47098290 Deathwatch Conversion for D D 3rd Edition

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8/13/2019 47098290 Deathwatch Conversion for D D 3rd Edition http://slidepdf.com/reader/full/47098290-deathwatch-conversion-for-d-d-3rd-edition 1/39 Warhammer 40k: Deathwatch Roleplaying Game. Basics: Ok, so this was kinda designed on the fly, but hopefully I should be able to give you the basics and then some. The system is based on the same basic D20 basis as D&D, howeve as you will late discove thee ae some simple, if fundamental changes to statistics and items, but it is my hope that this will vey much be a !pick up and play" convesion. The Deathwatch ae the Odo #enos $hambe %ilitant, which is to say that the Inuisitos who specialise in killing aliens have them at thei disposal. The Deathwatch $ompany's stength vaies  between a few suads and a few hunded %aines depending on cuent levels of attition etc. (hat makes it uniue amongst all )pace %aine goups is that the Deathwatch consists of )pace %aines fom many $haptes, who send some of thei finest to seve fo up to *0 yeas if not moe. +ot only does this allow them to bing back vital skills and epeience to thei $hapte... it also keeps them at peace with the Inuisition. -elatively speaking. ecause of the fact that eveyone is a )pace %aine /$ wise1 in this, you might notice that thee ae only a few vaiations in tems of make up. oweve, )pace %aines still vay in tems of thei individual abilities, some ae stonge, lage, moe intelligent, othes ae toughe and still othes have sychic potential. 3ltimately, what this means is that thee ae etemely limited options as to what a %aine can be compaed to what is available fo a chaacte in D&D, still, I think you'll find it will balance out. 4n5oy. O 6oathe. 6et me know eithe way. 1) Gameplay Basics i) The Story $ongatulations on stating you fist (ahamme 70,0008 Deathwatch 9ill Team campaign. +o doubt you D% has a nightmaish tale of deceit, wa and teo in stoe fo you. -emembe, as fa as you ae concened, until you stop playing the D% speaks with the :oice of the 4mpeo imself. e will be acting as you liaison to the wold you ae playing in, howeve please ty to emembe that you and you chaacte ae two sepaate people, knowledge can come fom you chaacte to you via the D%, but not the othe way aound. ii) The Game: Skills )kill checks ae made in the same fashion as D&D, if you see something appopiate to one of you skills, you should point this out to the D% and they will ask you to oll to see if you chaactes knowledge;skill in that aea is up to spec. If not, you won't be told what thee is, if you do, then you'll find out the eta infomation. )ome skills ae useful in combat too, fo eample <%omentum= could be used to push a neaby opponent out the way o knock them down. In these cases, state what you ae doing and oll a D20. (hen you ceate you chaacte, you intelligence allows you to pick a numbe of skills to be <Tained= in. Tained skills eceive an automatic >7 to all checks made using them, not including anks and ?bility modifies. $hecks can be made using untained skills, if allowed by the D%.

Transcript of 47098290 Deathwatch Conversion for D D 3rd Edition

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Warhammer 40k: Deathwatch Roleplaying Game.

Basics:

Ok, so this was kinda designed on the fly, but hopefully I should be able to give you the basics and

then some.

The system is based on the same basic D20 basis as D&D, howeve as you will late discove thee

ae some simple, if fundamental changes to statistics and items, but it is my hope that this will vey

much be a !pick up and play" convesion.

The Deathwatch ae the Odo #enos $hambe %ilitant, which is to say that the Inuisitos who

specialise in killing aliens have them at thei disposal. The Deathwatch $ompany's stength vaies

 between a few suads and a few hunded %aines depending on cuent levels of attition etc. (hat

makes it uniue amongst all )pace %aine goups is that the Deathwatch consists of )pace %aines

fom many $haptes, who send some of thei finest to seve fo up to *0 yeas if not moe. +ot

only does this allow them to bing back vital skills and epeience to thei $hapte... it also keepsthem at peace with the Inuisition. -elatively speaking.

ecause of the fact that eveyone is a )pace %aine /$ wise1 in this, you might notice that thee

ae only a few vaiations in tems of make up. oweve, )pace %aines still vay in tems of thei

individual abilities, some ae stonge, lage, moe intelligent, othes ae toughe and still othes

have sychic potential.

3ltimately, what this means is that thee ae etemely limited options as to what a %aine can be

compaed to what is available fo a chaacte in D&D, still, I think you'll find it will balance out.

4n5oy. O 6oathe. 6et me know eithe way.

1) Gameplay Basics

i) The Story

$ongatulations on stating you fist (ahamme 70,0008 Deathwatch 9ill Team campaign. +o

doubt you D% has a nightmaish tale of deceit, wa and teo in stoe fo you. -emembe, as fa as

you ae concened, until you stop playing the D% speaks with the :oice of the 4mpeo imself.

e will be acting as you liaison to the wold you ae playing in, howeve please ty to emembe

that you and you chaacte ae two sepaate people, knowledge can come fom you chaacte to

you via the D%, but not the othe way aound.

ii) The Game: Skills

)kill checks ae made in the same fashion as D&D, if you see something appopiate to one of you

skills, you should point this out to the D% and they will ask you to oll to see if you chaactes

knowledge;skill in that aea is up to spec. If not, you won't be told what thee is, if you do, then

you'll find out the eta infomation. )ome skills ae useful in combat too, fo eample

<%omentum= could be used to push a neaby opponent out the way o knock them down. In these

cases, state what you ae doing and oll a D20. (hen you ceate you chaacte, you intelligence

allows you to pick a numbe of skills to be <Tained= in. Tained skills eceive an automatic >7 to

all checks made using them, not including anks and ?bility modifies. $hecks can be made using

untained skills, if allowed by the D%.

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ii) The Game:

a) n!entory " Weight #imits.

(eight 6imits and Inventoy ae diffeent in Deathwatch than in nomal D&D, simply because a

)pace %aine going into combat doesn't eally have a lot of oom spae fo picking up eta items.

On boad you attle age o at Inuisitoial @, you have a pesonal :ault in which you can stoe

items that you wish to keep. oweve the D% may also have set up an ?mouy which should

contain the basics such as common weapons and ammunition. ut this is optional on thei pat, youmay have to scavenge ammunition and euipment. lease note, in addition to this the D% may set a

limited stock of items in the ?mouy, fo eample thee may only be 2 eavy oltes with A00

ounds available, if you upgade a chaacte to use one of these, o ehaust its ammunition, then

thee may be no moe available fo the emainde of the mission, this is entiely up to the D%.

ecause you ae only caying necessay euipment, you will always move as if unencumbeed.

On you chaacte you have the following spaces fo euipment available8

-ight and

6eft and

B elt )lots /each slot can be used fo a small itemC1ack )lot. /the back slot can hold a medium item1

Ccetain items have an eception.

lease that the numbe of spaces available is affected by the type of amou you ae weaing.

To give an eample of what this means8

The playe is euipped with standad powe amou, he chooses to take a lasma istol /small1 in

his left hand and a owe ist in his othe. e uses E of his belt slots to hold ammunition fo his

anged weapons, * to hold a melta bomb and * to function as the holste fo his pistol.. On his back

he puts a standad oltgun.

In this case, the chaacte is petty well euipped fo almost anything, howeve should he find

something useful in the field, he will have to dop an item to cay it /if possible1. lease bea in

mind when euipping items that some items will pohibit the use of othes.

Items fom each chaactes specific chapte ae available, but only at chaacte ceation o if found.

The Deathwatch ?mouy does not hold a $hapteF)pecific Inventoy.

Items found in the field can be maked fo late ecovey if they ae not able to be immediately

taken using 6ocate eacons, howeve only a limited numbe of these can be caied pe

deployment /to be set by the D%1. -ecoveed items ae placed in the ?mouy.

Items can be puchased fom the ?mouy using (agea points, awaded alongside 4peience

oints and fo 6eveling up.

$etain Items can also be etuned to the $haptes they came fom o sold to the Inuisition in

etun fo 4peience o (agea, howeve in doing so they cannot be accessed o used.

?dditionally, items fom specific chaptes can be used by chaactes who ae fom those chaptes.

o eample, if you find a lost Impeial ist 6ibaian oce )wod, an Impeial ist 6ibaian

could use it if thee is one in the paty but no one else would be able to use it othe than as a long

lump of metal.

inally, please note that limited use items puchased fom a $hapte ?mouy can be eplenished at

oiginal puchase cost fom the Deathwatch ?mouy. /additionally, note that if a chaacte

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 puchases euipment without the feat to use it can be stoed up until the point that it can be1

$) %rmo&r

?mou and ?$ diffe in Deathwatch fom D&D. ? suit of plate in D&D endes the weae slow

and clunky. ? suit of owe ?mou in Deathwatch does not have the same effect.

Thee ae 7 Gades of )pace %aine ?mou in the 70k 3nivese H )cout /$aapace1, owe,

?tifice and Teminato /Tactical Deadnought1.

)cout amou povides minimal potection /elatively speaking, it is still significantly toughe than a

Guadsman"s %esh Tunic.1 and is nomally only used by the )cout $ompany befoe they ae

deemed skilled enough to 5oin the anks of the Tactical )uads. It is unpoweed and does not

enhance the abilities of the maine weaing it at all. It is less bulky than a suit of owe ?mou,

howeve the only eal effect this has on the weae is that they ae hade to spot when being

stealthy.

owe ?mou is the standad amou of a )pace %aine. The design has emained elativelyunchanged fo ove *0000 yeas. The amou contains poweful sevos, ebeathes, waste

 pocessos and stimulants, futhe enhancing the )pace %aine"s physical abilities. oweve, due to

the sie and automation of the suit, it euies a powe plant housed in the unit mounted on the

%aines back. If this powe plant fails, the %aine can find himself amoued but hauling aound

seveal hunded kilogams of metal and ceamite acoss his body.

?tifice ?mou is owe ?mou which has been cafted by a maste smith, it offes a geate

amount of mobility and bette potection than owe ?mou. 3sually, ?tifice ?mou is eseved

only fo use by senio membes of a $hapte, howeve thee ae cetain cicumstances whee it is

awaded to %aines that have shown eemplay behaviou.

Teminato ?mou is also known as Tactical Deadnought amou. It is eceedingly ae and it

takes decades fo even a single new suit to be built. The ight to wea Teminato ?mou is only

awaded to those who have distinguished themselves in combat to a high degee. ?s well as having

moe poweful motos and sevos, the amou is so thick that it deflects all but the most poweful

 blows. ? %aine in Teminato ?mou is a walking Tank, thee have been cases of solitay

Teminatos holding off and destoying swams of weake enemies with elatively little damage.

(ith the eception of scout amou, the poweful sevos and neual linkage that connects into the

%aines lack $aapace allow the %aine to move with almost no estiction. In fact it can have

the opposite effect, boosting the stength, speed and duability of the %aine as well as offeing potection fom eveything shy of the most poweful of fieams. ?ccodingly, by game standads,

the ?$ value of the ?mou includes all diect potential bonuses fom abilities. )aying that, thee

ae feats that allow fo an incease to ?$, likewise as a %aine gains epeience, his ability to get

the most fom his amou inceases.

On a final note, all amou ecept )cout ?mou also comes with a elmet. elmets can be

upgaded sepaately fom the est of the amou to enhance abilities, fo eample it may well have

an advanced tageting system built in, poviding a >* to all melee toFhit olls etc. elmets also

 povide cetain limitations H %a > )enses bonus when weaing a helmet8 2. This means that

egadless of how highly tained a )pace %aines sense of smell o sound is, the geatest bonus he

will eve get with a helmet on is a >2 as the filtes in the helmet ae not as shap as his own senses.Thee ae cetain cicumstances whee helmets %3)T be won, fo eample H in space. (hile a

)pace %aines physiology is capable of letting him suvive in a vacuum, he will still take damage

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fom the deep cold if his amou isn"t sealed.

i!) 'om$at ( Range

-anged combat is fundamentally the same as in D&D, in that you oll a D20 to see if you hit o not.

oweve thee ae a couple of diffeences. The biggest diffeence is that the damage a weapon doesis not affected by you abilities, only you chance to hit is. If you shoot a gun, does the amount of

damage you can do depend on how stong o detous you aeJ +o. The same pinciple applies

hee. -oll a D20 and add the elevant ability scoe modifie, if the total is geate than the tagets

?$ then you have hit them and can cause damage.

!) 'om$at ( *elee

%elee combat couldn't be simple. -oll a D20 and add the elevant modifies, if the esult is geate

than you opponents ?$ then you have hit them.

!i) 'om$at ( +sychic %$ilities

sychic abilities ae cast in the same way as magic spells ae in D&D. 4vey spell has a specificeffect listed in its enty, along with any additional infomation.

To cast a psychic powe, oll a D20 and add you (isdom %odifie. If you beat the difficulty scoe

then the powe is cast. It will always automatically hit its taget. The taget makes the appopiate

save, if he fails then he is affected by the powe. lease note that as well as having a citical success

effect, thee ae also penalties fo a citical failue.

If the psyke citically fails to cast, then oll a DB. On a oll of *FE thee is no effect othe than a

failue to cast. On a oll of a 7, the psyke takes DB damage. On a oll of a A, he takes DB damage

and cannot cast until the net encounte. On a oll of a B, the syke cannot cast unless he makes a

successful will save at the stat of the net encounte eual to the difficulty of the spell he failed on

?+D takes DB damage.

e waned, in cetain cicumstances channelling the powe of the (ap can be moe difficult o

downight dangeous. In aeas whee the (ap itself is unstable, the chance to use it successfully is

slimme and the effects of failing can be disastous.

,ii) *o!ement ( General

%ovement speeds fo geneal stoyline puposes will be defined by you D%, fo eample it might

take a day to tek though a foest, o an hou to deploy via Thundehawk to a planet.

,iii) *o!ement ( -nco&nter.

%eging D&D and 70k hee a little, movement duing an encounte is defined by suaes. 4vey

chaacte /unless stated othewise1 may move B suaes and still shoot o attack. oweve fom

stationay, a %aine is able to chage /gain >* to hit1 if they do not shoot and move at least K /up to

a nomal maimum of *21 suaes to each thei taget.

ont 6eft /$hagable1 ont /$hage1 ontF-ight /$hagable1

6eft Taget -ight

-ea 6eft -ea -eaF-ight

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If you wish to chage a chaacte who is blocked in any way by anothe enemy chaacte, you may

do so as long as you pass a momentum check. -oll a D20 and add you %omentum scoe, the

enemy must oll a D20 and add thei stength modifie. If you beat them, they ae pushed to an

ad5acent suae and do not get an attack of oppotunity against you. If you do not beat them, you

ae halted in you tacks at them, lose the attack and ae sub5ect to an attack of oppotunity fom that

model.

i) Taking Damage an other things o/ interest.

Lou will both cause and take damage, this is simply a fact of the game. Damage is boken down

into two types and fou gades.

Type *8 hysical Damage.

hysical Damage, unsupisingly, is caused by being stuck o hit with physical foce. This cuts

flesh, beaks bones etc etc and is by fa the most common type of damage. etty much eveything

causes it to a lesse o geate degee, including psychic abilities. Depending on you constitution

and geneal toughness, it is possible to build up a shee physical esistance to damage that can

negate some effects entiely.

Type 28 4negy Damage.

4negy Damage is boken down into two futhe types8 4lemental and sychic. 4lemental Damage

is moe common, consisting of ie, 6ightning, ost and ?cid, usually caused by an effect on a

weapon athe than the weapon itself. 6ightning $laws didn"t get thei name fo no eason.

sychic Damage is caused by sychic 4ffects and is moe likely to involve damaging statistics and

ability scoes as a side effect.

The Type of damage a weapon does follows the following key8

hysical8

sychic8 s

ie8

?cid8 ?

6ightning8 6

ost8  

o eample, a olt istol that is euipped with ellfie -ounds does8

Damage8 DM > B damage.

Gade *8 $onventional Damage$onventional Damage is effectively damage taken that allows you to keep on functioning. It

essentially consists of all the nomal damage taken as you pogess along.

Gade 28 $atastophic Damage

$atastophic Damage is when a single blow educes the taget to A0N o less of thei hit points, this

causes the taget to become incapacitated as thei body stuggles to deal with the effect. The taget

must make a fotitude save vs D$ 27 > )T- modifie of the attacke o emain incapacitated.

Gade E8 atal Damage

atal Damage is when a single blow educes the taget to 2AN o less of thei hit points. In this

event, unless the taget has a ule stating that they cannot be instantly killed, they will die.

Gade 78 Ovepoweing Damage

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Ovepoweing damage is what happens when a weak taget is hit by a lage taget. This feuently

causes instantaneous death, simply because egadless of thei hit points, a small taget is too weak

to withstand the attack. o eample, a )pace %aine oltgun fies a ound that is the sie of a

lage egg. These ounds ae %assF-eactive, meaning that when they impact against something,

they eplode a moment late. 4ssentially meaning they go inside something then go bang. ?

nomal human being would, upon being hit by a bolt, eithe go into shock o die.

To epesent this, all weapons have a ?T /fatality1 statistic. %odels with a constitution value of

less than this statistic ae automatically killed upon a successful hit. (ith %elee (eapons, add the

)T- bonus of the attacke to the ?T value of the weapon. 3pon a $itical it, the ?T of a

weapon multiplies accoding to the $itical :alue of the (eapon.

 

) 'haracter 'reation.

$haactes ae ceated in the following ode.

$hapte 

$lass

?bility )coes

)killseats

Inventoy

i) 'hapters

The available $haptes to pick fom ae8

3ltamaines H eeless (aios who adhee to stict guidelines to win thei battles

Impeial ists H %astes of defensive wafae

Dak ?ngels H -emnants of a 9nightly Ode, veteans of invading mysteious )pace ulks

)pace (olves H eocious and tenacious, the )pace (olves ae feaed close combatants.

)alamandes H ailing fo fiey :ulcan, the )alamandes ae mastes of flame.

lood ?ngels H %astes of apid shock and awe assaults.

lood -avens H ? $hapte of unknown oigins, the lood -avens seach fo knowledge.

Ion ands H %astes of technology and siege wafae.

(hite )cas H )ons of the )teppes, the (hite )cas utilise speed to its utmost potential in battle.

-aven Guad H )pecialists in opeating behind enemy lines, stiking at vulneable points.

)ee each $haptes enty fo full infomation as to the diffeences.

ii) 'lasses

?vailable $lasses ae8

Tactical H the most vesatile class, Tactical %aines can eventually specialise in styles of combat.

?pothecay H ?pothecaies ae lightly amed compaed to othe %aines, but have useful abilities.

Techmaine H ighly specialised %aines with eceptional abilities with machiney.

6ibaian H 6ibaians ae sychic %aines who have access to specialist abilities and euipment.

$haplain H $haplains inspie toops aound them and give bonuses to many othe abilities.

othe $aptain H $aptains ae epeienced veteans who nomally command entie companies.

)ee each $lass enty fo full infomation.

iii) %$ility Scores)tength H 3sed to detemine melee weapon damage bonuses and shee physical stength checks.

Deteity H 3sed to detemine movement speed, eflees and weapon accuacy.

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$onstitution H 3sed to detemine how physically tough a chaacte is.

Intelligence H 3sed to detemine a chaactes ability to use unfamilia machines and euipment

(isdom H 3sed to detemine a chaactes ability to esist and cast psychic effects

$haisma H 3sed to detemine a chaactes natual leadeship and social abilities.

?ll )pace %aines stat with thei )tength, Deteity and $onstitution ability scoes at *B.

Inceasing statistics applies bonuses to vaious abilities, fo evey 2 points added an additional >*

 bonus is added to any check euiing that statistic. )imilaly, fo evey 2 points downwads

/stating at 1 adds a F* modifie.

Strength:

)tength is pimaily used fo melee combat checks and anything euiing a test of aw stength.

o eample, a bulkhead is closing with a foce of *M stength, enough that a nomal human would

 be suished. Lou choose to un one of you chaactes into the gap and foce it open befoe it shuts.

Lou chaacte olls a D20 and applies his stength modifie. If he beats *M in total, then he foces

the bulkhead to open, howeve if he matches *M then he meely holds it in place and if he gets less

than *M he fails to stop it closing. In melee combat, stength is used to detemine how much damage

is done on a successful hit, as well as detemine the speed and accuacy of cetain types of meleeweapons. This statistic is impotant fo chaactes that wish to use heavy weapony.

Deterity:

Deteity could easily be egaded as the most impotant oveall statistic as it applies to 5ust about

evey physical action you chaacte can make. Lou initiative, eflees and ability to use most light

and medium weapony is dependant on you Deteity. inally, unde cetain cicumstances, the

?$ of you ?mou can be affected by you Deteity modifie.

'onstit&tion:

$onstitution is used to detemine how much health you chaacte has, how esistant he is to poison

and disease and how physically esistant to damage he is. o eample, a basic human punching a

space maine F even unamoued H would have an etemely had time to do any damage at all due

to the space maine being simply too tough to damage.

To wok out you stating health, oll a D20 > you constitution modifie, add the esult to *0. (ith

evey level you gain an additional D20 > you constitution modifie hit points.

o eample, at level * a %aine with 22 $onstitution olls a *A, gaining a total of 2*. ?dding this

to *0 means he has a total of E* hit points. (hen he hits level 2 he olls anothe D20 and get *2.

Gaining an additional *M hit points.

This might seem like a completely obscene amount of hit points to those who ae used to D&D, but

when you see the weapon statistics, you'll undestand why it's necessay.

$onstitution also gants esistance to physical damage euivalent to the constitution modifie. o

eample, a )pace %aine with $onstitution 20 has a physical esistance of A. This means he is

impevious to melee damage fom most weak ceatuesP

ntelligence:

Intelligence is used pimaily by techmaines to allow them to use and undestand technology and

modify euipment. It also detemines the numbe of skills you can lean. 4veyone may lean 2

skills, howeve fo evey additional >2 to you intelligence modifie, you may lean one moe skilland one moe language.

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Wisom:

(isdom is pimaily used by sykes to detemine the powe and level of thei abilities, howeve all

chaactes use it to detemine thei esistant to indiect psychic attacks. o eample, a skye huls

a bolt of lightning using his wisdom to detemine the success of the attack, this is esolved as a

nomal damaging attack. +et tun, the syke uses an attack that attempts to slow down his taget,

howeve his tagets wisdom allows him to esist the effect. (isdom is impotant fo 6ibaians and

$haplains.

(illpowe also affects the total 'pool' of psychic enegy that you 6ibaian has, see the 6ibaian

enty fo moe details on how to calculate this amount.

'harisma:

$haisma is used to detemine how effective a chaacte is at inspiing those aound him and also in

talking to othes. ? chaacte with high chaisma is moe pesuasive and automatically moe well

like and espected. ?ny chaacte who wishes to be a convincing leade needs high chaisma and so

is impotant fo othe $aptains and $haplains.

(hen ceating a new chaacte, you have *B points to spend on ability scoes. Thee is no scaling, *

 point spent Q * ability scoe. Lou cannot decease any scoe to gain additional points. inally, you

may not put moe than M points on any one scoe. ?n altenate method is to oll B D*0"s and assign

the esulting scoes in the ode they ae olled.

i!) Skills

The numbe of skills you can lean is dependent on you intelligence. Lou can make skill checks on

untained skills, howeve you may not eceive any bonuses fom ?bility )coes. ?lso, the D% may

state that someone CmustC be tained in a cetain skill in ode to pefom cetain tasks.

)kills fall unde 7 categoies8 -eseach, %atial, )peechcaft and )uvival.

-eseach skills nomally depend on intelligence and elate to the %aines pesonal knowledge of

technology, the acane and the wokings of society.

%atial skills povide a passive bonus to many combat scenaios, such as the ability to avoid taps,

dodge eplosions o stealthy attacks. They depend pimaily on you physical abilities.

)peechcaft skills affect how effective you chaacte is at convincing othe people to like you, o

getting infomation fom them.

)uvival skills assist the %aine in a wide ange of ways, fom setting taps, to scavenging weaponsand ammunition, ight though to gatheing infomation about thei suoundings. They have fa

moe cicumstancial abilities than the othe skill aeas.

Research Skills:

Technology: enos (  3sing a combination of epeience, 5udgement and his familiaity with the

enemy, the %aine is able to use ?lien Technology.

Technology: mperial (  the ability to identify, use & epai Impeial technology. /I+T1

Technology: -otic ( the ability to identify custom, ae o othewise unknown but Impeial

Technology. /I+T1

2nowlege: enos (  the ability to identify species of ?liens and elated infomation. /I+T1

2nowlege: Biologis (  the ability to identify and teat alien toins, also to spot vulneabilities./I+T1

2nowlege: %rcanis ( the ability to identify ancient technology, deciphe ancient tets etc. /I+T1

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*artial Skills:

Re/lei!e Doge ( The ability to dodge out of the way of chaging opponents, o to evade the

effects of eplosions and taps. /D4#1

Re/lei!e +arry (  The ability to dodge sneak melee attacks. /D4#1

-!ae ( The ability to evade supise anged attacks. /D4#1

*oment&m (  The ability to chage though enemies, pushing them aside to each you taget./)T-1

+arry ( The ability to pay blows fom tagets of oppotunity /Depends on euipped weapon

ofile1

Speechcra/t Skills:

Diplomacy: mperial ( 3sed in communication with Impeial $itieny, %ilitay and othe

?gencies./$?1

Diplomacy: -lite ( 3sed in communication with the Inuisition, %echanicus, Impeial +obility

and othe )pace %aine $haptes. /$?1

ntimiation ( 3sed to theaten othes into submission. /)T-;$?1

Gather n/ormation H Lou ability to gathe infomation fom listening to convesations onoticing small details /$I-$1

!) 3eats

eats ae special abilities which allow fo bonuses in a ange of disciplines. They fall into thee

categoies, geneal, $hapte and class specific.

)ee the chapte and class infomation pages fo a list of the specific feats.

Thee ae E7 Geneal eats to choose fom, split into thee categoies. $ombat, )kill and Tait.

'om$at 3eats:

3&rio&s 'harge (  when chaging, gain an additional >* to hit and damage olls.

ail o/ Bolts (  olt istols, oltguns and eavy oltes fie one additional shot pe attack.

Rain o/ Blows (  ?utomatically gain an additional attack in melee.

*aster o/ *elee (  ?bility to use two handed melee weapons one handed, o vice vesa.

*aster o/ Range (  Incease the citical ange of any anged weapon to *MF20.

Tr&e Grit ( ability to teat medium anged weapony as if it wee oneFhanded and light.

'r& Terminat&s (  gants the ability to wea Teminato ?mou, euies level A.

Specialist Weapons 5Range) (  Gants ability to use )pecialist -anged (eapony

Specialist Weapons 5*elee) ( Gants ability to use )pecialist %elee (eapony.

+arry: The chaacte may add his )T- modifie to his ?$ up to a maimum of >B.Block: The chaacte may add his $O+ modifie to his ?$ up to a maimum of >B.

Doge: The chaacte may add his D4# modifie to his ?$ up to a maimum to >B

3encer: The chaacte may add his D4# modifie to the ?T scoe of his melee weapon athe than

his )T-.

Skill 3eats:

*aster Diplomat 6 >7 to all Diplomacy $hecks

Researcher 6 >7 to all 9nowledge $hecks

Tech %ept F >7 to all Technology elated checks

Rapi ealing ( ?utomatically stabilise if educed to negative hit points.

3&nctional 7ssmo&la ( Gathe 9nowledge can be used by consuming flesh /of sentient oganicsonly1.

#ightening Re/lees 6 >7 to -efleive ay and 4vade.

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2een Senses F >7 to all )enses checks.

Relentless 6 >7 to all %omentum checks.

#arriman8s Blessing H ?utomatically ends bleeding effects afte * ound, even when unconscious.

%rme with Wings 6 (hen using a Rump ack, the chaacte gains *.A )tength %odifie to his

%omentum )coe.

Trait 3eats:

Blooe (  >7 to all otitude saves

Snake Bloo (  >7 to all saves vs oison.

#ore o/ ron (  ?bility to use vehicles and euipment not designed fo )pace %aines.

ammerhans (  3named hand to hand attacks deal an additional >2 damage.

+rimarch9s #egacy (  ealth -egeneation. *hp;ound.

By is Will ( Once pe encounte, the chaacte may add his (isdom %odifie to his To it oll.

+ain S&ppressor (  The fist time a chaacte is incapacitated in any deployment, he automatically

evives with *0 > $onstitution %odifie it oints.

Betcher8s Glan H Once pe deployment the maine can spit an acidic poison at a taget o ob5ectcausing *DB ?cid Damage;-ound. )ave vs D$20>%aine"s 6evel 4nds.

Dragonslayer H >2 to all hit olls and >* to $itical -ange vs %onstous $eatues

To&ghness H The %aine gains *.A times his constitution modifie hit points pe level /acts

etoactively1.

S&s6%n *em$rane H (hen incapacitated, the maine egains *hp;ound /but does not egain

consciousness1.

4vey chaacte may choose * feat at the fist level fom eithe the geneal, chapte o class pool.

%oe feats ae awaded at late levels depending on you class.

!i) n!entory

(hen you ceate a chaacte, you stat with a D%Fset amount of (agea oints to spend on you

initial euipment. $etain items ae fee, like standad oltgun ammunition. $heck the (agea list

fo full inventoy.

!ii) 'haracter nteraction an -ilement.

4vey $hapte has its own set of ules and egulations to adhee to. The ma5oity of $haptes follow

the ules and egulations set down in the $ode8 ?states. In the event that the playe does

something out of chaacte fo thei chaactes chosen chapte, the D% may choose to 4ile them.

This has a simila effect to a aladin falling out of alignment in D&D. The effects of 4ilementmay vay, depending on you $hapte /and the D%1. )ee $hapte Details fo moe specifics.

) 'hapter Details.

i) The ;ltramarines.

The 3ltamaines hail fom the wold of %acagge and wee the M th 6egion founded by the

4mpeo. is son, the imach -oboute Guilliman, wote the $ode8 ?states afte the ous

eesy which laid down the ules, tactics and philosophies that should goven evey )pace %aine

$hapte. (hile not all $haptes adhee to it stictly, the 3ltamaines take it as an almost oly

Doctine by which to destoy is foes. Othe $haptes may mock this stict discipline, howeve itcannot be denied that the 3ltamaines ae as feaed a foe as any that eist in the Impeium. They

ae stalwat, pactical, pecise and efficient, with thei %aines spending decades masteing thei

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caft and specific ole within the $hapte.

esonality8 ?n 3ltamaine is the steeotype of a )pace %aine. onouable, +oble, -espectful,

?uthoitative and Diplomatic.

4ile8 ?n 3ltamaine 4ile fofeits the use of all 3ltamaine euipment, even thei own, until they

fulfil a Death @uest set by anothe 3ltamaine to egain thei honou. The difficulty of the @uestdepends on the seveity of the offence.

3ltamaine8

$lasses ?vailable8 ?llC

$hapte $haacteistics8 >2 to all Diplomacy )kills. >2 to one ?bility )coe. $ode8 ?states.

C An Ultramarine may multi-class to any other class. An Ultramarines Brother Captain also gains

the abilities of a Tactical Marine as he levels up.

$hapte eats8

enos atre: Tyranis H The chaacte gains a >* to hit, >* to all damage and a >* to his ?$ vs

Tyanid ceatues

%herence to the 'oe H Once pe deployment, the chaacte may eaange the layout offiendly models in any combat encounte without suffeing attacks of oppotunity.

$hapte Inventoy8

Item opeties Type )ie )lots $ost

onou lade Gain > 7

Damage and

>7 to hit

2h -elic )wod

/>)T- and a

alf to ?T

and damage

%edium oth ands, *

elt o ack

/when not

euipped1

KA

*st $ompany

)tom olte 

-eoll a failed

to hit and

wound oll.

?utomatically

$itical

Tyanids.

)tom olte %edium 2 hands, back

/when not

euipped1

A0

anne of

$alth

?ll fiendly

models in line

of sight gain

>* ?$

anne %edium ack *00

ii) mperial 3ists

The Impeial ists ae the Impeium's mastes of defence. The Kth 6egion, they wee chaged with

the fotification of the Impeial alace pio to the siege made ous and his taito 6egions. They

also adhee to the $ode8 ?states in the same fashion as the 3ltamaines, howeve they have thei

own appoaches to combat discipline and many tactics. They euie themselves to be etemely

detailed in thei planning and eecution of stategies, howeve they tend to be a vey sombe, selfF

 punishing goup.

esonality8 Impeial ists tend to be uite guff and blunt. They hold a high sense of duty and

honou and will always do thei duty to the law befoe any pesonal action.

4ile8 ? 4iled Impeial ist still paticipates in combat, but as a sign of penance weas no amou

until his honou is consideed to be edeemed.

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?vailable $lasses8 ?llC

$hapte $haacteistics8 >2 to $onstitution. >2 to all checks made using eavy (eapons. $ode8

?states.

C Any class may multi-class to a Devastator Marine, Imperial ist Tactical Marines may choose to

be a Devastator Marine from level ! rather than ".

$hapte eats8Take 'o!er< F (hen behind cove of any sot, the chaacte gains a >2 bonus to his ?$

3orti/ier ( Duing deployments, the chaacte can fotify any building o aea, enemies

appoaching these aeas ae educed to initiative * fo the fist ound of combat.

$hapte ?mouy8

Item opeties Type )ie )lots $ost

)hield of Don >* to ?$. +o

?ttack

enalties.

$ombat )hield %edium +;? H %ounts

on oeam.

20

)tafie"s -age Once peencounte, can

 be fied as a

lasma

$annon,

othewise

counts as a

lasmagun

lasmagun %edium 2 ands A0

-ighteous

Indignation

Taget suffes

F*0 to ?$ if

hit. $itical hitcauses Instant

Death.

-egadless of

?T

6ascannon 6age 2 ands, ack

/Geneation1

*00

ii) Dark %ngels

The Dak ?ngels ae amongst the most epeienced #eno huntes in the Impeium. om thei

floating, spacebone otess %onestay called The -ock H the last piece of thei destoyed

homewold, $aliban H they dispatch thei elite Deathwing 9illFTeams to hunt down 'The allen'.

The histoy of $aliban holds a teible secet, duing the ous eesy fully half of thei $haptefell to $haos, the esulting civil wa destoying $aliban. The -ock, potected by poweful :oid

)hields, suvived the destuction of the planet. Thousands of coupted Dak ?ngels fled the

destuction and have been hunted down ove the past ten thousand yeas, the eistence of the allen

is one of the geatest kept secets of the Impeium, no one apat fom the uppe echelon of the

$hapte and the Deathwing $ompany know of thei eistence. efoe the fall, the Dak ?ngels had

thei oigins as a planet spanning knightly ode dedicated to upholding peace and many of those

cultual elements still eist today.

esonality8 ? Dak ?ngel tends to be uite uiet, obsevant and feels obliged to potect the honou

of his $hapte unto his death. They ae the pefect eample of a medieval knight and would athe

die than sully thei honou.

4ile8 ? Dak ?ngel 4ile may find himself hunted by membes of his own $hapte unless he finds

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a way to edeem himself.

?vailable classes8 Tactical %aine, ?pothecay, $haplainC

$hapte $haacteistics8 >2 to $haisma, >2 to )tength O- Deteity, >2 to Gathe Infomation, >2

to 9nowledge8 #enos, +istol *astery: always able to cay and use two pistol class weapons.

$ode8 ?states

C A Dar# Angels Chaplain is #no$n as an Interrogator Chaplain an% automatically gains the Redeemer  feat an% is regar%e% as having C&A !' for all combat abilities (unless the natural score

is higher than that)

$hapte eats8

Reeemer: The chaacte can always tell if someone is not telling them some infomation o is

lying.

Deathwing ,eteran: The chaacte belongs to the elite Deathwing company and may upgade

Teminato ?mou to be Deathwing Teminato ?mouC, additionally he gains >* to all olls made

duing )pace ulk boading actions.

$hapte ?mouy8

Item opeties Type )ie )lots $ost

6ion

%edallion

>2 $haisma )ymbol )mall +;? *00

Tabad of

onou 

>7 to all

Diplomacy

$hecks

Tabad %edium +;? *00

eald of the

6ion

>* to hit oll.

Tr&e Grit

oltgun %edium ack

/uneuipped1

KA

CDeathwingTeminato

?mou 

>2 to ?$ vs?ll #enos

Teminato?mou 

6age ?ll F

i!) Space Wol!es

The )pace (olves ae egaded as the most babaic of the loyal )pace %aine $haptes. +ot

 because they indulge in blood dinking ituals like the lesh Teaes, o because of ealous selfF

flagellating behaviou like the lack Templas, but because they ae little changed fom thei tibal,

 pimitive cultue even afte becoming a )pace %aine. ailing fom the Death (old of enis, the

)pace (olves ae bon into conflict. They lean to fight had and take a beating fom and ealy age.

3nlike the ma5oity of othe $haptes, the )pace (olves do not follow the $ode8 ?states with

egads to thei sie and oganisation, they have *2 Geat $ompanies, each of which can ange in

sie fom A0 to seveal hunded maines.

esonality8 )pace (olves ae guff, loud, always looking fo a good fight and have little toleance

fo what they might peceive as !cowadly" actions.

4ile8 ?n 4iled )pace (olf is doomed to become a membe of the (olfblade. e will be shunned

 by his bothes until his sevice is ove. Duing this time he cannot communicate with othe

membes of the )pace (olves and may be sent on nea suicidal missions.

?vailable $lasses8 Tactical %aineC, $haplainCC, othe $aptainCCC.

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* A +pace olf Tactical Marine is #no$n as a rey &unter an% automatically start $ith the True

Grit  feat. rey &unter $ho becomes a Devastator Marine looses this feat but becomes a ong

 ang. A ong ang gains the ability/ Pinpoint Target – The Long Fang may target a specific

model once per Deployment, his next shot against that target is guaranteed to critically hit.

** A +pace olf Chaplain is #no$n as a olf 0riest an% gains/ Fang of Morai – once per

encounter, the !olf Priest may designate a friendly model. That model may ignore the first

damage it taes in the encounter."""  A +pace olf Brother Captain is #no$n as a olf or% an% gains the ability/ #attle $o%l –

once per deployment the !olf Lord grants all friendly models a &' to hit for the next round.

 

$hapte $haacteistics8 >2 $onstitution, >2 )tength, F2 Intelligence. >7 to )enses checks. %ay not

use eavy (eapons until becoming a Devastato %aine. ?ll )pace (olves ae egaded as having

the 'r& Terminat&s feat.

$hapte eats8

3&ry o/ the Wol/ #ors: The chaacte gains an additional attack in close combat, plus an

additional attack if he wields two single handed melee specific weapons. /counts as a sepeate

attack1Wol/kin: The chaacte can be accompanied by a enisian (olf, who has the following statistics8

)t8 *M, De8 *M, $on8 *M, Int8 M, (is8 *7, $ha8 M. 8 E0 ?$8 *M

?ttack8 $law & ang H2DB>DM Damage

)kills8 )enses 7.

The wolf gains levels along with its maste, and he can use its senses as his own if wished. If the

(olf dies then it is gone and anothe wolf cannot be acuied until the net mission, the new wolf is

acuied at 0p and gains epeience nomally.

$hapte ?mouy8

Item opeties Type )ie )lot $ost

(olf $laws -eoll damage

dice /must

accept second

oll1

6ightning

$law 2

%edium oth ands

/cannot be

uneuipped1

*00 oints

ost ?e Deals an

additional B

 points of ost

Damage /*2 vsie ceatues1

-elic ?e %edium One and

/when

euipped1, *

elt slot/scabbad1

K0 oints

(olf Tooth

 +ecklace

 >E to all to hit

olls in melee

 +ecklace )mall +one *00 oints

!) Salamaners

The )alamandes ae mastes of flame, hailing fom the fiey wold of :ulkan they ae no stanges

to close ange combat. (hile they follow the $ode8 ?states, the omethian $ult encouages

them to use lames and %eltas in combat, though symbols of the foge H anvils and hammes H ae

also pevalent thoughout the $haptes Iconogaphy.

esonality8 )alamandes, like all $ode8 ?states maines, hold high a sense of honou and duty to

the $hapte, though individually thei pesonalities can vay geatly.

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4ile8 ?n 4iled )alamande cannot use any lameFased (eapony fo the duation of his 4ile

/set by D%1.

?vailable $lasses8 Tactical %aine, Techmaine, otheF$aptainC

*A +alaman%ers Brother Captain1s &eroic 0resence also %eals !2C&A mo%ifier ire

 Damage34oun% to enemy mo%els $ithin 5 s6uares.

$hapte $haacteistics8 >2 to one ?bility )coe, -esist8 ie A. ?ny $lass may use any lame of%elta (eapon without estiction. $ode8 ?states

$hapte eats8

eat o/ ,&lkan: lame weapons deal half again as much damage.

+romethian #egen: )uch is the chaactes maste of flame that it cannot bun him, the chaacte

gains an additional -esistance *A to all foms of fie damage, including daemonic fie.

$hapte ?mouy8

Item opeties Type )ie )lots $ost

IncendiayGenade ThownGenade, 2DB

lame Damage

> *DB;ound

fo E ounds.

Genade )mall * elt /pe Agenades1 A

:ulkan's

eath

Immolates

taget fo and

additional 2DB

damage;ound

fo E ounds

lame %edium ack

/uneuipped1

A0

Incendiay-ounds

$ause anadditional E

 points ie

damage,

$itical fail

when shooting

causes the

weapon to 5am

fo 2 ounds.

olteammunition.

)mall )ee %againe)ies

* pe ound

!i) Bloo %ngelsThe lood ?ngels ae amongst the most iconic $haptes in the Impeium. They come fom the

 planet of aal, whee they still ecuit fom the tibes of the moons of aal ime and aal

)ecundus. (hile they adhee to the $ode ?states, they ae not the most stict of adheants. This

is because they have lage numbes of assault suads compaed to thei numbes of tactical suads.

efeing apid stikes, the lood ?ngels ely on speed and pecision to hit thei foes had befoe

they have a chance to eact.

esonality8 The lood ?ngels can be aogant and confident, pefeing a staightFup fight up close

to the standFoff tactics of othe $haptes. ?lways willing to defend thei $hapte, they will

feuently challenge othes to duels to settle mattes of honou.

4ile8 ? lood ?ngel who has become eiled may find himself at geate isk of succumbing to the

lack -age, if he suvives long enough to edeem his honou then his bothes will welcome him

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C A Bloo% 4avens ibrarian gains his level " abilities at level !.

$hapte eats8

2nowlege is +ower: The chaacte gains *0N moe epeience upon mission completion.

3or the Great 3ather: The chaacte has eceptional willpowe and gains immunity to any nonF

 physical psychic effects.

$hapte ?mouy8

Item opeties Type )ie )lots $ost

Daemonhamm

Ignoes ?$ if

taget is tainted

 by $haos

Thundehamm

%edium 2 hands., ack

/scabbad1

*00

anne of the

-aven

iendly

chaactes

within line of

sight gain >2

to will saves

anne %edium ack B0

Tome of the

$hapte 

>7 to

knowledge

checks when

not deployed,

can seach the

chaptes

histoy to see if

thee is

anything

elated. If theeis, all paty

membes gain

*0N additional

epeience

when dealing

with simila

enemies o

situations in

the futue. /oll

a D*0, if the

esult is aboveK, thee is

knowledge in

the Tome1

Tome )mall +one *00

,iii) ron ans

The Ion ands numbe themselves amongst the best euipped $haptes that eist. +ot because

they have access to special euipment, but because thei ability to connect to the %achine )piit of

whateve they use is unpaalleled, only the Tech iests of %as know moe about the secets of the

Omnissiah. The Ion ands itually eplace pats of thei bodies with augmetic pats. ?s thei

name suggests, when they fist become elevated to being a )pace %aine they eplace thei ight

hand with a posthetic.

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$hapte ?mouy8

Item opeties Type )ie )lot $ost

-aven's $law >* ?ttack 6ightning

$law

%edium * and /cannot

 be uneuipped1

KA oints

$loak of +ight >2 to ?$ $loak %edium ack M0 oints

lash Genades B suae aea

of effect, all

units caught

within aea

suffe a F7 to

all attack olls

fo 2 ounds.

/ot save vs

D$27 to

ignoe1

Genade )mall * elt;A *0 oints;A.

i) White Scars

The (hite )cas combat doctine takes a significant amount fom thei tibal heitage. They have

oots in a nomadic almost %ongolian style of living and ae the uneuivocal mastes of mechanised

fast attack. (hile still following the $ode8 ?states, evey (hite )ca %aine has skills and

taining that cente aound the use of fast vehicles H bikes, attack bikes, hinos and landspeedes etc.

They wee also the fist to field the 6and -aide -edeeme, using the speed and teifying fiepowe

of the lamestom $annons to thei geatest effect.

esonality8 %uch like the )pace (olves, the (hite )cas have a !noble savage" aspect to them.

They will neve let a slight to thei honou go unchallenged

4ile8 ?n eiled (hite )ca must edeem his honou by killing a poweful enemy in single combat.

?vailable $lasses8 Tactical %aine, ?pothecay, Techmaine, othe $aptainC

$hapte $haacteistics8 >2 to Deteity, >7 to %omentum $hecks, >7 to all Technology8 ?states

checks when attempting to dive;ide vehicles.

C A hite +cars Brother Captain is #no$n as a 8han an% automatically gains the Master of Melee

 feat.$hapte eats8

3or The 2han<: Once pe encounte, the %aine may make a chage attack that guaantees a

citical hit.

3&ry o/ the Steppes: The %aine is eceptionally skilled at making moving attacks, when moving

 past an enemy he no longe takes attacks of oppotunity, additionally if he does this while chaging,

he may make an attack of oppotunity against evey model he successfully chages past.

Item opeties Type )ie )lot $ost

Tulwa ?dds D4#

%odifie to

Damage /not

)T-1. $itical

*BF202

owe )wod %edium * elt;and EA

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)teppes

anne 

?ll fiendly

models within

line of sight

gain >2 to

momentum

checks

anne %edium ack KA

9hans 6ance >2 to hit.2DM >2

Damage. De

to it.

)pecialist

%elee

(eapon. $it

*F20E

3niue owe)pea /can be

thown1

%edium * hand;back. K0

4) 'lass Details

i) Tactical *arine

Tactical %aines ae the standad toops of the ?deptus ?states. 3pon being fully inducted into the

$hapte, and gaduating fom the scout company, the ecuit entes the anks of the Tactical )uads.

They spend a peiod of time in these suads befoe potentially 5oining the anks of the Devastato o

?ssault suads.

(hile Tactical %aines ae capable of using any euipment, they do not get the additional

epeience of using them until they 5oin the anks of the Devastatos o ?ssault %aines, they lean

to specialise with othe types of weapon and euipment.

Tactical %aines cannot use eavy -anged (eapony

?ssault %aines can neve use 2 handed anged weapony /even with Tue Git1, gain >* attack 

Devastato %aines may use eavy -anged (eapony, gain F * attack when holding thei heavy

weapon.

Tactical, Devastato and ?ssault %aines may choose 2 skills to be tained in.

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Tactical %aine 6evelling table8

6evel 4p -euied enefits

* F >* $lass o Geneic eat, >* $hapte eat.

2 *000 $lass )pecialisation H ?ssault, Tactical o Devastato. >2 to *

?bility )coeE E000 Tactical %!ance

Tactical %!ance allows the Tactical %aine to move and shoot at the same time. H gain * standad

anged shot as a fee action.

7 B000 >* $lass o Geneic eat

A *0000 ?utomatically Gain 'r& Terminat&s. >2 to * ?bility )coe

B *A000 >* $lass o Geneic eat

K 2*000 S&ppressing 3ire<

S&ppressing 3ire<8 ?ny wound caused at ange by the %aine educes the enemies movement byhalf, the taget can save against this via thei will vs D$ 20

M 2M000 >* $lass o Geneic eat

EB000 +recise Shot

+recise Shot8 The %aine has become such an epet shot that he can shoot into close combat /not

applicable to any template weapon1

*0 7A000 >* $lass o Geneic eat, nomita$le. >2 to * ?bility )coe

nomita$le8 ?t S , the Tactical %aine takes damage fom all effects.

?ssault %aine 6eveling Table

6evel 4p -euied enefits

2 *000 %ssa&lt *arine Specialisation. >2 to * ?bility )coe

%ssa&lt *arine Specialisation8 The chaacte gains an additional attack when using a *h melee

and pistol class weapon.

E E000 Storm %ssa&lt

Storm %ssa&lt8 The $haacte gains an additional attack pe ad5acent enemy afte chaging fo the

fist ound of combat.

7 B000 >* $lass o Geneic eat

A *0000 ?utomatically gain 'r& Terminat&s >2 to * ?bility )coe

B *A000 >* $lass o Geneic eat

K 2*000 >2 to * ?bility )coe

M 2M000 3l&rry o/ Blows

3l&rry o/ Blows8 the chaacte can choose to have an additional 2 attacks, howeve loses all ability

modifies to hit

EB000 >* $lass o Geneic eat

*0 7A000 Rage< >2 to * ?bility )coe

Rage<8 The $haacte gains an additional attack fo evey successful attack he makes in melee.

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-esets at the end of combat.

Devastato %aine 6eveling Table8

6evel 4p -euied enefits

2 *000 De!astator *arine Specialisation >2 to * ?bility )coe

De!astator *arine Specialisation8 The %aine suffes no movement penalties when using a

heavy weapon.

E E000 ail o/ Bolts

ail o/ Bolts8 The %aine can shoot a heavy weapon twice as often povided he does not move

duing an encounte 

7 B000 >* $lass o Geneic eat

A *0000 ?utomatically gain 'r& Terminat&s

B *A000 >2 To * ?bility )coe

K 2*000 >* $lass o Geneic eat

M 2M000 Bl&geon

Bl&geon :The %aine can use his heavy weapon to club enemies in melee. /)T-1 D20 Damage,

taget is stunned fo the net ound /fot save vs D$ 201.

EB000 >* $lass o Geneic eat

*0 7A000 'rippling Shots >2 to * ?bility )coe

'rippling Shots8 ? successful wound by the chaacte cipples his foe, endeing them immobile

and pone. ot )ave vs D$ 20 pevents.

'lass 3eats:

%m$ietero&s ( The %aine may make actions with anged weapony held in both hands in one

tun.

,ersatile 'om$atant ( The %aine may change weapons /whee possible1 as a fee action.

,enetta ( The %aine caies a long standing gudge against a paticula foe. ick a #enos -ace,

the %aine gains >* to hit enemies of that ace.

;nstoppa$le (  -euies level 7. Once pe deployment, the %aine may focus his fuy completely,

 becoming invulneable fo a shot peiod of time. The affect of 3nstoppable lasts fo *> the

%aine"s 6evel ounds.

ii) %pothecary.

?pothecaies ae the %edics of the ?states. They have eceived additional, epet taining in what

makes a )pace %aine into a )pace %aine and know how to manipulate and egulate thei bodily

functions to incease healing, tempoaily incease esistances and geneally bolste a %aines

metabolism.

(hile not on deployment, ?pothecaies tend to the wounds of thei bothes and pefom augmetic

eFconstuctual sugeies if necessay, eplacing flesh with metal.

(hen on deployment, a uniue piece of kit is added to the amou of an ?pothecay H the

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 +athecium. (hile this unit endes the ?pothecay unable to use twoFhanded euipment, it moe

than makes up fo this loss in abilities. +ot only does the +athecium contain all the medical

euipment euied to teat wounds in the field, including sugical blades, it also contains a uniue

weapon H the carnife9 H used to administe the 4mpeo's eace to a fatally wounded %aine.

The final and most impotant duty of an ?pothecay is to etieve the Geneseed fom fallen )pace

%aines so that the legacy of thei $hapte can continue. The ecoveed Geneseed can be implantedinto a successful applicant, allowing fo the ceation of a new )pace %aine.

?pothecaies may choose E skills to be tained in.

?pothecaies may use /as standad18 * handed melee weapons, * handed anged weapons, owe

?mou.

?pothecaies may neve use8 2 handed weapons, Teminato ?mou, eavy (eapony.

?pothecaies ae always euipped with8

The =artheci&m:$ontains 20 chages pe deployment, unless additional vials ae taken.

?bilities8

4?6 H -ange8 Touch. &eals a frien%ly +pace Marine of : their full &0 of Damage per charge

use%. Uses ! Charge

$3-4 DI)4?)4;OI)O+ H -ange8 Touch. Cures a frien%ly +pace Marine of poison3%isease.

 Apothecary ma#es a DC 2 Int mo%ifier. chec# vs the 0oison3Disease. Uses ! Charge

OO)T %4T?O6I)% H -ange8 Touch. The target frien%ly +pace Marine a%%s 2! to all %ice

rolls until the en% of the encounter. Uses ! Charge

)3+D4- %4T?O6I)% H -ange8 Touch. Ma#e a Melee attac# roll (De9). 7n a successful hit,

 you pump the enemies bo%y full of combat hormones. If the opponent fails a fortitu%e save of

 DC!;2Apothecaries Int Bonus 2! per charge use%, they tear themselves apart an% ta#e D"<

%amage for every charge use%. Uses ! to "< charges.

$?-+I4# H -ange8 Touch. unctions as a Bolt 0istol $ith range/touch. 4e6uires Melee attac#

roll (%e9)

 ?pothecay 6eveling Table

6evel 4peience -euied enefits* F >* $lass o Geneic eat, >* $hapte eat

2 *000 *eta$olic 'ontrol

*eta$olic 'ontrol: (hen using Boost Metabolism on a fiendly )pace %aine, the ?pothecay

also gains the benefit on himself.

E E000 >2 to * ?bility )coe, >* ?ttack.

7 B000 >* $lass o Geneic eat

A *0000 ,eteran %pothecary

,eteran %pothecary: The ?pothecay may use his +athecium and attack in the same tun.B *A000 >2 to * ?bility )coe, >* ?ttack.

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K 2*000 >* $lass o Geneic eat

M 2M000 +&rge the enos

+&rge the enos: )unde %etabolism now deals an additional D*0 Damage

EB000 >* $lass o Geneal eat

*0 7*000 *aster %pothecary >2 to * ?bility )coe, >* ?ttack.*aster %pothecary: The ?pothecay is a maste of his +acethium and all effects caused by it ae

doubled.

'lass 3eats:

Researcher: The ?pothecay gains >*0 to all 9nowledge8 iologis checks.

By Their 7wn %rti/ice: The ?pothecay can stoe etacted poison fom fallen enemies in his

 +athecium and in5ect it into enemies when using the Carnife9

Blaework: The ?pothecay is etemely adept at making pecise, cippling blows in melee.

)uccessful close combat attacks can educe the tagets )tength, Deteity o $onsitution by 2

/cumulative effect1. The ?pothecay must choose which ability to affect.

iii) Techmarine

Techmaines ae uniue amongst all )pace %aines as they hold an eta level of loyalty. ist, to

the 4mpeo, secondly, to the $hapte and finally to the ?deptus %echanicus. ?fte gaduating to

 being a fully fledged )pace %aine, ?spiants who have shown a paticula aptitude with

technology H an almost instinctive undestanding of how to make small alteations to thei

euipment that makes it that little bit moe accuate o eliable H ae sent to spend time taining with

the %achine $ultists of %as, the ?deptus %echanicus. (hen they etun to the $hapte, thei

amou beas the mak of the %echanicus H the )kull & $og symbol of the Omnissiah and the

distinctive ustFed tim that eflects the ed obes of the Techpiests themselves.

In addition to now being fully tained to epai, ceate, modify and use )pace %aine euipment and

vehicles, some Techpiests spend months, if not yeas adding subtle additions to thei own amou

and weapons. These subtle alteations can lead to some spectacula benefits.

In addition to his nomal weapony, the Techpiest also has a mechanical am, known as a

%echadendite, which etends fom his backpack unit and can be used to finely manipulate ob5ects,

as well as giving him a eta limb with which to stike in close combat.

Techmaines may choose E skills to be tained in.

Techmaines may neve use8 eavy -anged (eapony, Teminato ?mou.

? Techmaine is always euipped with8 *echaentrite

The Mecha%entrite is a mechanical limb $hich grants the follo$ing abilities/

7mnissiah=s race/ 4eroll a faile% Technology Chec#.

7mnissiah=s rath/ Using his intelligence as a mo%ifier, the Techmarine can %irect his

 Mecha%entrite to attac# his foe. This attac# counts as a 0o$er ist an% can be %irecte% at a

 separate target other than the one the Techmarine himself is attac#ing.

Techmaine 6eveling Table

6evel 4peience -euied enefits

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* F >* $lass, Geneal o $hapte eat.

2 *000 +recise 'ontrol

+recise 'ontrol: The Techmaine can spend a peiod of time when not on mission enhancing his

euipment. o evey B hous spent doing this, the Techmaine can enhance the following statistics

 by one /up to a maimum of 718 ?mou H ?$ >*, -anged (eapony H >* To it o >* Damage,

?mmunition F >* Damage, %elee (eapony H >* to it, >* ?T.E E000 >2 to * ?bility )coe

7 B000 >* $lass o Geneal eat

A *0000 Ser!itor *aster

Ser!itor *aster: The Techmaine may euestion /at (agea cost set by the D%1 a )evito fom

the Inuisition, which has the following stats8 )8 *B, D8 *B, $8 *B /I, (, $ n;a1, ?$ *M, 8 20

Techmaine 6evel. The )evito can be euipped with a heavy anged weapon /also puchased at

(agea cost.1 If destoyed, the Techmaine can epai the )evito using his Technology8

Impeium skill. If he fails to epai it then it is destoyed and a new )evito must be puchased.

B *A000 >2 to * ?bility )coe

K 2*000 >* $lass o Geneic eat

M 2M000 %rti/icer

%rti/icer: the +recise 'ontrol ability can be applied to allies euipment.

EB000 >* $lass o Geneic eat

*0 7A000 7mnissiah9s 'hosen. >2 to * ?bility )coe

7mnissiah9s 'hosen: The Techmaine taps into the %achine )piits of neaby machiney, causing

to tun on thei ownes. This does not apply to biological machiney. Taget each enemy within *2

suaes of the Techmaine that is using technological euipment and make the appopiateTechnology skill check, if it beats the D-;?$ of the euipment then it malfunctions. ?mou loses

7?$, %elee weapons lose F7 to ?, -anged (eapons gain >7 to thei D-.

Item otential onuses

?mou  %!ance #inkage 6 >* to )T-;D4#;$O+.

$an be used up to 7 times on one suit.

?mou  arene 'eramite 6 >* to ?$. $an be used

up to 7 times on one suit.

?mou  Reg&lator 6 >* to anyC esistance, can be used

up to A times on any one suit. *0sychic

 4esistance can only be inclu%e% $ith the help of

a ibrarian in the 0arty.

elmet %!ance %&tosenses (  Gants >2 to senses,

upgades senses limitation to >7.

elmet %!ance Targetter 6 >* to anged toFhit olls.

elmet nternal %&spe ( ?bility to detect cetain lifeF

foms though walls ove a shot ange.

-anged (eapon Rein/orce Barrel 6 >* Damage

-anged (eapon '&stom Grip 6 >* to it

-anged (eapon %!ance Sights 6 >* to -ange-anged (eapon H %elta;lame;lasma;6as -//icient 'oils ( $itical its do not cost

?mmo.

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-anged (eapon H olt $lass Recoilless %ction 6 >* to hit and damage pe

ound tageting a single enemy, cumulative up to

>7.

%elee (eapon H owe  -tene 'oils 6 >* 6ightning Damage

%elee (eapon H $hain Serrate Teeth 6 >* leeding Damage;-ound

%elee (eapon Rein/orce Str&ct&re 6 >* to ?T

%elee (eapon H owe  ,aria$le +ower 3iel ( -eplace 6ightningDamage with ie;ost

%elee (eapon H $hain +ower 3iel ( ?dds a basic owe ield />* to

it, >D7 6ightning Damage1 to a nonFpowe

weapon.

'lass 3eats:

'ra/tsman: The Techmaine is capable of making his own weapony and euipment. (hen not on

deployment, the Techmaine can spend time ceating new euipment fo himself o othes, this can

include eotic o legenday weapony. Tell the D% what you wish to ty to ceate and they will

give you time and cost;pats euied. /e.g Lou may wish to make a +emesis )wod simila to those

the Gey 9nights use, you would need a oce )wod and a -elic owe )wod etc etc1

Ser!itor 'ontroller: The Techmaine can contol an additional )evito 

-ngineer: The Techmaine is a maste of )alvage and -epai. oken o Damaged (agea that is

discoveed can be tagged fo etieval and epaied when not on Deployment.

i!) #i$rarian.

6ibaians ae uniue amongst )pace %aines as they ae able to channel the etheic powe of the(ap with thei minds. Dawn fom ?spiants who ehibit psychic potential, they 5oin the Odo

sykana and spend decades honing thei minds and leaning methods of manipulating the (ap to

unleash vast swathes of destuction o telepot aound the battlefield.

6ibaians also have access to specialised euipment, aside fom the nomal access to the ?states

Inventoy, they also use weapony and euipment designed to help them focus thei minds, and

 potect them fom the potentially lethal effects of the powes they use.

The sychic ood is an alteation to the amou of a 6ibaian. It suounds and links to the

6ibaians head, allowing him to stoe psychic enegy and also povide a buffe so that if the (ap

stikes back he is not killedP

6ibaians also have access to custom made oce (eapony, coming in the standad pattens of

)wod, ?e and )taff. The legenday Gey 9nights make use of +emesis oce (eapony which

comes in othe foms H ammes and geat albeds H howeve such items ae etemely ae.

oce (eapony allows the 6ibaian to channel his psychic might into each blow, o po5ect it

futhe and stonge.

6ibaians have a limited amount of enegy, called (illpowe, that they can use to cast thei

magicks, the amount they have is calculated by8

(isdom > D*0 (isdom %odifie. 4vey level add an additional D*0 > (isdom %odifie.

e.g8

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The 6ibaian at level * has (isdom *M, he has a >7 modifie. e olls a B on his D*0 oll so has a

total (illpowe pool of 72

?t level 2 he olls an M, gaining an additional *2 willpowe.

(illpowe egeneates when not in combat

6ibaians may choose 7 skills to be tained in.

? 6ibaian stats with the following euipment8 sychic ood and eithe a oce )taff, oce

)wod o oce ?e.

? 6ibaian may neve use heavy weapony, specialistFclass melee o anged weapony. /Is

ecluded fom taking the )pecialist (eapony feats1.

? 6ibaian stats with the following abilities8

Cast +pell/ The ibrarian taps into his #no$le%ge of the arp to cast a spell from his repertoire.

illpo$er cost/ >aries.

 orce Blo$/ The ibrarian channels his $ill into his $eapon. hen ma#ing a melee attac# you

may a%% the follo$ing effects (cumulative) before rolling to hit.

!) +ure Blo$/ A%% 2! to your to hit roll ? !< illpo$er 

") Cleaving/ 7pponent suffers -! AC ? !< illpo$er 

5) +un%er Min%/ 7pponent is stunne% for ! roun% ? !< illpo$er 

@) +un%er lesh/ 7pponent suffers an% a%%itional D' %amage ? !< illpo$er 

 or e9ample, I use < $illpo$er an% gain a 25 to hit, 25D' %amage an% stun my opponent for !

roun%.

6ibaian 6evelling Table8

6evel 4peience -euied enefits

* F * $lass, $hapte o Geneal eat, 2 sychic owes

2 *000 >2 to * ?bility )coe

E E000 >* sychic owe. Waring

Waring: The 6ibaian is adept at counteing enemy psykes, all fiendly models within *2

suaes gain >7 to esist psychic effects.

7 B000 >* $lass o Geneal eat

A *0000 >* sychic owe  

B *A000 >2 to * ?bility )coe. *inhammer

*inhammer: ?ny enemy psyke who is engaged in o engages the 6ibaian in %ind (a isautomatically stunned fo the following ound, egadless of success o failue.

K 2*000 >* sychic owe  

M 2M000 =emesis

=emesis8 The 6ibaian channels his psychic enegy into his stength. Gain >2 )tength o

Deteity when wielding a oce (eapon in melee combat.

EB000 >2 to * ?bility )coe

*0 7A000 >* $lass o Geneal eat, >* sychic owe. *instorm

*instorm: Once pe deployment, the libaian can tempoaily double his psychic pool, fo the

duation of the encounte all spells cast ae egaded as stiking citically. ?t the end of the

encounte, his willpowe pool automatically goes to eo.

sychic owes

 +ame $ost D$ 4ffect

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6ightning *A *A D*2 > (isdom %odifie 6ightning Damage to *

taget. 3nlimited ange. $it E. ?T *2

Gate *0 *A Telepot the caste and any willing fiendly model

in the suaes ad5acent to him up to 27 suaes in

any diection. $it8 ee telepot at the end of tun.

ammehands *A;blow *B Deals D*0 > stength modifie physical damage

 pe blow, taget is knocked back * suae pe hit.$it 2, >* additional suae knockback. -ange8

*M. ?T *7

$haged olts A;taget *7 Taget a fiendly %aine, fo thei net tun thei

anged attacks deal an additional DB 6ightning

damage that bypasses amou /always hits1. $it8

Deal D*2 damage ?T >2

$onflageate 20;ound *B Taget suffes D20 > (isdom %odifie ie

Damage pe ound. )ustained by caste. -ange B.

$it8 +o longe sustained, continues until caste o

taget is dead. ?T *2

%aelstom 70 *B ?ll enemy models in a EE suae gid take 2DM >

(isdom modifie sychic Damage. They also take

a DB eduction to thei Deteity and $onstitution.

-ange *A. $it8 %aimised Damage. ?T *0

:ote ?66 *M ?66 models in a BB suae gid take 2D*00 >

(isdom modifie hysical Damage. %odels with

less than )tength 20 must make a )tength check

vs D$ 20 o be destoyed. 3nlimited -ange. $it8

*2*2 )uae. ?T *M

)mite E0 *B Taget takes EDM > )tength %odifie hysical

Damage. -ange *2. $it8 2 ?T *7$hain 6ightning *A>*0;5ump *B Initial stike deals 2D*2> (is 6ignting Damage,

each subseuent 5ump deals D*0 > (is and can

 5ump up to B suaes to an enemy model. $it E.

?T *2 /*01

aste 20 *7 Taget fiendly maine gains >* attack, >2 to

deteity, >2 suaes movement and >7 initiative.

$it8 Double 4ffect.

ieball 70 *A ?ll models in a AA suae gid take 2D*2 >

(isdom %odifie ie Damage. $it8 %a

Damage. ?T *2

uning ?ua E0;ound *A 4nemy models within E suaes of the 6ibaianmust make a (ill )ave vs D$ 20 o take D*2 >

(isdom %odifie ie damage. $it8 does not need

to be sustained. ?T M

%ight *A *7 iendly %aine gains >7 )tength. $it 2

)hield *A *7 iendly %aine gains >7 ?$. $it 2

ade E0 *7 iendly %aine cannot be chaged and can only be

shot at fom half nomal weapon ange.

$lass eats8

mmeas&ra$le Will: The 6ibaian gains >A0N willpowe pool /inceases with level H e.g lvl *8

ool Q *0 > feat Q *A. 6vl 2 ool Q 20 > feat Q E0.1

%rcane *aster: Once pe Deployment, the 6ibaian can choose to epend all his willpowe and

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simultaneously cast evey powe in his epetoie.

+sychic 3&ry: ?ny psychic effect that does not deal physical damage does A0N moe damage, but

costs an additional A0N (illpowe.

i!) 'haplain

$haplains ae feasome waios who ae taken fom the most devout, most ealous aspiants. Theyae typically those who bolste the esolve of those that seve with them, encouage and inspie

them. The $haplains typically do not lead men into combat, usually a $haplain is seconded to a

 paticula company and answes to the $ommande leading it, howeve in eceptional

cicumstances it is possible fo a $haplain to lead a $ompany into battle, should thee be an absence

of othe $ommandes. Thei amou is painted black, and they wea a uniue, skull faced helmet.

$haplains look afte the spiitual well being of the $hapte, guiding the %aines towads the will of

the 4mpeo and easing any doubts they have about the pupose of thei missions.

$haplains ae feaed in close combat, thei symbol of office and main weapon is the $oius

?canum, an eagle topped single handed weapon which can cleave though the enemy with littleeffot. ?dding this potent weapon to the ighteous fuy of a $haplain makes him a foce to be

eckoned with by any opponent.

?dditionally, the ancient technology inside the $oius potects the $haplain fom damage that

would othewise be consideed lethal. lasma o owe (eapony that would nomally easily

cleave though amou is tuned aside by this blessing of the 4mpeo.

$haplains may choose 2 skills to be tained in.

$haplains may neve use8 %edium o eavy -anged (eapony, )pecialist (eapony.

? $haplain stats with8 $oius ?canum, $haplain ?mou.

Croius Arcanum/ The Croius negates the effect of lethal blo$s. The Chaplain is immune to Melee

Criticals. A Croius can come in several patterns, ho$ever a Chaplain may only ever choose one

type of 0attern to use. +ee the entry in the argear +ection for more %etails.

Chaplain Armour/ The sight of a chaplain in combat inspires nearby men. Anyone in close combat

in a s6uare a%acent to the Chaplain gains the Chaplains C&A mo%ifier as an a%%itional to hit

bonus.

$haplain 6eveling Table6evel 4peience -euied enefits

* F >* $lass, $hapte o Geneal eat.

2 *000 >2 to * ?bility )coe. Righteo&s Wrath<

Righteo&s Wrath<8 o evey fiendly %aine engaged in melee with the same model as the

$haplain, the $haplain gains * additional attack.

E E000 >* $lass o Geneal eat

7 B000 >* ?ttack  

A *0000 >2 to * ?bility )coe. 3&ry o/ the -mperor

3&ry o/ the -mperor8 4nemy models chaged by the $haplain suffe a F7 to hit and dopped to

intiative * fo thei net tun.

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B *A000 >* $lass o Geneal eat

K 2*000 >* ?ttack  

M 2M000 >2 to * ?bility )coe. Shall =ot 3alter<

Shall =ot 3alter8 The $haplain gains >7 to momentum checks and cannot be knocked back 

EB000 >* $lass o Geneal eat*0 7A000 #itanies o/ Battle

#itanies o/ Battle8 ?ny fiendly model within B suaes of the $haplain may eoll any fail to hit

oll in %elee combat, they must accept the esult of the second oll.

'lass 3eats:

atre: Once pe encounte, the $haplain picks an enemy model. The $haplain automatically

citically hits that model with his fist blow against it.

Storm o/ the -mperor: Once pe encounte, the $haplain may sweep his $oius in a wide ac

aound himself. 4nemy models that suound him take a nomal melee attack.

Bloo an ono&r: (hen the $haplain dops beneath 2AN ealth, he gains >7 )tength.

!) Brother 'aptain

4vey so often, a %aine will show eceptional leadeship abilities and afte at least a centuy of

sevice to anothe $ommande, he may be elected to lead the $ompany should that commande fall

in battle.

They inspie men aound them with thei shee pesence, command the battlefield with thei skills

and can eap a feasome tally against the enemy. othe $aptains sometimes have a millennium of

epeience at thei disposal. This epeience is by fa thei geatest asset.

3pon elevation to the ank of othe $aptain, the %aine is pesented with the Ion alo. The Ionalo potects the othe $aptain fom many foms of damage, including those that would instantly

kill him othewise.

othe $aptains may choose E skills to be tained in.

othe $aptains have no estictions

othe $aptains ae always euipped with the following8 Ion alo.

 Iron &alo/ o melee $eapon can gain greater than a 2! to hit the Brother Captain, a%%itionally

the Brother Captain is immune to range% critical hits.

othe $aptains ae always egaded as having the feat8 Specialist Weapons: *elee.

othe $aptain 6eveling Table

6evel 4peience -euied enefits

* F >* $lass o Geneal eat. >* $hapte eat.

2 *000 eroic +resence

eroic +resence8 ?ll fiendly models in line of sight of the othe $aptain gain >* to thei ?$.

E E000 >2 to * ?bility )coe. >* ?ttack.

7 B000 ;nyieling;nyieling8eoic esence upgades to >2 to ?$

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A *0000 >* $lass o Geneal eat

B *A000 +recision

+recision8 iendly models affected by eoic esence gain >* to hit.

K 2*000 >2 to * ?bility )coe

M 2M000 7ath o/ the *oment7ath o/ the *oment8 Once pe deployment, the othe $aptain may declae that he will pefom

a cetain task /e.g kill 20 enemies1. If the D% accepts the Oath, the othe $aptain gains his

$haisma modifie as an additional bonus to complete that task /e.g kill 20 Oks, gain >De &

>$ha modifies to hit Oks1.

EB000 >* $lass o Geneal eat, >* ?ttack.

*0 7A000 >2 to * ?bility )coe. +aragon

+aragon8 iendly models affected by eoic esence may add the othe $aptains $?

modifie to thei to hit olls.

'lass 3eats:

To *e? *y Brothers<: Once e 4ncounte, the othe $aptain can call aid to him. ?ll fiendly

models within *2 suaes gain a fee attack against his taget.

Strike them Down<: The othe $aptain's melee attacks educes his tagets ?$ to 20 as long as he

emains engaged in melee.

#egenary: The othe $aptain may pick a second eat fom his $hapte 

@) %rmo&ry

This section lists the basic popeties of each type of weapon and amou available to the

Deathwatch. lease note that the D% has access to a sepaate table egading discoveed loot.

Ta$le 1) %rmo&r

 +ame Type )tatistics $ost

)cout ?mou 6ight ?states Initiate

?mou.

?$ *B. +o ack )lot.

Gants the Doge feat.

2A (agea 

owe ?mou )tandad ?deptus?states owe ?mou 

?$ 20. >2 )T-. >2$O+.

ee initially. KA toeplace.

?tifice ?mou owe ?mou ?$ 27. >2 )T-. >2

$O+. >2 D4#.

700 (agea 

6ibaian ?mou owe ?mou

/6ibaian only1

?$ 20. >2 )T-. >2

$O+. >2 (I)

*A0 (agea 

6ibaian ?tifice

?mou 

owe ?mou

/6ibaian only1

?$ 27. >2 )T-. >2

D4#. >2 $O+. >2

(I)

A00(agea 

Teminato ?mou Teminato ?mou ?$ 2M. >7 )T-. >7 E00 (agea 

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/-euies 'r&

Terminat&s1

$O+. %omentum >*0.

Tr&e Grit. If natual

)T- U 22. F7 D4#

6ibaian Teminato

?mou 

Teminato /-euies

'r& Terminat&s1

?$ 2M. %omentum

>*0. >7 )T-. >7 $O+.

>2 (I).

Tr&e Grit. If natual

)T- U 22. F7 D4#

700 (agea.

)cout ?mou has the following slots available8 B elt /)mall1. 6eft & -ight and.

owe;?tifice ?mou has the following slots available8 B elt /)mall1. 6eft & -ight and, ack

/%edium1.

Teminato ?mou has the following slots available8 7 elt /)mall1, 6eft & -ight and, ack.

Ta$le ) Range Weaponry

lease note8

?ny twoFhanded medium weapon can be wielded in one hand using Tr&e Grit?ny non Devastato using a heavy weapon can only shoot as a full ound action and loses * suae

of movement due to the weight of the weapon.

3nless stated othewise8 6ight and %edium anged weapons use De to hit, eavy use )t.

-eloading ?+L weapon is classed as a half ound action.

 +ame Type )ie;)lot ?bilities $it ?T $ost

olt istol )tandad, )ingle

and.

6ight;* elt. DM hysical

Damage.

-ange *2* olt

*F202 *2 *0

oltgun )tandad, Two

anded

%edium;ack DM>2

hysical

Damage.

-ange *M

* olt

*F202 *2 *0

)tom olte )pecialist. Two

anded.

%edium

/)T-1;ack 

2DM >7

hysical

Damage,

-ange *M..2 olts

*F202 *2 2A

eavy olte asic, Two

anded

eavy. EDM > B

hysical

Damage,

-ange 27.

A olts

*F202 *7 2A

)nipe -ifle )pecialist, Two

anded

%edium

/D4#1;ack.

DM>7

hysical

Damage.

-ange 7M. *olt.

*F207 *7 M0

$ombiFolte )pecialist, Two %edium )ee oltgun. *F *2;*7 E0

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/lasma1 anded %ay shoot

once pe

encounte as

a lasmagun

20;*MF

202

$ombiFolte

/%elta1

)pecialist, Two

anded

%edium )ee oltgun.

%ay shoot

once pe

encounte as

a %eltagun

*F

20;*MF

202

*2;*B E0

$ombiFolte

/lame1

)pecialist, Two

anded

%edium )ee oltgun.

%ay shoot

once pe

encounte as

a lame 

*F

20;202

*2;*2 E0

lasma istol asic, )ingle

and

)mall, * elt D*0 ie

Damage, >*

to hit. -ange

*2. * $hage

*MF20E *7 70

lasmagun asic, Two

anded

%edium D*2>2 ie

Damage, >*

to hit. -ange

*M. E

$hages

*MF20E *7 70

lasma $annon )pecialist, Two

anded.

eavy D*2>2 ie

Damage, >*

to hit, EEgid

template.

-ange 27, *0

$hages

*MF20E *B B0

Infenus istol )pecialist, )ingle

and

)mall, * elt D*0>2 ie

Damage, >2

to hit, ange

B, * $hage.

20E *B A0

%eltagun )pecialist, 2

anded

%edium D*2 >7 ie

Damage, >2to hit, -ange

M. 2 $hages.

20E *B A0

%ultiF%elta )pecialist, Two

anded

eavy D20 >7 ie

Damage >7 ,

>2 to hit.

-ange *7,

B $hages

20E *M KA

lame asic, Two

anded

%edium EE Gid, DM

ie Damage,

-ange B, *3nit

202 *0 20

eavy lame asic, eavy, Two 6age /back1 AA Gid, DM 202 *2 E0

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anded /)ingle

and Teminato1

ie Damage,

-ange *0. 2

3nits

%issile 6aunche asic, eavy, Two

anded

6age /back1 2D20

hysical

Damage, *

%issile.

*F202 *M 2A

6ascannon )pecialist, eavy,

Two anded

6age /back1 2D20

hysical and

*D20>7 ie

Damage, >E

to hit, *

$hage.

207 20 *00

?ssault $annon )pecialist, eavy

/Teminato Only1.

)ingle and.

6age /back1 7DM >B

hysical

Damage, >2

to hit.

B -ounds.

*MF20E *B BA

$yclone %issile

6aunche 

)pecialist, eavy

/Teminato Only1,

)ingle and

6age /back1 2D20

hysicalDam

age, >2 to

hit, 2

%issiles.

*MF202 *M MA

Ta$le ) *elee Weaponry

lease note, this table lists melee weapony. If using a anged weapon as a melee weapon, use these

simple guidelines8

6ight (eapons8 /De1 DB Damage ?T 7

%edium (eapons8 /De1 DM Damage ?T 7

eavy (eapons8 /)t1 D*0 Damage ?T 7

?ll %elee weapons, egadless of type, add the %aines )t modifie to thei damage.

The ?T of all %elee (eapons does not include the $haactes )T- bonus, which must be added.

 +ame Type )ie ?bilities $it ?T $ost$ombat 9nife asic, One

anded

)mall /*

elt1

/De1 *DM

hysical

Damage.

202 B Initiall

y ee.

A to

eplace

$hainswod asic, One

anded

%edium /*

elt;ack1

/De1, 2DB

hysical

Damage.

*MF

202

M *0

$hain ?e )pecialists, One

anded

%edium /*

elt;ack1

/)t1, EDB

hysical

Damage, >2

to hit.

*F

20E

*0 70

owe )wodC asic, One

anded

%edium /*

elt;ack1

/De1,

D*2>2

*MF

202

*0 A0

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hysical &

DB

6ightning

Damage, >*

to hit.

owe ?eC asic, One

anded

%edium /*

elt;ack1

/)t1,

D*2>7hysical &

DB

6ightning

Damage, >*

to hit.

*F

20E

*2 B0

owe istC )pecialist, One

anded

%edium

/cannot be

uneuipped1

/)t1,

D20>2

hysical &

DM

6ightning

Damage, >*to hit.

202 *B KA

6ightning $lawC )pecialist, One

anded

%edium

/cannot be

uneuipped1

/De1,

2D*2 >7

hysical &

D*2

6ightning

Damage, >7

to hit.

*MF

20E

*B KA

Thunde

ammeC

)pecialist, Two

anded.

6age /back1 /)t1,

2D20>7

hysical &

D*0

6ightning

Damage. >2

to hit

*F

20E

*M *00

$hain istC )pecialist

/Teminato

Only1, One

anded.

%edium

/cannot be

uneuipped1

/)t1,

unctions

as a owe

ist and a

$hainaestiking

simultaniou

sly.

202 *M KA

oce )taffCC 6ibaian Only. *

o 2 anded

6age /back1 /)t;De1.

2DB>2

hysical &

DB>(I)

sychic

Damage.

>(I) toit. >2 to

all sychic

20E M>(I) *A0

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Tests.

oce ?eCC 6ibaian Only. *

anded

%edium

/belt;back1

/)t1D*2>7

hysical &

DB>(I)

sychic

Damage.

>(I) toit.

*F

20E

*0>(I

)

*00

oce )wodCC 6ibaian Only. *

anded

%edium

/belt;back1

/De1D*2>

2 hysical

& DB>(I)

sychic

Damage.

>(I) to

it.

*MF

202

M>(I) M0

$oius

?canum

$haplain Only

/fom dependant1

The $oius can come in the foms of a owe

?e, 2h owe ?e o Thundehamme.

oweve once the playe selects this patten, hecannot change it. ?ny new $oius he gains he

can only use if it coesponds to that patten.

The $oius also adds the $haplains $?

modifie as a to hit O- damage bonus.

*A0

CThese weapons can be upgades to -elic owe (eapony />2 damage and an additional >2 to hit1

AA ? 6ibaian must spend at least B hous taining with a new oce (eapon to be able to use it

 popely as the cystal coe needs to attune to him.

Ta$le 4) %mm&nition 5an associate items)

 +ame 3sable y )ie $ost pe item

)ickle H atten

olte %againe

olt istol, oltgun,

)tom olte /e 21,

$ombiFolte 

)mall. $an cay 20

ounds. E pe belt

 pouch

*

Dum H atten

olte %againe

oltgun, )tom olte

/e 21

)mall. $an cay A0

ounds. * pe belt

 pouch.

A

?mmunition elt

/olt1

eavy olte, oltgun,

$ombiFolte

)mall. $an cay B0

ounds. * pe belt

 pouch. $annot be

eused.

K

?mmunition ack

/olt1

eavy olte ack. $an cay A00

ounds.

70

o H atten

%againe

)nipe -ifle )mall, olds A

-ounds. E pe elt

ouch.

E

ellfie -ounds,

>B ie Damage

>2 ?T

?ll boltes )mall H 6oose, ma 70

 pe belt pouch

E;ound

9aken -ounds H 

>2 to hit, >2 damage,

>2 ?T

?ll boltes )mall H 6oose ma 70

 pe belt pouch

E;ound

%etal )tom -ounds

Taget bleeds

?ll boltes )mall H 6oose ma 70

 pe belt pouch

E;ound

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*DB;ound, fot save

vs D$20 ends.

>2 ?T

)tandad -ounds ?ll boltes )mall H 6oose ma 70

 pe belt pouch.

ee

4negy $ell lasma istol, $ombiF

lasma, lasmagun

)mall H *0 chages pe

cell. 2 pe belt pouch

2

4negy ack lasmagun, lasma

$annon /uses E pe

chages pe shot1

)mall H E0 chages pe

 pack. * pe belt

7

4negy Geneato lasma $annon ack H contains a E0

$hages, egeneates *

chage;ound

70

Themal $ell Infenus istol,

%eltagun, $ombiF

%elta

)mall H A chages pe

cell, 2 pe belt pouch

2

Themal $hage %eltagun, $ombi

%elta, %ultiF%elta

/uses 2 chages pe

shot1

)mall H 20 chages pe

cell, * pe belt pouch

7

Themal Geneato %ultiF%elta ack H contains a

chage of 27,

egeneates * chage;2

ounds.

70

6asF$ell 6ascannon )mall H $ontains *

$hage. * pe belt

 pouch

7

6ase Geneato 6ascannon ack H $ontains achage of A,

egeneates * pe 7

ounds.

70

%issile %issile 6aunche )mall H 6oose E pe

 belt pouch.

A

%issile -ack %issile 6aunche )mall H 7 missiles pe

ack, * ack pe belt

 pouch.

M

%issile 6oade %issile 6aunche ack H $ontains 70

missiles.

70

Dum atten H?ssault $annon

?ssault $annon )mall, $ontains B0ounds, * belt pouch

 pe dum

A

?mmunition elt H

?ssault $annon

?ssault $annon )mall, $ontains 0

ounds, * belt pouch

 pe belt. $annot be

eused

M

elt eede H ?ssault

$annon

?ssault $annon ack, $ontains EB0

ounds.

70

uel $aniste lame;eavy lame )mall, * pe belt.

$ontains *0 3nits.

2

uel Tank eavy lame ack, $ontains A0

3nits.

20

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Ta$le @) *iscellanio&s tems

 +ame Type ?bilities $ost

6ocato eacon %iscellanious, )mall /E

 pe belt pouch1

%ak an aea o ob5ect

fo etieval on mission

success.

A

Tagetting )cope %edium -anged

(eapon ?ccessoy

ovides a >* to hit at

above half ange.

*A

agmentation Genade Thown -anged

(eapon /)mall, 2 pe

 belt pouch1

-ange *2 /de1,

thown.

4nemies within EE

gid suffe DM damage.

2

9ak Genade Thown -anged

(eapon /)mall, 2 pe

 belt pouch1

-ange *2 /de1,

thown. )ingle enemy

suffes D*0 damagewith F2 to ?$

E

%elta omb 4plosive $hage /can

 be thown1. * pe belt

 pouch.

If placed on an ob5ect

/e.g locked steel doo1,

the ob5ect will be

destoyed. 6age

ob5ects euie moe

chages. If thown,

-ange *2 /de1, )ingle

enemy suffes D20

damage, enemy mustmake a fot save vs

D$*M o be destoyed

*0

Telepot ome )mall item, must be

 placed in a secued

location.

?llows telepotation

 back to whee the

ome was placed. /If

Telepotes available1

2A

$ombat )hield ?mou ?ccessoy. >*

to ?$.

%ounted on an uppe

am, suffe F* to hit on

all attack olls using 2

handed weapons.

*A

)tom )hield %edium Item, euies

* hand. ?dds >B to ?$

if wieldes )T- is

above 27 /+atual1.

Othewise adds >E.

$an be stoed on back

if not being used.

Othewise euie *

hand.

A0

Thigh )heath;olste ?mou ?ccessoy. ? $ombat 9nife o

istol (eapon can be

stoed in this sheath

athe than use a belt

slot

A

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-otic Weaponry:

The following is a basic guideline fo the ceation of eotic melee weapony8

)tep *1 Descibe what the weapon is. /e.g it"s a double headed two handed powe chain ae1

)tep 21 (hat othe popeties does it have /e.g it has a telepote in the handle and will etun to meif I thow it o dop it1.

)tep E1 Think of the component pats /e.g chain aes 2, powe ae, 2 handed shaft, telepot

home1.

)tep 71 alance out the cost /* chain ae, * chain aes head, * powe ae, amalgamate haft fom all

E, 2 telepot homes Q *K0 (agea H o fee if they aleady have the pats1.

-emembe that technically speaking dismantling a weapon would be of geat affont to the people

who used it befoe you and also to the machine spiit of the weapon, so depending on you D%, you

might find the ceated weapon somewhatV fickle. Ideally, new weapons should be made fom

salvaged boken ones.

In tems of types of weapony, I would ecommend using standad medieval pattens8

oadswod /heavie 6ongswod, elies moe on )T- than D4#1, %ace, %aul, lail, albed,

Geataes etc etc etc. Get ceative.