Chapter III: Deathwatch “How many have given their lives in service to Humanity, their names never to be recorded, their deeds never to be celebrated? The Deathwatch seek not laurels; it is sufficient that the Emperor knows our names and our deeds.” – Deathwatch Brother Sergeant Ghalis

The Deathwatch is a Space Marine Chapter, but en terrible oaths to provide their most experienced one quite different from every other Chapter -fighters whenever called upon to do so. Such known to exist. There are many things that set the an honour is afforded to a Space Marine that has Deathwatch apart from their fellow Battle-Broth- served in the Deathwatch that many continue to ers, the first of which is the fact that the Chapter’s bear the Chapter’s distinctive heraldic shoulder brethren are not permanent members, but second- plate even once they have returned to their parent ed from other Chapters for a specific mission or a Chapter. set period of time. Not all Chapters dispatch their Creating Space Marines of the Deathwatch fol- Battle-Brothers to serve in the Deathwatch, but lows a slightly different process to the one followed for those who do, the service does great honour to then creating a mundane Acolyte in Dark Heresy. both the individual Brother and to the Chapter as This chapter provides an overview of the character a whole. The origins of this practice are lost to his- creation process for Deathwatch Marines. tory, but certainly many Chapters have undertak-

10 Chapter III - Deathwatch Creating a Deathwatch Marine largely follows some thought as to what factors were involved the same process described in the Genesys Core with that choice. Rulebook and the Dark Heresy Core Rulebook. Perhaps they accomplished some particularly This is broken up into eight steps, which are ex- difficult task, or defeated an especially dangerous plained across the following pages. enemy. Perhaps they survived a nigh-unstoppable As outlined in Chapter I: Elite Level Play, it's assault, or were wounded defending an important important to be aware that creating a Deathwatch objective... perhaps even a luminary of the Imperi- Marine requires 280 experience points be invested um, such as an Inquisitor or Imperial Command- into a mandatory Elite Advance, or 330 for a Pri- er. It is also possible that you have been sent to the maris Marine. This means that Deathwatch char- Deathwatch as a form of exile, perhaps to teach acters typically cannot join a Dark Heresy party you humility or atone for some failure, real or per- at the start of a campaign, unless the campaign is ceived. Whatever the case, the circumstances of starting at a higher XP level that usual. your selection to join the Deathwatch will likely colour your opinions and beliefs for some time to Step I - Determine come. Background What does the Deathwatch The Deathwatch is no traditional Space Ma- mean to your Marine? rine chapter. Its numbers are not recruited from The Deathwatch is an elite force gathered from a single home world, nor from trusted source Space Marine Chapters across the galaxy. Its pur- rich in quality genetic stock. Instead pose is to hunt the alien forces that threaten the the organisation is comprised of Space Marines Imperium of man, operate in small Kill-teams in from Chapters that have pledged to tithe a por- special missions that often taken them behind en- tion of their strength to the war against the alien. emy lines, and venture into dark, secret places at Its ranks number only heroes, and each of them the bequest of the Inquisition. Were it not for the had already proven himself an expert alien hunter Deathwatch, the Imperium would have long since even before his training as a Deathwatch opera- crumbled into oblivion at the hands of heretics, tive began. Every Deathwatch Marine has his own renegades, and foul xenos. unique story which lead to his secondment to the Deathwatch. There are a few important questions However, the performance of these duties is to think about when creating a Deathwatch Ma- often done in contravention of the Codex As- rine, to help inform choices made later in charac- tartes, and involves Chapters who may be rivals ter creation. (or even enemies) of one another. How does your Space Marine reconcile the differences between Why was your Marine how the Deathwatch operates and the values of selected for the his home Chapter? Does he believe in the purpose Deathwatch? of the Deathwatch, or does he consider his assign- For many Chapters, the selection of a Space Ma- ment a dangerous distraction from the efforts of rine to join the Deathwatch is an honour. Some his Chapter? Is his role in the Deathwatch a step Chapters consider it to be a very high honour, down from the authority and rank he enjoyed in whilst others believe that service with the Death- his home Chapter, or is it a humble reminder of watch is little more than a diversion of his true his place in the Emperor’s plan for the universe? Is duties amongst his Battle-Brothers. Your Space service in the Deathwatch an opportunity to gain Marine was specially chosen, and you should give great glory, or is it a chance to atone for past sins?

Chapter III - Deathwatch 11 tered across the Imperium. So desperate was the Step II - Marine Type hour that nearly every Watch Master accepted While Elite Advances are typically purchased at these untested new recruits without question. the end of character creation, this step has been Soon enough the Primaris Marines’ might was placed earlier as it involves an important decision; proven, and put to good use. what type of Marine you are creating. Elite Advance During the Ultima Founding in 999.M41, Pri- Two elite advances exist for Deathwatch Marines; maris Space Marines were revealed to the world, one for Primaris Marines, and one for their tradi- a new legion of transhuman warriors developed tional Firstborn brethren. These are detailed over and perfected over ten thousand years as the re- the following pages. sult of a pact formed between Roboute Guilliman, Primarch of the Ultramarines, and Archmagos You must decide on one of these Elite Advances Dominus Belisarius Cawl of Mars. before progressing to selecting a Home Chapter, as this decision will influence some of your char- The Deathwatch themselves were in desperate acter's derived characteristics and character traits. need of reinforcement. In some places, the Great Rift had cut watch fortresses off from any support. Obviously, if your campaign is set before 999. In others, furious warp storms drove desperate M41, you may only create a standard Deathwatch xenos migrations before them, leaving the Death- Marine. watch embattled against waves of displaced ene- mies that had nothing left to lose. Foreseeing that Humanity's shield would soon be sundered without aid, Guilliman issued the Ultimaris Decree. This order bound every new- ly founded Primaris Space Marine Chapter to the tithe of the Deathwatch in perpetuity. It also seconded several Chapters’ worth of the newly awakened Primaris bat- tle-brothers and deployed them – along with all their supporting materiel – directly to the watch fortresses scat-

12 Chapter III - Deathwatch Elite Advance: Deathwatch Space Marine An Astartes stands head and shoulders above • And They Shall Know No Fear: Space Ma- a human, and they are almost twice as wide in rines reduce the difficulty of all Fear checks their blessed Power Armour. Their genetically once. enhanced bodies are stronger, faster, and tough- • Implanted Organs: Space Marines gain a er than a mortal could hope to be. Their thoughts variety of effects from their implanted organs. race with unfathomable swiftness, with a purpose, See page 15 for a full list of Space Marine willpower, and incorruptibility that undeniably organs. These organs provide the following marks them as the greatest defenders of humanity. gameplay advantages - Deathwatch Space Marine • Space Marines add s to any skill checks Abilities relating to one of their 19 implants, if the GM agrees it is appropriate. They may Cost: 280 XP spend 2 strain to add a further s. Restrictions: Must be taken during character cre- ation when creating a Space Marine. • The Poison Bite: Space Marines have a Ranged (Light) attack with a range of En- • Unnatural Strength: Space Marines increase gaged, a damage of 3, Pierce 2 and Toxic 2. their Brawn by 2 and Agility by 1, which is re- aaa or t on a successful check can be flected in their Home Chapter statistics. spent to blind the target for one round. • Inhuman Resistance: Space Marines receive • The Imbiber: Space Marines have the Am- +5 to their wound threshold, and +3 to their phibious trait. strain threshold; this is reflected in their Home Chapter statistics. • Hypno-Indoctrination Training: Space Ma- rines gain one rank in Athletics, Cool, Gun- nery, Melee (Light), Ranged (Light), Ranged (Heavy) and Vigilance. This may result in their skills being elevated beyond rank 2 during character creation. • Xeno-Hunter: A Deathwatch warrior's mind is filled with every detail the Deathwatch has gleaned about the nature of its xenos nemeses. Deathwatch Marines decrease the difficulty of Forbidden Lore checks made to learn about xenos by 1. Deathwatch Marines may spend a maneu- ver and suffer 2 strain to add damage equal to their ranks in Intellect to one hit of the next combat check they make this round, as long as that attack targets an alien.

Chapter III - Deathwatch 13 Elite Advance: Primaris Deathwatch Marine Nearly every Space Marine created since the First • And They Shall Know No Fear: Space Ma- Founding possesses nineteen specialised organs rines reduce the difficulty of all Fear checks derived from their geneseed. The Primaris Ma- once. rines – originally engineered by Archmagos Cawl • Stable Gene-Seed: Primaris Space Marines on the orders of Roboute Guilliman – have three do not suffer the chapter flaw for their chosen more. It was the Sangprimus Portum, a device Home Chapter. containing potent genetic material harvested from • Implanted Organs: Primaris Space Marines the Primarchs, that allowed for this breakthrough. gain a variety of effects from their implanted Entrusted to Cawl shortly after the Second Found- organs. See page 15 for a full list of Space ing, this device resulted in a new breed of Adeptus Marine organs. These organs provide the Astartes that were deployed en masse during the following gameplay advantages - Ultima Founding. Through the Ultimaris Decree, • Space Marines add s to any skill checks they were swiftly integrated into the ranks of the relating to one of their 22 implants, if the Deathwatch. GM agrees it is appropriate. They may Primaris Deathwatch spend 2 strain to add a further s. Marine Abilities • The Poison Bite: Space Marines have a Cost: 330 XP Ranged (Light) attack with a range of En- Restrictions: Must be taken during character cre- gaged, a damage of 3, Pierce 2 and Toxic 2. aaa t ation when creating a Primaris Space Marine. or on a successful check can be spent to blind the target for one round. • Unnatural Strength: Space Marines increase their Brawn by 2 and Agility by 1, which is re- • The Imbiber: Space Marines have the Am- flected in their Home Chapter statistics. phibious trait. • The Revitaliser:When a Primaris Marine • Amplified Resistance: Primaris Space Ma- becomes incapacitated due to suffering rines receive +8 to their wound threshold, and excess strain or wounds, they recover at +5 to their strain threshold; this is reflected in the start of their next turn, reducing their their Home Chapter statistics. strain or wounds (whichever incapacitated • Hypno-Indoctrination Training: Space Ma- them) to 1 below the relevant threshold. rines gain one rank in Athletics, Cool, Gun- This ability may only be used once per nery, Melee (Light), Ranged (Light), Ranged session. (Heavy) and Vigilance. This may result in their skills being elevated beyond rank 2 during character creation. • Xeno-Hunter: Deathwatch Marines decrease the difficulty of Forbidden Lore checks made to learn about xenos by 1. Deathwatch Ma- rines may spend a maneuver and suffer 2 strain to add damage equal to their ranks in Intellect to one hit of the next combat check they make this round, as long as that attack targets an alien.

14 Chapter III - Deathwatch Space Marine Organs

1. Secondary Heart (The Maintainer): Boosts 14. Oolitic Kidney (The Purifier): Filters poi- blood supply and maintains life functions if sons from the bloodstream. primary heart destroyed. 15. Neuroglottis (The Devourer): Enhances 2. Ossmodula (The Ironheart): Strengthens taste and smell to detect trace toxins, nu- bones, fuses ribcage for structural integrity. trients etc. 3. Biscopea (The Forge of Strength): Releas- 16. Mucranoid (The Weaver): Secretes a waxy substance onto the skin to seal against ex- es hormones that massively increase muscle treme temperatures and vacuum. mass and physical strength. 17. Betcher’s Gland (The Poison Bite): Mod- 4. Haemastamen (The Blood Maker): Increases ified salivary gland producing acidic poi- haemoglobin content of the blood, making it son. more efficient at carrying oxygen around the 18. Progenoids (The Gene-seed): Two glands, body. one in neck, one in chest. When extracted 5. Larraman’s Organ (The Healer): Facilitates and cultured, produces new organs. hyper-rapid clotting to staunch wounds al- 19. Interface (The Black Carapace): Subcuta- most instantly. neous uplink to neural controls of power 6. Catalepsean Node (The Unsleeping): Con- armour and Terminator armour. trols circadian rhythms, ensures peak perfor- mance without sleep. Primaris Organs 7. Preomnor (The Neutraliser): Pre-stomach al- 20. Sinew Coils (The Steel Within): Dura- lowing digestion of poisonous or inedible ma- metallic coil cables woven into sinews to terials without consequence. hugely increase strength and durability. 8. Omophagea (The Remembrancer): Provides 21. Magnificat (The Amplifier): Increases partial memory transfer from consumed flesh growth, enhances function of other or- or genetic material. gans, especially biscopea and ossmodula. 9. Multi-lung (The Imbiber): Enables breathing 22. Belisarian Furnace (The Revitaliser): in poisonous atmospheres and water. Dormant gland. When triggered produces 10. Occulobe (The Eye of Vengeance): Sharper hyper-cocktail of combat stimms and en- eyesight and enhanced low-light vision. hanced rapid flesh regrowth before falling 11. Lyman’s Ear (The Sentinel): Enhances audio dormant again. detection and improves balance, enables Ma- rine to consciously filter out or enhance cer- tain sounds. 12. Sus-an Membrane (The Hibernator): Allows the Space Marine to enter a voluntary state of hibernation 13. Melanochrome (The Skinshield): Releas- es photo-chromatic skin pigments to protect against radiation and extreme sunlight.

Chapter III - Deathwatch 15 the Deathwatch Primaris Marine Elite Advance Step II - Select a (page 14), and all Deathwatch characters must Home Chapter purchase one of these advances as part of charac- ter creation. Rather than selecting a Home World, Deathwatch Marines derive their backgrounds from their In addition to the usual character creation im- Home Chapters; the force they served in before plications, Home Chapters provide a Chapter being seconded to the Deathwatch. Flaw, a particular quirk of the chapter's mentality or gene-seed which has a negative impact on the In an identical manner to Home Worlds, home character. Primaris Space Marines ignore these Chapters have a variety of mechanical implica- flaws, as they possess a gene seed which is much tions on a character, from their starting char- less prone to defects, and their youth prevents acteristic spread to more specific chapter traits. them from internalising many of the behaviours While Home Chapters pose a variety of mechan- and habits of their Home Chapters. ical impacts upon a character, it's also important to consider the roleplay implications your choice Generally the provided chapters can account might have; different chapters possess very differ- for most character concepts. Chapters created af- ent ideologies, personality traits and approaches ter the First Founding can be represented by their to combat. parent chapter; if your character hails from the Angels of Redemption, simply use the Dark An- These Home Chapter options have statistics far gels chapter rules. However, if you wish to create outpacing those provided by the Home World op- unique rules for a chapter, you can use the Arche- tions in Dark Heresy. This is because they factor type creation rules from the Genesys Core Rule- in the statistic increases provided by the Death- book, page 192. watch Space Marine Elite Advance (page 13), or

16 Chapter III - Deathwatch Black Templars All Space Marines are re- Chapter Abilities nowned for their fervent ded- ication, but the extent of the 5 3 2 2 3 2 Black Templars’ faith is often Brawn Agility Intellect Cunning Willpower Presence described as fanatical. They • Wound Threshold:17 + Brawn seek nothing less than to (20 + Brawn for Primaris Marines) crush every last enemy of mankind. They have ab- • Strain Threshold: 14 + Willpower solutely no tolerance of heretics, mutants, witches, (16 + Willpower for Primaris Marines) aliens, or any other abomination against the Em- peror. For ten thousand years they have crusaded • Starting Experience: 50 XP to prove their loyalty, and this creed has become so • Holy Crusaders: Black Templars begin the embedded in their doctrines that they are utterly game with one rank in Melee (Light) or Melee ruthless towards anyone or anything perceived as (Heavy), and one rank in Discipline. They still a threat to the Emperor. They have been known to may not train these skills above rank 2 during mercilessly wipe out entire planetary populations character creation. to expunge the sin of heresy, while the mere pres- • Righteous Zeal: Once per encounter, a Black ence of a witch on the battlefield drives them into Templar can perform the Righteous Zeal ma- a zealous fury against which few enemies have any neuver. For a number of rounds equal to the hope of standing. Marine’s Willpower, his weapons gain the Black Templars Characters Sanctified quality, and his soak increases by 3 against attacks made by Daemons or damage The Black Templars have no single home world. from psychic powers. Instead, they live in their Crusade fleets, upon many battle-barges, strike cruisers, training ves- Chapter Flaw sels, and gigantic forgeships. The Black Templars Zealous: The righteous hatred of the Black Tem- establish chapter keeps on every world they con- plars extends even to those psykers in the employ quer or reclaim for the Emperor. The main pur- of the Imperium. pose of the chapter keeps is to recruit new Space Marines from the population, and to act as staging Black Templars characters upgrade the diffi- posts for mustering the Crusades. culty of Charm, Leadeship and Negotiation skill checks targeting psyckers twice. In battle, the Black Templars seek to contin- ue to fight in the manner of their founder, Sigis- If a Black Templar finds himself in combat with mund, preferring close combat over ranged war- a psyker, he may not retreat, surrender or cease fare. Face-to-face with his enemy, a Black Templar combat in any way unless he succeeds on a Hard seeks to earn glory and respect and be sure that (ddd) Discipline check, which can be attempt- his foe is truly vanquished, fighting with righteous ed once per turn. fury and the noblest ideals of honour. As descendants of the Imperial Fists, Black Tem- plars do not have implant 12: Sus-an Membrane, or implant 17: Betcher’s Gland. See page 15 for more information on Space Marine implants.

Chapter III - Deathwatch 17 Blood Angels The Blood Angels are the no- then there is hope for mankind yet. This belief ble descendants of that most can be seen in everything the Blood Angels do. puissant and angelic of the They strive for perfection in all of their endeav- primarchs—Sanguinius. They ours. Their works of art are things of beauty and are perhaps one of the most symmetry. Their martial disciplines are practised celebrated Chapters in the en- unceasingly. Their doctrines are permeated with a tire Imperium, their countless heroic deeds and sense of mortality and the fallen greatness of Man. victories known to untold billions of the Emper- or’s subjects across the length and breadth of the Chapter Abilities Imperium. The beauteous, angelic visages of the 5 4 2 2 2 2 Chapter’s heroes adorn gothic facades and stained Brawn Agility Intellect Cunning Willpower Presence glass windows in a million holy basilicas, and their portraits gaze serenely from endlessly copied and • Wound Threshold:15 + Brawn much cherished illuminated tomes. Yet, hidden (18 + Brawn for Primaris Marines) from the multitudes, the Blood Angels harbour a • Strain Threshold: 13 + Willpower terrible curse. (15 + Willpower for Primaris Marines) Blood Angels Characters • Starting Experience: 55 XP The Blood Angels are amongst the longest-lived • Sons of Sanguinius: Blood Angels begin the of all of the Space Marine Chapters, their gene- game with one rank in Melee (Light) or Melee seed granting a vastly increased lifespan on all (Heavy). They still may not train these skills who possess it. It is not uncommon, therefore, for above rank 2 during character creation. a Blood Angel to live for a millennium or more, • Blood Frenzy: Once per encounter, a Blood if death in battle or the Red Thirst does not claim Angel can perform the Blood Frenzy maneu- him first. These vastly extended life spans allow ver. For a number of rounds equal to the Ma- the Blood Angels to perfect their techniques in art rine’s Willpower, he adds 3 damage to all me- as well as in war. They have centuries to perfect lee attacks, and reduces the crit rating of melee the disciplines to which they turn their minds, weapons by 1 (to a minimum of 1). When this and this accounts for the fact that Blood Angels’ effect ends, the Blood Angel suffers 2 strain. armour and banners are amongst the most ornate ever produced. Chapter Flaw Following the example of their primarch, the The Red Thirst: The dark flaw of the Chapter Blood Angels espouse a vision of the galaxy in is a secret well kept—they harbour a destruc- which the enemies of the Emperor can be defeated tive yearning, a battle fury and almost insatiable and mankind can progress to the life he was al- blood-hunger. ways fated to live. There is a deeply mystical streak The first time your character inflicts a critical in the Blood Angels’ doctrines, and a strong be- injury in melee combat during an encounter, they lief that things can be made better. After all, the must succeed on a Hard (ddd) Discipline check Blood Angels are recruited from the scrofulous or immediately become frenzied (see Dark Heresy wastelanders of Baal, and if such can be trans- page 57). formed into a tall, proud, and handsome warrior,

18 Chapter III - Deathwatch Dark Angels The Dark Angels stand first knowledge of the truth behind the Dark Angels' amongst the Space Marine origins, but only the highest-ranking members of Chapters, as they have done the Chapter know the terrible, shameful secret of since their very inception. what occurred ten thousand years ago. Theirs is a proud Chapter, Most Dark Angels follow standard Space Ma- with traditions and rituals rine combat doctrine, and their dogged resistance that date back to the earliest days of the Imperi- against overwhelming odds is legendary. In sit- um. The origins of the Dark Angels Chapter are uations where even other Space Marines might shrouded in mystery, however. Few records of its withdraw and redeploy, the Dark Angels will fight beginnings exist, nor are there many mentions to the bitter end rather than give ground to their of the part it played in the Emperor’s Great Cru- foes. sade. Most references in the histories of the Im- perium to its deeds during the accursed times of Chapter Abilities the Horus Heresy have been expunged. But yet, a legend persists that at one point the Dark Angels 5 3 3 2 2 2 teetered on the very brink of heresy, committing a Brawn Agility Intellect Cunning Willpower Presence grave betrayal that nearly damned them all. • Wound Threshold:15 + Brawn Their terrible secret is that during the Horus Her- (18 + Brawn for Primaris Marines) esy, some of the brethren were turned to the side of • Strain Threshold: 14 + Willpower Chaos. The renegades were defeated in a battle that (16 + Willpower for Primaris Marines) destroyed the Dark Angels’ home world, Caliban, • Starting Experience: 45 XP but many of the traitor Dark Angels survived to be • Sons of The Lion: Dark Angels begin the cast through space and time by the intervention game with one rank in Gunnery or Ranged of the Chaos Gods. These survivors are known (Heavy). They still may not train these skills to those few Dark Angels granted knowledge of above rank 2 during character creation. their existence as The Fallen. • Stoic Defence: Once per encounter, a Dark The story of treachery and betrayal is the Angel may perform a Stoic Defence maneu- Dark Angels’ hidden shame, and their se- ver. Until the end of the encounter, the char- cret mission to destroy all of the Fallen is acter’s melee and ranged defence increase by now their only hope of salvation. No one knows 2, and he increases his soak by 2. This effect of this other than the Dark Angels, their successor ends if the character moves from his position. Chapters and, perhaps, the Emperor himself on his Golden Throne. Chapter Flaw Dark Angels Characters The Unforgiven: The secret that plagues this tac- The Chapter has been shaped by its dark past and iturn Chapter plagues their every social interac- tion, their guilt weighing heavy. is secretive and monastic in nature, with much time given over to worship and prayer. There are Dark Angels characters add b to all social in- many different levels within the Chapter which in- teraction skill checks with anyone outside of their dividuals may gradually rise through. On attain- chapter. ing each new level, they are granted a little more

Chapter III - Deathwatch 19 Imperial Fists The Imperial Fists are second amongst the fire support squads, mastering the only to the noble Ultrama- art of the long-range kill before progressing into rines in the honours they have the ranks of the close support or battleline squads. earned through their dedica- The Imperial Fists also have a penchant for heavy tion to the Imperium and to firepower, which lends itself to besieging and de- Humanity. Since before the fending fortresses – a fact that has brought them dawn of the Age of Imperium, the Imperial Fists into combat with their arch-enemies, the heretic have stood resolute against any and every threat, Iron Warriors Legion, many times. For the Impe- standing firm where others have given ground and rial Fists, a siege is not simply a military operation; frequently making the ultimate sacrifice in the it is the supreme test of courage, skill and resolve, name of honour and duty. The steadfastness, sto- the ultimate crucible of war. icism and selflessness the Imperial Fists is legend- ary, and the Chapter’s Primarch, the mighty Rogal Chapter Abilities Dorn, is a figure of adoration across the length 5 3 2 2 3 2 and breadth of the Domains of Man. Brawn Agility Intellect Cunning Willpower Presence

Imperial Fists Characters • Wound Threshold:17 + Brawn Though Rogal Dorn was lost to the Imperium, his (20 + Brawn for Primaris Marines) legacy remains amongst the strongest of all the • Strain Threshold: 13 + Willpower Primarchs'. Dorn's final moments were of cour- (15 + Willpower for Primaris Marines) age and sacrifice, and this example still drives • Starting Experience: 45 XP the Imperial Fists onwards to fresh victories. In- deed, if the Defenders of Terra have a fault, it is • Sons of Dorn: Imperial Fists begin the that they continue to strive when others would game with one rank in Resilience or Ranged yield or withdraw. Such unquestioning steadfast- (Heavy). They still may not train these skills ness has rescued many a victory from the ashes of above rank 2 during character creation. defeat, but only at a steep cost in lives. In extre- • Stoic Defence: An Imperial Fist may suffer 2 mis, Imperial Fists forces have been wholly over- strain to ignore any defensive bonuses grant- run, their annihilation bringing Imperial defeat ed by an opponent’s cover for one round. In where a more prudent, less stubborn course of ac- addition, Imperial Fists gain 1 extra defence tion might instead have yielded eventual victory. from their own cover. Such cases are rare, for the Chapter’s warriors are as skilled as they are indomitable, but each such Chapter Flaw black mark on the combat record of the Imperial Flawed Gene-seed: Though proven resistant to Fists must be avenged in blood. mutation and deviance, the Imperial Fists gene- Much like their Primarch, the Imperial Fists seed inhibits two of the Space Marine implants. place great value in accuracy, and its warriors Imperial Fists do not have implant 12: Sus-an are justly famed for their marksmanship. The Membrane, or implant 17: Betcher’s Gland. See majority of Chapter’s battle-brothers thus spend page 15 for more information on Space Marine a disproportionate amount of time waging war implants.

20 Chapter III - Deathwatch Iron Hands The Iron Hands were created unyielding iron, a practise that begins when a neo- by the Emperor as the tenth phyte is initiated into the Chapter as a full Bat- Legion, forged in fire and war tle-Brother. The initiate’s left hand is removed and to bring the light of humanity replaced with a bionic version in a ritual inspired to the long lost human worlds by a tale of the Primarch when his own hands were scattered across the galaxy. encased in living metal following a battle with a Central to the unique identity of the Iron Hands is great metal serpent. their belief that the flesh is inherently weak; sub- Chapter Abilities ject to decay and temptation, it is a frailty to be purged to the fullest extent. This belief is likely to 5 3 2 2 2 2 be rooted in the Chapter’s experience of the Horus Brawn Agility Intellect Cunning Willpower Presence Heresy, but the character of the peoples of Medusa • Wound Threshold:19 + Brawn is undoubtedly a contributing factor. (22 + Brawn for Primaris Marines) Iron Hands Characters • Strain Threshold: 13 + Willpower Following the loss of their Primarch in the Ist- (15 + Willpower for Primaris Marines) vaan V massacre the surviving members of the • Starting Experience: 55 XP Legion returned to their home world and fanned • Sons of Manus: Iron Hands begin the game the embers of a hatred that would endure for ten with one rank in Resilience or Tech-Use. They thousand years. Isolating themselves from many still may not train these skills above rank 2 of their fellow Space Marines, the Iron Hands during character creation became bitter recluses, cleaving to their anger as the only constant in a universe of weakness and • Suffer No Weakness: Once per encounter, an insanity. It soon came to pass that none were im- Iron Hand can select a single enemy. Until the mune from their ire. The traitors had renounced end of the encounter, the character gains the their oaths and turned against their brothers, but Hatred talent against the selected enemy, and the loyalists had allowed it to happen, and the Em- adds his Intellect to the damage of all attacks peror had fallen. The Iron Hands harboured a spe- made against the chosen opponent. cial resentment for the other loyal Legions present • Iron Flesh: Iron Hands can install twice as at Istvaan V. They believe that had the Legions been sufficiently strong and fought on instead of many Cybernetics as usual before reducing retreating, their Primarch would not have been their strain threshold. lost, the traitors would have been defeated, and the Heresy would have been crushed. Chapter Flaw Ruthless Logic: Suppressing all emotion and de- The Iron Hands’ abhorrence of weakness is not veloping an unfeeling logic, their meticulous and limited to the moral however, for they hold that apathetic nature make them cold allies to all but the body itself, even that of a genetically enhanced the Adeptus Mechanicus.. Space Marine of the Adeptus Astartes, is frail and impermanent and subject to sickness and aging. Iron Hands characters add b to all social in- The Iron Hands are driven to replace the weak bi- teraction skill checks targeting anyone who is not ological matter all men are born into with cold, from the Iron Hands, or the Adeptus Mechanicus.

Chapter III - Deathwatch 21 Raven Guard The Raven Guard are the sci- es specialise in deploying to a war zone unseen by ons of the old nineteenth Le- friend and foe alike, and in launching ambushes gion, whose Primarch Corax and assassinations on key enemy facilities and was said to have skin as white personnel. On many occasions, the Raven Guard as ivory and eyes as black as have coordinated their attacks so that when other night. The Raven Guard and Imperial forces arrive the enemy is faced with two their Successors are masters of infiltration and opponents, at which point the Raven Guard strike subterfuge, able to defeat an enemy of the Imperi- the killing blow. It is not uncommon for the Raven um with a precisely aimed and overwhelming as- Guard to deliberately keep the main force igno- sault in the manner of their Primarch, whose loss rant of their presence, even when the main force they mourn to this very day. With their numbers are also Adeptus Astartes, causing friction with low due to the state of their gene-stock, the Ra- allies resentful of the Raven Guards' secrecy. ven Guard now avoid frontal assaults, though they Chapter Abilities are not averse to sacrifice when called for. Instead, Raven Guard strike forces specialise in deploying 5 4 2 2 2 2 to a war zone unseen by friend and foe alike, and Brawn Agility Intellect Cunning Willpower Presence in launching ambushes and assassinations on key • Wound Threshold:15 + Brawn enemy facilities and personnel. (18 + Brawn for Primaris Marines) Raven Guard Characters • Strain Threshold: 13 + Willpower The acceleration of the gene-seed implantation (15 + Willpower for Primaris Marines) and replication process instigated in the wake of • Starting Experience: 55 XP the Istvaan Drop Site Massacres had implications • Sons of Corax: Raven Guard begin the game for the Raven Guard Chapter’s genetic inheritance with one rank in Stealth or Ranged (Heavy). with which they would grapple for millennia. The They still may not train these skills above Chapter has rarely been able to field the full ten rank 2 during character creation. companies mandated by the Codex Astartes, and • Master of the Shadows: Raven Guard may re- particularly gruelling campaigns have resulted in roll a Stealth check once per encounter. the Chapter operating at perilously under-strength levels for extended periods or being forced to Chapter Flaw withdraw for decades at a stretch to rebuild. Over time the gene-seed has become perilously unsta- Dark Heritage: Ghostly pale with dark, haunting ble: minor mutations in the Melanchromic Organ eyes, the Raven Guard gene-seed has slight defi- resulted in gradual changes in skin, hair and eye ciencies that make them unnerving to behold with colouration, so that after several decades of service dwindling numbers. a Battle-Brother has ivory white skin, his eyes are Raven Guard do not have implant 16: Mucra- gleaming black orbs, and his hair is the colour of noid, or implant 17: Betcher’s Gland. See page 15 a raven’s feathers. for more information on Space Marine implants. With their numbers low due to the state of their Raven Guard add b to Charm, Leadership and gene-stock, the Raven Guard now avoid frontal Negotiation checks targeting anyone that could be assaults, though they are not averse to sacrifice frightened of their appearance, but add b to Co- when called for. Instead, Raven Guard strike forc- ercion checks against such targets.

22 Chapter III - Deathwatch Salamanders The Salamanders hail from Chapter Abilities a world wracked by volca- nic instability, but possessing 5 3 2 2 2 3 the very rarest kinds of min- Brawn Agility Intellect Cunning Willpower Presence eral resources. The violence • Wound Threshold:17 + Brawn of the cyclic volcanic activity (20 + Brawn for Primaris Marines) creates and churns up minerals highly prized by • Strain Threshold: 14 + Willpower the Adeptus Mechanicus, yet the has been (16 + Willpower for Primaris Marines) occupied by Mankind since long before the Age of Imperium. When it comes to combat doctrine, • Starting Experience: 45 XP the Salamanders favour above all else the appli- • Sons of Vulcan: Salamanders begin the game cation of heat and flame. What may have started with one rank in Ranged (Heavy) or Resil- as a symbolic honouring of the volcanic nature of ience. They still may not train these skills Nocturne and the fire-breathing beasts that live above rank 2 during character creation. amongst the basalt-formed mountains has evolved • Fire-Born: When selecting their loadout, Sal- into a lethal specialisation. amanders can make a modification to one Salamanders Characters of their selected weapons. Add one of the following qualities: Disorient 1, Pierce +1, Salamanders characters are renowned for their Reinforced, Reliable, Superior, Vicious +1. unwavering endurance, their considered wisdom Alternatively, remove one of the following: and their skill with metalwork and technology. Cumbersome 1, Inferior, Prepare 1, Unreli- The Promethean Cult teachings they follow preach able, Unwieldy 1. the value of self-reliance and never giving up, de- spite the odds. Promethean warriors aspire to be Chapter Flaw level-headed and wise, and loyal to a fault, holding Infernal Inheritance: The combination of their personal honour above all else. Gene-seed and high radiation of their homeworld; Unlike most other Chapters, the Salamanders Nocturne of the Salamanders stain their skin a do not reside in their fortified home base. When coal-like pitch black, their eyes glowing like red- not engaged on operations or training for them, hot forges. They are simultaneously instilled with the Salamanders live amongst their people, and altruism, with every Astartes keenly feeling the each is the headman of a smaller community of pain of every fallen ally. families. The people of Nocturne therefore grow Whenever an ally within 30 metres of you is up in the company of god-like warriors, to whom killed, a Story Point moves from the player pool to they themselves are related, and they aspire above the GM pool, if one is available. all else to join their ranks and fight for the Emper- or. As every Salamander practises the trade of the Salamanders add b to Charm, Leadership and smith, so many take young apprentices into their Negotiation checks targeting anyone that could be service, the best of these being judged worthy to frightened of their appearance, but add b to Co- become aspirants and undertake the trials to join ercion checks against such targets. the Chapter as neophytes.

Chapter III - Deathwatch 23 Space Wolves Since the Imperium came don a standard tactical structure in favour of sim- into being, the Space Wolves ply rushing headlong at the enemy, howling at the have fought tooth and nail tops of their voices. This has been known to aggra- for the cause of the Emperor. vate allies from other units, who must adapt their Amongst the most famous battle plans in the face of the Space Wolves’ ac- of the Chapters of the Adep- tions. However, far from being uncontrolled ber- tus Astartes, their sagas are told from one end of serkers, the Space Wolves simply relish the thrill the galaxy to the other. As headstrong as they are of close combat above all else. Nonetheless, their fierce, the Space Wolves excel at close-quarters battle tactics are undeniably effective; the Space fighting, their warriors vying keenly for glory on Wolves have fought in such a manner on a hun- the field of battle. The Space Wolves live to fight, dred thousand battlefields since their conception, and death holds no fear for them. and a hundred thousand battle honours bear wit- ness to their bravery. Space Wolves Characters The Battle-Brothers of the Space Wolves are fero- Chapter Abilities cious and aggressive warriors. Though far from mindless berserkers, they are certainly possessed 5 3 2 3 2 2 Brawn Agility Intellect Cunning Willpower Presence of a feral exuberance for battle. They have an over- riding sense of duty and honour, and are driven • Wound Threshold:16 + Brawn ever onwards by a strong desire to right the many (19 + Brawn for Primaris Marines) wrongs that have befallen the Imperium of Man • Strain Threshold: 13 + Willpower since the heady days of the Great Crusade. Space (15 + Willpower for Primaris Marines) Wolves exhibit a fierce sense of loyalty to their • Starting Experience: 50 XP comrades in arms and this is on occasion extend- ed to their compatriots in other branches of the • Sons of Russ: Space Wolves begin the game Imperium’s military. with one rank in Melee (Light) and Surviv- al. They still may not train these skills above In temperament, most Space Wolves are blunt rank 2 during character creation. and plain speaking, even to the point of giving • Wolf Senses: Space Wolves can reroll a Per- offence to those not used to their ways. They ab- ception check once per encounter, and add b hor pretension and despise politicking. They are to scent based Perception, Survival and Vigi- honest to a fault, and expect the same quality in lance checks. those they fight alongside. Space Wolves embrace their lot with an uncomplicated enthusiasm, from Chapter Flaw the headstrong, newly recruited Blood Claw to the grey haired and taciturn Long Fang. Each plays Savage Within: Headstrong in their pursuit of the role fate lays before him, knowing that a life valour, Space Wolves do not back down from spent in service to the Emperor is a life well lived. death in glorious melee combat. The Space Wolves’ combat doctrine is not as or- Space Wolves cannot use the move maneuver to ganised as that of their brother Chapters. Given disengage from an opponent unless the opponent that they live for the honour of battle, it is almost has been incapacitated, or the Space Wolf passes a ddd certain that the younger Space Wolves will aban- Hard ( ) Cool check.

24 Chapter III - Deathwatch Ultramarines Of all the thousand and more This is not to say that the Ultramarines are Space Marine Chapters, it is hidebound or unimaginative in their thinking, for the blue-clad Ultramarines it must not be forgotten that Primarch Roboute that, in the mind of the count- Guilliman is regarded as one of the most imagina- less billions of the Emperor’s tive and innovative military thinkers of all time. subjects, personify everything It is rather a deep-seated belief that every problem that the Adeptus Astartes stands for. The Ultra- can be solved with recourse to the Codex Astart- marines and their many successor Chapters have es, that there is no need to reinvent solutions to stood at the very forefront of the war against the dilemmas solved long ago. traitor, the alien, and the fiend since the very foun- dation of the Imperium. Chapter Abilities Across the domains of the Emperor, Ultrama- 5 3 2 2 2 3 rines are celebrated as heroic, virtuous, and noble Brawn Agility Intellect Cunning Willpower Presence defenders of Humanity, their deeds celebrated in • Wound Threshold:15 + Brawn devotional works the length and breadth of the (18 + Brawn for Primaris Marines) galaxy. The Ultramarines are rightly held as ex- emplars of all that a Space Marine can and should • Strain Threshold: 15 + Willpower be. They are noble and virtuous, self-sacrificing (17 + Willpower for Primaris Marines) and stoic, and truthful and just in thought and • Starting Experience: 45 XP deed. Unlike the Battle-Brothers of some other • Sons of Guilliman: Ultramarines begin the Chapters, they are not arrogant in their dealings game with one rank in Leadership or Ranged with the common man, and have served and died (Heavy). They still may not train these skills alongside warriors of every other military force in above rank 2 during character creation. the Imperium. • Favoured Son: Ultramarines add b to Charm Ultramarines Characters and Leadership checks made towards other Space Marines, or members of the Imperium’s The Ultramarines are rightly held as exemplars of armed forces. all that a Space Marine can and should be. They are noble and virtuous, self-sacrificing and stoic, and • Spiritual Liege: All allies within Medium truthful and just in thought and deed. Unlike the range of an Ultramarine add b to their fear Battle-Brothers of some other Chapters, they are checks. not arrogant in their dealings with the common man, and have served and died alongside warriors Chapter Flaw of every other military force in the Imperium. Pride of Ultramar: The Imperium look to the Ul- tramarines as paragons of the virtues of Astartes, As befits the Chapter of Roboute Guilliman, and each strives to excel that reputation; strong the Ultramarines adhere rigidly to the tenets laid in body, but restrained in mind, a tactical and down in the Codex Astartes. For ten thousand clear-headed protector of Humanity. years they have fought in the manner described in its holy pages. Other Chapters may freely interpret Ultramarine characters do not add a Story Point the words of Guilliman, but to the Ultramarines to the player pool at the start of a session. such deviation is unthinkable.

Chapter III - Deathwatch 25 White Scars The fierce, honour-scarred are set down in this way, the permanence of mar- Battle-Brothers of the White ble far outweighing the convenience of mass stor- Scars Chapter are the inher- age. When confined for long periods in an entirely itors of the Fifth Legion. Re- artificial environment, many White Scars become cruited from the most savage short tempered. The older and more experienced, nomad tribes of the Feral however, have mastered themselves to such a de- world of Chogoris, the White Scars fight in the gree that they can enter a restorative trance and manner of the warriors of the steppes. Mounting meditate for days on end on the wildness of Chog- lightning assaults utilising the fastest of vehicles, oris and emerge at peace once more. the White Scars descend upon their foes in an un- stoppable torrent, their hearts filled with savage Chapter Abilities joy and the battle cry “For the Emperor and the 5 4 2 2 2 2 Khan!” on their lips. Brawn Agility Intellect Cunning Willpower Presence

White Scars Characters • Wound Threshold:15 + Brawn Because the tribes from which the White Scars re- (18 + Brawn for Primaris Marines) cruit are so attuned to the land and the seasons, • Strain Threshold: 13 + Willpower the Chapter’s Battle-Brothers have an intrinsic (15 + Willpower for Primaris Marines) empathy with their environment. Wherever they • Starting Experience: 50 XP go, they are able to read the soil beneath their feet and the air in their lungs and gain an instant un- • Sons of Russ: White Scars begin the game derstanding of how best to fight in such places. with one rank in Drive and one rank in Sur- Though Chogoris is a land of wide-open steppes vival. They still may not train these skills punctuated by mighty forests and towering moun- above rank 2 during character creation. tains, the enhanced physiology of the Adeptus As- • As Swift As The Wind: After making a ranged tartes multiplies the Chogorians’ deep-seated un- attack, a White Scar may spend 1 strain and derstanding of the land and turns it into an all but attempt a Hard (ddd) Athletics check to preternatural awareness. move one range band towards his target as an incidental. This check is instead substituted Some have made the error of assuming the sav- for a Driving check when operating a vehicle. age sons of the wild steppes to be crude in man- ners or unsophisticated in temperament, but this Chapter Flaw perception could not be further from the truth (and voicing it would be unwise in any case). Wild Heart: White Scars are ill at-ease in artifi- White Scars Battle-Brothers are complex individ- cial environments, finding great discomfort in uals, and the product of a heady cocktail of their the towering spires of Hive Cities or the bowels of environment, tribal tradition and Adeptus As- gloomy voidships. tartes doctrine, training and genetic engineering. If a White Scar character has not spent time in Many regard the trappings of civilisation with a nature at any point within the last week, they add measure of suspicion. They would far prefer to b to all skill checks. Thisb remains until they commit the wisdom of the ancients to mighty either spend some time in a natural environment stone tablets than within crystal data-stacks for or commit themselves to meditation for an entire example. Many of the teachings of the Primarch day.

26 Chapter III - Deathwatch Black Shield For a Space Marine, the icon around him, but he always stands ready to give his of their Chapter is more than life if circumstances call upon him to do so. In his just a marking on their armour own mind he is already dead, and his life only has and their banners. The Chap- value in how it may best serve the Deathwatch. ter icon is a sacred symbol of all that their Chapter stands Chapter Abilities for, a mark of all the proud history that can be 5 4 2 2 2 2 traced back to the Chapter’s very founding. How- Brawn Agility Intellect Cunning Willpower Presence ever, among the ranks of the Deathwatch there are warriors that bear no Chapter mark. Where the • Wound Threshold:15 + Brawn other Battle-Brothers proudly display their Chap- (18 + Brawn for Primaris Marines) ter’s heraldry, the right pauldron of these warriors • Strain Threshold: 14 + Willpower shows only featureless black. By ancient tradition, (16 + Willpower for Primaris Marines) a Space Marine with his heraldry obscured may • Starting Experience: 65 XP present himself before a Watch Commander and • Unknown Warrior: Black Shields begin the petition for admittance to the Deathwatch. He may not be pressed to divulge anything about his game with one rank in any one skill of their origins, all such information having beem ritually choice. They still may not train this skill above obliterated by the removal of his Chapter’s mark. rank 2 during character creation. • Price of Redemption: Black Shields can Black Shield Characters spend a Story Point to ignore the effects of a Black Shields are rare individuals; a Watch Com- single critical injury for the duration of an en- mander will normally see only perhaps a handful counter. This does not work on injuries which in his lifetime. No two share the same motiva- involve loss of limbs, eyes or other body parts. tion for taking up the Black Shield, and specu- lation as to their motives follows them wherever Chapter Flaw they go. One universal trait is clear among Black Dark Origins: Every Black Shield carries some Shields: a fierce determination to expunge their terrible secret, a great shame which has lead them past through service in the Deathwatch. They to abandon their heraldry and petition to join the maintain a gruelling penitent's regime of prayer Deathwatch. It's unlikely they will ever share this and self-castigation between training exercises to secret, but it weighs heavy on their soul, leading harden themselves for the battles ahead. In battle them to disregard their own safety as a form of they fight without consideration for their wounds penance. or the perils of the battlefield to achieve the Kill- team's goals. Black Shields add b to all social interaction skill checks due to their closed off and reclusive When recklessness and even self-sacrifice are nature. called for a Black Shieldis without heistation and has no fear of putting himself in harm's way. A If an ally within engaged range of a Black Shield Black Shield will think nothing of placing him- is the target of an attack, a Black Shield must suffer self as bait in a trap or drawing enemy fire. The 3 strain or put themselves in the path of the attack Black Shield does not seek personal glory through as an out-of-turn incidental, becoming the new his actions and will do nothing to imperil those target of the attack.

Chapter III - Deathwatch 27 Step IV - Career Table 2-1: Deathwatch Careers Career Skills Page Deathwatch Marines use an entirely new set of ca- Standard Marine Careers reers, different to those provided in theDark Her- Assault Coordination, Driving, Melee 30 esy core rulebook. These careers function in the Marine (Light), Ranged (Light) Athletics, Gunnery, Perception, same way as those presented in Dark Heresy, giv- Devastator 32 Ranged (Heavy) ing your character four pre-selected career skills, Perception, Ranged (Heavy), Scout 38 and allowing you to pick four of your own. Stealth, Survival Tactical Athletics, Cool, Leadership, 39 While typically Space Marine roles are highly Marine Ranged (Heavy) specialised, designed to fit within the structure of Primaris Marine Careers Athletics, Ranged (Heavy), Hellblaster 33 a company's military forces, a Deathwatch Ma- Resilience and Vigilance rine's role is one which requires a high level of Coordination, Driving, Inceptor 34 flexibility. While your character's career may say Perception, Ranged (Light) Athletics, Perception, Ranged Intercessor 35 they are a Devestator, or a Tactical Marine, this (Heavy), Resilience places no restrictions on the equipment or tactics Coercion, Melee (Light), Stealth, Reiver 37 they can utilise on a mission. Survival Cool, Ranged (Heavy), Stealth, Vanguard 41 Marine Type Tech-Use General Careers Some of the careers in this chapter are exclusive to Medicae, Ranged (Light), Apothecary 29 standard Space Marines, and some are only avail- Scholastic Lore, Tech-Use Coercion, Leadership, Melee able to Primaris Space Marines, while a few are Chaplain 31 (Light), Scholastic Lore available to both. This is identified in the write- Discipline, Forbidden Lore, Librarian 36 up for each career, as well as in Table 2-1: Death- Melee (Light), Perception Melee (Heavy), Perception, watch Careers. Tech-Marine 40 Scholastic Lore, Tech-Use Useful Talents for Careers Genesys' open character creation system allows you to give your character any skills or talents. However, each career includes a sidebar with sug- gestions for talents that may be particularly appro- priate or useful. Common Loadouts Deathwatch Marines have access to a broad array of specialised equipment, able to tailor their load- out to perfectly suit each mission. However, each career has a standardised loadout which is com- mon for their battlefield role, and this is detailed in the profile for each career.

28 Chapter III - Deathwatch Apothecary Available to: Any Deathwatch Marine. Apothecary Characters Apothecaries are charged with maintaining the An Apothecary counts the following skills as ca- bodily health of their Battle-Brothers, whether reer skills: Medicae, Ranged (Light), Scholastic this is monitoring their genetically engineered Lore and Tech-Use. In addition, the Apothecary implants or administering emergency medical may select four other skills, and also count those attention on the field of battle. Only the bravest as career skills. Before spending experience during of warriors are chosen for this honoured duty, for character creation, the Apothecary may choose each must look first and foremost to the health of four of their career skills and gain one rank in his companions, and consider his own life as sec- each of them. ondary. Apothecaries are at once mighty warriors Common Loadout: The following represents a and selfless servants, and each would fight their typical loadout for an Apothecary. way through hordes of vile enemies to reach a • Deathwatch Power Armour with a fallen Battle-Brother and then transfuse the very diagnostor helmet. last drop of his own blood to save the life of the wounded. • A chainsword and a bolt pistol. • 3 frag grenades and 3 krak grenades. Deathwatch Apothecaries take on a number of additional duties over those performed in their • A narthecium and a reductor. parent Chapter. For a start, they must master the • 1 dose of repair cement. genetic inheritance not only of their own helix, but of a myriad of other Chapters too. Apothecar- ies also act as a watch-guard against mutation and corruption, monitoring their battle-brothers for any sign of xenos taint. In addition, Apothecaries play an important role in designing training reg- imens for the Deathwatch, utilising their detailed knowledge of Space Marine physiology.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Apothecaries.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

Chapter III - Deathwatch 29 Assault Marine Available to: Standard Space Marines only. Assault Marine Characters Assault Marines are specialists in the brutal art An Assault Marine counts the following skills of close quarters combat. They carry a range of as career skills: Coordination, Driving, Melee weaponry, usually a lethal combination of a pistol (Light), and Ranged (Light). In addition, the and a melee weapon, the most common being the Assault Marine may select four other skills, and iconic bolt pistol and chainsword. Many choose to also count those as career skills. Before spending take to the battlefield equipped with a jump pack, experience during character creation, the Assault allowing them to close rapidly on their foes, often Marine may choose four of their career skills and descending from above in a devastating charge. gain one rank in each of them. A Deathwatch Assault Marine is likely to be a Common Loadout: The following represents a warrior who has mastered all of the methods of typical loadout for an Assault Marine. war, and discovered that he is most skilled at close • Deathwatch Power Armour. combat. To serve as an Assault Marine is to go • A chainsword and a bolt pistol. quite literally face to face with the most terrible of • 3 frag grenades and 3 krak grenades. Humanity's foes, and to have pitted wits against the vilest of beasts countless times, and won. An • A jump pack. Assault Marine is a master with his chosen weap- • 1 dose of repair cement. ons combination, and he practices endlessly in their use. Many Assault Marines hone their skills in long duels with their brethren, perfectly willing to risk injury so that their abilities might be honed to perfection. As a result of their training, many Assault Marines uffer more scars than a veteran of centuries of warfare, and they bear them proudly as a sign of their calling.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Assault Marines.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

30 Chapter III - Deathwatch Chaplain Available to: Any Deathwatch Marine. Chaplain Characters Absolute faith, when coupled with the Space Ma- A Chaplain counts the following skills as career rine’s superhuman physique, can achieve the nigh skills: Coercion, Leadership, Melee (Light) and impossible. The forms of the xenos are beyond Scholastic Lore. In addition, the Chaplain may counting, and no few of these abominations are select four other skills, and also count those as supernatural. Against the stranger species in the career skills. Before spending experience during galaxy, the surest defence is the bulwark of a strong character creation, the Chaplain may choose four belief in the Imperium's rightful rule, twinned of their career skills and gain one rank in each of with the burning conviction of the righteous. The them. Chaplains of the Deathwatch provide this in lim- Common Loadout: The following represents a itless supply. Their fiery rhetoric steels the souls of typical loadout for a Chaplain. their battle-brothers and fills those nearby with a • Deathwatch Power Armour with a skull desire to wreak violent vengeance. helm. Upon seeing the triumphant image of a Chap- • Crozius Arcanum and a bolt pistol. lain tearing into foul xenos foes, roaring praise to • 3 frag grenades and 3 krak grenades. the Emperor, even those warriors whose souls are tired and bodies are broken find themselves in- • 1 dose of repair cement. vigorated as the fog of doubt is burned away, and the path to victory is made clear once more. No matter how hideous and unnatural the xenos foe, the presence of such a redoubtable servant of the Emperor fills loyal Imperial hearts with fire. Fol- lowing the Chaplain's stalwart example, they hurl themselves into battle, driven by absolute xeno- phobic conviction and the desire to prevail at any cost.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Chaplains.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

Chapter III - Deathwatch 31 Devastator Available to: Primaris Space Marines only. Devestator Characters Devastator Marines are those Battle-Brothers A Devestator Marine counts the following skills as tasked with manning the very heaviest and most career skills: Athletics, Gunnery, Perception and powerful of portable weapons. In his parent Chap- Ranged (Heavy). In addition, the Devestator may ter, the Devastator Marine might recently have as- select four other skills, and also count those as cended from the 10th Scout Company, and there- career skills. Before spending experience during fore be undertaking a crucial stage in the process character creation, the Devestator may choose of mastering all of the arts of war. In the Death- four of their career skills and gain one rank in watch, however, it is more likely that the Devasta- each of them. tor Marine has already served in his parent Chap- Common Loadout: The following represents a ter as a Devastator, Assault, and Tactical Marine, typical loadout for a Devestator Marine. and is returning to the role he most excels in—the • Deathwatch Power Armour. application of overwhelming firepower. • Heavy bolter. In battle, the Deathwatch Devastator Marine • Bolt pistol and an Astartes combat knife. carries one of a wide range of heavy weapons, and his role is to provide fire support for the other • 3 frag grenades and 3 krak grenades. members of the Kill-team. It is often the case that • 1 dose of repair cement. a concentrated burst of fire from a heavy weapon will force the enemy to seek cover, thus allowing the Kill-team to advance across otherwise peril- ous ground. Weapons such as the heavy bolter are ideal for this task, as they combine a high rate of fire with a powerful ammunition type. For this reason, the heavy bolter is the most common type of heavy weapon carried by Devastator Marines.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Devestators.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

32 Chapter III - Deathwatch Hellblaster Available to: Primaris Space Marines only. Hellblaster Characters The galaxy seethes with dread terrors, monstrous A Hellblaster counts the following skills as career beasts and heretical war engines that vent their skills: Athletics, Ranged (Heavy), Resilience and fury upon the Emperor's servants. It is the job of Vigilance. In addition, the Hellblaster may select the Hellblasters to eradicate such abominations. four other skills, and also count those as career With searing plasma they scour them from exis- skills. Before spending experience during char- tence, until nothing but glassy craters and glowing acter creation, the Hellblaster may choose four clouds of ash remain. of their career skills and gain one rank in each of them. Considering the plethora of monstrosities field- ed by xenos armies, it is no surprise that almost Common Loadout: The following represents a every watch fortress has a standing requisition typical loadout for a Hellblaster. order for Hellblasters. Many Watch Captains pre- • Mark X Tacticus Power Armour. fer to field these warriors as Guilliman intended, • Plasma incinerator. lacing small squads of them in amongst more var- • Bolt pistol and an Astartes combat knife. ied Kill Teams to provide reliable close-range fire support. Indeed, some watch fortresses have taken • 3 frag grenades and 3 krak grenades. to using Hellblasters much like lighter, more ma- • 1 dose of repair cement. noeuvrable Devastator Squads. When fielded as part of a Kill Team, Hellblasters adopt a protective role. They cover their brothers' backs, calmly picking off foes that pose the great- est threat to their team. They use their weapons to eliminate enemy leaders, blast tanks and walkers to glowing slag, and breach armoured hatches that may bar the Kill Team's path.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Hellblasters.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

Chapter III - Deathwatch 33 Inceptor Available to: Primaris Space Marines only. Inceptor Characters Inceptors are fast-moving Primaris Space Marine An Inceptor counts the following skills as career shock troops. Equipped with heavy jump packs skills: Coordination, Driving, Perception, and and wearing heat-shielded Mk X Gravis armour, Ranged (Light). In addition, the Inceptor may they are capable of making combat drops from a select four other skills, and also count those as planet's upper atmosphere, streaking down upon career skills. Before spending experience during the battlefield like living missiles from the troop character creation, the Inceptor may choose four bays of orbiting battleships. Upon landing, they of their career skills and gain one rank in each of raise a sweeping storm of fire with their brutally them. effective assault bolters or terrifying plasma exter- Common Loadout: The following represents a minators. Hails of mass-reactive shells and sear- typical loadout for an Inceptor. ing plasma bolts spew from their barrels, blasting • Mark X Gravis Power Armour, with at- apart everything in their vicinity in a tornado of tached jump pack and grav chute. gore and sun-bright energies. • 2 assault bolters. When they fight as part of a Kill Team, Incep- • Astartes combat knife. tors fulfil a somewhat different role. The speed- af forded by their heavy jump packs allows them to • 1 dose of repair cement. operate as forward scouts for their battle-brothers, moving at the forefront of their Kill Team to spy out enemy locations, or ascending to command- ing positions where they can spy out the wider strategic picture. They are equally adept at react- ing swiftly to developing situations, jetting across the battlefield to come to the aid of beleaguered comrades or defend vital locations.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Inceptors.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

34 Chapter III - Deathwatch Intercessor Available to: Primaris Space Marines only. Intercessor Characters Intercessor Squads form the beating heart of the An Intercessor counts the following skills as ca- Primaris Space Marine forces. Harking back to reer skills: Athletics, Perception, Resilience and the single-armament squads of the Great Crusade, Ranged (Heavy). In addition, the Intercessor may every Intercessor is armed with one of several select four other skills, and also count those as marks of bolt rifle. These weapons boast superior career skills. Before spending experience during range and stopping power to even the holy bolt- character creation, the Intercessor may choose gun, allowing Intercessor Squads to level wither- four of their career skills and gain one rank in ing storms of firepower that annihilate many en- each of them. emies before they can even bring their own guns Common Loadout: The following represents a into range. Against those few foes who survive the typical loadout for an Intercessor. concentrated fire of their bolt weapons and the • Mark X Tacticus Power Armour. detonations of their frag and krak grenades, the Intercessors's physical strength and resilience is • An astartes combat knife. so formidable that they can withstand the most • A bolt rifle and a bolt pistol. horrific wounds without falling, and punch clean • Two clips of standard bolter shells, one clip through steel plating to rend the flesh and bone of hellfire bolt shells, one clip of inferno beneath. shells. Amongst most Space Marine Chapters, Inter- • 3 frag grenades and 3 krak grenades. cessors form part of the main battle line. They are • 1 dose of repair cement. relied upon to hold their ground against onrush- ing foes, secure key objectives and wear down the enemy's strength with weight of fire. Their role in the Deathwatch echoes this, forming the back- bone of Fortis Kill Teams.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Intercessors.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

Chapter III - Deathwatch 35 Librarian Available to: Any Deathwatch Marine. Librarian Characters Librarians are those Space Marines born as psykers, A Librarian counts the following skills as career able to wield the powers of the mind against the skills: Discipline, Forbidden Lore and Melee foes of Mankind. To be a Space Marine is to be one (Light), Perception. In addition, the Librarian in a billion—a man judged strong, tough, and bold may select four other skills, and also count those enough to stand against the horrors of the galaxy. as career skills. Before spending experience during To be also a psyker, judged capable of holding back character creation, the Librarian may choose four the ravenous beings of the warp and to wield his of their career skills and gain one rank in each of powers in combat, the Librarian is truly one of them. Mankind's most exceptional warriors. As Librarians are psykers, one or more of the ir Librarians fulfil a number of roles within the chosen career skills should likely be psychic dis- Deathwatch. Chief among them is that of the ciplines, but these have not been included in the combat psyker. By focusing his prodigious psy- Librarian's standard set of career skills to avoid chic powers, the Librarian is able to unleash with- forcing players to pick a particular discipline. ering blasts of searing energy at his foe, reducing Common Loadout: The following represents a them to ashes with but a thought. They are also typical loadout for a Librarian. the guardians of the secrets of the Deathwatch. • Deathwatch Power Armour. Watch Fortresses contain sealed vaults filled with dangerous relics and vast archives of proscribed • Force sword or force staff. knowledge. Not even the Watch Commander has • Astartes combat knife and a bolt pistol. access to these archives—only the Librarians are • 3 frag grenades and 3 krak grenades. entrusted with their access codes, and only they • 1 dose of repair cement. are judged strong enough to withstand the sanity shattering secrets sealed within.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Librarians.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

36 Chapter III - Deathwatch Reiver Available to: Primaris Space Marines only. Reiver Characters Skull-helmed terror troops that strike from the A Reiver counts the following skills as career shadows with devastating force, Reivers embody skills: Coercion, Melee (Light), Stealth and Sur- the most frightening and inhuman aspects of the vival. In addition, the Reiver may select four other Adeptus Astartes. They are masters of stealth, slip- skills, and also count those as career skills. Before ping deep behind enemy lines or dropping secret- spending experience during character creation, ly onto planets weeks in advance of any other Im- the Reiver may choose four of their career skills perial forces. However, unlike more conventional and gain one rank in each of them. scouting forces who withdraw once their task is Common Loadout: The following represents a accomplished, Reivers drop their shroud of se- typical loadout for a Reiver. crecy when the moment to strike is at hand. Then • Mark X Phobos Power Armour. they launch their assault in shocking and terrify- ing style. • Bolt carbine or heavy bolt pistol. • Astartes combat knife. Such warriors excel against ill-disciplined or superstitious xenos races, who scatter in abject • 3 shock grenades and 3 krak grenades. terror when their attack begins. When faced with • Grapnel launcher. the less comprehensible psychology of alien rac- • 1 dose of repair cement. es such as the Tyranids or Necrons, Reivers have proven better employed as members of Kill Teams. Their scouting abilities, mastery of stealth, and strengths as sudden ambush-killers are a substan- tial boon to their battle-brothers. That is not to say that teams of Reivers cannot have a deadly impact against such inhuman foes, able to hunt down and remove key enemy threats with surgical precision.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Reivers.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

Chapter III - Deathwatch 37 Scout Available to: Standard Space Marines only. Scout Characters When first inducted into a Chapter, a recruit joins A Scout counts the following skills as career skills: the 10th Company as a Scout, where he learns to Perception, Ranged (Heavy), Stealth and Sur- wage war as a warrior of the Adeptus Astartes. vival. In addition, the Scout may select four other Space Marine Scouts chiefly fight as skirmishers, skills, and also count those as career skills. Before relying on stealth rather than brute force to ac- spending experience during character creation, complish missions. Lightly armed and armoured the Scout may choose four of their career skills in comparison to their more experienced bat- and gain one rank in each of them. tle-brothers, they operate independently of the Common Loadout: The following represents a main Adeptus Astartes force, infiltrating enemy typical loadout for a Scout. positions and clearing the way for the Chapter’s • Deathwatch Scout Armour. advance. • Scout shotgun or scout sniper rifle. While in most chapters Scout duties are left • Bolt pistol and an Astartes combat knife. to the initiates, the unique nature of the Death- watch's work finds many Deathwatch Marines • 3 frag grenades and 3 krak grenades. returning to the tactics and equipment of their • Auspex. youth. The terrifying might of an Astartes in full • Chameleoine cloak. power armour might be an asset in a warzone, but when the work of the Deathwatch requires more subtlety, a softer approach is often beneficial. Scouts can be an asset to their Kill Team, infiltrat- ing enemy positions in advance of their comrades, and providing long-range sniping support while their more well-protected battle-brothers take up the front.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Scouts.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

38 Chapter III - Deathwatch Tactical Marine Available to: Standard Space Marines only. Tactical Marine Characters Tactical Marines are the most numerous of Space A Tactical Marine counts the following skills as Marine warriors, and as their name suggests they career skills: Athletics, Cool, Leadership and are equipped and trained to fulfil the widest range Ranged (Heavy). In addition, the Tactical Ma- of battlefield roles. Armed with the iconic bolt- rine may select four other skills, and also count gun, Tactical Marines provide the bulk of the Kill- those as career skills. Before spending experience team’s firepower, which they are able to lay down during character creation, the Tactical Marine in a devastating fusillade even as they advance may choose four of their career skills and gain one implacably towards their objective. Most Bat- rank in each of them. tle-Brothers taking up service in the Deathwatch Common Loadout: The following represents a have advanced to the position of Tactical Marine typical loadout for a Tactical Marine. in their parent Chapters, and so are veteran war- • Deathwatch Power Armour. riors well versed in the many disciplines of war. Truly, there are very few enemies that the Tactical • Artifex-pattern boltgun, bolt pistol and an Marine has not encountered and defeated, and no Astartes combat knife. battlefield holds any terror for him. • One clip of hellfire bolt shells, one clip of inferno shells. The primary task of a Kill-team’s Tactical Ma- rines is to engage the bulk of the foe, and to bring • 3 frag grenades and 3 krak grenades. about the achievement of its objectives. Any spe- • 1 dose of repair cement. cialists in the team such as Devastator Marines and Assault Marines, are present mainly to sup- port the Tactical Marines in their task. To this end, the Tactical Marines are masters of a wide range of combat tactics, and they are adept in the use of a variety of weapons and other equipment.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Tactical Marines.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

Chapter III - Deathwatch 39 Tech-Marine Available to: Any Deathwatch Marine. Tech-Marine Characters Tech-Marines are those brethren schooled in the A Tech-Marine counts the following skills as ca- forbidden knowledge of the Omnissiah—the Ma- reer skills: Melee (Heavy), Perception, Scholastic chine God. Those aspirants who display an affin- Lore and Tech-Use. In addition, the Tech-Marine ity for the operation of machines undergo special may select four other skills, and also count those trials to discern their suitability to receive addi- as career skills. Before spending experience during tional training under the Adeptus Mechanicus. character creation, the Tech-Marine may choose Upon their ascension to the status of Battle-Broth- four of their career skills and gain one rank in er, those judged worthy are dispatched to a Forge each of them. world of the Adeptus Mechanicus, where they are Common Loadout: The following represents a inducted into the secrets of the Machine Cult. typical loadout for a Tech-Marine. The most critical of their tasks is to operate, • Deathwatch Power Armour. maintain, and, if necessary, repair the myriad of • Astartes-Pattern Omnissian Axe. war machines used by the Space Marines. Every • Astartes combat knife and a bolt pistol. item of technology, from a imple round of ammu- nition to a battle barge, is revered as an instrument • 3 frag grenades and 3 krak grenades. of the Emperor’s divine will, and the Techmarine • Servo-arm. knows that to neglect such equipment is akin to • 1 dose of repair cement, 2 doses of sacred dereliction of duty and blasphemy. After all, a bolt- unguents. er not cleaned, oiled, blessed, and beseeched can scarcely be expected to be reliable in battle, and so a Space Marine’s life may depend upon how well such weapons are maintained. Techmarines over- see this process, guiding the battle brothers in the correct and proper rituals by which the war spirit of each and every weapon is appeased.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Tech-Marines.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

40 Chapter III - Deathwatch Vanguard Available to: Primaris Space Marines only. Vanguard Characters Elite killers, saboteurs and terror troops who A Vanguard counts the following skills as career spread fear and ruin throughout the enemy's do- skills: Cool, Ranged (Heavy), Stealth and Tech- main—these are the Vanguard Space Marines, the Use. In addition, the Vanguard may select four first into battle and the last sight their enemies will other skills, and also count those as career skills. ever see. Precision and ruthless efficiency are the Before spending experience during character cre- watchwords of the Vanguard Space Marines, and ation, the Vanguard may choose four of their ca- the silence of death is all that they leave in their reer skills and gain one rank in each of them. wake. Performing duties ahead of the main bat- Common Loadout: The following represents a tle line, these forward operatives sow discord and typical loadout for a Vanguard. panic throughout the enemy force. • Mark X Phobos Power Armour. Vanguard Space Marines are not a single unit, • Marskman bolt carbine. but several different types of squads who perform • Bolt pistol and astartes combat knife. different tactical roles for an overall Vanguard force. Vanguard Infiltrators focus on disrupting • 3 smoke grenades and 3 frag grenades. enemy communications and sabotaging targets • Omni-scrambler. of opportunity, while Vanguard Eliminators are • 1 dose of repair cement. dedicated marksmen removing targets from a dis- tance with surgical precision. Vanguard Suppres- sors deploy behind enemy lines with jump packs and grav chutes, taking enemies off-guard with hails of fire from heavy weaponry. The value of a Vanguard Space Marine to a Kill Team is undeni- able, as their sheer tactical flexibility makes them an asset to their battle-brothers.

Useful Talents Here are a few suggestions for talents that may be especially appropriate for “typical” Vanguards.

Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 1: Insert talent here. Tier 2: Insert talent here. Tier 2: Insert talent here. Tier 3: Insert talent here.

Chapter III - Deathwatch 41 Step V - Invest Step VI - Determine Experience Points Derived Attributes With the basic building blocks of your character in Now that your final character statistics are in place, place, the next step is to invest experience points. determined by your character’s Home Chapter Your character’s Home Chapter determines how and career, you can work out their derived attri- many experience points they have to spend. This butes. These are wound threshold, strain thresh- step allows you to round out your character by in- old, defense, and soak value. creasing characteristics and skills and even pick- Information on how to determine these derived ing up a few talents before you start play. attributes and on how they function in the game Information on how to spend starting ex- can be found on page 45 of the Genesys Core perience points can be found in page 44 of the Rulebook. Genesys Core Rulebook. Remember that experi- In Dark Heresy, one new derived attribute is ence points cannot be directly invested into char- introduced; Corruption Threshold. A character's acteristics after character creation, so it’s import- corruption threshold represents their soul's re- ant to consider investing some of your starting silience against the foul influence of Chaos, and experience into your characteristics. is covered in more detail in Chapter VIII - Cor- It's important to note that experience points ruption of the Dark Heresy Core Rulebook. Your from your Home World choice can't be spent on character's corruption threshold is equal to their Space Marine Elite Advances; only extra expe- Willpower rating, plus 10. After you determine rience points (discussed below) may be spent on this initial value, further increases to your char- these. acter’s Willpower rating do not increase their cor- ruption threshold—this attribute never increases. Extra Experience Points If your campaign allows for Space Marines in the Step VII - Determine party, your GM has elected to grant some addi- Motivations tional experience points to characters. This could be because you are making a new character to Perhaps the most important aspect of your char- join a roster of established characters, or simply acter is their Motivation. This is going to help you because the campaign is geared towards more ex- figure out how your character responds to any perienced characters. given situation, how they deal with dangers and threats, and what drives them to succeed. A significant chunk of this extra experience will have to be spent on one of two Elite Advances to Marines, as far removed from humanity as they represent your Space Marine capabilities. See pag- are, still have feelings, desires, and deep terrors, es 12-14 for further details. although these might take on a very different form to those of mundane humans. Remember that only experience that comes from your Home Chapter may be spent on increas- How Motivations work and lists of Motivations ing characteristics; any extra experience granted to choose from can be found on page 46 of the by the GM must be spent on other things, such as Genesys Core Rulebook. skills and talents.

42 Chapter III - Deathwatch Step VII - Choose Starting Equipment Deathwatch Marines do not handle gear in the Gear, Appearance same way as Inquisitorial Acolytes. They do not and Personality purchase equipment, and are not required to req- uisition their armaments with Influence. Instead, Lastly, you should round out your character by they select their loadout each time they visit a choosing their gear and determining their appear- Watch Fortress or other Deathwatch armoury, ance and personality. with access to a range of gear based on the group’s Appearance encompasses all of your character’s Renown score. This is detailed further in Chapter physical traits. Many Space Marines have scars I - Elite Level Play. from past battles against the Imperium’s numer- While this means Deathwatch Marines have ous foes. Some bear special service studs implant- much more tactical flexibility in deciding their ed into their forehead to mark a century of service loadout, it may be wise to spend some time in with his Chapter. Space Marines may have short character creation thinking up what a "standard hair, long hair, or can be completely bald; many loadout for your character might be. Each career have a piercing gaze or a deep, commanding voice. write-up has some suggestions, but nothing is You should select some of these details or create stopping you from ignoring these suggestions en- your own to personalise your character’s appear- tirely, they are simply a guide. ance. It's also worth considering your character's Chapter, as their genetic heritage can have a mas- It's worth noting that your choice of Marine sive impact on their appearance. type and career will factor into the gear you can access. Firstborn Marines and Primaris Marines If seeking inspiration for fleshing out your have different levels of access to certain equip- character's appearance, personality, beliefs and ment, although with enough Renown they can other details, the Deathwatch roleplaying game access anything within the Deathwatch Armoury, published by Fantasy Flight Games is an excellent even if it is not equipment they would typically source of inspiration. The entire game-line fo- wield on a battlefield. Additionally, some gear is cused on playing in Deathwatch Kill Teams, and exclusive to specific roles, such as the Crozius Ar- as such provides a great wealth of information on canum of the Chaplain, or the Apothecary's Nar- how to appropriately design and roleplay a mem- thecium. Further details of these restrictions are ber of the Deathwatch. provided in Chapter VII: Elite Armoury.

Chapter III - Deathwatch 43