apply as normal, but Ranged: enemies or enemies, adjacent all attacksHorde A Melee: A Horde may make ranged attacks equal to the to attacksequal rangedmake may Horde A ttacking times or a stream of bulletstimes orastream hammeringasingle of target. This represents an enemy being mobbed and struck countless attacks.ranged its with damage 3d10+2 causes autopistols with armed Horde same the Likewise,combat. in hit they if with its axe (1d10+5), and therefore causes 3d10+5 damage axes adds 2d10 to the normal damage that a heretic would do with armedheretics Hordeof as Thus,normal.magnitude25 a armour and bonus Toughness targets the by damage reduced The is weapons. melee by caused damage to added Hordethe armedincludesis also It Strengthwith. the Bonus that weapon the by dealt damage normal the to addition in is This +2d10. of bonus maximum a with ten, by divided increased by a number of d10s equal causes to it damage the the has Horde’s hits magnitudethat Horde a from attack Any D e g a m a C d e s u a

b y H s e d r o 17

Final Sanction e m e a n o u r D a

r o v e m e n t s p A Space Marine Triggering his Demeanour may add an In order to trigger a Demeanour, the Space a Marine Demeanour, In player to order trigger A Demeanour may a be maximum triggered of once (and r i g g e r i n g m I In addition, the benefits of triggering the Demeanour may be enhanced if the Space roleplaying Marine player the puts Demeanour. effort The into player character either can gaining portray strength his from Demeanour or (alternately) player the considering Marine the Space demeanour the as ideals If a overcome. of be to challenge his particular roleplays his Demeanour well, he can gain an Improvement. An Improvement is a doubling (gaining a of +20 bonus any to a applicable Test instead of bonus +10, instead of 1d5, and so forth). removing 2d5 Damage his that agree players Marine Space other ifthe Improvement Demeanour has been roleplayed well. This bonus is meant to reward additional effort on the part and the Space appreciation of his Marine efforts by the player’s other Battle- for is this judge to method simple A kill-team. his in Brothers Space other the of opinion the for ask to player triggering the Marine players at the after table roleplaying the Demeanour. well, Demeanour his portrayed he that believe majority Ifthe the benefits of the Improvement. gains the character T When a Space Marine focuses on the core honours or geneseed, elements ofhis legacy the upon calls of personality, his becomes he Chapter, his of traditions and beliefs important the more than just another He Battle-Brother. has triggered his traits ofown his paragon a becomes he thus and Demeanour, and those of his Chapter. need only announce that the he triggered, is Demeanour Marine’s Space a When benefits. is doing so normally would and he benefit applicable any gains Marine apply Space the get from spending a Fate Point (see page 10). a Triggering Demeanour should be done in a manner that is relevant to the Demeanour, although it is up to the player’s discretion as to how he chooses to interpret his situation. Demeanour for the only once, no matter how many demeanours he may have!) per game session. Limiting the Demeanour’s triggering to once per game keeps those elements that make Marine the and his Chapter special and front centre in the Space game experience. as a narrative prompt, meaning that

18 e a t h w a t c h D emeanours emeanours are specific traits associatedwith a Space Marine. Some Demeanours are linked to the Space Marine’s home Chapter—the Chapter’s beliefs,

Demeanours The The Chapter Demeanour represents the beliefs and Personal Your Demeanour represents a strongly-held set in So, short: Chapter Personal Demeanour never changes. Demeanours can be triggered by the player to gain a The The purpose of Demeanours is to highlight what makes they present options and reasons for a Space Marine player character to act a certain way manner or to respond any in given a circumstance. Demeanours particular are not straightjacket; they a do not force a character to take action. Rather, Demeanours present the opportunities for player his roleplaying to with have an impact ideas on the ofmechanics the game. and s Using Demeanour Part of the fun of a unique choices roleplaying personal game to involves one’s selecting own character, and gaining the benefits then of thatchoice during thegame. In this for the a particular advantage a Demeanour can be both way, overcome—and must he challenge a portray or Marine Space stronger. grow in enduring, traditions of your home particular Chapter. It quirks may or also mutations represent Demeanour Chapter is part ofof character, the your bedrock of their gene-seed. does not change. Demeanour the Chapter and as such, Your of values or facetIt may ofbe an your personality. ideal you choose you However ofcode a or to up honour. live to strive to describe it, your Personal Demeanour is a powerful part ofand are the helps other you from apart set Space who you campaign, the of course the During Chapter. your of Marines Demeanour Personal your challenge to is role GM’s the of part beliefs hold in true the to Can your you values. and test your face of utter evil or seductive temptation? It is natural that your character should grow and change over time, and that should be reflected in your Personal Demeanour. You may choose to Demeanour your Personal change at any time you feel it is appropriate...no one knows your character than you! better growth character’s the with change to intended is Demeanour during the campaign. as a character and development bonus in much the same manner as a Fate Point (see 10). page Unlike spending a Fate Point, however, Demeanour triggering provides a a bonus that can then be boosted by roleplaying.

traditions, traditions, or even whilst specific others are unique flaws to that individual Space Marine’s personality. their in gene-seed— each Chapter—and each Space exist Marine—different. in They D

Final Sanction T Marine’s Strength Bonus) the Therefore, Trait. PowerFistSpace multiplierthe byincreasesone,the tripling Strength Unnatural his from Bonus Strength his doubles already Marine Space A (Note: Bonus. Adeptus the within even Astartes. status, of sign a weapon a such The generators are also rare and difficult to maintain, making system. power armour’s the to linked cables heavy requires charged fields energy superior these Keeping fruit. overripe heaviest armour or rupture flesh as though bursting a bloody, the even sunder can fist field power a strength, Battle-Brother’s the weapon, a by Backedglove. traditional augmented and oversized an a envelopes surrounding of instead Therefore,consequence. little of is it inside weapon the that disruptive violently power so fist energyA generates field an P into flesh andbone. bite can teeth chain spinning the where open section curvedforward the only with chain the containing carapace time in an Assault Squad. These weapons generally have a flat The Chainsword has served many a Battle-Brother during his C Melee Weapons o s n i a h A power fist adds a multiplier to the wielder’s Strength wielder’s the to multiplier a adds fist power A his Demeanour. his forroleplaying SpaceMarine rewardthe and epic suitably be should itbut this, of effects exact GM’sforthe discretion knock down still the the (should enemy leaveenemy—or escape) him scar with forevermore.a distinctive It is left to the to fordo fails damage, example, and could hits that attack an in A Triggered him. results that desert utterly Demeanour player’s dice Marine Space the if even in-game, occur impressive extremely something have always should Demeanour a triggering that the GM is to recommended It expressed. is personality Marine’s Space particular that how significant) as (just or Battle-Brothers, Kill-team his of those from different is Chapter his how just on spotlight the put to chance his is personality—it of strength unique own his and Chapter Marine’s Space the to linked inextricably is Demeanour provided by the opportunity The session. once per fury”) momentofblessed “divine memorable moment(a highly and The intention a behind Space Marine’sis forto Demeanour the provideSpaceto a an Marine gain opportunity dramatic D Weapons and w Space Marine r e n g i s e deadliest weapons produced withintheImperium. he Space Marines are armed with some of the finest and r e F w Wargear t s i d r o ’ s N e t o : T g n i r e g g i r

a D r u o n a e m e rest when heis. a of recruit into Space Marine, and his combat knife is laid to forging the with simultaneous is blade into metal of forging the others, In them. upon etched owners their of deeds the combat knives Chapters are passed some down through In the generations, service. with of centuries through even dulls, never that edge mono-molecular a sword—holds human’s moment of battle. This large knife—easily the size of a normal from receiving his implants, and he carries it up until his recoversfinal he as soon as blades these of one issued is Marine Space Every knife. combat his to turn always can he to swell, continues tide enemy the and spent are rounds bolt his When a Battle-Brother’s last grenade has been thrown, when C edn a eil fr h Dahac’ mn seil bolt types. special many Deathwatch’s the for vehicle a needing specialists Assault for and quarters close at enemy an down taketo needing Devastatorunits However,for ideal are they pistol’s bolt a counterpart, drawbacks primary are clipsmaller its slower and full-size rate fire. of its as destructive As A a super-dense with metalliccore anddiamantine tip. calibre .75 is round bolter standard The blessings. and rituals proper most the only using maintenance skilled requiring devices, temperamental if superb are they Overall lethality.maximum for penetration after just explode to set proficiency Astartes. astheAdeptus deadly such with them wield none but hand, any in witness to terrifying are weapons bolt brutal, and nobles.Loud and officers Imperial by treasured adaptations inferior smaller, bolter models have their roots with the Space Marines, despite bolters are the favoured weapon of the Adeptus Astartes. Most flexible,fury.Powerfuland his of think they whenweapons when armour profile,Marine’s Space a picture they bolt then of think they power picture citizens Imperial common If Ranged Weapons s e t r a t s m o Bolters fire self-propelled mass-reactive shells called bolts, b t a K B e f i n o l t P o t s i l 19

Final Sanction , , i e l d e d F c (5) i a l i e l d y t e r c w w e n e a r i n g e a r i n g e a r i n g l a s a l a n e a r i n g o p B — B — P U T T T S T d l l l l l l l u u u — — ­— — — F F F R lities: ua o u n d s k c R e d p The weapon’s Penetration The increases Penetration weapon’s to 8, and its a c l i — — — — — 28 14 60 C P p a n l argear Effects: Effects: An Astartes Jump allows Pack for a safe, guided fall from r a k e n a u m K The superior propellants in rounds increased kraken provide range without sacrificingarmour penetration, whilst ultra-dense adamantine their explosive composition and improved charge provide a final burst armours. ofheaviest force for puncturing the Weapon Q B Some weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, easier the making to weapon wield. grant Balanced weapons made to Parry. Tests Skill a +10 bonus to Weapon W J thrusters These rocket large typically attach to the backpack jump a triggers user The armour. power Astartes on unit power pack to lift high into the air and then swoops down as part high over leaping usefulin also are packs Jump assault. ofhis Most Battle-Brothers distant and obstacles enemies. reaching receive the specialised training necessary to and noise extra the where ofsquad, part assault operate as an devices these him allow would that mobility secondaryis extra the to bulk of faster the thick into battle. much that to charge any height, and any number of allow short the Battle-Brother to jumps. double his Such Base Movement jumps and travel in any direction without regard for obstacles. For all other purposes, he counts as having taken the appropriate Movement action. He must land by the the Alternatively, pack end can use maximal of thrust to fly his for 12 Turn. a require a turn for up metres the to turbines a minute before minute to cool. 50%. by increases Range n e 0 6 4 2 9 5 5 5 P 10 10+4 10+3 10+2 10 10+5 10+5 10+10 m g d d d d d d d d 1 1 2 2 2 2 2 3 D t e r F l o — — — R S/2/4 S/2/– –/–/10 — — o B g e 3 3 m m x x n m t e r a l SB SB R — — — 100 30 150 ns e a v y o o p e a H B e r r e n a d e t s n i f e r e n a d e 20 o l W e a p o n s e t o r d t o l r e n a d e d K d r e n a d e i s w G t a W B G a G g e G n e r P e r f i s k t t e n mb w e l e e a m e r a e a v y r a h a i n s o o l o l o r a g P B B H G F M C C R N K r a k s t a r t e s s t a r t e s r a g K Krak grenades use concentrated explosives to punch holes in armoured targets such as vehicles or The bunkers. powerful detonations do not produce a blast effect, making however, them impractical for use against most infantry targets. or moving F The Adeptus Astartes fill their large fragmentation (or frag) metallic and aerodynamic with grenades powerful explosives detonate they when created shrapnel velocity high The shards. common infantry. is deadly against Grenades and Talents or training special no requires grenades Throwing modifiers any including Test Skill Ballistic a using resolved is the is grenade thrown a for range normal The range). as (such in metres. three by Bonus multiplied Strength thrower’s A been widely adopted for Imperial have bolter variants Heavy compare can none although Marines, Space the beyond forces to the punishment doled out by the original design. These weapons are potent in a wide variety of turning entire infantry platoons into roles, a carpet of as gore capable well of as assailing vehicles in a hail calibre larger much of of a rounds fire bolters Heavy large, explosions. armour-penetrating than the standard bolt, contain ranges. more of longer achieving capable propellant, and are A Marine Space every of backbone the is boltgun, or bolter, The arsenal. Bolters vary in age and Marine pattern Chapters, across though the nearly Space all Astartes bolt bolter accept weapons the Deathwatch-pattern same The ammunition. bring who Battle-Brothers while selector, shot a incorporates weapons from their home Chapter add attachments for the same functionality.

Final Sanction a weapon that lacks this Quality, he has a 75% chance of of chance destroying hisattacker’s 75% weapon. a has he Quality, this lacks that weapon a with made attack an Parry to weapon this uses successfully weilder the thisQuality, When profile. weapon’s the in with included already weapons wreathes DamagePenetration. aretheir and increasingmodifiers Such power of field A P be usedtoParry. too are weapons cannot weapons defensively.Unwieldy used Unwieldy be to awkward top-heavy, often and Huge U die forDamage, andthelowest result isdiscarded. teeth to rip into flesh and bone. These weapons roll one extra fast-movingjagged multitudesof using or victim their inside Tearing weapons are vicious devices, exploding while lodged T (the numberinparenthesis) isalsohit. Blast a metres in radius of blast weapon’s the effects within anyone weapon, the out working When hit. they when explosion an create guns some and grenades,missiles, Many B M g n i r a e o l n t s a w w k r a r e e i (X) F l

VII “ y d e i l d A i u q l a ” P o w r e A r u o m r Battle-Brother time, forlong but periodsof notindefinitely. body.the a intravenouslyto sustain returnedis thatcan This solution nutrient a into it re-constituting waste, body purify spaceship). a of hull the as (such surface metallic a to Marine Space the link, permitting each asquadtoview others’vitals. this throughtransmits also feed bio-monitoraccess.The can wearer its or suit the transmissions data sophisticated more pain suppressors, combat stimms, andanti-toxins. detects a problem with the wearer’s bio-signs, it can administer adequate oxygen an aslong supply astheunitispowered. maintain can and sealed environmentally is armour the Tests forSightandSound,canseeintotaldarkness. the after Unnatural calculated Strength multiplier. is SB on effect The +20. by Strength the yields combination following effects: This deadly. so armour technology power in advanced of Battle-Brother a makes synergy that physiology Marine the Space with is it and systems, millennia before him. for Chapter his served have may which of components the armour,power of suit own his of care the for responsible is Battle-Brother Each body. own his of precision and speed the with responds armour his that ensure implants interface unique Marine’s Space a but technology, armour power of strength. areNot only Astartes patternsAdeptus the pinnacle his enhance and wearer the of movements the replicate that for most suits, actuated by electrically motivated basis fibre bundles the form plates ceramite force Heavy shot. enemy a firing one without than more routed has The gear battle measured. iconic their are in warriors God-Emperor’s protection the of sight Imperial commanding of forms other which against standard high the is armour power Astartes M ufr –0 eat uls uig qimn dsge for designed Space Marines. equipment using unless penalty tasks –10 Delicate a manipulation. suffer fine for ideal not are gloves or aul Dexterity: Manual Poor and capture armour the in Filters Recycling: Nutrient secure to activated be Can Soles: Boot Magnetized Vox Link: Serves as a standard vox and a channel for any cogitator internal the If Injectors: and Bio-monitor on, helmet the With Sustainer: Life Gill Osmotic Awarenessto +10 gains Marine Space Auto-senses:The Battle-Brother’s the Increase Strength: Enhanced Ceramite Plating: Provides AP8toallLocations. sub- complex many contains armour power Astartes k r a

VII “ A i u q l a ” P hl poetv, armoured protective, While o w r e A 21 r u o m r

Final Sanction d v e n t u r e A i r e F y t h e

b the GM

o f

w t i s m p game is set, can the be start found ofat game the a v e r v i e 1: B e a t h w a t c h O D The adventure is divided into three parts: Baptism by Fire, Fire, by Baptism parts: three into divided is adventure The Before running this adventure the Game Master should be should Master Game the adventure this running Before n a r t A Lordsholm, of city sprawling the in place takes adventure The Avalos world, An unremarkable on and the ofAgri-world Avalos. Hethgard between Salient Orpheus the of edge the on rests attentions the spared been far thus has but ofNight, Well the of the Imperium’s enemies. Recently the world came to the attention of the Ordo Xenos and Inquisitor Kalistradi, who arrived with her retinue to uncover rumours and signs of a Genestealer infestation. What she discovered was far worse anticipated. she could have that of and Darkness. Blood Lord and The Burns, Lordsholm P The first part of the adventure details arrival Battle-Brothers’ the on having Avalos, been dispatched to Lordsholm to aid Inquisitor Kalistradi (at her request) in the a purging of Genestealer infestation. However, when they Avalos and worse, to bad arrive from gone they have things that discover is sliding into total war. Only moments after makes their orbit, the frigate vessel is set upon by ( bio-ships a scouting the swarm system of for the kraken approaching drop by escape narrow a make Battle-Brothers The fleet). hive pod as the Imperial ship is torn asunder, cutting support and offany chance of their reinforcement. During the pod’s descent, it locks onto the Inquisitor’s encrypted transponder signal and adjusts course, making planetfall within the city of is Lordsholm. This the point itselfthe at which adventure begins, as the players kick their way out of their drop pod ofmidst the and night ofthe rain and wind howling the into battle. a pitched Getting Started role the on take to player one need you adventure this run To of the Game 2–4 Master, players to take on the roles of the Battle-Brothers, and at least two ten sided dice (d10s). All the information required can be found within the pages of this including booklet a quick start ofversion the core rules, background on the adventure setting, detailed information on the adventure itself and pre-generated characters. Some background on the Warhammer 40,000 universe, in which the Note s for The following section gives the GM adventure as an well as the overview location in which it of takes place. In the Guidance’‘GM numerous are there overview, this to addition sidebars throughout the adventure provide the itself. GM with tips, advice, These and general guidance on sidebars how to deal with aspects of the of the plot. and the development players rules, the actions of the booklet. However, the adventure has been designed to be self be to designed been has adventure the However, booklet. of the setting is required. knowledge contained and no prior it thoroughly. to read sure is an introductory adventure designed to designed adventure introductory an is Roleplaying Game. The adventure places adventure The Game. Roleplaying

–Elsharna, Astropath Ascendant in Lordsholm –Elsharna, Astropath a n c t i o n 22 S e a t h w a t c h

give both give and players GMs a chance to experience the D i n a l Final Sanction Final “There is an shadow falling across the stars; it swallows worlds worlds it swallows stars; falling across the is an alien shadow “There I fear if and ash to mark its passing. bone only unchecked and leaves night and cast us into an endless will consume humanity this shadow never see the dawn.” may we from which

the players in the roles of members of a Deathwatch team, Kill- elite hardened ofwarriors the famed Adeptus Astartes, and odds overwhelming against action the into them hurls and fearsome foes. It is their task to win glory for their Chapter, vanquish the foes of the Imperium and survive to complete can also act adventure This their duty sacred to the Emperor. as a starting point for GMs to run of the 41st millennium. worlds furthermissions in the war-torn adventures and F

Final Sanction or failure of theirmission. or failure of success final the to contribute will which of pod)—all drop their in and verythem on is what begin just havingweapons, on (they short ammo and arms more securing and out, their and leaders, finding and aiding strongpoints other pockets of PDF still holding rebel destroying city, the roaming Genestealers of bands out clearing as such undertake, may Battle-Brothers the thatTertiary Objectives) and (Secondary the PDFachance toretake thecity. giving and forces his Broodlord,disrupting the destroy and find to be should Objective Primary other their Therefore, intervention, the city off. is doomed to fall before the night cut is out. are communications However,messagea enough—without sending not is simply all and descends Warp in the shadow the before hours just have they sure is she and before, this likeinvasions seen has She ciphers.Deathwatch Lordsholm’s locate to Astropath Elsharn, and send a request for support using their be should Objective Primary their that suggeststhem She to Objectives). Mission and Missions on details more for 24 page (see play into come Objectives Mission their whichat point the Battle-Brothers.is Thisto the situation the of command defers and falling) to close is missing, she is the last the of Inquisitor’s retinue, and the city Callidus AssassinnamedSyndalla. his form changes revealing that ashapechanging heisinfact their arrival and seek to speak with them alone. At this point, for them blesses He Lordsholm. in PDF free remaining the of commander Ascote, Captain by approached are Brothers inspiring on effect the PDF. Once the fight is over, the Battle- to flex their combat abilities as well as witness firsthand their chance a them attackgiving the repel chapeland the defend or must players The nest). infected his Broodlordand the by controlled (citizens rebels of stand force larger a much making a against are Force Defence Planetary 117th the Lordsholm where chapel) Imperial an of roof the through to save the city. One of the districts also hides the Broodlord’s wellas challengesas ongoingthe eachand of piece a is fight Objectives of set own its has Each District. Calistria the and District Fabrica the District, Portica the District, Magistria stealth, it frontal assault,orsabotage. be approach, favoured own their choosing and tactics and strategies own their with up coming parameters, mission own their create even can players the wish, they If fit. see they as targets and Objectives their choose Brothers with the Broodlord, to an open battlefield in which the Battle- next until the Battle-Brothers arrive at the final confrontation desire, ranging from a simple path from one encounter to the players and GM the as simple as or complex as be can This about how to save the city, to create their own plan attack.of their Objectives as they see fit, or if they have their own ideas in flames at theirfeet, the Battle-Brothers are free to complete With the situation laid out before them by Syndalla and a city P t r a hr ae lo nme o ohr mle concerns smaller other of number a also are There is (Kalistradi situation dire the outlines then Syndalla crashed (having District Portica the in arrivedhave They hr ae or itnt itit wti Lordsholm—the within districts distinct four are There 2:L o h s d r o l m B s n r u Blood andDarkness onpage 37). (see Mission their complete to district the rebels. of The Battle-Brothers must fight (or sneak) into this hands the in completely is it such, As nest. Broodlord’s this is the main industrial district and also the location the of confrontation easierfortheBattle-Brothers. final the makes here presence rebel the weakening least or at district the Retaking buildings. isolated in out holding units PDF and citizens of form the in allies as well as points strong and leaders rebel find can PCs the where place the also is thickest. It its at is fighting wherethe and Lordsholm the city. of retaking the in guard personal his of aid the gain ableto be may they Lord-GovernorThorsholt, kill or save PCs the if allies; of source a be also can locationThis in. havesnuck Numerous nobles have been infected and several Genestealers district. the inside chaosUnfortunately, is aid. messageit for astropathic their send to wish they if herego must Brothers resides.Echoes,House AstropathwhereElsharna TheBattle-the of the of location the also is It neck). own his protect forcesbackto his pulling and off Thorsholtit to sealing due Perian Thorsholt and has as yet not fallen to the rebels (mostly their stocks weapons. of wellwayas a strikesupplies as to bydestroyingrebels at the find to chance a PCs and PDF the both offers world.therefore It off and on transferred and stored are goods as where guise her (in Syndalla Captain Ascote) holds a small section. This is also the district but rebels, is by It operations. overrun of mostly base initial their and arrived Marines An Objectives. chosen their and overview thechallenges each of districtisasfollows: of attack of plan their on District, but may travel freely between the districts depending Portica the in adventure the begin Battle-BrothersThe nest. D the Battle-Brothers, course, toavoid of orsurvive this!). to up overwhelmis and pressuretanks(it lairs where them it beforeminions lesser his attemptingon lureto the into them ammo their of most up use to them forcing them, weaken and try will Broodlord the likely for Most Battle-Brothers. small the too tunnels runoff using and gantries, and walls the climbingattacks, run and hit cleverly,performing it use Genestealers Broodlord and the and in fight to environment out as either a bug hunt or a pitched battle—it is a dangerous play may this attack, of choice their on Fabrica Depending District. the in Works Prometheum Sons and Sollar the in clues/information or found in other districts. exploration The nest is throughlocated either nest, the of location the out find can they which in ways numerous are There nest. his to do so) they are ready to seek out the Broodlord and cleanse Once the players have sent their astropathic message (or failed P t r a ild ih mkn manufactoriums, smoking with Filled District: Fabrica Calistria District: Calistria Lord-Governor of seat the is This District: Magistria Space the which in district the is This District: Portica s s e n k r a 3: T e h L d r o This is the main residential district of of district residential main the is This

f o B l d o o Part 3: The Lord of of LordThe 3: Part

d n a 23

Final Sanction a m e s l F i n d g e E i t y C t h e a

: m o n

l d l o r The majority of the world’s surface is a sparsely populated populated sparsely a is surface world’s the of majority The o r d s h o Even before the Broodlord’s uprising, Lordsholm was an uprising, was Lordsholm old before Even the Broodlord’s and decaying city built more from necessity than any grand design. Sprawled across several miles of coastline, its streets and buildings sagging by shadowed winding, and narrow are but for the most part are cobbled Its roads towers. crumbling are in many places (such as the poorer sections) dirt, open sewer channels with running down their centre. It is a drab and dirty place of browns and filledgreys, with the press of ofhumanity and the stench rot. W A is by and Avalos world, like a an large million unremarkable others across the vastness of the of Imperium. guidance the and Emperor Its the of rule the people under ceaselessly toil the rests on Administratum. Avalos the edge of the Orpheus Salient between Hethgard and the of Well Night, all within it Agri-world, An Fringe. Eastern Galactic of the environs the is almost to entirely the over ofgiven production food crops and domesticated animals, shipping vast supplies off world (mostly to feed Crusade). the soldiers of Achilus nearby network of farms and orchards, mills are and connected ranches. by These a vast collection of roads, rail and onlycity major world’s feedingthe all to lanes, shipping lines, and its only spaceport: Lordsholm. Resting on the edge bulk the to home is of city the continent, southern great the world’s of the ’s population and is the seat of its government, the home of its PDF garrison, Imperium. greater and its connection to the L These Objectives are not as vital but materially contribute to the Mission’s success and rulebook expands the concept extensively adding such things as Oaths (vows to the Emperor, Emperor, the to (vows things Oaths as such adding extensively concept rulebookthe expands is designed around the concept of a Mission to overcome a planetary a uprising usesto and Objectives overcome Mission a to of concept the around is designed e a t h w a t c h D takes place within the ancient city of Lordsholm Lordsholm of city ancient the within place takes a n c t i o n 24 S i n a l a n c t i o n i s s i o n s Primary Objectives: All these of Objectives must the for Mission be completed be a success. considered to Secondary Objectives: Tertiary Objectives (also known as Targets of Opportunity): These Objectives are not vital to the Missions F For the purposes of this introductory adventure, the rules for Missions have been reduced to focus mainly on Objectives, Objectives, on mainly focus to reduced been have Missions for rules the adventure, introductory this of purposes the For S Chapter, Chapter, or Kill-team taken before embarking on a partin a Mission), play also Objectives, of completion Themes the Intel).Missions, and Bad and (such Traitors, Misdrops, (suchasas Complications Assault, Recon, and Diplomacy), and standingChapter. and the with abilities their improve which Renown, and Points Experience earningBattle-Brother a M Missions provide a framework for the GM to create adventures for his players and capture heartthe military of beingnature at a the member of the Deathwatch. Missions are divided representing a portion up the of adventure overall and contributing its into success. to There are three kinds Objectives: of sections, known as Objectives, each one increase the margin victory. of success offer but earn a chance to extra glory renown. or provide the players with a guide to the tasks they must complete to save Lordsholm and purge the Genestealer infestation. Genestealer the purge and Lordsholm save to complete must they tasks the to guide a with players the provide GMs should that however, remember, Objectives are a guide and a tool, and can be altered, replaced, or disregarded depending ofon the of plot. Theythe flow atheandadventure are the development usefulof benchmark success and a inway which the players, in a Deathwatch of the Kill-team, role can they succeeded feel failed or have in their duty. the however Bringing this setting to life is part of the GMs task and Killing Killing the Broodlord throws the rebels and other i n a l during the course of a single bloody night of fire and rebellion. and fire of night bloody single a of course the during screams. and shadows with filled place decaying and dark a is It There are foes lurking and citizens cowering through which way their must sneakfight,and negotiate the Battle-Brothers It is also a and aliens traitors. to in face order rebels, through place the where fate of an hangs entire world in the balance and the lives of several million Imperial citizens rests in the encroaching the against struggling souls of hands a few brave On a onin theworld flames, darkness. eveof its destruction, Avalos. only last and hope to save the Imperium’s they are of dark their experience to players’ the immeasurably add can night in Lordsholm. Both the city and the setting exist feel the ofthe Battle-Brothers weight make their duty and the to of hallmarks the are These foes. their of numbers overwhelming elitean ofin especiallypart serving and Marine, Space a being Kill-team. Deathwatch While the players are indeed the most powerful individuals to walk factor the other city The streets, they legion. are are onlyfoes their a while number in handful them is against time, and as the night wears on, they should and sky, upthe lighting fires them, around falling city the see in should players nobe The aware the streets. bodies covering is way that uncertain Lordsholm about to fall, and only they its fate. to alter the ability have The Setting F Genestealers into confusion temporarily, giving the PDF and Genestealers into confusion temporarily, Though hand. upper the gain to chance a Battle-Brothers the the battle is still not it over, may now be winnable. In the Broodlord’s lair, they adventure also The infestation. discover the Kalistradi’s behind corpse, truth dark her the and notes, ramifications the contemplating Battle-Brothers the with ends ofshadow descending the see to up looking and truth of this fleet. hive the Tyranid

Final Sanction districts of Lordsholmdistricts of at leastonce. fourtheprobably willwhich theyofeach visitcourseof the during Mission, their complete and city the explore to Brothers burning every bridge tothemainland. bytherebels toseal thecity infrom theoutlying provinces by bridgesdestroyed.usedhavebeenbeen canalshavealso The points—a task made harder by the fact the majority of themoveto city’s around thecity they need crossto canals atnumerous grenades. hurl They or also shotspresent trade loyalists a unique and challenge rebels which over forbarriers the players as city’stheinfrastructure, theyhavebecome now corpse choked of part thriving a blocksislands.Once city wholeinto turn and is crisscrossed with hundreds of them, which divide the districts thebuilding aroundechoing them. off sure to hear the snap of lasguns or the chatter of heavy stubbershazardous. Wherever playersthe travel extremelyLordsholm, passage in make theyare or areas many off blockbarricades roadshastilyhavefortified beenthroughoutand and city the city unchecked, burning rebels and loyalistsBodieslierotting theinstreets alike.while wildfires skipMany around the buildings lies in ruins, and the rest has infestation,been transformedthings have intoonly gottena battleground. worse. Now much of the city M Important locations withintheMagistria Districtinclude: back a substantial portion of his PDF division to pulling guardbridges,and gates,its burningits sealing Thorsholt itsto walls. survived far thus has thatthe ravages city of the the uprising with of minimal damage—mostly part one due the also is It God-Emperor. the to statues and parks, houses, grand its in seen be can has world the wealth little evident—what so not is decay the Here,houses.noble and of Avalos’collectionfeeble manor Thorsholt’s Perian Lord-Governor of home the is it walls, high and canals wide by city the of rest the off from Sectioned District. Magistria cliffs the the is atop bay the city overlooking the of reaches northern the on Located • • Through all this and confusion it falls to the Battle- the to falls it confusion and chaos this all Through Adding to these woes are the city’s murky canals. Lordsholm Genestealer its and Broodlord the of arrival the Since a i r t s i g a h Hue f Echoes: of House The and feasting and generally pretending all is well. manor’s hundreds of rooms, suites and chambers, the drinking below, the themselvesinhidden have city nobles his Governorand the in raging uprising the With walls. marble white by surrounded are and acres several cover andpowerful. The manor’s wide open gardens andlawns as long as anyone can remember and is a nexus for its rich the entire city. It has been the seat of power on Avalos for thehighest part theof sea cliffs and looking down across Manor: Thorsholt that have yet to materialise. Elsharna to await orders from the Lord-Governor—orders the Hollow Guard sealed the tower and barred all access to Hollow Guard and herother lesser psykers. with Elsharna When astropath the uprising began, the to home and superstitiousnobility, whispersplaceof magic,anda is it overlookingthe byThorsholtManor Shunned sea. of the edgeEchoes,theperched of onHouse Lordsholm the is D i r t s i A sprawling,A stately homelocated at c t

The tallest tower in all of of all in tower tallest The include: District Portica the within locations Important barely. only points—but strongmakeshift into warehouses and mag-cars turned and bridges the of many blownhaving out, holding weapons. of arsenal its and base PDF the far,So arePDF the twofor PDF control and reasons: spaceport the controlof of it has become a bitter battleground between the rebels and the in fog and reeking with the smell of brine. Since the uprising, Its proximity markets. to off-world the sea and means it spaceport is often the cold and or damp, Fabricashrouded the of overall Avalos city,the enter factories the for destined either of roads, mag-rails, and docks the district is where goods from seawardalongits much of edge Porticathe is hubA District. running and city the of portion eastern south the Including P • i t r o vls Spaceport: Avalos remains abitterly contestedarea. Whatremains, however, worthstill for,is fighting it and landers.blazing and platforms launch pitted to reduced it of much seen and off them held has officers bold few a heroicof the actions strongand PDF resistancebythe However,intact. it taking of hopes the in spaceport the attacked rebels uprising, the of Imperium. hours greater first the the During to link solid only nonetheless world’s is the spaceport the sector, the of rest the of c a D i r t s i ml ad rd b te standards the by crude and Small c t

25

Final Sanction Sollar and Sons destruction. in their spree of chaos and • Promethium Works: An Even with the promethium of its industrial buildings. With most of the lesser bridges the dark, directing his children t of the district, linking to almost all almost to linking district, the of factory in the centre unremarkable c channels, channels, where it is swept away by mills flows out to runoff sea through the tide twice a day. The seawater of the promethium refineries, the filthproduced by the factories and runoff channels run right into the heart the into right run runoff channels Sollar and Sons Promethium is Works house where the Broodlord lurks in it has been transformed into a charnel gained gained a dark reputation. however, Now, now home to the and Broodlord his nest. In the weeks before the uprising, reports of reports uprising, the before weeks the In in the district and the Promethium Works On the western most edge of the district murders and shadows in the night abounded abounded night the in shadows and murders district from the sea. All the waste and i s t r i D a Seawater Seawater Runoff: c bridge bridge up, it is still possible to enter the Fabrica • r i and gantries destroyed, there remains only one major artery into and out by powered and steel and iron ofdirty Built of drawbridge. the district: the promethium massive gears, it stretches over a hundred metres across the canal. Since the rebels seized the district, the bridge rebels armed well of scores by protected up, remained has no one crosses. that to ensure determined Pit of Filth: is the slums, the domain of the poor and Known Lordsholm. to the PDF colloquially wretched as the Pit of of PDF The hold. took first rebellion the that here is it Filth, controlling and commanding are leaders rebel the believe the uprising from the Pit, though as and find out for sure. it reach enough to long survived yet no one has Promethium Promethium Bridge: b a • • F Sitting deep in the centre of the city, hidden by smoke and a ringed pall by dozens of of foul smelling canals manufactoria, and is mills, factories, with the Filled District. Fabrica the district is the grinding, hammering heart of Lordsholm’s goods. finished world’s the of much of source the and industry It is also home to the great promethium refineries on which the city it reliant for Before its the light uprising and power. it the was site and ofmurders unexplained bloody numerous disappearances. Then, once the uprising started, the district was the first to byfall, the targeted rebels from andattacked within. However, since this time, it fortified, borders its ofemptied citizens, streets its unscathed; has remained mostly and its bridges and gates sealed. Important locations within District include: the Fabrica

The last true stronghold of t c Due to the district’s location and its i s t r i Not Not all of the district is in The string of large open squares in open the squares ofstring The large D 26 i s t r i a l centre centre of the district is known by Not as so Lordsholm the long Rag Markets. the citizen of this ago, was where people would come to sell, buy, and barter for all manner of goods and services. uprising the however squares have Since the become warzones, with crisscrossed barricades hands a changes Sometimes square and trenches. several times in a single hour both rebels as and PDF launch endless successions of counterassaults. Blind Saint: the hands of the rebels, there of pockets resistance hold and out. One here and such place is the Blind frequented Saint, by a enforcers and tavern PDF. When the uprising swept over the district, the customers quickly barricaded themselves in and fought off all attempts to them out. key PDF Even now, officers wipe and skilled enforcers are holed up awaiting support, however slim the ofchances it turning up might be. Rag Markets: Rag Imperial Imperial rule (not on counting Avalos the manor) is the Lordsholm the of bulk the with Unfortunately base. PDF remaining the manor, the protect to away drawn division regiment is only barely managing to hold its walls wave as after wave of However districts. neighbouring the from rebels attacks suicidal launch increasingly more a be well may fallofbase the this out, plays uprising the from. PDF could not recover the blow Imperial Stores: infrastructure, a great deal of off-world equipment supplies are and stored here. underground These Imperial stores, sealed by include the PDF at the the huge battle of tide the offas cut then and rebellion the of start stores these within ammunition and supplies The shifted. could ifaid the PDFs only effortsthey could greatly, be reached. Should the rebels manage to enter the stores blood. pay a high price in surely instead, the PDF will Lordsholm Lordsholm PDF Base: a • • • • C Filling out the bulk of the western reaches of the city and spilling out across the canals and onto the mainland is the Calistria District. A hive it is walls, squalled an and overcrowded broken roads, crumbling mass twisting countless ofits uprising, the of wake the In rotting humanity. of buildings, and alleyways decaying townhouses become have the centre of the rebel efforts to take control of the It city. has become a place where even crossing the street can be fatal as snipers, stubber nests, and booby traps If (belonging the PDF in is anything sights. their and kill murder, maim, to both sides) seizing include must it city the ofretaking chance any have to Calistria the within locations Important district. this of control District include:

Final Sanction with appropriately gory details. in, them fill to Agent)Throne experienced an and attack an this If is the case the GM can use Syndalla (a survivor suchof they if are not familiar with the Warhammer 40,000 setting). Tyranidthe of scope threat, players the (especially not might However,fleet. Battle-Brothershive the appreciate the while the for meat become will people its and vanish will air and seas its dust, to crumble will cities Its oceans. deepest its to utterly annihilated, and scoured of life from its highest mountains completely but ruined, or damaged, occupied, merely Not destroyed.Avalosaverted, be somehow will is it faces. Unless Kill-team) their extension by (and Avalos threat the another. of bio-engineered warriors as they extinguish one world after hordes its back hold strugglingto is Imperium the void, the of darkness the in and worlds of the scores On of Reach. Jericho out bite large a taken has Dagon Fleet their Hive in wake. dust and rock barren only leaving and biomatter, hungerfor endless devouring wholeworldstheir stars in the Broodlord and his Genestealers are spawned) to spread across Brothers thesecret carry that thetruehorror isyet tocome. necks even though they don’t know its name, and the Battle- rejoice in it, the PDF can the feel breath the of beast on their and coming is big something know rebels the world: entire the pervades that terror the is whole.worldThis the devour and appear could moment any at which Dagon, Fleet Hive oncoming the ofthe of children—harbingers very presence his the and is Broodlord setting the of piece final The S eey noptn. ht h dd’ ko ws ht everAvalos, upon foot watchedset the been byshe had since she that was know didn’t she What incompetent. merely was he realise to came However,later infestation. she the of that the Lord-Governor Thorsholt was complicit in the spread southern farmlands and into Lordsholm. Initially, she believed great the in out origins its from infestation the of source the tracked she Avalos on investigation of she is months After nest, dead. Broodlord’s the find they until sure for know ThoughBattle-Brothersinfestation. the Genestealer in won’t Kalistradi was an Inquisitor of the Ordo Xenos and a specialist closer totheWell Night.” of that Avalos Hive Fleet bepurged, Dagon lest itleadtothespread of itmay theinfestation, but bemy recommendation into theextentof identifying ordealingwiththethreat. Iwillconduct aninvestigation backwater ineither worlds thelocalauthorityhasbeenineffective “Avalos these infestation,andlike onsomany of hasallthesignsof I but mostwillprobably tokill try them. the Battle-Brothers may encounter—some may become allies, NPCs key of number a are there adventure the Throughout Allies andAntagonist r o t i s i u q n o d a h The GM should impress upon the players the severity of of severity the players the upon impress should GM The the which (from threat Tyranid the of nature the is It w

f o K

e h t a l H i d a r t s i d n i m e v i s that mayhelpthemfindtheBroodlord’s nest. Brothers, she has left behind some clues and other information the Broodlord andhischildren. Unfortunately for her, she did not survive her encounter with fell. city the before arrive not would Deathwatch the from aid Broodlord,fearing the out sought and rest the took she dispatched herteamtodealwiththeuprising, while someof chaos.into city the plunging and uprising the The Inquisitor igniting act, to chose Genestealer ancient the Lordsholm to Broodlord and his minions, and when her path finally led her reckless, and only agrees to help in this way if the Battle- Brothers have soundtactical reasoningthe behindtheiractions. if way this in help to agrees only and reckless, However,not information. is with provideshe Kill- them to team the of ahead infiltrating or Lord-Governor, the even or leader rebel key a impersonating as things such include Thisgoodcould plan. a with up come they if impersonation or infiltration in Battle-Brothers the help also may Syndalla Ascote) Captain of guise the (in PDF the representing and Genestealers presents herwithnosignificant threat. multiple or Broodlord the of short anything that however aid the Battle-Brothers in their combats. The GM can assume how tohandlethings. on choices own their make to them allows always She her. command to authority haveno they as just Kill-team, the of areproceed.unsureto how is, She however, they wayno in charge in if direction right the in them point and the situation, on information provide them, guide help to Brothers) Battle- the of equal near a (as Syndalla use should GM The ally.real a to have they thing closest the and Kalistradi) of complete hermistress’s missiononAvalos. to die to willing is and Inquisition the servantand Emperor the devoted of fanatically a is She return. will or Kalistradi arrive will help hoping on, holding been has she then, togetherreturn.could Thatshe until was five days ago. Since regiment the hold and officer PDF a of guise polymorphine the assume to her use to Syndalla told Kalistradi nest the for left she Before chaos. in guardsmen the leaving officers, PDF the of most assassinated rebels the began, uprising the When Temple. Callidus the of Assassin and Agent Throne skilled a is Kalistradi’sSyndalla retinue, of survivor sole The “The Emperorprotectsthosewho protectthemselves.” S a d n y hl Klsrd cn ie o iet i t te Battle- the to aid direct no give can Kalistradi While Note: In addition to her role in providing local intelligence No Profile is provided for Syndalla as she does not directly Avaloslieu on (in contact Battle-Brothers’ the is Syndalla L L a , AKAC a p n i a t A s c 27 e t o

Final Sanction 30 30 Fel Fel 30 40 WP WP Magnitude: 30 Magnitude: Magnitude: 30 Magnitude: 30 30 Per Per , PDF 20 20 Int Int a r s l Ag Ag 30 30 T T r r e g u 30 30 I m S S 30 30 l e r s s p BS BS 35 25 l e b e o r d s h o r o o 35 25 WS WS PDF Guardsman Horde Profile Horde PDF Guardsman Rebel Horde Profile Horde Rebel L the enemy the to give up and ready formed men are “Sir! The business.” The army of Avalos is conscripted made to up serve mostly their of time in Force, young or Led PDF. the men, by officers Planetary drawn from the Defence ruling elite (of mixed abilities) their training is limited and, before are, They the non-existent. was experience combat their uprising, proud of their however, city and their and world are willing to die defending it. R of and knees Lord to your “The Blood and Darkness is come. Fall accept the end is nigh!” Many ofand the rebels citizens are tainted the by Broodlord his children. Others, are however, merely malcontents, who have taken up arms against the hated upper classes. Drawn from the masses, rebels come in many shapes and sizes, all carnage for desire and hatred alien Broodlord’s the by driven and death. 3/6/9/18 Movement: (All 4). Armour Flak Armour: Lasgun Weapons: (100m; S/3/—; 1d10+4 E; Pen 1), or Heavy Weapons Team with Water-Cooled Heavy Stubber 2). (100m; —/—/10; 2d10+4 I; Pen 3/6/9/18 Movement: None. Armour: Crude Weapons: melee weapons (1d10+3 R; Pen 0); Stub Weapons Heavy or 0), Pen I; 1d10+3 S/—/—; (100m; Rifle (100m; Stubber —/—/10; Heavy with Water-Cooled Team 2). 2d10+4 I; Pen T t l h o r s h o e n d a n t c T s A e r i a n a t h p P s t r o , A o v e r n o r 28 Thorsholt can either be a potent ally or an irritating irritating an or ally potent a be either can Thorsholt -G s h a r n a No Profile is provided for Thorsholt as he is a non- Note: Like many psykers, Elsharna can be difficult to understand, understand, to difficult be can Elsharna psykers, many Like No Profile is provided for Elsharna as she is a non- l o r d enemy depending on to choose how handle the him. players rightfulthe still is and planetary power impressive wields He appointed ofby the governor Avalos, mandate of the nobles and the sufferance of the Administratum. He stricken with is, indecision however, and is jumping at shadows. manor the flee either Ifto liable is he the roughly, him treat players or be reduced to a quivering wreck and be no use to them at all. However, if they offer him even a (pandering spark to of respect his natural ego) their he demands. Thorsholt makes knows he efforts has no to dominion over meet the Battle-Brothers (and would not want any), but this he as ridiculous (as peer also close their least at himself considers may seem to a member of the Adeptus Astartes). L rousing the a small civil disturbance, just some malcontents only “It’s soon...” be over it will I’m sure poor or some such. Perian Thorsholt is the ruler Avalos, and and while planetary not an governor evil of the with deal man to ill-equipped woefully is he one, incompetent or even a particularly current situation unfolding on his When world. the uprising took hold, he feared (quite rightly) that he would become a target, and so he called the majority of his personal guard and the PDF to the defence of his Cut manor. off from the outside, he has fortified himself and hopes for things to turn out for the best. combatant. E The can see the end approaching. I eyes, with these blind “Even come to Avalos have shadow in the void and the the warp darkness in to end us all.” Elsharna is Avalos’ Astropath Ascendant Brothers’ only means of and sending a offmessage before world the Battle- the shadow in the Warp falls. She where ofEchoes, House ofthe reaches is highest the in trapped a blind teenage girl Thorsholt keeps her She safely becomes up. ofaware locked the Kill-team as soon since powerful as such and they arrive, vision. shine bright in her psychic warriors fated futureand present, past, the up mixing or riddles in speaking sockets. eye empty her with distance the offinto gazing while The GM can use the Battle-Brothers’ visitation with her to ifthey Broodlord ofthe whereabouts the about clues provide them advise also can She leads. solid anymore found haven’t Whatever found. be might Objectives other certain where on the players learn from her, however, is likely to be buried under prophecies of doom and pronouncements of dread— knows and fleet hive approaching the see clearly can Elsharna it means for Avalos. just what combatant.

Final Sanction Genestealers intheirranks). hiding even and buildings in positions up takingbarricades, (erecting ambushes up set rebels the have or teams weapon heavy rebel generals, or leaders rebel add each also can 5 He time. by encounter they Hordes rebel the of Magnitude the increasestealthy, remainshould to GM lengths greatthe slowly they become more rebels,and more organised. Unless the Kill-team the takes face players the time Every Note: (30m; S/—/—;2d10+8I;Pen 6;Clip12;Reload Full). Pistol Plasma 5), Pen R; (1d10+7 PowerswordWeapons: Armour: Heavy Carapace (All6). Movement: 3/6/9/18 S/—/6; 1d10+2I;Pen 0;Clip18;Reload Full). Weapons: Chainsword (1d10+5 R; Pen 2), Autopistol (30m; Armour: Bloodstained Flak Armour (All4). Movement: 3/6/9/18 (+0) Awareness Test todetectitspresence. speed and does not attack, creatures must pass a hard to spot even arein open Genestealers prey,terrain. their If stalkinga Genestealer of moves masters at As half Stealth: Special Rules Weapons: Rending Claws (2d10+12;Pen 5, Special). Armour: Reinforced Chitin(All 6). Traits: Unnatural Strength (×2). (S) +10. Swim +10, (Ag) Dodge (S), Climb Awareness(Per), Skills: Movement: 12/24/36/72 and chaos intheirwake. arrival, stalking the streets of Lordsholm and creating carnage its since multiplied and bred havechildrenBroodlord’s The L Landsholm Genestealer Profile Rebel GeneralProfile Rebel LeaderProfile WS WS WS 65 55 45 o h s d n a 35 35 — BS BS BS (12) l 40 40 60 S S S m G 40 40 60 T T T a e t s e n e 30 30 60 Ag Ag Ag Int Int Int 20 20 30 l r e Per Per Per 30 30 5 Challenging Wounds: 19 Wounds: 16 Wounds: 20 WP WP WP 40 40 40 Fel Fel Fel 30 30 – double itsPenetration. Success, of Degrees more or two in results roll attack the if weapon, this with attack to rolling Whenarmours. toughest razor are Genestealer a througheventhe right blow well cut placed a can and sharp of claws The Claws: Rending made against separate targets. be may attacks These Action. Full a with round single a in example of his species. The Broodlord may attack three times the Genestealer infestation and more powerful than a normal of master and father BroodlordTheis Brood: the of Lord double itsPenetration. Success, of Degrees more or two in results roll attack the if the even through right weapon, this cut with attack to rolling Whenarmours. toughest can blow placed well a and sharp razor areBroodlord a of claws TheClaws:Rending Challenginga (+0)Awarenesspass Testmust todetectitspresence. beings nearby attack, not does and speed half at movesBroodlord a If terrain. open in even spot to are hard Broodlords prey, their stalking of masters As Stealth: Special Rules Weapons: Rending Claws (2d10+12;Pen 5,Special). Armour: Reinforced Chitin(All8). Traits: Unnatural Strength (×2),Unnatural Toughness (×2). Skills: Awareness (Per), Climb(S),Swim(S). Movement: 6/12/24/36 and directs themagainst theirfoes. potent psychic presence controls andcommandsitsfollowers Tyranidthe of Avalos.master on infestation From its nest, its and Genestealer powerful and ancient an is Broodlord The L Landsholm Broodlord Profile WS 67 o h s d n a — BS (12) l 60 S m B (12) 60 d o o r T 60 Ag l d r o Int 45 Per 5 29 Wounds: 80 WP 50 Fel –

Final Sanction burned under a burned under Valiant l the Chape Valiant entered orbit above Avalos. Two Two hours ago, your vessel entered the Avalos system and of range Avalos vox within came vessel your ago, minutes 47 18 minutes ago, the 6 minutes ago, your pod screamed down though Avalos’ through landed have appearto you pod, your from Emerging The The battle is a massed bloody affair, fuelled by the alien began began its journey toward the primary bio-sphere. A scan of the dust and silence. system only revealed and the captain attempted to raise local Imperial noise. with static and white to met only authorities, Almost immediately a swarm of Tyranid kraken emerged from primary behind moon, the descending world’s on the frigate and the as Even surprise. crewby its taking managed Kill-team your ofpyro-spores, and bio-plasma barrage to a reach drop pod and prep for launch. In a final act of duty, Captain Haltreme opened the hanger doors and firedyour pod down toward the Moments planet the hull later, below. frigate’s of under the jaws and broke buckled the kraken. atmosphere, leaving a trail of fire across the enhanced your bodies are as the only endured brutal whileyou gravity sky inside capable of. Still kilometres above the surface of the world your transponder Astartes an to on locked guidance rudimentary pod’s its follow to direction changed rockets ofretro brief burst a in and with and planetfall, made you later seconds Scant signal. pulsing ofa deafening crack pod thunder slammed your into the ground throwing dust and debris high into the Almost air. immediately flung open. were doors and the pod’s harness released your the roof of an Imperial chapel, crashing pod, down drop your in by the made hole midst the of Through statues. and tiles, pews, your can see that it is a dark rainy night, water pouring down see can you doors, shattered Through forms. armoured your onto Lordsholm, an ancient and crumbling city, soaked in rain and ablaze with uncontrolled fires, stretching off in all directions. Nearby, the crack of weapons fire andannounces a battle in progress. thump of explosions le for Batt Outside the chapel, the 600 men PDF are under under Ascote from (Syndalla), assault Captain of the 117th Lordsholm a large contingent of fallen rebels, from easily in chapel the the thousands. around The PDF barricade makeshift a up set have the Outside across. masonry, metres dead 200 about guardsmen, position and fortified a even creating a burnt out Chimera, and has forecourt been cleared graveyard the barricade, chapel’s the lurks this beyond wide; metres 50 some ground killing a into lines. and the rebel ruins of Lordsholm soaked shadowy rain hatred of the rebels and their vast numbers. The GM make it should clear to the that the players without their assistance, rebels will destroy the PDF regiment. thethis For engagement, 28), page (see as a Horde the players Rebel assault will rebels the Magnitude of can which be selected by the GM depending or30 but players, the for things make to wants he hard how on 40 should the present Meanwhile, a PDFchallenge. reasonable of the to the carnage adding in the mostly background, exists The players. of the actions the influencing directly not but battle 28. can be found on page Rebel Horde for the profile ... ar y So F was swift. During the voyage, you you voyage, the During swift. was Valiant by Fire by

30

his first part of the adventure sees the players crashing crashing players the sees of part first adventure his the down upon Avalos into the short midst order, they must of hold their ground, a assess the battle. In of Captain of the Valiant Galrite Haltreme, –Last words Your Your journey to the Avalos system aboard the Imperial Over Over six months ago, Inquisitor Kalistradi arrived on Once the players are ready and are clear on the nature Sword Class Frigate Frigate Class Sword remained mostly apart from the rest of the crew, who in turn kept kept turn in who ofcrew, rest the the from apart mostly remained not to one, have but their several distance, membersoverawed of real only the legendary AdeptusYour Astartes their aboard ship. contact was with its Captaincommander, Galrite Haltreme, as he gave you updates on the progress and vessel’s assurances that as his crew could manage. as quickly Avalos reach would you Part 1: Baptism Baptism 1: Part situation, situation, and then formulate a plan of attack to put this down determination, and luck With uprising. xenos-fuelled the their established having players the with finish should section mission parameters and setting off into the burning city to complete their objectives and bring death to the enemies of the Imperium. The Stor The adventure starts with the Battle-Brothers landed having on via Avalos an emergency just drop from their crippled before the vessel. However, action off,kicks the GM should up to and speed brief the that players them on get the events have led to their arrival on the world of This Battle-Brothers Avalos. is troops, Imperial an most unlike as step, important are typically well-informed and prepared before nature the on commanders making their by briefed been having a drop, of their enemy and the intricacies of their assigned mission. Avalos chasing rumours of the edge the on Hulk of Space a sightings reported several of Genestealer infestation system. After months of and secret she investigation, discovered that Genestealers Without city—Lordsholm. had primary world’s indeed the in taken concentrated residence local the on fearing and herself, infestation Avalos, the purge to means the authorities had already been compromised, she sent a coded a issuing Erioch Fortress Watch to communication astropathic a exterminating in Deathwatch the from aid for request formal reviewing After Avalos. of world the on infestation Genestealer in presence ofTyranid a threat the assessing and evidence the the system, Avalos the Captain Watch considered the danger Kill-team. a dispatch to enough serious of their mission, then the GM can read following: or paraphrase the

“Emperor’s blood! Look at the size of size Look at the blood! those... TEETH!” “Emperor’s T

Final Sanction the battered PDFsoldierscanbreathe relief. asigh of broken,and and bloodyretreat, rebels the combat) for appetite feelsGMappropriate,theas few as depending players’theon or playersmany the as have(or these twothreecompleted of or Battle-Brothers before choosing another Turning Point. Once Horde,regularanotherroundsandfewcombatof against the another in throw can he worse) or better resolved(for been has below.list Turningthe fromthe choicePoint Once his Point of the chapel against the PDF lines. of steps Hordes the chargesHe the Rebel up of first the shouldas combat, then insert a Turning strength. The GM can fighting overall their startreduce and therebels the againstbattle balance the with a few rounds of regular thebattle where theintervention theBattle-Brothersof cantip andcompleting numbera Turningof Points—key moments in Turning Point • • Winning this battle comes down to keeping the rebels at bay aspects of the city a secret (such as locations and current goings-on) as even the Deathwatch intelligence is weeks old. weeks is intelligence Deathwatch even the as goings-on) current and locations as (such asecret city of the aspects moredetailed the keep should GM The become. has uprising the howbad just and ambushed tobe going is ship their won’t they What her and retinue. Inquisitor the and Governor, know, Astropath, the arrive, when that they is of course, in presented some with of be the They bykeyshould familiar also NPCs, name atsuch as page the Lord- information least, 24). (see The Setting the using Lordsholm and Avalos of overview an them give can GM the questions any have haveThey on briefed been world,the infestation. so they if likely and that they face a Genestealer Kalistradi, Inquisitor before setting the or deployed have been tothey Avalos that know to aid playersshould the point, rules At this rolling. gets proper adventure the the Mission, their about have they questions any ask and descriptions, character compare the GM For reason, is of allow should the players’and time the essence. this totime to introduce themselves each other, The action in in action The GM G within 2 rounds or less, then they win. Battle-Brothers finally, the wins, and melee if in him kill wintheTurning Point,dies hefromif ranged fire oneno livesheIf formore thancombat2 rounds, thenthe rebels on how fast and how dramatically the players dispatchmoreabout him. morale than simple victory, sosuccess depends match for the Battle-Brothers. However,(note thishe is not aHorde). confrontation Even one on one, is the leader is no for his followers. Use the Rebel Leader profileaRebel fromLeader page(still only28 human) and he is making ashow he screams a challenge at the PDF lines and charges.massive This figure is emerges. 7 feet tall and rippling Combat: withMortal muscle, the whole building down. Test to realise that a single well placeda make explosivecan he using, are could take Battle-Brothertakes gooda look atthe building therebels stubberteams as a Rebel Horde with Magnitude of 15. If a and the rebels have won this Turning Point.combatmorefor thanTreat8rounds, thendamagethe the done is heavy operate allowed are to they down—fast. shut If be must the PDF lines and raking up a toll of dead and dying. Theyin the tower of a ruined building. Already,found theiran elevated fire is positionraking on the edgeSuperiority: of Fire the killing ground n a d i u F l a n i rm mns te hog o rebels a throngs From amongst of the Several rebelheavystubber teamshave c S e n o i t c n a : S Challenging(+0)Intelligence g n i t t e starts very abruptly, and once the players set foot in Lordsholm, the clock is be ticking ticking be is clock the Lordsholm, in foot set players the once and abruptly, very starts s

e h t S c e n e • • alive and the mounds of loyal dead. mounds the and alive remaining guardsmen of handful pitiful the describe to course, if they do particularly badly, he should make sure players the have hadfeels enough and he have the when rebels retreat. battle Of the end still should GM The to win any of the Turning Points. This is not a problem. weapons. It may also melee happen of hacking that relentless the the Battle-Brothersand fail gunfire of hail the men on both sides are firing, charging, or dying amidst moment,givenTurningscoresofany thePoints. At of failure)completion their(or onplayers,depending the around shift shouldbattleBattle-Brothers. theInstead, the affect directlythey unless themforattacks making with himself concern or slaughtered, are rebels or PDF The GM doesn’t need to keep track of exactly how many players and how they can turn the tide against the rebels. Thebattleoffocusthisshould onbetheactions of the GM G B ukr Busters: Bunker ranks andflee. Point,breakotherwisePDFthe (thoughsome ofall) not give them 3 rounds to do one of these and win the Turningdamage(i.e.,sufferingWounds).not any shouldTheGM killinggroundsurvivingroundandwithout ataking any byshowing disdain forthe rebels bywalking or outinto cries), the rallying good some with up comes actually he if Fellowship Test a making by either this achieve can tofold and suggest they need going rallying. are PDF the The that Battle-Brothers players the warn should GM The haveneedtoGod-Emperorthe feartheof intoputthem. close to collapsing under the weight of constant attack and Point: Breaking not,thentherebels win. if can cut them down before this, they win the Turningrounds5 Point;toclose with thebarricade. theIfBattle-Brothers rebels as a Horde with a magnitude of 30. The Horde takesbyother rebels trying toshield them from fire. Treat these surrounded are killing ground,Charging they across the barricade. the in hole a blow attempting to charges are t t a l e n a d i u (the GM should give a player a +20 bonus The PDF (Planetary Defence Force) are are Force) Defence (Planetary PDF The gop f ees carrying rebels demolition of group A c e : R g n i n n u Challenging (+0)

e h t 31

Final Sanction e m e a n o u r s : D e c –Karn Plock, Keeper of Keeper the Blind Saint –Karn Plock, Burns Part 2: 2: Part u i d a n Lordsholm Lordsholm he second part of the adventure focus on the characters’ characters’ the on focus adventure the of part second he journey the through city shattered and their efforts to and astropath, the contact uprising, the of tide the turn Details on the rules for Demeanours can be found GM G Demeanours are a facet personality and reflect how they of see theirduty to the every Battle-Brother’s Emperor, their view of their Chapter, and how they go about fighting thefoes of the Imperium. They also play a part in how the Kill-team (i.e., the PCs) react to each other and what makes Battle-Brothers, even from the same Chapter, unique. Demeanours, and chance a to roleplay them, are likely to surface when it comestime plan their to the into city foray and decide on which Objectives focusto on first. GMThe should encourage players to explore their character’s outlook with his Battle-Brothers and to discuss different ideas on how best to proceed. However, the also remind GM the players should that they are an elite combat they other, each feelingstowards bad any Despiteunit. are still highly trained professionals and should let not petty rivalry get in the way of Emperor. their duty to the pageon 18. In addition to the collection of Objectives outlined for ultimately ultimately find the location of Broodlord.the This section has been intentionally been designed as an open collection of locations, encounters, and Objectives so that the players might choose their own path and their desires GM the own as short as or long as be also style can section This of play. with streets burning through journey the out drag can he and running gun battles, booby traps, and ambushes or fortified or bypassed. need to be destroyed positions which the the GM players, can also use the presence of the ‘ticking the that them remind can He Kill-team. the motivate to clock’ city is set to fall perhaps onlyand they hours have before all as exists and however, abstract, is scale time This lost. is hope doomed a offeeling the to add to GM the for tool dramatic a out the in GM its last can stretch moments of The world life. night for as long as either he ignoring wants, it things when warning a get players the having or pace good a at moving are “It’s like everyone just got up one day and decided to burn the whole decided to burn and the whole up one day just got everyone like “It’s them, city to the ground; not that I blame butEmperor-damned they left!” until I’d waited could have T 32 Captain Ascote leads you back into the chapel, still dominated dominated still chapel, the into back you leads Ascote Captain ‘My lords, blessed be the Emperor you are not too late, it At this point Syndalla outlines the Mission Objectives (see Objectives Mission the outlines Syndalla point this At their With Mission and established the night wearing on, by the wreckage by ofthe wreckage your drop pod. Once inside and out of sight of the men still holding the walls, a ripple seems to run down and his body the form captain’s distorts and shimmers taking on a new shape. Before you stands a lithe female, a clearly member of the Callidus Assassin Temple—shape shifting killers favoured tools of and the Inquisition. Inclining her head to you she Kill-team: your greets seems my mistress’s faith in the Deathwatch was well Would that placed. she were here to greet you have I days herself, several for and city, butthe in somewhere her have xenos I fear the worn the guise of the PDF commander to simply hold these men name My land. to you for place a be might there that so together than other me, called Kalistradi what is that least at Syndalla, is this I will not waste words with pleasantries or formalities, for this city is about to fall. The Genestealers have infected much of the population and those that remain are badly demoralized and exist only within a few isolated parts of the city like this one. Added to this, I expect the vanguard of the Tyranid fleet to arrive within a matter of days. Our only hope is to send message a through the world’s astropath before the shadow falls using your Chapter and cyphers request reinforcements. This on its own, however, is not enough. Even with this aid stop to way on only The the dawn. before fall way, will I Lordsholm think is to find thewhich Broodlord spawned this infestation and kill PDF the keep to need also I but can I help what you give will I it. from completely collapsing. I have prepared some details to aid I have.’ task and will offer in your knowledge you what st Sett Du The les Once the rebels have been repelled and the chapel secured the Battle-Brothers have a chance to catch their breath and take stock. Captain Ascote and, informs Kalistradi Inquisitor from instructions them under transponder that he in set unfolding situation the on them the briefs ready, are they when Captain the to talk to ready are players the When Lordsholm. following: the or paraphrase the GM can read sidebar) and answers any questions the Battle-Brothers have find we do ‘how are questions likely most The city. the about the astropath?’ and ‘where is the Broodlord?’ She can them tell where to find the astropath (in Broodlord the the where know Housenot does she of but Manor), the near Echoes firmly district a in resides doubt no he that (only found be can in the hands of rebels). the the into out strike to ready be now should Battle-Brothers the city and complete some of their Objectives.

Final Sanction the rebels, which amount to three Magnitude 40 Hordes, one out clear must Kill-team the engagement this Towin them. on in presses rebels of force largermuch a whilerubble the amongst out holding platoons PDF scattered discover they spaceport, the travelto players the If down). it shut to want PDF need it to keep a gateway world off open and the rebels vital of still is importance to it both sides ruins, as a in landing zone is and fuel depot spaceport (the the of much While A to Battle-Brothers the complete shouldtheychoose toseekthemout. for district this within locations/ set encounters three are There spaceport. the from further little a then and Base PDF Lordsholm the fromblocks city several located is landed they which in chapel Imperial The whichin players arrivedistrict the Thisfirst the on is Avalos. Portica District the plot moving. near Objectives, and adding extra bits information of to keep are they when know them letting locations, out pointing in link while she remains to organise the PDF. She can be useful comm- via Kill-team the with contact whoin Syndalla, stays theyseeminclined dawn toslackenfalse if theirefforts. from Syndalla, notice a clock, or even see the first hint of a v Throughout this section, the GM can also make use of of use make also can GM the section, this Throughout T S P M e s t e g r a y r a m i r • • • • • • • c l n o i s s i y r a d n o Kill the RoamingGenestealers:the Kill RecapturePDF the Help City: the reinforcements canarrive. This ensures continuedImperialcontrol withinLordsholm. RescueLord-Governor:the Broodlord: the Kill make theKill-team’s tasks easier. units are noted in the text as PDF Support Units and can be used later in PDF the adventureThese support. to counter Rebel Hordesoffer and can they orders them give and them to through break players the orders.If for waiting Support: PDF Gather like theTurning Points, theyhave anoverall onthe players’ rewards. effect killing them weakens the rebels’ efforts. These targets when they appear are noted in the text as a Rebel Target, and RebelLeaders: the Kill in thetextasaRoaming Genestealer. the Broodlord’s hold on the city and reduce the final size of his nest when they track it down. These targets are noted Points, andwork inmuch thesameway asthosedetailedinthebattle forthechapel (seeabove). as text the battle. in Turning noted are of opportunities tide These the turn firepowerskill,presence, to and tactical forces forreinforcement. Imperial nearby to message a send to enough long alive her keep then must They Elsharna. Ascendant Astropath Help: for Message Astropathic an Send the throughout found city.be can nest Broodlord’s the of location the to Clues uprising. the of efforts the disrupting s o S

O f o p J B O O a : P e P P c J B c s e v i t e e y t i n u t r o e g r u c p s e v i t t r o

e h t The Kill-team must find and destroy the Broodlord, ending his control over his nest and nest his over control his ending Broodlord, the destroy and find must Kill-team The Throughout the city there are a number of PDF regiments and companies holding out holding companies and regiments PDF of number a are there city the Throughout There are a number of key rebel leaders leading and directing the uprising. Finding and Findinguprising. the directing and leading leaders keyrebel of number a Thereare G The Lord-Governorfind can Kill-team Perian ensure and Thorsholt survival his until a e t s e n e For every Roaming Genestealer the Kill-team find and exterminate, they lessen they exterminate, and find Kill-team the Genestealer RoamingeveryFor The Kill-team can aid the PDF in keyin PDF battlesthroughoutcity,the the aid The can Kill-team their using l The Kill-team must locate and enter the House of Echoes and find and Echoes of House the enter and locate must Kill-team The r e I n o i t a t s e f n on, hl te w Gnselr cut s Roaming as the Broodlord’s nest. count Genestealers of size the reduce to kill two can players the which Genestealers the while Point, two theplayers ononeif splitup). (ideally surprise by Kill-team the remaintake can they whichuntil hidden Genestealers two are Hordes the in addition, hidden In teams. weapon heavy of up made is which of I scesu, h Btl-rtes e te impression that something is ‘wrong’ the with one the of regiment’s officers, get Battle-Brothers the successful, If Test. a pass then and morale, their apparent if the players take the time to talk to the PDF, assess becomes only This Genestealers. the by infected traitor a is destroyed.PDF are effectively the rounds, 5 further a in and breached, are walls the then their siege guns in 10 turns or less. the If Battle-Brothers fail, the three Magnitude 40 Hordes outside the walls and defeat destroy must Marines Space the PDF, defending the up free siege guns and are pounding the walls. To break the siege and heavythree haveup broughtrebels worse,the makematters blastedthe against wallscompound of large a force.rebel To the holding is it) of left is what (or regiment PDF bloodied A rebels. the against out holding are PDF more where base PDF city’s the is landed wherechapelthey the from far Not L o h s d r o epn te D t scr te pcpr i a Turning a is spaceport the secure to PDF the Helping Complicating the matter is that one of the PDF officers PDF the of one that is matter the Complicating l m PDFB e s a otn (1) Fellowship (+10) Routine 33

Final Sanction

e s l a t t B i n g p e e : K e c a n o r M t l u i d a n Most importantly, combat should be fun and exciting exciting and fun be should combat importantly, Most n t e r e s t i n g I G GM fight to likely are players the adventure, this Throughout citizens screaming of horde same the and rebels, of lot a this, counter To monotonous. become can them charging dangerous like things with encounters vary can GM the hold can that bridges or roadways unstable as such terrain the weight of a rebel but not a Space Marine, or flamingmight He vision. blind and ammo off cook can that ruins also encourage the players to win battles in inventive ways, rather than simply blasting rebels—destroying the against terrain the using away. involve This could bridges to cut off their reinforcements, igniting to cover burn them out, or even ignoring them and brushing important them more get aside to to targets. rolling. dice in exercise tedious a not and players the for rebels the If at have any can time he the then GM feels stagnating, that things the or combat might dragging be break and flee, a newcombatant such as a Genestealer or Leader Rebel the or enter some fray, other dramatic there that Remember again. moving things get to event the for adventure this in combats of plenty to going are need and to players, fightthey (orshouldn’t even win) it! complete to all them Because the manor is full of nobles and other citizens, this citizens, other and fullofnobles is manor the Because If they save the Lord-Governor and treat him well, he h o r s h o T Manor Thorsholt is a affairsprawling of hundreds of rooms, outbuildings, parks and up holed are classes gardens. merchant upper and nobility Currently, Lordsholm’s the bulk of many suspect what fear at much too show tryingto not here, is indeed the end of their The is Lord-Governor city. in the calm a keep to trying and court holding atriums, his of largest façade. Suspecting an attempt to save the the has Broodlord set Lord-Governor, up an ambush and 8 Battle-Brothers Genestealers are the once in drop to ready rafters the in lurking show themselves. may complicate things for the players. When the ambush is directions all in running citizens have should GM the sprung, screaming and generally getting in players want the to simply way. fire Unless through them the then valid (a they need option) to check their lines of sight for every shot, which imposes a –10 penalty to ranged (–20 attacks if they are using semi or full auto fire). In addition, as soon as the fighting starts, the Lord-Governor fleeswith at least one Genestealer in pursuit. This could forlead to a his chambers running battle through the ballrooms and banquet halls, the Genestealers leaping from tables, chandeliers, and banisters tear the place up with bolter fire. the players while becomes cooperative and gives them what help he can. that He suspicions offershis city, the of maps with them provides is in District, the and Fabrica the tells Broodlord them about the seawater runoff channels that they can use to enter the District stealthily. Fabrica t i v e s c e bj O s i n g : U e c t o r e s S u i d a n l 34 e r i a This is where the GM can try and tempt the Kill-teamthe tempt andtry can GM the where is This p So the players now have a list of Objectives and a big open city. This can be daunting for both and the the GM, and players they might be wondering where to they guidance, go will probably start. Syndalla’s Given straight for the Primaryastropath,the sendingmessage, the beginningthenand Objectives, fighting the hunt their for way the to Broodlord. This as is fine; completing especially the determines the success of their it isMission. However, Primary Objectives possible in the rush to ultimately complete these Objectives that other encounters and locations get overlooked. the reminding Objectives, Tertiary and Secondary with players (perhaps through Syndalla) of the benefits they offer—such as SupportPDF and Turning Points—that can aid them in their finalconfrontation. Completing Secondary and Tertiary Objectives also Experience means Points more and Renown at adventure. the end of the GM G Winning this battle is a Turning Point, and the rebel general general rebel the and Point, Turning a is battle this Winning Breaking the siege gives the Kill-team a single PDF Support Support PDF single a Kill-team the gives siege the Breaking m stria District Magi Seat of the Lord-Governor and residence rich, the Magistria ofdistrict is where the Lordsholm’s players can find the astropath. They can also findThorsholt Lord-Governor and two are There power. from him remove or aid his enlist either set locations/encounters within this district for the Battle- to seek them out. to complete should they choose Brothers I Below the vast southern warehouses of the district Imperial are the Stores where location the much learnt Having kept. are of armour and arms Imperial the off-world goods and of the stores, the rebels have launched an attack to try and secure them. By the time the defences Kill-team have arrives, been the broken and outer the fighting has spread the destroy to rebel force and To the open sub the levels. stores, the Kill-team must defeat (or sneak past) the two Magnitude way down and theirfight outside stationed Hordes 50 Rebel through the pitch-black cramped passages (Battle-Brothers Magnitude two another Inside, file). single may only advance 30 Rebel Hordes, led by a Rebel General, are sweeping the PDF. tunnels for any remaining stores, the secure they if addition, In Target. Rebel a as counts on ammo and grenades. them to restock the GM can allow although not which one. The GM can allow the players to come to players the allow can GM The one. which not although the out to weed necessary think they means whatever up with traitor, although he is adept at hiding (they may even need to works. also officers PDF the all Killing aid). for Syndalla on call Unit. If they deal with the traitor, control the over base then and gain an additional they two PDF Support have complete Units.

Final Sanction he useshisauthoritytoaidtheplayers. as Units Support overPDF gainhim 5 they win then they If Unit. Support PDF single a gain they then Thorsholtkill or Roaminga as counts Genestealer. removethey addition,In if T angles attack of andperhaps splitup. coverto wallKill-team the forcingthe in different holes and play this out with Rebels coming in through doors, windows should GM The tower. the assault Targets) Rebel as count (TheseRebelLeaders RebelLeaders three Rebel Hordes and 50 Magnitude three as rounds 10 least at for aliveastropath the keep to have then players Thechance. their seize rebels the unlocked, is ward psychic the and entry Battle- gain Brothers the When Elsharna. kill and manor the into sneak to rebels of group a sent astropath—has the of importance the Broodlord—understanding the and time some takes so Unfortunately,doing message. the send to agrees and them expecting is she carnage), resulting any (and guards her of Elsharna and ask her to send their message. Despite the efforts to beconvincing. need they door,though the of side other Elsharna’sthe from retainers with negotiate to able be still may they Guard, Hollow the kill players the if Even wall). a through in way the inside (though the Battle-Brothers from blast may simply their opened be only can which ward, psychic powerful a 5 Armour Points). Furthermore, the tower door is sealed with worth armour carapace and 50, of Magnitude a with Profile Horde PDF the (use violence with violence to responds and in them let not does guard the them, with Thorsholt have a Guard, Hollow the well-equipped and mind-cleansed honour guard. Unless they by guarded heavily is House the as the astropath Elsharna. Getting in, however, may be difficult, find Battle-Brothers the here is It cliff. the of edge the over precariously gothicEchoes,towerhanging a of House the is In the outer gardens of the manor, on the edge of the sea cliffs e h Every Genestealer the Battle-Brothers kill in the ambush the in kill Battle-Brothers the Genestealer Every Once they make their way inside, they can then meet with utilize sewers running under the walls and into the the into manor. to enterthe canals and walls the under running sewers utilize can players The glorious. so quite not though option, another is in Sneaking work. also Threats meet. they everyone much pretty in inspire they awe as the way, as well long a goes them with carry they Imperial authority of air the and presence Their in. talk way their also can they Battle- subtle, more the be to If want power. Brothers from him are remove Kill-team to the coming believe him makes and paranoia Thorsholt’s exacerbates only this however PDF; the down mowing while in way their blast simply course high of and can They Manor. the canal enter to how then and wide walls) a by (surrounded district the is howface the entertoplayers must obstacle first The GM G M H r o n a e s u o n a d i u

f o c E e c : G s e o h g n i t t e

o t n i

e h t

sleeps indeath—thatisallIsee...”sleeps darkness of lord the burns, air invisible the where son the “Beneath the location of the Broodlord she answers them enigmatically: aboutElsharna ask they If end. an to coming is time her and ended has role her that accepting leave, them bids Elsharna Targets. Rebel as count all leaders rebel four the addition, In Point. location asreinforcements. this fromHordes rebel eight the on call may positions rebel other addition, In District. Fabrica the in or rest district the the of in Saint) Blind the from gained that of exception the (with Units Support PDF on call cannot they then intact squares oneat atime. the take or stealth use either must Kill-team the lines rebel advances.coveringall nests stubberToheavy three the cross as well as Leader,Rebel a and Hordes Rebel 40 Magnitude two by held then is square Eachsquares.large four these of each in strongpoint a built and network trench a dug have rebels Thedistricts., adjoining the fromattacks launching is PDF,whichthe against line front effective their and district the in defence of line first rebels’ the are Markets Rag The R to Battle-Brothers the complete shouldtheychoose toseekthemout. locations/ for district set this three within are encounters There rebels. with overrun and More than any other place in Lordsholm, it is a total warzone Broodlord’s nest. the find to are pass they if district must this through players the and district, Fabrica the the to and gateway rebellion the of heart the is District Calistria The Calistria Dtrict g a ne h Hre ae eeld n te esg sent message the and repelled are Hordes the Once Winning the battle for the Rag Markets counts as a Turning If the Kill-team manages to slip pass the lines leaving them S by the players. by the upon called be longer no can it and spent, is strength its however used been has unit a Once Target). Rebel the get also may players the General, Rebel a by led if and Point, Turning GM’sa as the count may (at this discretion, allies PDF their with it destroying or down it rebel tying effectively single Magnitude), a any negate (of Horde may they way this in deploy reinforcements. For each PDF UnitSupport the players in adventure calling and the Syndalla to in message vox a later sending by point any at ‘spent’ can be units then These available. have they Units Support PDF many how of note a make should they text) the in noted (as Units Support PDF them awards which encounter an complete Battle-Brothers the Whenever GM G u M P P t r o s t e k r a n a d i u U s t i n c e : U g n i s PDF 35

Final Sanction r i d g e B Each of the Generals counts as a Rebel Target. of counts as a Rebel Each the Generals istrict abrica D r o m e t h i u m The The Promethium Bridge is well defended by six Magnitude 50 Rebel two Hordes, of which are heavy weapon teams, as well as six Rebel Leaders and two Rebel Generals considered (all Rebel are Targets, and the Generals are Key and try they Rebel attack under come rebels the as soon As leaders). to 10 If stop Rounds this. have players The the bridge. blow the Battle-Brothers have freed up any PDF units then now F On the far side of the Calistria district, and across the great canal, stretches blocks and blocks of that factories. the It players eventually is must here come and the Broodlord and it his children have made is their nest. here There that are two set locations/encounters within this district for the The key Battle-Brothers. task facing is the however, players, how to get into the district. With the width and depth the of canal (plus its fast current so close to the in: ways only two are there destroyed the bridges smaller the sea), and all Runoff. and the Seawater Bridge Promethium P domination domination of the Broodlord). Inside the HQ, discover the they Brothers findthree Rebel Battle- everyone) Generals organising and directing kill (i.e., place the secure they If attacks. as well as positions troop rebel and city the of plans extensive in nest of Broodlord’s the location the indicating intelligence Works. and Sons Promethium the Sollar t h l i a i n t 36 S F o f i n d Among the survivors is an officer by the name of Gremarch, Gremarch, of name the by officer an is survivors the Among Rescuing the survivors in the Blind Saint gives the players l i t P Deep within the depths of Lordsholm’s slums is the HQ. Heavily rebel defended by three Magnitude 40 Hordes and a dozen it Leaders, Rebel findis it also they hidden. well To need to find away to track therebel vox signals, shadow a rebel patrol, or interrogate a Rebel Leader (a difficult task their given fanatical for hatred the Imperium and the mental B known tavern stone ancient an is Markets Rag the from far Not as the Blind Saint (for the defaced statues on its roof ). When the enter Battle-Brothers the district, they pick up short range Assaulting Saint. the defending PDF the from transmissions vox the is building 40 two Magnitude rebel lead Hordes by four the by They have rebel area four leaders. well covered heavy surrounding buildings four of the each in one teams, weapons the Saint. If the Battle-Brothers are to free the survivors they weapons. and silence their heavy the rebels deal with must who had some contact with Inquisitor intention Kalistradi before their she clear it make Battle-Brothers the If disappeared. the knows: he what on passes he then Broodlord the find to is promethium a for looking district Fabrica the entered Inquisitor though he does He not also know tells the themname. works, so not the and Bridge Promethium defended heavily the about Runoff. known Seawater well Unit. Support PDF a

Final Sanction Roaming Genestealer. are excellent swimmers by and arethese penalties. unaffected Genestealers The tests. Dodge on –20 a imposing and rates line. Fighting in the water is also difficult, halving movement in last the catch to wait three other the passagewhile side a one Genestealer may flash into view before running down off example, up.For them split and try and Battle-Brothers the stalk Genestealers waterthe the Genestealers.Lurkingunder stinkingwater.in Marine) Space a patrolledalso byfour is It washed is (to waste deep however,chest tunnel pitch-dark long a district’s away.is It the where runoff seawater the An easier way into the Fabrica District is from the sea through S Challenging (+0)Strength Test. large for normal humans to move) and 3 Turns or a successful Battle-Brothersthe twoatleast working of too gears the (far of efforts the loweredwith be blows. only it can bridgeThe before it lower and try and bridge the to throughway their would be a good time to use them. The players may also fight barredwindows (with bitaapplied of violence) orthrough the playerscanenter either bythe large main gates, oneitsof high fighting, promethiumthe works remains largely intact theand pressure exchange tanks and valves. Mostlyuntouched the by pipes,refineries of maze ofnestledrow under a amongstisa promethium works the building crumbling ancient stone An Promethiu W Soll alertingtheBroodlordalmost certainly totheirpresence. which may involve Genestealer and rebel ambushes factories as well as deserted the through search a conduct them have district can GM the nest, the the of location exact the enter learn they before they If ). runoff seawater they the (if via surprise entered of element the gain even straight may and there away, journey can they Sons then and Works) Sollar Promethium (the is nest the where know they its If on nest. assault their and Broodlord the theKill-team’s with with confrontation deals adventure the of part final The “Aliens? InLordsholm? You mustbemistaken sir.” –Francia Sollar, ownerandproprietor theSollarandSons of Lord ofBlood a e Each of the Genestealers the players kill here counts as a as counts here killplayers the Genestealers the of Each and Darkness w r e t a Part 3:The ar andSons R f f o n u orks Promethium Works. (–30 on all Awareness Tests involving hearing).andarebeingpelted withrain creating deafeninga drumming that the pipelines run outside the factory for much of their length comes first). ons o a or Rounds, lone 3 the (taking gate attack the force then Genestealers can othersBattle-Brother the The until PC. most rear or most front the either off cutting valve, a closes factory the in rebel junction, a a pass players are the thereGenestealers As alive. as long as times few a happen this have can GM playersthesplitusinguppipe.valves toblockthe The to off it up). players to make to players right direction (this is a matter of time butBattle-Brothers’ the GM may allow superior the senses However maze.should the a black pitch and beabreast). are pipes The able to lead them in the file (Genestealers are more agile and can move down them two look thesame. Inside, however, there shouldbe atrail tofollow. clear that the pipes stretch for blocks in impossible.all directionsTheKill-team andmaytry, they butshouldtheGM all make it the nest, as finding and reaching it from the outsiderefineries) is practically splattered with blood and ichor.sectionpipetornopenleadingof into groundthe (toward This the is the only way to largenest,discoversa entrancethe theto whatbe appears to find theentrance tothenestbefore they return). fromother parts theof district (possibly allowing the players to Genestealers are present and the others take 10 minuteslittleless towell arrive organised. Initially, a surprise,thirdonly defencea is by the remaining theof nest the take to swiftly as so or to chase themdown. Genestealers’speed) should make veryit hard fortheKill-team the which size, playerstheir (added to cannotthe because of promethium which Genestealersthe go works the where can disengaging. in places then many and round Thereare a for shadows, multitude below, combat close the fighting of in or their ammo. This entails attacking from gantriesBattle-Brothers overhead,hoping drains toweaken them and get them touse up children have theadvantage. personally in the close confines of the pipes Thenwhere bothit wantsit and itsto lure them into the weaken Battle-Brothers,pressure the inflict wounds. and uptanks them split and finish them Broodlord’sthe fairlyplanstraightis forward. first Itwants to may beoverwhelming fortheDeathwatch). Battle-Brother fight—otherwise, battle final the entering this maximumnumberGenestealers of thisinencounter oneperto from20 to find how many remain (the GM may wish to set the here—the GM should subtract the number Anythe Roaming players Genestealers have killedthe playersmaddened fewemaciatedhaveand a rebelsas doingtheir bidding.not killed are present All is eerily quiet. In fact, the factory theis fullplace of deserted, Genestealers without as bodies,well blood or sewersother signsif they of battle. want a more stealthy option. Once inside, they find Makingit more difficult to detect the Genestealers is the fact h Gnselr ae ey aiir ih h pps n try and pipes the familiar with Genestealers veryThe are Onceinside the pipes, the Kill-team can only advance single factory, it the of sweep a completes Kill-team the Once theSpaceIfMarines have managed sneaktoundetected,in Initially,Genestealersthe attacksrunandhittry against the promethium the works, in Kill-team the is knows it Once whichever Test, Strength (+0) Challenging Challenging (+0) AwarenessTestsspeedto(+0) Challenging 37

Final Sanction ion us This This revelation, however, is for another time, and even l Conc take can players the with, dealt been has Broodlord the Once Kalistradi Inquisitor of remains the find they nest the In stock. as well as her notes and suspicions Though about they probably the lack infestation. the time that evidence worrying right some reveals away, a work her of examination careful lured were but chance, by here come not did Genestealers the fleet to steer the hive wants someone who another power, by in this direction. though the fighting still rages, the players a GM should chance to allow catch their the breath and enjoy a moment of glory at their service to the Emperor. The city has Dagon Fleet been Hive rises, sun the as sure as but now, for spared is coming...

a i r L s ’ o r d l o i n t s P e c 38 n a r d s r o o d w w All Primary Objective Complete: 1 point All Primary Objective point Complete: 1 All Secondary Objective All Targets of Opportunity Objective Complete: 2 points 1 point† Killed a Genestealer single-handedly: Inflicted the most damage 1 point on the Broodlord: Each Primary Objective Completed: 300xp Primary Objective Each Completed: 200xp† Secondary Objective Each of 100xp† Eliminated: Opportunity Target Each e r i e n B p In addition to this the GM can give the Battle-Brothers †Only applies once Battle-Brothers the give can GM the this to addition In †To †To Complete the ‘Help the PDF Recapture the City’ Genestealers’Objective Roaming the ‘Kill the Complete †To †To Complete the ‘Kill the Rebel Leaders’ Objective the †To Complete the ‘Gather PDF Support’ Objective the e • • • • • • • • e n o x R R rewards following the players the give should GM The depending they with done how on have the mission: E an additional bonus of 500xp if they managed to win every every win to managed they if 500xp of bonus additional an to addition in Target, Rebel every kill and their Point reflecting Turning Objectives, Primary the of each completing central in ensuring role an Imperial victory in Lordsholm. Objective the players must have won 2 or more Turning Points Turning more or 2 wonmust playersObjectivehavethe (not counting those in the Battle for the Chapel). GenestealersmoreRoamingor theplayers must 12 havekilled (not counting in those the killed Promethium Works). players must have eliminated 6 or more Rebel Targets. players must have gathered 6 or Support more PDF Units. The Broodlord knows it fights for its brood and so fights to the to fights so and brood its for fights it knows Broodlord The h e T It ichor. with the above coated high and tanks, of pressure bodies in a series is located with nest The filled place vile a dozen a is It least at with factory. high again 20 and across metres 20 about is Once Broodlord The Kill-team. gate. a the valve with each in, for leading pipes waiting smaller roof the near shadows the in lurks any with along and attacks it descends its nest, inside are they the set to wish may GM (the alive remaining Genestealers other to per one encounter in this of Genestealers number maximum this entering the final battle fight—otherwise, Battle-Brother a is Broodlord The Deathwatch). the for overwhelming be may the coordinated foe and and require should powerful cunning excellent its and pipes the uses It defeat. to players the of efforts climbing ability to strike and then retreat to surround and disappear into It also uses its location. a from a Battle-Brother different again pipe to a strike on up gang and try to weapons heavy Genestealers with Battle-Brothers any targets it Initially them. of the if any attacks its shift may it however weapons; melee or to they manage kill one (i.e., deadly or PCs seem particularly Genestealers). more to relentlessly them pursues it then retreats, Kill-team the If death. of the district. the edge

Final Sanction ® 39

Final Sanction ™

PURGE THE ALIEN IN THE NAME OF THE EMPEROR!

Fi n a l Sa n c t i o n is an introductory adventure for the De a t h w a t c h roleplaying game. Landsholm is a planet in the balance, suffering from rebellion and anarchy. The Inquisition suspects an alien infleunce behind this unrest, and requests assistance from the Deathwatch. Vile xenos creatures place the fate of the planet in danger, and only the Deathwatch can turn the tide before it is too late.

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