TEXT: A GUIDEBOOK TO 
  THE SUCCESSOR CHAPTERS
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  CREDITS
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  Tim Flanders
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  Owen Barnes, Tim Cox, John Dunn, Andrew Fischer, 
   Jeff Hall, Andy Hoare, and Sam Stewart
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  Graham Davey
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  Dave Johnson and Julija Petkus
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  Brian Schomburg and Shaun Boyke
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  Michael Phillippi
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  Dimitri Bielak, Alberto Bontempi, Matt Bradbury, Kevin 
  Childress, Kevin T. Chin, David Grifﬁth, Anton Kokarev, 
  Jason Juta, Jorge Maese, Ameen Naksewee, David Auden 
  Nash, Mark W. Smith, Florian Stitz, Aidan Wilson
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  Andrew Navaro
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  Mike Linnemann
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  Eric Knight
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  Deb Beck
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  Corey Konieczka
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  Michael Hurley
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  Christian T. Petersen
  Games Workshop
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  John French and Andy Hall
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  Jon Gillard
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  Andy Jones
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  Alan Merrett
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  Playtest Coordinator Ronald DeValk, Benn Williams, 
  Matthew ‘H.B.M.C.’ Eustace, Trevor Stamper, Mike Jett, 
  “The Librarians” Pim Mauve with Gerlof Woudstra, 
  Keesjan Kleef, Jan-Cees Voogd, and Joris Voogd; 
  “Unrepentant” Lachlan ‘Raith’ Conley with Brad Twaddell, 
  Fiona Coath, Jordan Dixon, and Mark McLaughlin; “No 
  Guts No Glory!” Sean Connor with Stephen Pitson, Adam 
  Lloyd, and Ben Newman. 
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  Introduction 
  4
  What’s in this book? ...............................................................4
    The Second Founding ..........................................................5
    The Third and Subsequent Foundings ...............................5
  Chapter I: The Emperor’s Finest 
  8
  Black Templars ........................................................................9
    Champions of Sigismund ....................................................9
    Sword Brother .................................................................... 11
    The Emperor’s Champion ................................................. 13
  Storm Wardens ..................................................................... 17
    Champions of Sacris.......................................................... 18
    Tempest Blade .................................................................... 23
  Blood Ravens  ...................................................................... 26
    History ................................................................................ 26
    Homeworld......................................................................... 27
    Gene-Seed........................................................................... 28
    Philosophy .......................................................................... 28
    Combat Doctrine ............................................................... 29
  Red Scorpions  ..................................................................... 34
    History ................................................................................ 34
    Homeworld......................................................................... 35
    Gene-Seed........................................................................... 36
    Philosophy .......................................................................... 36
    Combat Doctrine ............................................................... 36
  Marines Errant ...................................................................... 42
    History ................................................................................ 42
    Homeworld......................................................................... 43
    Gene-Seed........................................................................... 44
    Philosophy .......................................................................... 44
    Combat Doctrine ............................................................... 45
  Flesh Tearers ......................................................................... 50
    History ................................................................................ 50
    Gene-Seed........................................................................... 52
    Philosophy .......................................................................... 52
    Combat Doctrine ............................................................... 53
  Crimson Fists ........................................................................ 58
    History ................................................................................ 58
    Homeworld......................................................................... 59
    Gene-Seed........................................................................... 59
    Philosophy .......................................................................... 60
    Combat Doctrine ............................................................... 61
  Howling Griffons ................................................................. 66
    History ................................................................................ 66
    Homeworld......................................................................... 68
    Gene-Seed........................................................................... 68
    Philosophy .......................................................................... 69
    Combat Doctrine ............................................................... 69
  Novamarines  ........................................................................ 74
    History ................................................................................ 74
    Homeworld......................................................................... 76
    Gene-Seed........................................................................... 76
    Philosophy .......................................................................... 76
    Combat Doctrine ............................................................... 77
  Raptors .................................................................................. 82
    History ................................................................................ 82
    Homeworld......................................................................... 83
    Gene-Seed........................................................................... 83
    Philosophy .......................................................................... 83
    Combat Doctrine ............................................................... 84
  Carcharodons ........................................................................ 89
    History ................................................................................ 89
    Home World ....................................................................... 91
    Gene-seed ........................................................................... 93
    Chapter Organisation ........................................................ 93
  Chapter II: Legacy of Glory 
  98
  Codex Character Creation Rules ....................................... 99
    Creating a Codex Deathwatch Space Marine ................ 99
    Demeanours ......................................................................100
    Codex Chapter Advances ...............................................101
    Primarch’s Curse  .............................................................101
    Codex Solo Mode Ability ...............................................102
    Codex Psychic Powers ....................................................102
  Blood Angels Successors ...................................................103
    Angels Encarmine ............................................................103
    Angels Sanguine ..............................................................104
    Angels Vermillion ............................................................104
  Dark Angels Successors .....................................................106
    Angels of Vengeance .......................................................106
    The Disciples of Caliban ................................................107
    Guardians of the Covenant .............................................108
  Codex Successor Chapters ................................................109
    Doom Eagles ....................................................................109
    Fire Angels ........................................................................110
    Silver Skulls ......................................................................111
    Knights of the Raven ......................................................111
    Sons of Medusa  ..............................................................112
    Fire Hawks ........................................................................113
    Astral Claws ......................................................................114
    Exorcists ............................................................................114
    Fire Lords ..........................................................................116
    Minotaurs ..........................................................................117
    Star Phantoms ..................................................................117
    Invaders .............................................................................118
  Legion of the Damned ......................................................119
    Legion of the Damned in Deathwatch .........................119
  Chapter III: The Vault of Relics 
  124
  The Reliquarium.................................................................124
  Chapter IV: The Chapter’s Due 
  138
  The Measure of a Man… ..................................................138
    The Bond of Brotherhood..............................................139
    Leaving it all behind… ...................................................140
    Beliefs and Dogma ..........................................................140
    Rivalries and Feuds..........................................................141
    The Inquisition and the Adeptus Astartes ....................142
  
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  he Space Marines of the Adeptus Astartes are the 
  champions of Humanity—the strongest, bravest, purest 
  and best equipped warriors of the Imperium. Yet, even 
  within this elite warrior brotherhood there exists a company of 
  brethren, each of whom has foregone the fellowship of his kin 
  in order to stand the Long Watch. These are the brethren of the 
  Deathwatch, the elite of the elite, the very best the thousand 
  and more Chapters of the Adeptus Astartes can produce. 
  While many Battle-Brothers are drawn from the most well-
  known Chapters—the Blood Angels, the Space Wolves, the 
  Ultramarines, and others of the so-called First Founding—still 
  more hail from lesser known bodies, the Successors of the great 
  Legions. Some of these Chapters are every bit as famous as their 
  celebrated progenitors, while others are all but unheralded. In a 
  small number of cases, the brethren standing the Long Watch 
  might in fact represent the last of their line, their Chapter long 
  lost to the incessant wars of the 41st Millennium.
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  ONOUR THE CHAPTER provides a wealth of options 
  for players who want to play characters drawn from 
  one of the numerous Chapters created during the 
  Second or subsequent Foundings. New character creation 
  rules are provided, along with a wealth of relics unique to 
  each Chapter. In addition, the book provides Game Masters 
  with guidance and adventure seeds, utilising the material 
  presented throughout.
  CHAPTER I:  
  THE EMPEROR’S FINEST
  Chapter I provides players and Game Masters with 
  extensive background information on a number of the 
  most celebrated Chapters of the Second and subsequent 
  Foundings, including the celebrated Blood Ravens. It goes 
  on to provide detailed character creation rules, allowing 
  players to create a unique Battle-Brother drawn from one 
  of these most famous of Space Marine Chapters.
  CHAPTER II:  
  LEGACY OF GLORY
  The second chapter describes a number of lesser-known Space 
  Marine Chapters, though every one of them is as dedicated to 
  the defence of the Imperium as the most celebrated of bodies. 
  The Chapters covered vary enormously in character and 
  demeanour, meaning that no two Battle-Brothers in a single 
  Kill-team need ever be alike. Each entry contains background 
  information, character creation rules, and an adventure seed 
  that GMs can use to tie the character in to the overall narrative 
  of his campaign.
  Chapter II goes on to provide a special set of rules in 
  the form of the Legion of the Damned Battle-Brother. This 
  unique character becomes available to a player whose Battle-
  Brother has just been slain, but only long enough for the 
  remainder of the Kill-team to complete the mission.
  Lastly, the chapter provides a set of character creation 
  rules for players wishing to create “codex” Battle-Brothers. 
  These are characters drawn from a Chapter that, for a variety 
  of reasons, does not have close ties with its progenitor. This 
  might be because the Chapter simply wishes to carve its own 
  name in the histories of the Imperium, or it might be because 
  its genetic legacy is lost or knowledge of it sealed. 
  CHAPTER III:   
  THE VAULT OF RELICS
  Chapter III provides a trove of unique wargear, each item tied 
  to the nature, traditions, or history of one of the many Space 
  Marine Chapters covered in HONOUR THE CHAPTER and 
  elsewhere. By equipping their characters with such individual 
  and iconic relics, players can make their Battle-Brothers true 
  exemplars of their parent Chapters. 
  CHAPTER IV:  
  THE CHAPTER’S DUE
  The last chapter in the book is a wealth of information, 
  guidance, and ideas for Game Masters looking to integrate the 
  information presented in earlier sections into their campaign. 
  It provides a discussion on how Battle-Brothers drawn from 
  different Chapters might interact with one another. Some of 
  these interactions might prove complementary to one another, 
  making the Kill-team far greater than the sum of its parts. 
  Others might cause friction, but often these are amongst the 
  most interesting, engaging, and entertaining scenarios for 
  players and Game Master alike!
  
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  y far the most celebrated of the Space Marine 
  Chapters are those that were created during the 
  First Founding. These represent the inheritors of 
  the original Legions, twenty of which were created by 
  the Emperor himself at the dawn of the Great Crusade. As 
  history records, half of the Emperor’s sons—the Primarchs—
  turned against him, leading their Legions against those that 
  remained loyal to Humanity. Of two Legions, no records 
  survive, while the remaining nine that turned to the service 
  of Chaos plague the Imperium of Man to this day. Of the 
  loyalists, another nine Legions survived the galactic civil 
  war that was the Horus Heresy, and in its aftermath these 
  were divided so that no single martial body could ever again 
  wield such power as to bring not just the Imperium, but 
  Mankind itself, to the very brink of destruction. The nine 
  Legions were each split into bodies of around a thousand 
  Battle-Brothers, sometimes according to existing internal 
  structures, sometimes according to varying doctrines at large 
  within the Legion. The smaller of the Legions, in particular 
  the Salamanders, emerged from the cauldron of civil war 
  with dramatically reduced numbers, though was ever as 
  numerous as other Legions. The Salamanders were divided 
  fewer times, when compared to other Legions. Most notably 
  the Ultramarines, who had always been a most proliﬁc 
  legion, were divided into several bodies. This event became 
  known as the Second Founding, and it created a second 
  generation of Space Marine formations known as Chapters. 
  Each inherited much of the nature of its “progenitor” and 
  while many remained true to the traditions and doctrines of 
  their sires, others struck out on their own to carve their own 
  legends in the annals of the Imperium’s history.
  Ten thousand years after the Second Founding, it remains 
  a mystery exactly how many Chapters were created. This is 
  in no small part due to the nature of the Imperium itself. The 
  Emperor’s domains consist of an unknowable number of settled 
  worlds and a greater number still of other planets claimed 
  but barely trod by human feet. The Imperium is a supremely 
  superstitious realm scattered across an unimaginable volume of 
  space, and travel and communication between each cluster of 
  worlds is only possible by way of what amounts to witchery. 
  As such, it is difﬁcult to maintain coherent records, and such a 
  task is made all but impossible by the continuous, apocalyptic 
  ebb and ﬂow of planet-razing war. Accounts of the number of 
  Chapters vary wildly and the names and natures of them all 
  remain a mystery guarded by time and forgotten by human 
  memory. Some Second Founding Chapters exist in name only, 
  their deeds interwoven with legend and myth despite there 
  being no material evidence of their existence. It may be that all 
  that remains of some Second Founding Chapters is a tattered 
  banner in a forgotten shrine. Such relics of a long forgotten age 
  hold honours earned in places that no longer exist and name 
  battles in which millions of forgotten heroes might have given 
  all for the God-Emperor of Mankind.
  Of the Second Founding Chapters that remain in existence, 
  some retain close links with their progenitors, while others 
  barely acknowledge any kinship at all. Where the two share 
  some inherited genetic abnormality, as is the case with the 
  Blood Angels, the progenitor and its offspring are likely to 
  remain close to one another, sometimes working together to 
  overcome whatever afﬂicts them. In the case of the scions of 
  the Ultramarines Legion, many Second Founding Chapters 
  have chosen to maintain close links with their sires because 
  they share a common martial code and ancient traditions. 
  So closely knit are the Ultramarines and their Successor 
  Chapters that the entire group often refers to itself as the 
  Primogenitor—the First Born—Chapters. 
  THE THIRD AND 
  SUBSEQUENT FOUNDINGS
   As the Age of Imperium ground on and in time those Primarchs 
  that had not perished during the calamitous Horus Heresy fell 
  in battle or simply vanished from the ken of Humanity, more 
  Foundings were required. The Third Founding was not achieved 
  by sub-dividing another body as was the Second Founding. 
  The High Lords of Terra ordered that the Adeptus Mechanicus 
  should undertake the regular “genetic tithing” of the Adeptus 
  Astartes. A vast archive of gene-stock was established, allowing 
  for the monitoring of the genetic purity of each of the Chapters. 
  Those samples found to be tainted were placed under seal, never 
  to be used again, while those found pure were cultured so that 
  they could be used to create new Space Marine Chapters. From 
  the earliest days, it was found that the most reliable gene-seed 
  was that of the Ultramarines Chapter, and so when the Third 
  Founding was called, many of the new Chapters were created 
  from this stock.
  With each Founding, and for every Space Marine that 
  takes his place in the ranks, dozens, perhaps hundreds of 
  Aspirants and Neophytes die, their bodies horriﬁcally mutated 
  as unstable or corrupt implants wreak havoc on their systems. 
  Ten thousand years after the First Founding, twenty-ﬁve more 
  Foundings have now passed, the most recent only a handful of 
  centuries ago. The vast majority belong to the line of Roboute 
  Guilliman, though many do not know or acknowledge the 
  familial link. Others have been founded from the gene-stock 
  of other Legions, though for myriad reasons some gene-seed 
  is rarely, if ever, used in such a manner. In the case of some, 
  such as the Space Wolves, the genetic deviation is clear and few 
  Chapters are ever created using its inheritance. In the case of 
  the Dark Angels, no impurity is known to exist and yet still few 
  Chapters are created from their line, the reasons unknown. 
  Two of the Foundings—the 13th and the 21st—are 
  cloaked in mystery and shadow, the progeny cursed or 
  otherwise afﬂicted by tragedy. 
  
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  An Unheralded Arrival
  The Jericho Reach is a realm of numerous perils, from the slavering alien swarms of Hive 
  Fleet Dagon to the treacherous grav-swells that tear apart unwary vessels travelling in the 
  vicinity of the Black Reef. By far the most terrible danger, however, is the Hadex Anomaly, 
  a vast, pulsating warp phenomenon that casts its baleful, crimson glare across the entire 
  Ultima Segmentum. While clearly a manifestation of the Warp, the Hadex Anomaly’s 
  true nature is unknown even to the most lore-steeped Warp-seer, for in a galaxy riven 
  by Warp storms, it is totally unique. Most disturbing of all of the anomaly’s traits is the 
  effect it exerts over the passage of time. The closer a vessel, or indeed a world, approaches 
  the Hadex Anomaly, the more pronounced the distortion becomes. At ﬁrst, words yet to 
  be spoken echo weirdly at the edge of hearing, but soon brief passages of time disappear 
  from the logs. If a vessel experiencing these phenomena does not turn back, it soon ﬁnds 
  itself snared in a temporal nightmare. The laws of cause and effect become stretched before 
  snapping entirely, time jumping back and forward and looping back upon itself according 
  to what some survivors have described as some utterly unknowable design. Vessels and 
  worlds known to have been destroyed centuries before might emerge from the anomaly’s 
  ﬂickering light and, very occasionally, vessels from other times and places entirely might 
  appear from its crimson depths.
  Such a phenomenon occurred in mid 799.M41. For several days the Hadex Anomaly 
  had been visibly disturbed, its unpredictable motions seeming to lock into something 
  approaching a stable rhythm as its baleful light strobed and ﬂickered rapidly. This itself 
  was sufﬁciently unusual that the Chamber of Vigilance convened to debate the matter. 
  This convocation coincided with the arrival at Watch Fortress Erioch of an unregistered 
  vessel bearing the highest Inquisitorial cipher. The vessel’s sole passenger sought 
  admittance to the Chamber and upon displaying his Inquisitorial Rosette took his place 
  alongside the others in attendance.
  The stranger remained silent throughout the ensuing discussions, speaking only when the 
  debate was all but concluded. Withdrawing a hand from his voluminous coat, the stranger 
  held up a sand timer, its contents all but drained. As the council looked on, the last of the 
  silvered sands sifted through the glass’s neck, but before the very last grain could fall, the 
  stranger turned the sand timer over, announced “once more, it begins,” and departed before 
  any could question him.
  With the chamber in the grip of stunned silence, a senior Deathwatch Chapter serf rushed 
  to the side of Watch Commander Mordigael in a state of obvious anxiety and proffered his 
  master a roll of parchment. The parchment contained a message from the station’s augur 
  arrays, warning of the emergence of a vessel from the Hadex Anomaly; a Gladius class 
  frigate bearing the name of Sollemnis and bearing livery entirely unknown to the Watch 
  Commander and his adjuncts. It was transmitting a dire message on all available channels. 
  The message was not a distress signal, but a warning: “Stay away, or die.”
  
  BLACK TEMPLARS
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  STORM WARDENS
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  BLOOD RAVENS
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  RED SCORPIONS
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  MARINES ERRANT 
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  FLESH TEARERS 
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  CRIMSON FISTS
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  HOWLING GRIFFONS 
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  NOVAMARINES 
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  RAPTORS 
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  CARCHARODONS
  
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  “Today we face those who betrayed our predecessors. Today we bring 
  death to those who turned from the light of the Emperor and broke 
  faith with their brothers. Today we bring honour to those who came 
  before us as we lay low these traitors! For Vilamus! For Guilliman! 
  For the Emperor!”
  –Brother-Captain Haeron of the Marines Errant
  �
  he Space Marines of the Adeptus Astartes comprise 
  the greatest military force the galaxy has ever seen. 
  In the days of the Great Crusade, the Legions of 
  the Adeptus Astartes brought the light of the Emperor to 
  countless worlds. It has been ten-thousand years since that 
  time and the Imperium is still made safe by the labours 
  of the Space Marines. Most well-known are the Chapters 
  of the First Founding; the Chapters formed directly from 
  the Legions of old. Alongside them now fight hundreds 
  of Chapters, created from the gene-seed of the original 
  Chapters. The Battle-Brothers of these later Foundings 
  are every bit as mighty as their predecessors, holding to 
  a tradition of duty, honour, and glory ten-thousand years 
  in the making. 
  In this section of HONOUR THE CHAPTER the most lauded 
  Space Marine Chapters of the Second and subsequent 
  foundings are covered in great detail. The history, dogma, 
  and combat doctrines of these Chapters is described 
  alongside the relevant information players need to create 
  characters belonging to each Chapter. The two Space 
  Marine Chapters introduced in the DEATHWATCH Core 
  Rulebook which were not created in the First Founding, 
  the Black Templars and the Storm Wardens, are covered 
  below as well. Each of those two Chapters has additional 
  information for players, including Solo-mode and Squad-
  mode Abilities, new Oaths and Chapter Pasts, as well as 
  new Chapter-speciﬁc Advanced Specialities. 
  
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  “Zeal makes all things possible, duty makes all things simple.”
  –Sigismund of the Imperial Fists Chapter
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  he Black Templars are the best-known example of 
  a crusading Chapter in the whole Imperium; their 
  doctrines, traditions, and organisation reﬂect their 
  particular approach to prosecuting the Imperium’s wars. 
  The Chapter is divided into a variable number of self-
  contained and highly mobile forces known as Crusades, 
  each commanded by a Marshal, whose only superior is 
  the High Marshal of the Chapter himself. Under most 
  circumstances, the Chapter is divided into no more than 
  three separate Crusade forces, though during especially 
  calamitous times the number has risen to several times 
  more. Crusade forces are such large and powerful bodies 
  that they are usually sub-divided into tactical bodies 
  known as Fighting Companies, and each of these is led 
  by a Castellan. With the successful conclusion of a war 
  for which a Crusade force has been raised, the various 
  Fighting Companies within it are likely to be assigned 
  a new mission, redeployed piecemeal to bolster other 
  Crusades already in the ﬁeld, or sometimes amalgamated 
  into the High Marshal’s household until such time as a 
  new Crusade force is mustered.
  Each Crusade force is raised from available Fighting 
  Companies in order to prosecute a particular foe, purge 
  a speciﬁc region of space or attain a deﬁnite goal. Many 
  of these wars are planned and undertaken by the Chapter 
  itself, according to the wisdom of its current High Marshal 
  and other highly ranked Chapter ofﬁcers, but others are 
  undertaken as a result of petitions from other institutions 
  within the Imperium. In the main, the High Marshal of 
  the Black Templars is likely to receive only the highest-
  ranked petitioners, generally those with a warrant from 
  the Senate Imperialis itself and therefore speaking with 
  the direct authority of the High Lords of Terra and the 
  Emperor himself. On occasion, however, the High Marshal 
  might agree to hear the petitions of especially highly placed 
  Inquisitors or even well-regarded Rogue Traders, though he 
  is under no obligation to offer such men any aid. Many 
  times in its glorious history, the Chapter has gone to war 
  alongside other august bodies, and a complex web of mutual 
  obligation and honour has evolved.
  The Chapter’s propensity for launching such crusades is 
  not merely a point of history or tradition, but something 
  deeply rooted in its psyche. The Chapter was formed during 
  the Second Founding from those Battle Brothers of the 
  Imperial Fists Legion most disposed towards aggressive and 
  bold styles of warfare and, furthermore, in whom the events 
  of the Horus Heresy had imprinted an unstoppable drive 
  to continue the Great Crusade and avenge the treacheries 
  committed by the Traitor Legions. Perhaps these Battle-
  Brothers were the most recently recruited of the old Legion, 
  their raw zeal yet to be tempered by the experience born 
  of duty for which the Imperial Fists were so honoured. 
  Regardless, the drive of those original Black Templars 
  became instilled in the new Chapter from the beginning. 
  The processes by which its gene-stock was cultivated 
  imbued it in future generations on a genetic level. By a 
  combination of raw zeal, genetic enhancement, relentless 
  psycho-conditioning and the continuous reinforcement 
  of the Chapter’s histories and battle honours, each Battle 
  Brother is an exemplar of the crusading warrior-knight, ﬁred 
  with righteous anger and driven to avenge every wrong ever 
  done to the Imperium of Man by every traitor, ﬁend, and 
  alien ever to have existed.
  CHAMPIONS OF SIGISMUND
  In temperament, the Battle-Brothers of the Black Templars 
  Chapter are united by the ﬁery zeal that burns within 
  the heart of each, a ﬁre ﬁrst sparked by Battle Captain 
  Sigismund himself and stoked each day by the oratory of 
  the Chaplains and by the exemplary texts that each brother 
  reads every hour he is not on active duty. While each Black 
  Templar is inspired by the same crusading drive to utterly 
  crush the enemies of the Emperor, there nonetheless exists 
  a degree of variation within the ranks. Those brethren only 
  recently initiated into the Chapter as full Battle-Brothers 
  might be driven to prove themselves in the eyes of their 
  more experienced peers. Only when they have done so will 
  they be granted the right and the responsibility to train 
  a Neophyte themselves, for the Black Templars do not 
  maintain a 10th Company. Throughout his service as an 
  Initiate, the Battle-Brother gains experience and wisdom, 
  until he may, if he survives long enough and is judged 
  worthy, enter the ranks of the Marshal’s Household as a 
  Sword Brother. These warriors have learned to temper the 
  ﬁres of hatred with the wisdom of their years, and they are 
  an example to the entire Chapter.
  The Chapter’s dogma reserves a special hatred for 
  particular enemies, speciﬁcally the mutant, the heretic, 
  and the witch. The reason for this is to be found in the 
  Chapter’s founding, springing from the contempt in which 
  Sigismund held those of his brother legionnaires who had 
  cast off their oaths and turned against the Imperium. In 
  assuming the mantle of Emperor’s Champion, Sigismund 
  delivered the ultimate judgement on those who had 
  betrayed the Master of Mankind, executing them by his 
  own hand. It is the zeal to prosecute such crimes that 
  drives the Black Templars in their crusades across the 
  galaxy and beyond the borders of the Imperium, lending 
  them the strength to face any foe. When a Black Templars 
  Battle-Brother strikes down a champion of the enemy, he is 
  enacting the judgement of Sigismund and through him the 
  Emperor himself, and continuing a tradition established at 
  the height of the Imperium’s most terrible crisis. 
  
  �����������������������
  ��
  BLACK TEMPLARS IN THE 
  JERICHO REACH
  Given the Chapter’s fame as a crusading body, it is perhaps 
  surprising that it was not present at the outset of the Achilus 
  Crusade. The reason is to be found in the internecine rivalry 
  and feudalism that afﬂicts much of the interactions between 
  the largest of the Imperium’s institutions, and is unknown to 
  all but a small number of the crusade’s highest ranked staff.
  When the Achilus Crusade was ﬁrst conceived, planners 
  petitioned the Black Templars to contribute forces to the 
  undertaking. The envoy appointed to go before the masters 
  of the Black Templars Chapter was a ﬁery Prelate-Imperialis 
  called Nadab Saul, a man whose inability turned out to be 
  rivalled only by his arrogance. Instead of petitioning the 
  Black Templars for their aid, Saul demanded it. Instead 
  of appealing to their sense of duty, he hectored them. 
  Instead of promising glory, he threatened shame. The 
  only account of the confrontation that followed was that 
  logged in the engram-cortex of one of the party’s servo-
  cherub attendants. The Prelate-Imperialis was dragged 
  away by vengeful Battle-Brothers, frothing at the mouth 
  that the Black Templars were traitors to the Emperor and 
  would pay for their craven deeds. What happened next has 
  never been ascertained and all enquiries established in the 
  aftermath of the event determined that the matter should 
  remain sealed. Needless to say, Nadab Saul was never seen 
  or heard from again.
  In the years that followed, two other Chapters 
  related to the Black Templars dispatched strike forces 
  to participate in the crusade—the Imperial Fists and 
  the Crimson Fists. It was through the agency of these, 
  alongside Black Templars Battle-Brothers serving with 
  the Deathwatch, that contact between the crusade high 
  command and the High Marshal of the Chapter was 
  re-established. Upon his ascension to the rank of Lord 
  Militant, Tetrarchus ordered a delegation to approach the 
  Black Templars a second time, receiving the approval and 
  support of members of the Imperial Fists and Crimson 
  Fists Chapters in doing so. Mindful of the potential for 
  insult, Tetrarchus drafted the wording of the petition 
  himself, appealing to the Black Templars to join their 
  brothers in the new offensives he planned to launch. 
  The contact was successful and, on the eve of the main 
  push on the Acheros Salient, the Fighting Company of 
  Castellan Raimer joined the Acheros Crusade.
  With the Black Templars forming the spearhead of the 
  renewed assault, they won a string of early victories, but 
  ultimately these proved localised and not typical of the ﬁghting 
  across the whole salient. Raimer’s Fighting Company made 
  rapid progress into the regions surrounding the Blood Trinity, 
  culminating in the boarding of the Space Hulk codiﬁed Scion 
  of Desecration. Raimer and his Sword Brethren squads took 
  control of the vast conglomerate vessel and sent it ploughing 
  into an enemy-held orbital station. Final calculations of the 
  destruction estimated it to have consumed half a million 
  servants of the Ruinous Powers and the catastrophic tectonic 
  destabilisation of the world below. 
  Tragically, the Black Templars’ victories were an 
  exception in the first few weeks of the advances on Acheros 
  Salient and soon Raimer’s force found itself dangerously 
  overextended and under threat of being enveloped by the 
  rapidly counter-attacking enemy. Lord Tetrarchus had no 
  choice but to order a general retrenchment in the face 
  of overwhelming enemy defiance, and his forces began 
  a fighting withdrawal back towards Karlack and the 
  fortress worlds of the Iron Collar. Key to the success of 
  this vast rearguard action were the various contingents 
  of Space Marines present, whose valiant deeds saved the 
  withdrawal from turning into a costly rout. The Black 
  Templars were the last to abandon the advance, though 
  eventually they had no choice but to redeploy as night 
  fell across the worlds of the Acheros Salient. It is said 
  that the very last vessel to translate from the Warp on the 
  outer verges of the Karlack system was the Ophidian Gulf, 
  Raimer’s strike cruiser, and behind it was nothing but the 
  all-engulfing tides of Chaos.
  Soon after, Raimer’s Fighting Company was recalled by 
  his Chapter in preparation for the Garon mission, which 
  Raimer was to command and which had the status of a full 
  Crusade. To date, no further Black Templars forces have 
  been committed to the Jericho Reach, the High Marshal of 
  the Chapter believing the Achilus Crusade to have stalled 
  and become a war of attrition in which his warriors have 
  no part to play.
  BLACK TEMPLARS IN  
  THE DEATHWATCH
  While the Black Templars as a Chapter have left the 
  Jericho Reach, for the present at least, their Battle-
  Brothers still serve in the ranks of the Deathwatch. 
  Several of the greatest heroes to have served their Vigil 
  from Watch Fortress Erioch were drawn from the Chapter, 
  though their names and deeds may only be read in the 
  annals of the Deathwatch, and these are sealed from 
  access by all but the most privileged. Black Templars are 
  known to make worthy members of a Kill-team, though 
  their zealousness can occasionally put them at odds with 
  other members. Black Templars never back down from a 
  challenge and they are reluctant to re-deploy in the face 
  of overwhelming odds. A mission that requires stealth and 
  observation may find itself compromised should a Black 
  Templars Battle-Brother take it upon himself to engage a 
  foe he should be watching from afar. For this reason, it is 
  only the most self-disciplined of Black Templars who are 
  seconded to the Deathwatch, and those able to tolerate 
  the myriad different expressions of a thousand divergent 
  Chapter cults evinced by his fellows. But it is not the case 
  that a Black Templar must suppress his essential nature to 
  operate in the Deathwatch. Instead, on the field of battle 
  it is his greatest weapon, for his righteousness and zeal 
  allow him to face and to overcome the most terrifying 
  enemies facing the Imperium.
  
  ����������������������
  ��
  SWORD BROTHER
  The most senior Fighting Company of the Black Templars 
  is called the Marshal’s Household and, just like the majority 
  of other Chapters’ First Companies, consists of the most 
  decorated and experienced warriors. Only those who have 
  attained the highest honour on the ﬁeld of battle are judged 
  worthy to join the elite ranks of the Sword Brethren, and it is 
  the most cherished ambition of every Black Templars Space 
  Marine to one day join their number.
  It is from this company that the Marshals are selected. 
  When the Marshal of a Fighting Company falls in 
  combat, those Sword Brethren who aspire to command 
  rank face one another in a series of gruelling ritual 
  combats. The exact form of the combat may vary, from 
  unarmed wrestling to feats of endurance that would 
  kill any man other than an Adeptus Astartes, and many 
  rounds may be fought until a single winner emerges, 
  bloody and victorious. Even then, however, the victor’s 
  right to assume the rank of Marshal must be confirmed 
  by the High Marshal himself, although in practice it is 
  most unlikely to be withheld. This tradition, 
  which is codified in Chapter 
  dogma and said to date 
  back to the earliest of 
  times, ensures that only 
  those who truly desire 
  command rank ever 
  attain it, and it also 
  guarantees 
  that 
  the succession of 
  the rank of High 
  Marshall is available 
  only to the very 
  best warriors in the 
  entire Chapter, for it 
  is from the ranks of the 
  Marshals that the Chapter 
  Master is chosen.
  The 
  Marshal’s 
  Household 
  very rarely fights as a single 
  unit, although this has occurred 
  during the most calamitous of 
  wars. Instead, it is far more common 
  for individual squads of Sword 
  Brethren to be dispatched to 
  bolster the forces of a single 
  Fighting 
  Company. 
  The 
  presence of these wise and 
  potent warriors strengthens 
  the resolve of the entire 
  force, the Initiates and 
  Neophytes 
  fighting 
  with 
  all 
  the 
  more 
  zeal 
  knowing 
  that 
  the companions of 
  the High Marshal 
  himself are looking 
  on. In battle, the 
  Sword Brethren lead assaults or form immovable living 
  bulwarks against anything the enemy can throw at the 
  Black Templars lines, fighting with a controlled yet fiery 
  doggedness born of centuries of experience. 
  Of all the forces of the Black Templars, it is the Sword 
  Brethren who are entrusted with the use of Tactical 
  Dreadnought Armour. Each suit is a priceless relic wrought 
  by master-artiﬁcers in ages passed, and given the scattered 
  nature of the Chapter, very hard to replace should the wearer 
  fall in battle. When they take to the ﬁeld equipped with their 
  hulking Terminator armour, adorned with ﬂuttering crusader 
  seals and holy script, the Sword Brethren are a truly inspiring 
  sight against which few enemies can stand.
  On some rare occasions, the Sword Brethren have provided 
  Battle-Brothers to serve in the Deathwatch, for these veterans 
  are all but peerless in their resolve to face the enemies of the 
  Emperor. Each is a potent warrior and they are as experienced 
  as the 1st Company Veterans of any other Chapter. Their 
  unique combination of zealous rage and cold determination 
  is an example to all they serve alongside, bolstering a Kill-
  team’s ability to survive and to overcome the horrors it must 
  face in the cold void between the stars.
  PLAYING A SWORD BROTHER
  Requirements: 
  Black 
  Templars 
  only, cannot be a Techmarine, 
  Rank 4+, WS 50+
  Cost: 1,000xp
  Sword Brethren 
  Wargear
  Sword Brethren gain a 
  chainsword and either 
  a 
  second 
  Chapter 
  Trapping or a Charm 
  as 
  standard 
  issue 
  wargear (see page 28 of 
  the DEATHWATCH Core 
  Rulebook).
  Sword Brethren 
  Special Ability: 
  Veteran of the 
  Endless Crusade
  Sword Brothers are veterans 
  of many battles, with the 
  proven ability and accumulated 
  glory that comes only from facing 
  the enemies of the Imperium 
  on countless battleﬁelds under 
  countless alien suns. Through long 
  years of battle and bloodshed, they 
  have acquired a wealth of combat 
  experience and learnt a variety of 
  deaths to inﬂict upon the mutant, the 
  alien, the heretic, and the daemon. 
  Further, they have the ambition and 
  
  �����������������������
  ��
  personal drive to keep striving for martial perfection, unwilling to 
  cease their personal quest to attain victory and glory for themselves, 
  their Chapter, and the Emperor.
  To reﬂect this combat experience, Sword Brethren may choose 
  one of the following special abilities during the Preparation phase 
  of each Mission. These abilities represent the skills and experience 
  gained through their years of endless warfare. Once chosen, the 
  special ability cannot be changed until the Mission is completed 
  and the Battle-Brother takes part in another Preparation phase.
  Righteous Rage:
  ��
   The Sword Brother’s hearts burn with 
  the fury of one who has seen many of the horrors of the 
  galaxy and learned only to detest them. His passion for the 
  extinction of all that is not human knows no bounds and is 
  only barely restrained by the stoic determination typical of 
  those who descend from Rogal Dorn. The Sword Brother 
  gains the Frenzy Talent and, while in a frenzied state, increases 
  the bonus gained from the Hatred Talent (including any 
  temporarily conferred onto the Sword Brother by the Litany 
  of Hate Talent) to +20.
  Eternal Crusader:
  ��
   The Sword Brother has endured 
  much and triumphed in spite of it, and possesses a 
  deep understanding for the necessity and righteousness 
  of the Black Templars’ Crusade. While he still draws 
  breath, he will not cease in his own efforts to strike 
  down the enemies of Man. Once per combat, the Sword 
  Brother may add his Willpower Bonus to his Toughness 
  Bonus when determining how much (if any) Damage 
  he suffers from an attack. This applies only to a single 
  Damage roll, even if the attack scores many hits.
  Many Deaths to Bring:
  ��
   The Sword Brother is a keen 
  student of the many tools and techniques employed by 
  the Adeptus Astartes, and can bring them to bear upon 
  the enemy with contemptuous ease. The Sword Brother 
  counts any Astartes weapon he wields as having the 
  Proven (3) quality.
  Wrathful Firepower:
  ��
   The Templar’s wrath knows no 
  limitations, and his fury is as easily expressed with a storm 
  of ﬁre as with the clash of blades. The character gains the 
  beneﬁts of the Hatred Talent with ranged attacks as well 
  as with melee attacks.
  NEW TALENT: DETESTATION
  Prequisite: Hatred (any)
  The Sword Brother’s hate for the enemies of man knows 
  no bounds, and his righteous loathing lends might to 
  his attacks, giving him the strength to slay them when 
  otherwise his blade might falter. When attacking an enemy 
  to whom one or more of the Sword Brother’s Hatred 
  Talents applies, the attack deals additional Damage equal 
  to one-half the Sword Brother’s Rank, rounding up.
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  ����������������������
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  THE EMPEROR’S CHAMPION
  At the very height of the Siege of the Emperor’s Palace during 
  the Horus Heresy, Captain Sigismund, First Captain of the 
  Imperial Fists Legion, was tasked by his Primarch Rogal Dorn 
  with leading the ground battle whilst the Emperor, Dorn, and 
  Sanguinius led the assault on the traitor Warmaster’s battle barge. 
  Sigismund was named Emperor’s Champion, a title sometimes 
  applied to Dorn, and in that act a new tradition was formed, which 
  is honoured amongst the Black Templars, the direct descendants 
  of Sigismund, to this day. When the Master of Mankind and 
  his gene-sons teleported away to face Horus, Sigismund led the 
  remaining warriors, not as a general, but as an example, taking 
  the battle to the enemy in person and emboldening the hearts of 
  the defenders with his deeds. Sigismund sought out the greatest 
  warriors amongst the teeming hordes of the enemy, facing 
  mighty Chaos Space Marine leaders as well as towering ﬁends 
  from the great beyond, and defeating every single one of them.
  Sigismund was chosen as Emperor’s Champion because he 
  was ﬁlled with such devotion to the Father of Mankind, and to 
  the Imperium and the Great Crusade that had created it, that 
  he was a shining exemplar of all that the Legions Astartes were 
  and could be. The oath he took when he accepted the mantle 
  of Emperor’s Champion resounded through the ages, and was 
  so weighty that it could never be broken. While Sigismund’s 
  beloved Emperor fell on that day, the Emperor’s Champion 
  prevailed and, with Horus defeated, the vile hosts on the 
  surface were routed. Later, the Imperial Fists split into Chapters 
  and Sigismund’s ﬁery zeal was recognised. He became the ﬁrst 
  High Marshal of the Black Templars, and his belief that the 
  Great Crusade would never end became a reality embodied by 
  the new Chapter and its never-ending crusades.
  Ever since the Siege of the Emperor’s Palace, it has become 
  a cherished tradition amongst the Black Templars to ﬁeld one 
  who the chaplains have proclaimed the Emperor’s Champion. 
  On the eve of battle, the Black Templars pray, fast, and meditate 
  upon their duty, and it is not uncommon for one amongst their 
  number to be blessed with some form of vision that speaks , to 
  him of his duty and shows him portents of things yet to come. 
  The Battle-Brother then presents himself to the Chaplains and 
  confesses his vision and if he is found true, is declared to be the 
  Emperor’s Champion. The Battle Brother is ritually prepared 
  for the coming battle, the attendants of the Reclusiam cladding 
  him in the Armour of Faith and presenting him with the Black 
  Sword. In theory, each Black Templars Crusade force has its 
  own Emperor’s Champion who serves as such for the duration 
  of a protracted battle or a campaign, but in practise each 
  Fighting Company is likely to have one, each battle producing 
  its own champion if one has not come forward already.
  It is common for Black Templars Battle Brothers serving 
  with the Deathwatch to pray and fast on the eve of a mission, 
  just as they would before a battle within the ranks of their 
  own Chapter. On some extremely rare occasions, such a 
  Battle Brother may feel the blessings of righteous certainty 
  upon him, and know that he must take up the mantle of the 
  Emperor’s Champion. Within his Chapter, the Battle Brother 
  would seek out the Chaplains and be declared the Emperor’s 
  Chaplains by them, but this may not be possible whilst he 
  is serving the Long Watch. Unless a Chaplain of the Black 
  Templars is present and able to take the brother’s confession, 
  he must assume the mantle alone, donning the most sacred 
  relics of his Chapter and declaring his mission to his fellows. 
  He will seek permission from the master of the armoury to 
  bear into battle the most potent of weapons and the most 
  revered of armour. Few would dare refuse, for the Battle 
  Brother’s eyes burn with the zeal of his duty and the weight 
  of his oaths is an almost palpable thing. 
  Regardless of the nature of the coming mission, the 
  Emperor’s Champion will seek out the greatest champions and 
  leaders amongst the ranks of the enemy and strike them down 
  in the fury of single combat. In so doing, he acts as a shining 
  beacon of faith by which the enemy are cast back and the 
  warriors of the Emperor driven to ever-greater acts of valour.
  Having taken up the trappings of the Emperor’s Champion, 
  the Battle-Brother remains as such only until his vision is 
  fulﬁlled and he returns to the Watch Fortress. Only by the 
  word of the Chaplains is his duty discharged, and he resumes 
  his place in the ranks once more.
  
  �����������������������
  ��
  PLAYING THE EMPEROR’S CHAMPION
  Requirements: Black Templars only, Renown 60+, WS 
  50+, cannot be an Apothecary or Techmarine
  Cost: 500xp. 
  To become the Emperor’s Champion is no matter of training, but 
  rather a calling that most Black Templars aspire to, but few ever 
  achieve—to be chosen to serve as the Emperor’s Champion is to 
  be chosen by the Emperor Himself. A Battle-Brother of the Black 
  Templars Chapter who fulﬁls the requirements listed above may, 
  during the Preparation phase of a Mission, take on the calling of 
  the Emperor’s Champion. This represents the divine vision during 
  the Battle-Brother’s prayer, followed by confession with a Chaplain 
  (preferably a Black Templar, or other Son of Dorn) and being 
  granted the sacred wargear from the Deathwatch armouries.
  For the duration of the mission, the character possesses the 
  blessed and iconic wargear of the Emperor’s Champion, and 
  beneﬁts from the Emperor’s Champion special abilities “The 
  Templar’s Vows” and “Slayer of Champions.” At the end of the 
  mission, the character ceases being the Emperor’s Champion, 
  relinquishing the wargear and losing access to the special 
  abilities. The experience point expenditure is permanent. 
  Becoming the Emperor’s Champion is a singular honour and 
  few Space Marines attain that status more than once in their 
  lives. Normally (except at the GM’s discretion), a character 
  may only become the Emperor’s Champion once.
  Emperor’s Champion Wargear
  The Emperor’s Champion gains The Black Sword and The Armour 
  of Faith (see pages 125 ) as standard issue wargear (see page 28 of 
  the DEATHWATCH Core Rulebook). The Armour of Faith replaces 
  the Battle-Brother’s normal armour, and he must use it for the 
  duration of his service as the Emperor’s Champion. Similarly, he 
  must carry The Black Sword, and may not carry any other weapon 
  except a Bolt Pistol and a Combat Blade. These restrictions are 
  lifted once the character’s time as the Emperor’s Champion is 
  ended and the wargear is returned to the armoury. 
  Emperor’s Champion Special Ability:  
  The Templar’s Vows
  To be the Emperor’s Champion is to be oath-bound to oppose 
  the enemies of the Emperor in all things and at all times, to be 
  a living manifestation of the Emperor’s Wrath, and to inspire 
  others to acts of valour and righteous hatred. All of these things 
  are natural to the Adeptus Astartes, but the Emperor’s Champion 
  must take them further, vowing to perpetuate the crusade that 
  the Black Templars so fervently prosecute. The mantle of the 
  Emperor’s Champion is not without variation, for the Adeptus 
  Astartes must be ﬂexible in the manner of their wrath, delivering 
  unto the Emperor’s foes the most deserved death and, to this end, 
  a number of traditional vows exist that serve to focus the hate 
  and fury of the Champion and his Battle-Brothers.
  During the preparation stage of each mission, after Oath-
  Taking, the Emperor’s Champion must select one of the 
  following vows, which will confer upon him and his Battle-
  Brothers a variety of effects:
  Abhor the Witch, Destroy the Witch:
  ��
   The Champion 
  cannot tolerate the continued existence of witches. The 
  Champion counts his Agility Bonus as 1 higher for the 
  purposes of movement, so long as he is moving to engage an 
  enemy psyker, and he gains a +20 bonus on all Tests to resist 
  the effects of Psychic Powers. If the Emperor’s Champion is 
  the Kill-team’s leader, then all members of the team gain this 
  Vow’s effects, but the team loses 2 points of Cohesion if there 
  is a Librarian among them.
  Accept Any Challenge, No Matter the Odds:
  ��
   To be 
  Adeptus Astartes is to stand ﬁrm against any foe, to confront 
  any difﬁculty, in the name of the Emperor. In melee combat, 
  the Champion gains a +10 bonus to hit and a +2 bonus 
  to Damage against all enemies. However, such is his zeal to 
  strike them down that he does not as readily defend himself, 
  and thus suffers a –10 penalty on all Tests to Dodge or 
  Parry. If the Emperor’s Champion is the Kill-team’s leader, 
  then all members of the team gain this Vow’s effects.
  Suffer Not The Unclean To Live:
  ��
   While a single servant 
  of the Emperor draws breath, none of His enemies can be 
  permitted to endure. The Champion summons up greater 
  reserves of strength with which to strike down his foes, 
  granting him a +5 bonus to all Damage rolls made in melee 
  combat. However, this holy might takes time to muster, 
  granting enemies a +10 bonus to Dodge and Parry Tests 
  as they move to counter the Champion’s slow-but-deadly 
  strikes. If the Emperor’s Champion is the Kill-team’s leader, 
  then all members of the team gain this Vow’s effects.
  Uphold the Honour of the Emperor:
  ��
   The Adeptus 
  Astartes shall stand tall and proud in battle, never shrinking 
  from conﬂict or danger. The Champion’s faith in the Emperor 
  and his own might allows him to stride unﬂinching through 
  enemy ﬁre. He counts his Toughness Bonus as 2 higher than 
  normal for the purposes of resisting Damage and becomes 
  immune to Pinning. The Champion may not skulk or cower 
  to elude the enemy’s gaze and thus may not make use of the 
  Concealment, Silent Move, or Shadowing Skills, nor may he 
  beneﬁt from any Squad Mode Abilities which rely on him 
  taking cover, such as Squad Advance or Go to Ground. If 
  the Emperor’s Champion is the Kill-team’s leader, then all 
  members of the team gain this Vow’s effects.
  Emperor’s Champion Special Ability: 
  Slayer of Champions
  The duty of the Emperor’s Champion is not only to inspire 
  through fervent prayer and ruthless example, but also to 
  confront the mightiest of enemies in single combat. When in 
  combat, if there is an obvious leader or champion amongst the 
  enemy, the Emperor’s Champion must attempt to engage that 
  foe in single combat, issuing a challenge that few warriors, 
  whatever their species, can refuse.
  The creature challenged can have an Intelligence of no less than 
  15—any lower and it is little more than a mindless beast rather 
  than a warrior—but otherwise can be anything, so long as it leads 
  others of its kind in battle, or ﬁghts as a champion for those that 
  do. Whether or not the challenged foe accepts, the Champion’s full 
  attentions are focussed upon slaying that enemy, and he will leave 
  Squad Mode immediately. While that enemy lives, the Emperor’s 
  Champion gains the Hatred Talent appropriate to that enemy, and 
  may activate any one of his Black Templars Solo Mode Abilities 
  and have it remain in effect until the enemy is slain rather than 
  only lasting for the normal duration.
  
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  ADDITIONAL RULES
  With a history that stretches back to the dark days of the Horus 
  Heresy and its aftermath, and with their number so scattered to 
  the furthest reaches of the galaxy, the Black Templars’ doctrines 
  and traditions are intricate and varied, many-layered and rife with 
  nuance. In this section are a few additional abilities that help 
  depict some of this impossibly vast weight of martial tradition.
  BLACK TEMPLARS SOLO MODE ABILITY: 
  NO RESPITE, NO FORGIVENESS
  This is a new Solo Mode Ability available to Battle-Brothers of 
  the Black Templars Chapter. See page 217 of the DEATHWATCH 
  Core Rulebook for details of using Solo Mode Abilities.
  Type: Active
  Required Rank: 3
  Effects: The fervent anger and indomitable determination 
  of the Black Templars often drives them forward all the 
  faster against insurmountable odds or heavy ﬁre, such things 
  serving only to enrage the Black Templars and incite them 
  to deliver retribution. Once per combat as a Free Action, a 
  Battle-Brother of the Black Templars Chapter may activate 
  this ability at the start of his Turn. While under the effects 
  of No Respite, No Forgiveness, the Battle-Brother may use 
  his Reaction when targeted by an enemy ranged attack 
  (before the attack is made, but after it has been declared) to 
  move up to his Agility Bonus in metres towards the nearest 
  enemy. The Battle-Brother must move a minimum of one 
  metre for this Ability to take effect. His wrathful mien 
  and apparent heedlessness for danger cause the attacker 
  to hesitate, imposing a –10 penalty on their attack roll. If 
  the Battle-Brother has multiple reactions, he may only use 
  one of them each turn to move in this way. No Respite, 
  No Forgiveness lasts for a number of Rounds equal to the 
  Battle-Brother’s Rank.
  Improvements: At Rank 5 and above, the penalty imposed 
  upon the enemy attack is increased to –20. At Rank 7 and 
  above, the maximum distance he can move is increased to 
  twice the Battle-Brother’s Agility Bonus in metres. 
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  BLACK TEMPLARS  
  SQUAD MODE ABILITIES
  The following Squad Mode abilities are unique to characters drawn 
  from the Black Templars Chapter. The use of Squad Mode Abilities 
  is described on page 219 of the DEATHWATCH Core Rulebook.
  Black Templars Attack Pattern:  
  Judgement of Sigismund
  Action: Full Action
  Cost: 2
  Sustained: No
  Effects: The Black Templars regard themselves as judge and 
  executioner for all those who have betrayed the Emperor and 
  mankind, and all those who would stand opposed to the rule of 
  the Imperium, enacting the ultimate judgement with every foe slain 
  and every battle won. A Battle-Brother may invoke the Judgement 
  of Sigismund upon a single enemy he can see, granting all others 
  within Support Range a bonus to Damage rolls against that enemy 
  equal to the Battle-Brother’s Willpower Bonus until that enemy is 
  dead. Once the judged enemy is slain, this ability ends.
  Improvements: If the Battle-Brother is Rank 3 or above, 
  he may invoke the Judgement of Sigismund again upon a 
  different enemy as a Free Action and with no Cohesion cost 
  as soon as the previous enemy is slain.
  Black Templars Defensive Stance:  
  Immediate Retribution
  Action: Reaction
  Cost: 1
  Sustained: No
  Effects: The Black Templars will never allow a slight to go 
  unpunished, nor see a challenge go unanswered, and the 
  gravest of slights and clearest of challenges is an attack against 
  a Battle-Brother. A Battle-Brother may use the Immediate 
  Retribution ability whenever another member of his squad 
  currently within Support Range is hit by a melee attack. The 
  Battle-Brother may immediately make a Charge Move and a 
  Standard Attack with a melee or ranged weapon against the 
  attacking enemy, adding +1 to Damage for this attack for 
  each member of the Kill-team within Support Range. This 
  ability lasts only for a single attack; the Cohesion cost must 
  be paid every time this ability is used. 
  Improvements: If the Battle-Brother is Rank 4 or above, he 
  may also use Immediate Retribution if a member of his squad 
  is hit by a ranged attack.
  NEW OATH:  
  OATH OF THE ENDLESS CRUSADE
  This Oath may be selected by a Kill-team which has selected 
  a Battle-Brother of the Black Templars Chapter to be 
  their leader. Oath-taking is described on page 228 of the 
  DEATHWATCH Core Rulebook.
  The Black Templars are a Chapter whose every deed 
  is surrounded by righteous zeal and the oaths, vows, 
  promises and declarations of warriors and commanders. 
  It should come as no surprise, then, to imagine that the 
  rituals of oath-taking are of particular significance to 
  the Black Templars, for the selection and swearing of 
  an oath represents the culmination of a time of fasting 
  and prayer for every Battle-Brother, and signifies the 
  final moments of calm before battle is joined. The Oath 
  of the Endless Crusade is one of the most commonly 
  taken of the Black Templars’ oaths, drawing upon ten 
  millennia of perpetual crusading, and is believed to have 
  been originally composed by Sigismund himself, upon 
  becoming the Chapter’s first High Marshal. Taking the 
  Oath of the Endless Crusade means committing utterly to 
  the indiscriminate destruction of all creatures who would 
  oppose mankind’s dominion of the galaxy.
  Prerequisite: Any Battle-Brother of the Black Templars Chapter.
  Effect: Those that take the Oath of the Endless Crusade are 
  inspired to greater feats of wrath and valour and strive to 
  push ever onwards to victory and the annihilation of their 
  foes. All members of a Kill-team that take this Oath gain 
  the Brutal Charge Trait (see page 130 of the DEATHWATCH 
  Core Rulebook) and gain an additional point of Renown 
  for each Primary and Secondary Objective that the Kill-
  team completes, as long as they were personally involved 
  and the objective required that the enemy be assaulted and 
  exterminated—the Black Templars do not see the valour in 
  defence while there are yet foes to slay.
  Squad Mode Abilities: Bolter Assault, Furious Charge, Regroup.
  
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  “What threat might require an entire Chapter of the Adeptus Astartes 
  to guard against it? I for one sleep no sounder at night knowing that 
  such warriors guard our Imperium, for my nightmares are haunted 
  all the more by what enemies they watch for.”
  –Lord Sector Marius Hax
  �
  hile many of the Chapters serving in the Acheros 
  Crusade are well known across the Imperium, 
  the Storm Wardens are one of the hundreds of 
  Chapters in existence whose deeds go largely unrecorded, 
  whose activities are conﬁned to a relatively contained 
  theatre of operations, or whose histories are as yet largely 
  unwritten. In the case of the Storm Wardens, there is an 
  additional reason why their name is not more well known, 
  a tale of calamity known as the Nemesis Incident, of which 
  few outside of the Battle-Brethren have any inkling.
  But it is not just the events of the Nemesis Incident that 
  have kept the Storm Wardens from becoming the celebrated 
  heroes of the Imperium that they arguably deserve to be. 
  Some would say that they have inherited much of the 
  taciturn, even dour nature of the tribesmen of Sacris from 
  whom they recruit Aspirants, and this would certainly go 
  a long way towards explaining why the Storm Wardens 
  appear to shun the laurels they are undoubtedly due. Sacris 
  is a world forbidden to all but the Storm Wardens, and its 
  warring clans exist at the very precipice of survival. They 
  are distrustful of outsiders and utterly relentless in war. 
  The Storm Wardens have inherited these, and many more 
  aspects of the culture of the tribes of Sacris, granting them 
  a unique blend of qualities.
  One of the most obvious manifestations of the Chapter’s desire 
  to keep much of its identity and its deeds secret is to be found in 
  the manner in which it administers its home world of Sacris. This 
  gloomy world is located within the borders of the Calixis Sector, 
  but those gazetteers that even list it describe it as a Forbidden 
  World. Beyond its name, most Navigators and Free Captains 
  have no knowledge of the world, and no need to approach it. 
  Were they to do so, they would be challenged by an outer ring of 
  automated defence monitors, dire warnings against proceeding 
  any further looped over and over and transmitted into the void. 
  Any foolish enough to proceed into the system’s inner zone ﬁnd 
  something entirely unexpected – hostile patrols of Space Marine 
  vessels. Sadly for the intruders, the Storm Wardens do not repeat 
  the warnings transmitted by the automated monitors, opening 
  ﬁre immediately and with deadly effect.
  So deep is the Chapter’s desire to remain isolated from the 
  other worlds of the Calixis Sector that very few authorities or 
  institutions are even aware that a Space Marine Chapter exists in 
  their midst. Exactly how many know of the Storm Wardens is 
  unclear, but certainly the fact is not common knowledge, even in 
  the highest echelons of the Administratum mission in the sector. 
  Lord Marius Hax, the Administratum’s highest ranked potentate in 
  the sector, does know of them, but how many of his underlings 
  do is unknown. Furthermore, it seems unbelievable that the Ordos 
  
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  Calixis would not be aware of an entire Space Marine Chapter 
  operating within their sphere of inﬂuence, yet there appear to 
  be no links between the two groups, formal or informal. While 
  the Storm Wardens are not known to have undertaken any direct 
  missions alongside any agents of the Ordos Calixis, they have 
  fought alongside other Inquisitors, in many different warzones, 
  which is suggestive of some deeper mystery that may be in play. 
  Perhaps this desire for secrecy is simply a holdover from the habits 
  of the peoples of Sacris, but perhaps it indicates some deeper 
  conspiracy at work, throughout the Calixis Sector and beyond.
  Another part of the Storm Warden’s heritage is their combat 
  doctrine. This manifests in several different ways, and while the 
  Chapter is master of all forms of war, the brethren excel in one 
  particular doctrine. Inspired by their ancestor’s use of mighty war 
  steeds to close quickly upon their foes, the Storm Wardens make 
  extensive use of armoured assaults. The Chapter Forge maintains 
  ample stocks of every variant of armoured vehicle used by the 
  Space Marines, and perhaps some all but unique to the Storm 
  Wardens. The Chapter’s battle doctrine holds that the Battle-
  Brothers should ride to war on their iron steeds as the clans of 
  Sacris do on their own mounts. Tactical Squads power towards 
  the enemy upon Rhino and Razorback carriers, ﬂanked by 
  Predators and supported by Vindicators and Whirlwinds. Elite 
  Terminator and Tempest Blade squads often go to war mounted in 
  the mighty Land Raider, while bike and Land Speeder squadrons 
  range far ahead. The intention of such a doctrine is not to gun 
  the enemy down with the formidable ﬁrepower mounted on 
  each vehicle, for these weapons are used to support the warriors 
  once they have dismounted. Upon closing with the enemy, the 
  Storm Wardens draw their chainswords and Sacris claymores, 
  and engage the enemy in the manner of their forebears—in the 
  bloody maelstrom of close combat.
  It is in close combat that many of the Chapter’s traditions are 
  most fully expressed, for the Storm Wardens are possessed of a 
  ﬁerce sense of pride and believe that honour is to be found in the 
  act of striking an enemy down with one’s own hand. To this end, 
  the Storm Wardens utilise the fearsome claymore wielded by the 
  clans of Sacris, each Battle-Brother practising endlessly until he is a 
  master in its use. Only when he is judged worthy is a Battle-Brother 
  formally allowed to wield his claymore on the ﬁeld of battle, mostly 
  limiting its use to ofﬁcers and veterans. Many claymores have been 
  passed down through the generations, and some are truly ancient 
  relics forged by the clans of Sacris and later ﬁtted with power ﬁeld 
  generators to wreath their mighty blades in shimmering, deadly 
  force. A master of the Sacris claymore wielding his weapon against 
  the foes of the Emperor is an awesome sight indeed, and one that 
  ﬁlls the hearts of the faithful with as much pride as it inspires dread 
  in the souls of traitors.
  CHAMPIONS OF SACRIS
  The Battle-Brothers of the Storm Wardens Chapter are known 
  to exhibit a ﬁerce resolve in the face of overwhelming odds and 
  display an unstoppable drive to test themselves against all who 
  would stand before them. Perhaps this feature of their character is 
  a result of the beliefs instilled in each before he has even joined the 
  Chapter, for the warrior clans of Sacris are fearsome and resolute 
  indeed. Others might say that the need to test their limits is a result 
  of the Nemesis Incident, for the Storm Wardens do not know 
  which of the Primarchs is their gene-father, who they should 
  revere above all others. In truth, there are many Chapters that do 
  not have knowledge of the identity of their founding Legion, 
  but perhaps things are different for the Storm Wardens because, 
  presumably, they once possessed that knowledge, but necessity has 
  shorn that link. Few Battle-Brothers can imagine such an existence, 
  the doctrine and dogma of the Chapter, including accounts of its 
  founding and its earliest battle honours, locked deep within the 
  stasis vaults in the deepest levels of the Fortress-Monastery. 
  Some Storm Wardens Battle-Brothers become disturbed with 
  the fact that so much of their Chapter’s heritage is lost, and are 
  consumed with an existential grief. The Chapter’s Chaplains 
  are ever watchful for such afﬂicted Brethren, and when they are 
  identiﬁed they are counselled to renew their quest for excellence, 
  challenging themselves against ever greater foes. In some cases, 
  the Chaplain must set the target of the quest himself, knowing 
  that in its completion the Battle-Brother will ﬁnd respite from his 
  spiritual turmoil, on this side of the grave, or the other.
  WARD-MASTER  
  LORGATH MACLIR
  The current leader of the Storm Wardens Chapter is Ward-
  Master Lorgath Maclir, Imperial Commander of Sacris, 
  Lord Protector of the Northern Halo Marches and Marshal 
  Designate Imperialis of the Ninth Convocation. Maclir 
  was initiated into the Storm Wardens in 229.M41, and 
  assumed the mantle of Ward-Master four hundred years to 
  the day later, his ascension validated by every one of the 
  twenty-two Chapter Ancients the Techmarines were able to 
  awaken. Since then, Maclir has served his Chapter and the 
  Imperium with the utmost dedication, though few outside 
  of the Chapter and the highest tiers of the Imperium’s 
  power structure have even heard of his name.
  Maclir is typical of his kin, in that he was recruited from the 
  warrior-clans of Sacris, the feral world from which the Chapter 
  exclusively draws its Neophytes. It is recorded that the trials 
  that season were especially harsh, the swamps through which 
  the competing Aspirants raced boiling with vicious bile-wyrms 
  that dragged dozens down beneath the fetid waters. Upon 
  reaching the Storm Wardens Chaplain overseeing the contest, 
  Maclir was instructed to face the other nine who had arrived 
  ahead of him if he wished to join the warriors from the sky. 
  This he did, slaying his rivals without mercy to be judged 
  worthy of leaving the surface with the Chaplain. 
  Upon his initiation, Maclir began an ascent that would 
  take him to the very highest tiers of the Chapter’s chain of 
  command. He was driven by an insatiable urge to test himself 
  in all he did, more so even than most Battle-Brothers of 
  the Storm Wardens. He undertook a study of the Tactica 
  Imperialis, committing the entire work to memory within a 
  century, a feat few even amongst the Adeptus Astartes could 
  ever match. But Maclir did not simply learn the precepts of 
  the Codex by rote, priding himself on fully comprehending 
  each lesson and principle and testing himself to ensure his 
  understanding was total. When he was judged worthy of 
  promotion to Company Captain, Maclir turned the honour 
  down, stating that his mastery of the Codex was not yet 
  
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  complete. A decade later, having been offered command three 
  more times, he accepted, leading ﬁrst the 7th, then the 3rd, 
  and ﬁnally the 1st Companies to victory after victory against 
  every enemy he faced.
  Since assuming the mantle of Chapter Master, Lorgath 
  Maclir has been honoured as the greatest Ward-Master 
  in the Storm Wardens extant history. He is known for his 
  continuous testing not just of himself, but of his ofﬁcers and 
  the entire Chapter. On the rare occasions when they are not 
  on operational deployment, Maclir’s company commanders 
  are undergoing the most rigourous drills. Yet, Maclir is not a 
  cruel or capricious master and not a single one of his warriors 
  resent him for his constant testing of their abilities. Instead, 
  they undertake the challenges willingly, knowing that what 
  does not kill them makes them stronger, and prepared for the 
  horrors that await on the battleﬁelds of the 41st Millennium.
  BATTLES OF  
  THE STORM WARDENS
  The annals of the Storm Wardens stretch no further back into 
  history than 945.M36, the events surrounding the Nemesis Incident 
  obscuring all that transpired before. Several of the Chapter’s most 
  prized banners, including one of its oldest Chapter Banners, 
  proudly proclaim the names of battle honours earned before then, 
  but about which the Storm Wardens have no knowledge at all. 
  Such titles include the Scouring of Mo’Shan, the Second Magellanic 
  Expedition and the War of the Pillars of Creation. The Chapter may 
  never know what mighty deeds were undertaken to earn these 
  honours, what heroes fell, what vile enemies were slain, and what 
  sacriﬁces were made that the Imperium might prevail.
  335.M41 AMBUSH IN THE MAW
  The Storm Wardens strike cruiser Eternal Sentinel was ambushed 
  in the depths of the Maw travelling between the Calixis Sector 
  and the Koronus Expanse. The attackers were a previously 
  unidentiﬁed Chaos war ﬂeet and subsequent analysis of 
  augur-core archives determined that it was emerging from 
  an unknown Warp interface beyond the 12th Station of 
  Passage. The Eternal Sentinel affected a boarding action against 
  the enemy ﬂagship, slaughtering its command crew before 
  triggering a cascading plasma core purge cycle that destroyed 
  the vessel and crippled three nearby escorts.
  784.M41 THE DESTROYER’S  
  LAST CRUSADE
  Three companies of Storm Wardens accompanied Rogue 
  Trader Tyral “Destroyer” Cathek into the Halo Stars beyond the 
  Calixis Sector, encountering several isolationist pocket empires. 
  The Destroyer lived up to his moniker in razing to ashes each 
  kingdom he encountered despite the growing protestations of 
  the Adeptus Mechanicus Explorator contingent accompanying 
  his ﬂeet. Eventually, the Explorators refused to allow any more 
  pre-Age of Imperium technology to be lost, and attempted to 
  stop Tyrel from destroying any more. The Storm Wardens were 
  forced to choose between the two factions, and sided with the 
  Mechanicus, with whom they have well-established ties, forcing 
  the militant Rogue Trader to continue his crusade alone. Tyral 
  has not been heard of in decades, and it is assumed he met his 
  match amongst the Halo Stars.
  801.M41 BATTLE OF PORT MAD DOG
  The Battle of Port Mad Dog illustrates the precarious nature 
  of the extreme long range patrols many Space Marine vessels 
  undertake, as well as the unique capabilities of the Adeptus 
  Astartes. While the Imperial Navy would no doubt argue that 
  their own crews would have found an equally imaginative 
  means of returning to port, the Storm Wardens achieved a 
  notable victory, if one that is likely to go largely unmarked 
  amongst the calamitous wars engulﬁng the Jericho Reach.
  It was during a long-range sweep deep into the Outer 
  Reach that a Storm Wardens Hunter class destroyer suffered 
  a navigational error during an unprecedented ﬂicker in 
  the beacon of the Astronomican. Cast adrift in the lifeless 
  nebulae of the Slinnar Drift, the destroyer’s crew found 
  themselves light years from any Imperial installation and far 
  beyond the reach of the nearest logged friendly unit. The 
  ship’s navigational array, Warp vanes and gellar projectors 
  were damaged. Meditating on the matter for several hours 
  before consulting his peers, the destroyer’s master formulated 
  a plan, if one that was highly unconventional, to extricate his 
  vessel from its predicament.
  The Storm Wardens decided that they had no choice but to set 
  in for repairs at the nearest port, which happened to be the pirate 
  haven of Port Mad Dog. The Space Marines decided they had 
  
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  two options, both of which they would try. Firstly, they would 
  set in at Port Mad Dog and simply demand the denizens provide 
  them with the materials and facilities needed to affect repairs. 
  However, the Storm Wardens suspected that the outlaws were 
  unlikely to agree to such demands and, if they did not, the Space 
  Marines would simply take what they needed. As predicted, the 
  pirates rejected the Storm Wardens’ demand. 
   The dozen Space Marines aboard the destroyer were 
  drastically outnumbered by the pirates, so they executed a 
  swift strike against the pirate king, seeking to decapitate the 
  enemy before serious resistance could be mounted. The Storm 
  Wardens found the enemy leader attended by a veritable 
  menagerie of alien bodyguards, including Kroot, Loxatl, and 
  a multi-headed monstrosity never before recorded. The battle 
  was joined in the pirate king’s throne room and, although 
  the bodyguards were far more dangerous foes than the Space 
  Marines had anticipated, they were ultimately no match for 
  the champions of Humanity. Having decapitated the pirate 
  hierarchy, the forces of the port were thrown into anarchy. 
  The Storm Wardens dug in for a days-long defence of the 
  docks, knowing that their foes would not attack without 
  order or direction. While the Space Marines held the dock, 
  the crew-serfs of their destroyer affected the needed repairs, a 
  process that was completed within three days. Breaking dock, 
  the Storm Wardens released the pirate king of Port Mad Dock 
  in the fashion his kind were notorious for, ejecting him from 
  an air lock as they pulled away. 
  815.M41 THROUGH THE WARP
  Answering an astropathic distress call emanating from the 
  feral world of Belami, the Storm Wardens rapid strike cruiser 
  Glendyr’s Lament rescued the Navigator Hernando Jurkantz from 
  an entire nation of angry natives. Known as one of the most 
  skilled Navigators in the quadrant, Jurkantz’ skills were tested 
  to near breaking when the cruiser was engulfed in a Warp ﬂux 
  and spewed from the Warp twenty thousand light years away 
  and several decades before it had set out, through the stellar 
  phenomenon known as the Hadex Anomaly. Only Jurkantz’ 
  skill in traversing the Warp and the Storm Warden’s bold stand 
  against the enemies that assailed the vessel throughout the 
  journey saved the souls of every man on board. 
  OPERATION HAMMERFALL 
  Of all the Space Marine Chapters of the Adeptus Astartes to 
  have contributed forces to the opening battles of the Achilus 
  Crusade, the Storm Wardens committed by far the largest 
  single contingent. Seven entire companies and signiﬁcant ﬂeet 
  assets were dispatched from Sacris, a number not far short of 
  the Chapter’s full strength. By mutual assent of the crusade’s 
  ruling council and personal sanction of Lord Militant Achilus 
  himself, Commander Lorgath Maclir, Chapter Master of the 
  Storm Wardens, was appointed the ﬁgurehead and nominal 
  leader of all of the Space Marine forces committed for 
  the opening battles. The deployment would be known as 
  ‘Operation Hammerfall,’ and it would achieve some of the 
  most stunning victories, and suffer one of the most galling 
  twists of fate, in the entire crusade.
  Planning for Operation Hammerfall began in mid 773.
  M41, when Maclir was summoned to attend the Senatorum 
  Imperialis. In sealed session, the High Lords of Terra bid the 
  Master of the Storm Wardens to lend their support to the 
  man they had not an hour earlier conﬁrmed as High Lord 
  Militant of the Eastern Marches, Achilus. Maclir knew Achilus 
  of old, having served alongside him during the Scouring of 
  Low Boria, when so many had fallen prey to the repulsively 
  neurophagic xenos species called the Khrave. Maclir would 
  have fought alongside such a man regardless of the High 
  Lords’ wishes, but he knew that the undertaking at hand must 
  be a truly epic one for the highest council in the Imperium to 
  have summoned him in such a manner. Then, the new Lord 
  Militant emerged from the shadows below the High Lords’ 
  dais, and greeted his old friend. Achilus apprised Maclir of 
  the ﬂight of the Spear of Tarsus through the Jericho-Maw 
  Warp gate, and of the weight of the discoveries made since. 
  Maclir committed his Chapter to the crusade there and then, 
  and the foundations of the operation were set down.
  While Achilus and Maclir laid their plans for the subjugation 
  of the Jericho Reach, messengers were sent out to dozens of Space 
  Marine Chapters. In many cases, Maclir sent his own brethren 
  to petition his brother Chapter Masters to lend their support 
  to the coming crusade. In other cases, Achilus dispatched his 
  own agents and emissaries, so that in total, almost a hundred 
  Space Marine Chapters were approached. The requests for aid 
  were by necessity short on details, for the need to conceal the 
  existence of the Warp gate was overriding. Some Chapters 
  refused to commit based on the scant information they were 
  given. Others, notably those who had served alongside Maclir 
  or Achilus in previous campaigns, agreed outright to lend 
  whatever aid they were able, and within the year several dozen 
  Chapters were committed to the Achilus Crusade. A Space 
  Marine command council was formed, consisting of the most 
  senior ofﬁcer of each Chapter represented in the force, and 
  Maclir was elected its ﬁgurehead.
  The build up of military force and logistical support that 
  precluded the crusade was an undertaking only the most 
  brilliant of minds could have conceived. Achilus was a leader 
  of prodigious will and vision, and the authority vested in him 
  by the High Lords of Terra meant there were precious few 
  limitations in the scope of his power. Yet, the need to maintain 
  secrecy remained paramount, for if the existence of the Warp 
  gate became known, the numerous enemies of the Imperium 
  might utilise it to strike from one side of the galaxy to the 
  other. The totally unheralded arrival of Hive Fleet Behemoth 
  on the Eastern Fringe had deﬁed all strategic prognostications, 
  and although most in the Imperium’s highest echelons believed 
  the threat overcome, others feared that another such foe might 
  descend upon the region and, utilising the Warp gate, strike 
  directly towards the Imperium’s heartlands. 
  Achilus conceived the plan of conducting the build up in the 
  guise of directing troops towards the Margin Crusade on the 
  fringes of the Calixis Sector, for while that war still ofﬁcially 
  raged, in reality it had long ago lost momentum and become a 
  fruitless meat grinder. Imperial Guard regiments were raised from 
  the worlds of the Calixis Sector and numerous others. Strategic 
  segmentum reserves, including veteran regiments originally 
  drawn from such famed worlds as Cadia and Mordia, were 
  
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  committed to the crusade. The Orders Militant of the Adepta 
  Sororitas pledged the zeal of their Battle-Sisters. The Adeptus 
  Mechanicus committed Titans, Knights, and Skitarii regiments. 
  The Imperial Navy assembled the largest ﬂeet deployed since 
  the Battle of Macragge. The Departmento Munitorum, by far 
  the largest contingent in the entire crusade, mobilised countless 
  support formations, without which not a single las shot could 
  have been ﬁred or a single trench dug. Even the Rogue Traders 
  answered the Lord Militant’s call, and those he trusted were 
  promised riches beyond even their wildest dreams when it 
  came time to apportion the prizes of war. 
  But mightiest of all the contingents were the Space Marines of 
  the Adeptus Astartes. Hundreds of Battle-Brothers were gathered 
  under the banner of the Achilus Crusade, literally, for Maclir 
  ordered a composite Crusader Company raised. Each Chapter 
  present contributed Battle-Brothers to an elite honour guard 
  whose sacred task was to wield and protect the Crusade Banner.
  Finally, after several decades of planning, years of 
  preparation and months of build up, the Crusade was ready 
  to embark. Incredibly, the undertaking had remained secret, 
  the cyclopean bureaucracy of the Imperium ensuring, even 
  without deliberate effort, that the ﬂow of men, materiel, 
  and information was strictly one-way. Though never openly 
  acknowledged, it is suspected that the Inquisition had a hand 
  in reinforcing the issue of operational secrecy, the little known 
  Ordo Redactor purging the archives of any data that might 
  compromise security and tracking down and eliminating any 
  who might let the secret out. 
  Ten days before the Feast of the Emperor’s Ascension in 
  777.M41, Lord Militant Achilus gave the ﬁnal, irrevocable 
  order, and the countdown to the crusade began. The ﬁrst 
  warriors through the Warp gate were the Space Marine 
  strike forces assigned to Operation Hammerfall, and these 
  were led in person by Lorgath Maclir, who had planned 
  every aspect of the assault in person, in minute detail. 
  The crusade’s objective was to push the Tau out of the 
  region and reclaim the worlds of the Jericho Reach for the 
  Imperium of Man. It was Achilus’ most cherished dream 
  that the Tau would be so undermined by the crusade that 
  they would fall back towards their own region of space 
  and, in time, be destroyed utterly. But for now, Achilus 
  and Maclir held the Tau capital in the Reach, Tsua’Malor, 
  ﬁrmly in their sights, and nothing, or so they thought, 
  could possibly distract them from their goal.
  Operation Hammerfall ranged ahead of the bulk of the 
  crusade, smashing aside all enemy forces that dared stand 
  before it. As hoped, the Tau were initially unprepared for the 
  attack, coming as it did from an entirely unanticipated quarter. 
  The Space Marines fought as angels of death, conducting 
  planetstrikes, boarding actions, and massive frontal assaults in the 
  manner of the battles of the Great Crusade. Despite the potential 
  for destruction, Maclir ordered that those worlds occupied by 
  human populations be spared unnecessary suffering and allowed 
  to rise up against the Tau and join the crusaders. 
  Shockingly, the human populations failed to welcome 
  the crusade, let alone join it. Instead, their leaders declared 
  the Imperium the enemy, rejecting all communications and 
  asserting their independence. As world after world rejected 
  the crusade, the forces of Operation Hammerfall were forced 
  to divert around planets they had no immediate resources 
  to suppress. Initial planning had assumed that the worlds 
  coreward of the Well of Night would be usable as staging 
  points for later stages of the operation. With the worlds 
  rejecting the Imperium, the Space Marine strike ﬂeets were 
  forced to operate far from their rear echelons, and their line 
  of communication were becoming more stretched with every 
  world they were forced to bypass.
  Despite these setbacks, Operation Hammerfall achieved 
  countless glorious victories, overwhelming the Tau in 
  battle after battle. At Spite, twenty Tau battle cadres were 
  utterly wiped out, while the Battle of Kaggeran sent an 
  entire Air Caste picket ﬂeet burning through the skies to 
  crater several thousand square kilometres of the surface. 
  At Wrath, the Tau attempted to mount a rearguard action 
  while they evacuated several hundred thousand of their 
  worker caste.  The Battle Barges of the Storm Wardens, 
  Black Templars, and the Dark Sons Chapters annihilated 
  them from orbit before seven entire Assault Companies 
  made planetfall to destroy what little resistance remained. 
  Perhaps the greatest battle honour won in those opening 
  months was that earned by Maclir himself, when he 
  held the line at Epiphany Rock against a massive Tau 
  counter-attack. The xenos ﬁelded heavy battle suits, whose 
  weapons were capable of punching straight through 
  Adeptus Astartes power armour and which accounted 
  for dozens of casualties before Maclir took the initiative. 
  The Storm Wardens Chapter Master led a teleport assault 
  
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  of the massed Terminator squads of a dozen Chapters, 
  materialising in amongst the enemy formation and tearing 
  it apart before the heavy battlesuits could re-deploy. 
  With Epiphany Rock smashed wide open, Maclir 
  scented blood and drove Operation Hammerfall on still 
  further, pushing the Tau back along the Hyades Ebb Warp 
  route and down the length of the Arethusa Flux all the 
  way to the Death World of Ravacene. There, amongst the 
  ash forests and volcanic chains, the forces of Operation 
  Hammerfall fought their largest and most costly battle to 
  date. The Tau threw every asset they had into a last ditch 
  effort to repel the Space Marine advance, committing Fire 
  Warrior cadres, thousands of battlesuits, and massed grav-
  tank wings. Vast hordes of Kroot Carnivores stalked the 
  grey forests, while the ash-choked skies were darkened 
  further as Vespid Stingwings swooped down to bring 
  death from above. Alien mercenaries not seen before or 
  since swelled the Tau’s numbers still further, and soon the 
  ash coating the forest ﬂoor turned to a glutinous mire as 
  the blood of xenos and Space Marine alike was spilled.
  The First Battle of Ravacene raged for three weeks, 
  neither side able to gain the initiative or strike a telling 
  enough blow against the other. During the darkest days 
  of the battle, it is said that Maclir was everywhere, 
  bolstering the defence, leading bold counter-attacks, and 
  taking the fight directly to the enemy without rest or 
  respite. The Storm Wardens drew on every single one 
  of their traditions. Riding their mighty armoured Land 
  Raiders and Predators in the manner their ancestors rode 
  their huge Sacrisan steeds to war, the Storm Wardens 
  smashed aside whatever Tau forces stood before them, 
  dismounting to engage the enemy in the brutal melee of 
  close combat and continuously testing themselves against 
  the very best the Tau could field. Maclir is said to have 
  dreamed of seeing the white domes of the Tau capital 
  in the distance, knowing that Operation Hammerfall 
  was mere light years away from its objective and that 
  one final push would see the crusade attain its primary 
  goal. Achilus had always planned for a decade of war, 
  yet Maclir sensed that victory could be won within mere 
  months if one final push could be made.
  Knowing that a second wave of Space Marine strike forces 
  followed by a third of front line Imperial Guard regiments 
  was ﬁghting its way down the Hyades Ebb, Maclir ordered all 
  available forces to mass at Ravacene and smash the Tau aside, 
  so that the advance on Tsua’malor could begin without delay. 
  Lord Militant Achilus signalled his assent and the ﬁnal phase 
  of Operation Hammerfall was ordered.
  But Maclir’s order was never enacted. All across the 
  Jericho Reach, those worlds that had refused to yield 
  to the crusade rose up, millions-strong armies and 
  ramshackle fleets of ancient system defence vessels 
  smashing into the crusade’s exposed and over-stretched 
  lines of communication. Worse, it soon became apparent 
  that the recalcitrant populations were not motivated by 
  notions of mere misguided isolationism. Underlying 
  the resistance was the hand of Chaos, the poison of the 
  Ruinous Powers lending the armies strength at the very 
  moment when the Imperium could have pressed home its 
  assault and driven the Tau from the Jericho Reach. 
  Maclir’s reinforcements never arrived at Ravacene. Instead, 
  transport ﬂeet after transport ﬂeet was ambushed, encircled, 
  and destroyed, entire regiments of Imperial Guard perishing 
  in the cold void before setting foot on a single world of 
  the Jericho Reach. Maclir raged in the face of such perﬁdy, 
  swearing to avenge himself of the traitors who had cost the 
  Imperium its victory, for he saw there and then that Achilus 
  had, if anything, been overly optimistic in his estimation 
  that the conquest of the Jericho Reach would take a decade. 
  With Chaos raging in the central zones, Maclir knew the 
  crusade might not complete its objective even in his own 
  lifetime. Ironically, it had not been even partially completed 
  by the end of the Lord Militant’s lifetime, for Achilus died 
  in tragic, and some have said suspicious, circumstances when 
  his ﬂagship Proclamation of Wrath suffered a catastrophic 
  Gellar Field collapse in 786.M41. In truth, the long-
  standing friendship between Achilus and Maclir had soured 
  by the time of the Lord Militant’s death, both warriors 
  deeply embittered by the crusade’s descent into a gruelling 
  war of never-ending attrition.
  EXTERNAL RELATIONS
  The Storm Wardens maintain a high degree of isolation 
  from many of the other institutions within the Imperium, 
  and although their home world is located within the 
  region of space once called the Calyx Expanse, very 
  few amongst the ruling classes of the Calixis Sector or 
  elsewhere are even aware of their existence. The exact 
  reason for this isolationist tendency is unknown, but 
  is likely to be a combination of the inherent character 
  of the warrior-clans of Sacris from which the Chapter 
  recruits and the events surrounding the Nemesis 
  Incident. It is known that Maclir has met with Lord 
  Sector Marius Hax, the most senior representative of 
  the Administratum in the Calixis Sector, but has had 
  comparatively few dealings with the Ordos Calixis. 
  He has, however, undertaken joint missions with a 
  number of Inquisitors outside of the Calixian Conclave, 
  amongst others one Inquisitor Lord Petrion Borsch. In 
  addition, the location of the Chapter’s home world and 
  its mission to guard the northern reaches from threats 
  emanating from the Halo Zones, the Storm Wardens 
  have fought along side various Rogue Trader houses, 
  seconding forces ranging in size from a single squad to 
  an entire company to take the light of the Emperor to 
  the dark spaces on the map.
  One body that the Chapter does appear to have closer 
  ties than normal with is the Adeptus Mechanicus. Because 
  the Chapter maintains a large number of armoured 
  vehicles, its forge is well served by Techmarines, but 
  some would say this in itself is not sufﬁcient to explain 
  the closer than usual ties. Perhaps the answer is to be 
  found deep beneath the Fortress-Monastery, sealed 
  within the stasis chambers of the Watch Tower.
  
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  TEMPEST BLADE
  The Battle-Brothers of the Storm Wardens are known for their 
  all-consuming drive to test themselves at every opportunity, 
  ﬁghting duels with one another and engaging in lethal, one-
  on-one close combat against enemy champions on the ﬁeld of 
  battle. This drive is deep-seated, and some hold that it is a trait 
  inherited from the Chapter’s unknown ancestor Legion, though 
  none can say exactly which Primarch it might apply to, for all 
  were driven in their own manner. By way of this continuing 
  quest for excellence, the Storm Wardens have produced many 
  truly legendary heroes, but they have also suffered some of the 
  most tragic losses. Some of the Chapter’s greatest ﬁgures of 
  legend have risen to their position by way of the great deeds they 
  have performed, only to be defeated by an enemy they could not 
  better and which they might not have engaged alone had they 
  not been seeking to honour their traditions in such a way.
  A tradition has grown up within the Storm Wardens, based 
  around the notion of the pursuit of the last duel. Warriors who 
  have attained the acclaim of their entire Chapter are hailed as 
  so-called Tempest Blades, and grouped together into special 
  veteran squads within the 1st Company. On the ﬁeld of battle, 
  Tempest Blade squads seek out the most powerful enemies and 
  engage them in close combat, no matter the odds. Sometimes the 
  enemy is a band of champions, in which case the Tempest Blades 
  disperse to ﬁght each foe individually, while at other times the 
  enemy is so large and powerful that they must pool their power, 
  though no others outside of the squad are allowed to intervene. 
  Occasionally, the most senior Tempest Blade declares that he 
  and he alone may engage the foe, his Battle-Brothers forming 
  a perimeter around the ﬁght so that none may interfere 
  or inﬂuence the result.
  But Tempest 
  Blades are far more than 
  veteran squads, for they embody 
  much of the character and aspirations 
  of the Chapter. Each Tempest Blade is the 
  inheritor of the teachings, honour, and often 
  the wargear, of a named predecessor, following his example 
  and passing it on by his own deeds. Thus, each Tempest 
  Blade is said to be continuing the deeds of a particular 
  ancestor, and none can be declared a member of this 
  inner order unless they have proven themselves worthy 
  of he whose deeds they intend to follow.
  Tempest Blades are the masters of close 
  combat and carry to battle the most sacred 
  of relic weapons and artiﬁcer armour. Many 
  carry the huge claymore power blades 
  symbolic of the warrior clans of Sacris. 
  Others bear thunder hammers, power 
  axes, glaives, or halberds, all distinctly 
  two-handed weapons. Because they 
  bear such oversized weapons, the 
  Tempest Blades must rely on their 
  own skill at parrying or avoiding enemy attacks, some 
  becoming adept at utilising the hafts of certain weapons 
  to turn an enemy’s blow.
  It is the aspiration and most cherished dream of every 
  Tempest Blade to earn a place in the Lexicon Heroica, a great 
  tome maintained by the Librarians of the Storm Wardens 
  Chapter. In the pages of this multi-volume archive, the deeds and 
  the manner of the death of the greatest of heroes are written, and 
  it is through the Chapters and verses therein that the Tempest 
  Blades follow and continue the traditions of their ancestors. Each 
  studies the deeds of a particular ﬁgure of legend and seeks above 
  all else to live up to the example set by his predecessor. Thus, a 
  continuous lineage is established, examples from thousands of 
  years ago driving the Chapter forward. Of course, the earliest 
  volumes of the Lexicon Heroica are missing, sealed away beneath 
  the Chapter’s fortress in the wake of the Nemesis Incident.
  It has been observed by some outside of the Storm Wardens 
  Chapter that there is something tragic, almost fatalistic in the 
  traditions of the Tempest Blades. Each is engaged upon a quest that 
  can only end in his own death. The Tempest Blades themselves 
  might counter that it is the manner of a warrior’s death that deﬁnes 
  him. They hold the belief that only at the moment of death does a 
  warrior gain true insight, learning the limits of his own ability and in 
  so doing knowing himself as no other warrior can. For this reason, 
  the Tempest Blades hold those interred within the sarcophagus of 
  a Dreadnought as especially holy, for these have experienced the 
  point of death, gained the ultimate 
  insight, and returned to 
  ﬁght on. For many 
  Tempest 
  Blades, 
  such a fate is 
  the 
  ultimate 
  revelation, 
  and 
  one they yearn to 
  attain at the culmination 
  of their own service.
  It is not unusual for 
  Tempest Blades to 
  take the Apocryphon 
  Oath and take up 
  the Long Watch, for 
  in so doing they 
  might reasonably 
  expect 
  to 
  encounter foes no warrior 
  has previously faced and 
  test themselves against truly 
  unique challenges. In the service 
  of the Deathwatch, a Tempest 
  Blade carves his own legend, 
  transcending the traditions of 
  his forebears so that one 
  day, his own deeds 
  will be studied by 
  future generations 
  and 
  his 
  name 
  recorded in the 
  hallowed pages of 
  the Lexicon Heroica.
  
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  PLAYING A TEMPEST BLADE
  Requirements: Storm Wardens only, Rank 5 or more, Renown 
  40+, WS 50+, must be nominated to succeed a previous Tempest 
  Blade, cannot be an Apothecary, Devastator, or Techmarine
  Cost: 2,000xp
  Tempest Blade Wargear
  Tempest Blades gain a Master-Crafted two-handed melee 
  weapon worth no more than 50 Requisition as standard issue 
  wargear (see page 28 of the DEATHWATCH Core Rulebook). 
  If the character obtains a more powerful two-handed melee 
  weapon (such as a relic, using the Signature Wargear (Hero) 
  Talent), that weapon replaces the one gained by entering this 
  Advanced Speciality.
  Tempest Blade Special Ability:  
  By Their Deaths Are They Known
  Tempest Blades believe that the truest expression of a 
  warrior’s existence is the manner of his death, gaining for 
  a brief moment the clearest insight into their lives and the 
  limits of their prowess. Though some may consider this a 
  morbid outlook and the behaviour it encourages foolhardy, 
  Tempest Blades use the promise of this revelatory fate to 
  drive their quest for martial perfection, and their efforts 
  grow ever-greater as the spectre of death draws near.
  When Heavily Damaged or Critically Damaged (see page 
  262 of the DEATHWATCH Core Rulebook), the Tempest Blade 
  ignores the effects of Fatigue, gains a +10 bonus to all Weapon 
  Skill Tests and a +2 bonus to all melee Damage rolls, and any 
  Heroic Sacriﬁce he declares lasts for a number of Rounds equal 
  to his Toughness Bonus +2. 
  Additionally, a Tempest Blade may always choose to 
  take the Deathwatch Dreadnought Advanced Speciality (see 
  RITES OF BATTLE, page 110), even though characters are not 
  normally allowed to take two Advanced Specialities—to 
  a Tempest Blade, internment within a Dreadnought is the 
  greatest expression of their beliefs.
  ADDITIONAL RULES
  The Storm Wardens have fought many wars over their long 
  and occluded history, and while much of their past is lost, 
  vast amounts remain; a wealth of militant lore and combat 
  doctrine stretching back into their shadowed past. Following 
  is a selection of additional abilities that cover some small 
  fragment of the lore and tradition of the Storm Wardens. 
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  Sk
  Sk
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  Sk
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  NEW TALENT:  
  TWO-HANDED WEAPON EXPERTISE
  Every Storm Warden is skilled with the great claymores 
  of Sacris, and many strive to master the subtleties of 
  wielding so large and deadly a weapon. Tempest Blades 
  have perfected the use of such weapons, wielding large, 
  heavy implements of destruction deftly and gracefully.
  When wielding any two-handed melee weapon, the 
  character ignores the Unbalanced Quality and treats 
  weapons with the Unwieldy Quality as being Unbalanced 
  instead. This Talent may be purchased twice; if a Character 
  does so, then the character ignores the Unwieldy Quality 
  and treats weapons with the Unbalanced Quality as 
  having the Balanced Quality instead.
  
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  STORM WARDENS SOLO MODE ABILITY: 
  TANK COMMANDER
  This is a new Solo Mode Ability available to Battle-
  Brothers of the Storm Wardens Chapter. See page 217 
  of the DEATHWATCH Core Rulebook for details of using 
  Solo Mode Abilities.
  Type: Passive
  Required Rank: 3
  Effects: The Battle-Brother is skilled in the operation of 
  heavy combat vehicles, from Rhino APCs to mighty Land 
  Raiders and earth-shattering Vindicators, and can allow 
  his adamantium steed to elude and endure the ﬁre of the 
  enemy. If a vehicle the Battle-Brother is driving is attacked, 
  he may attempt to Dodge without the usual penalty for the 
  vehicle’s size; if successful, the attack counts as striking 
  the vehicle’s front armour.
  Improvements: At Rank 5 and above, the Battle-
  Brother’s skill at firing on the move is such that all the 
  vehicle’s weapons are considered to benefit from the 
  Auto-Stabilised Trait. At Rank 7 and above, the Battle-
  Brother can deliver death from a tank’s weapons with 
  remarkable precision, adding +10 to his Ballistic Skill 
  when firing a vehicle-mounted weapon. 
  NEW OATH: OATH OF THE FINAL DUEL
  This Oath may be selected by a Kill-team which has 
  selected a Battle-Brother of the Storm Warden Chapter to 
  be their leader. Oath-taking is described on page 228 of the 
  DEATHWATCH Core Rulebook.
  Sworn upon a rough-hewn altar of vitriﬁed sand taken from 
  the shores of one of Sacris’ storm-wracked seas, the Storm 
  Wardens regard this oath as an acceptance of the end that they 
  may face in honourable combat, and with that acceptance, free 
  themselves of the burdens of doubt or self-preservation.
  Prerequisite: Any Battle-Brother of the Storm Wardens Chapter
  Effect: Those that take the Oath of the Final Duel do 
  so silently, each confronting the notion of their own fate 
  and their own demise. Their silent vow sworn, the Kill-
  team face battle prepared to die, with every moment of 
  continued existence a blessing from the Emperor. Any 
  member of a Kill-team which takes this Oath gains a +10 
  bonus to Weapon Skill when engaged in single combat 
  with an enemy.
  Squad Mode Abilities: Furious Charge, Soak Fire, Tank Hunter
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  “Follow the plan! The traitors shall fall; the Emperor granted us a 
  vision of triumph.”
  –Librarian Ibrahim, at the Battle of Gravitas
  �
  s much as they are known for their bravery and combat 
  efﬁciency, the Blood Ravens Chapter is also renowned 
  for its obsession with recovering lost information and 
  technology. These Battle-Brothers have repeatedly shown a 
  willingness to accept non-traditional techniques and extreme 
  approaches so that some lost relic or tome could be recovered 
  and secured within their vaults. Their tendency to rely 
  heavily upon a higher than normal number of psychically 
  talented Space Marines only serves to further differentiate the 
  Blood Ravens from most other Chapters. Some members of 
  the Adeptus Administratum believe that this reliance upon 
  their psykers is a potential disaster, while others respect and 
  fear the advantages these talented Battle-Brothers have 
  repeatedly provided 
  to their Chapter.
  HISTORY
  The precise origins of the 
  Blood Ravens Chapter are 
  shrouded in mystery. Not 
  even the most renowned 
  Chapter Masters or revered 
  Librarians can say with any 
  certainty from whence their 
  beloved Chapter originated. The 
  majority of the records on the 
  Chapter date back no further 
  than early M37, though 
  references to their service in 
  the litanies of other Chapters 
  and 
  Imperial 
  Organisations 
  prove that the Chapter existed 
  and fought the enemies of the 
  Emperor for centuries before this 
  time. The reasons for this gap in 
  knowledge are unknown. Many 
  older Space Marine Chapters have 
  far more complete records. Further, 
  as the Blood Ravens are so focused 
  on gaining and retaining information, 
  it seems improbable that they could 
  accidentally lose such a vital portion of 
  their own history.
  As a result, the Blood Ravens do not 
  know from which Primarch or Chapter 
  they are descended from, and so revere 
  no one as much as the Immortal Emperor, 
  supreme master of all Space Marines. 
  Much of the Chapter’s history owes much 
  to a Space Marine named Azariah Vidya, 
  known to the members of the Chapter 
  through an ancient legend known as the Father Librarian, 
  or Great Father. It is because of his actions that many of 
  the Masters of the Chapter have simultaneously served as 
  its Chief Librarian. Vidya only assumed the responsibility 
  after the previous Chapter Master was slain in battle and he 
  was forced to assume command. His techniques of careful 
  study and precise, strategic assaults earned him the deep-
  seated respect of his Battle-Brothers and conﬁrmation as 
  the Master of the Chapter.
  For millennia, the Blood Ravens have been largely identiﬁed 
  by their obsession with uncovering secrets and their use of 
  pskyers as a crucial aspect of their martial prowess. 
  Many of these studies pushed the boundaries 
  of Imperial tenets—often drawing the 
  attention of Inquisitorial elements. The 
  Blood Ravens have consistently 
  exhibited a clear willingness 
  to study their foes prior to 
  eliminating them. However, 
  such knowledge can lead 
  to tragic corruption, as in 
  some cases mere knowledge 
  can be irrevocably damning. 
  Such has proven to be the case in 
  the story of the recently defeated 
  Azariah Kyras.
  Before that traitor rose to the 
  position of Blood Ravens Chapter 
  Master, he fought a valiant battle 
  against the Greater Daemon Ulkair 
  on the world of Aurelia. While the 
  hideous Warpspawn was overcome, 
  then Epistolary Kyras was thought 
  lost to the Warp. His death was entered 
  into the Chapter’s records, along with 
  commendations for bravery. Until 500 
  years later, when he inexplicably returned 
  and seized command of the 5th Company. 
  His experiences within the Warp tragically 
  corrupted the Space Marine, such that 
  upon his return he became intently 
  focused on spreading that corruption 
  to his Battle-Brothers.
  Over the centuries that followed 
  Azariah Kyras hid his corruption 
  while spreading his taint through the 
  Chapter. Those who fell under his 
  sway became hosts for daemons 
  allied 
  with 
  the—supposedly 
  dead—Greater Daemon Ulkair. 
  CHAPTER SUMMARY
  Founding: Unknown
  Chapter World: None
  Fortress Monastery: Omnis Arcanum
  Gene-seed: Unknown
  Predecessor: Unknown
  
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  In surprisingly short order, Kyras assumed the title of Chapter 
  Master, taking command of the Blood Ravens and corrupting 
  many of the other Space Marines. At the same time, he forged 
  alliances with other daemons and foul servants of Chaos.
  Gabriel Angelos—Captain of the 3rd Company—was the 
  only member of the Chapter’s command elements to view 
  Kyras’s return with mistrust. Gabriel quietly and suspiciously 
  investigated the Chapter Master at every opportunity, 
  ultimately exposing the Chapter Master as a heretic and traitor, 
  when he conﬁrmed links between the fallen Battle-Brother 
  and the traitor legions. However, the truth was discovered too 
  late. By the time Captain Angelos was prepared to reveal his 
  ﬁndings to the Chapter, a large number of its Space Marines 
  were already corrupted. Instead, Kyras declared Gabriel traitor 
  and initiated a vicious hunt for the Captain and his forces. A 
  bloody civil war ensued, one that engulfed the entire Aurelian 
  subsector at its peak. 
  Kyras eventually openly declared his loyalty to Chaos and 
  ascended to Daemon Princedom. The daemon was slain, but 
  at a great cost to Gabriel’s forces. Gabriel ascended to Chapter 
  Master after a bloody purge and many of the Chapter’s 
  unusual practices continue to be re-examined. The Chapter 
  now must exhibit great care as they recruit new members to 
  replace those who betrayed the Imperium, lest other factions 
  push for their dissolution at this time of weakness.
  HOMEWORLD
  From the earliest of their surviving records, the Blood 
  Ravens have existed as a ﬂeet-based Chapter. The basis for 
  this decision is unclear, as their millennia of stalwart service 
  certainly qualiﬁes the Chapter for possession and control of 
  an Imperial world. It may be that the decision was made for 
  reasons lost to their history, which has been preserved for 
  traditional reasons rather than functional ones.
  To fulﬁl their duties, they possess several battle barges, 
  but their Fortress Monastery, the Omnis Arcanum, is the 
  largest of their ﬂeet and serves as their gene-seed repository. 
  This vessel also houses the Chapter’s Librarium Sanctorum. 
  Countless scrolls, tombs, and computational engines store the 
  Chapter’s records, role of honour, as well as the ancient—and 
  often forbidden—lore that they have recovered during their 
  ongoing research. While it is certainly possible that the Blood 
  Ravens once ruled a planet, there are no surviving records to 
  indicate that this was ever the case. 
  Each of the Chapter’s battle barges maintains its own 
  Librariums as well, where all of their active records and new 
  ﬁndings are recorded. However, only a subset of the Blood 
  Ravens complete ﬁndings—particularly information concerning 
  the Warp, archeotech, and the ways of xenos—are stored in these 
  lesser Librariums. Through the course of their history, companies 
  have often been assigned to extended duty apart from the main 
  portion of the Chapter’s ﬂeet. During such missions, these 
  independent Librariums serve as interim storage of knowledge 
  and a valuable resource for reviewing the less volatile lore that 
  the Chapter maintains. Any time that one of the auxiliary battle 
  barges re-establishes contact with Omnis Arcanum, an exchange of 
  information is undertaken, so any new information is returned 
  to the Librarium Sanctorum, while data deemed safe for 
  dissemination is provided to the lesser battle barges.
  One critical limitation of a ﬂeet-based operation 
  is a restriction in the availability of new candidates for 
  initiation. The Blood Ravens overcome this difﬁculty by 
  recruiting from a number of worlds, with which they 
  have long established relations. These worlds range 
  from feral worlds, colonised by the remnants of ancient 
  Imperial civilisations, to hive-worlds, where gangers ﬁght 
  daily with whatever weapons they can scrounge, living 
  off the scrapings of Imperial society. The only trait that 
  these worlds share in common is a higher than normal 
  frequency of psykers among their population. While the 
  Blood Ravens Chapter does not exclusively recruit psykers 
  as candidates, those who show psychic talents survive their 
  initiation rates at a much higher frequency than is observed 
  among most other Chapters. 
  BLOOD RAVENS CHRONOLOGY
  This section is based upon currently available 
  information regarding the Blood Ravens Chapter as 
  presented through the DAWN OF WAR series of games 
  developed by Relic Entertainment. That game is set 
  towards the closing years of the 41st millenium. For 
  those participating in a Deathwatch campaign set 
  within the Jericho Reach, it is vital that they consider 
  the information presented throughout the Deathwatch 
  game line is set in the year 817M41. Unless a character 
  is chronologically displaced, he would be unaware of 
  much of the history presented, particularly as regards 
  the treacherous acts of Chapter Master Azariah Kyras—
  who commands these Space Marines at that time.
  THE CYRENE INCIDENT
  For many centuries, the Blood Ravens used the planet 
  Cyrene as one of their primary bases for recruitment. 
  The verdant world had a prosperous agrarian society and 
  a population that enthusiastically embraced a military 
  lifestyle. Its inhabitants showed an unswerving loyalty 
  to the Imperium. The capabilities of its well-respected 
  soldiery were only exceeded by the competence of the 
  several Imperial Guard Regiments that the planet had 
  tithed to the Imperium. The world’s only known failing 
  was a propensity for a higher than normal number of 
  mutant and psyker births.
  Shortly after attaining the rank of Captain, Gabriel 
  Angelos returned to the planet to begin the Chapter’s 
  Blood Trials—their system for selection of new Initiates. 
  Centuries prior, Angelos had, in fact, been recruited from 
  this very world. Tragically, during the course of those 
  trials, the Chapter Master abruptly cut matters short, 
  and then sent a secretive message to the Inquisition. 
  While the contents of that message remain unknown, 
  the results are abundantly clear. A few months later a 
  ﬂeet of Imperial Navy and Inquisition craft travelled to 
  the system and eliminated it by writ of Exterminatus.
  
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  GENE-SEED
  The Blood Ravens’ greatest mystery concerns the history and 
  reasons behind their Founding. A large part of the Chapter’s 
  ongoing quest to recover lost information is in the fervent 
  hopes of discovering their origins. Because of their unusually 
  high number of members that possess psychic talents, the 
  Adeptus Administratum has tested their gene-seed for 
  mutation or contamination at a substantially higher frequency 
  than that normally required. Even through the course of these 
  countless investigations, the sacred implant has consistently 
  shown a high level of stability and purity. At the same time, it 
  is unusual that it shows no consistent traits that could be used 
  to link it to the lineage of any of the Primarchs. 
  PHILOSOPHY
  The Blood Ravens are a proud and secretive Chapter, obsessed 
  with ritual, history, and the acquisition of knowledge—most 
  especially for the truth of their beginnings. This gap in the 
  Blood Ravens’ history has led to endless speculation as to the 
  exact origin of the Chapter, and what could have happened to 
  expunge such a large and important portion of their history 
  from their lore. It is this very focus that has driven their 
  ongoing quest to discover more information of all kinds. This 
  quest has unquestionably subjected these Battle-Brothers to an 
  increased exposure to heretical knowledge. Some from outside 
  the Chapter question the wisdom of their pursuits, when they 
  could safely embrace the security of ignorance.
  Because of the many facets of their investigations, the 
  Blood Ravens have often worked closely with members of 
  the Adeptus Mechanicus. Through the millennia, these Space 
  Marines have uncovered many examples of archeotech, 
  which they have almost always provided to the followers of 
  the Omnissiah without question. At times, the Machine Cult 
  has repaid them for their generosity with gifts of additional 
  wargear, which is well suited to advancing their cause. There 
  is no formal relationship, as such could be viewed as an insult 
  to more needy Chapters. However, this appears to represent 
  an understanding based upon enlightened self-interest. 
  The Blood Ravens are likely to take full advantage of these 
  additional resources as they continue to rebuild after the 
  losses they suffered during their recent internal strife.
  The Blood Ravens battle cry is, “Knowledge is power, guard it 
  well!” This is more than just a chant to bellow as they charge forth 
  to slay the Imperium’s foes. It is a mantra by which the Chapter’s 
  Battle-Brothers live. They ﬁrmly believe that information is 
  the key to solving countless problems and a weapon that can 
  be exploited by the Imperium or by its enemies. These two 
  points explain the care that these Space Marines exhibit prior to 
  entering into combat and the security that they use to keep their 
  own information and tools isolated from even their allies.
  The ancient Chapter Master and Chief Librarian, Azariah 
  Vidya, is the single Space Marine most revered by Blood 
  Ravens. While he is not believed to have been active at the time 
  of the Chapter’s Founding, he is credited with the formation 
  of their many traditions. While a normal Space Marine, the 
  Blood Ravens refer to him as the Great Father, a term that 
  other Chapters might use to identify their Primarch or even 
  the Emperor. Such a degree of idolatry expressed towards a 
  fellow Battle-Brother is certainly uncommon but seems to 
  fulﬁl the void in the Chapter’s iconography due to the lack 
  of knowledge of their Predecessor Chapter and Primarch. 
  Their views towards the Emperor are in keeping with the 
  most common Space Marine beliefs; the Blood Ravens deeply 
  respect the Emperor as their creator and leader, but they do 
  not follow the teachings of the Imperial Cult.
  There is little information available, even among the Chapter’s 
  legends, concerning its leadership prior to the Great Father 
  assuming the mantle of Chapter Master. Many scholars among 
  the Adeptus Administratum believe that it was his legendary 
  role as both Chief Librarian and Chapter Master that has led 
  the Blood Ravens to value Librarians so highly among their 
  Battle-Brothers. Some suggest that Aspirants with these traits 
  are deliberately sought out, as one might represent a true heir 
  to Vidya’s legend. Others argue that he may simply have set 
  processes in motion so that the Chapter would always be able to 
  rely upon a stalwart contingent of psychically gifted members.
  Since Chapter Master Angelos has taken command of 
  the Blood Ravens, they have renewed their devotion to 
  combating and overcoming the ways of Chaos. This is in 
  large part due to the heresy that he uncovered within the 
  Chapter, and may be a consequence of the corruption that 
  he found on his home world of Cyrene. Under his direction, 
  all of the Chapter’s traditions regarding the Warp are 
  currently being scrutinised. Its leadership elements are now 
  well aware that the Blood Ravens can ill afford to lose any 
  further members to treason or heresy.
  
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  COMBAT DOCTRINE
  The Blood Ravens identify themselves as a Chapter that stays 
  closely within the criteria demanded by the Codex Astartes. By 
  the standards of someone who has little interaction with Space 
  Marines, this is a reasonably accurate description. However, 
  compared to many of the more conservative Chapters—
  particularly the Successors of the Ultramarines and Imperial Fists 
  Legions—the Blood Ravens exhibit a signiﬁcant level of variation 
  from the standard procedures as dictated by the Codex.
  Its basic company organisation is consistent with directives 
  of the Codex. The Blood Ravens maintain ten standard 
  companies. Each of these companies maintains the status, 
  combat specialisations, and training protocols as dictated 
  per the Codex. This is in spite of the fact that the Chapter 
  is ﬂeet based, so companies may be forced to separate due 
  to extended assignments aboard vessels directed to separate 
  portions of the Imperium. The most sweeping change within 
  their company leadership is that all Company Commanders 
  take a member of the Librarium on as a trusted advisor, 
  who aids in preparation for all battles. In some instances, 
  these Librarians even go on to assume the title of Company 
  Commander in the event of battleﬁeld losses. 
  In preparation for combat, members of the Blood Ravens 
  invariably begin with intense study of their opponents and 
  their tactics. All forms of reconnaissance and any relevant 
  historical or psychological resources are fully utilised in the 
  course of this exhausting research. Only once all reasonable 
  means have been undertaken to compile data is this 
  information thoroughly analysed. The analysis process may 
  take days or even weeks, depending upon the reliability of 
  the information acquired and the prior experience that the 
  various Battle-Brothers might have with their opponents. 
  Finally, once a thorough analysis has been compiled, only 
  then is a tactical solution to the issue devised. 
  Invariably, during the course of this analysis and planning, 
  command ofﬁcers rely heavily upon the input and advise of any 
  Librarians available. These talented psykers are expected to use 
  their talents to also plumb the depths of the Warp for additional 
  information upon their foes and to conduct any divinations that 
  might be appropriate. Among the Blood Ravens, these skills are 
  every bit as crucial for a Librarian as the more forceful talents 
  that are applied during a direct physical conﬂict.
  With a thoroughly compiled plan in hand, the 
  commander presents it to the Space Marines participating 
  in the Mission. Generally, these plans contain a myriad 
  of alternative plans that account for an immense number 
  of outcomes, often going into explicit and excruciating 
  detail. Once these plans have been reviewed and accepted 
  by the Battle-Brothers, they are very seldom changed. 
  Through the course of a given battle, the Blood Ravens 
  almost always adhere rigidly to their plans. This is in part 
  due to the fact that the agonising level of detail permits 
  the plans to accommodate a variety of different outcomes. 
  However, it is more often due to the fact that the insight of 
  their talented Librarians almost always provides accurate 
  data such that the ﬁnal plan is appropriate and consistent 
  with the conditions encountered on the ﬁeld of battle. 
  BLOOD RAVENS CHARACTERS
  Blood Ravens characters have an abiding understanding of many of the dark secrets of the galaxy as a result of their on-
  going quest to understand their past and the prodigious numbers of Librarian’s seeded throughout the Chapter. A Blood 
  Ravens Space Marine gains the following beneﬁts: +5 Int, any one Scholastic Lore Skill at Trained, any one Forbidden 
  Lore Skill at Trained and the Foreknowledge Solo Mode Ability (see page 31).
  DEMEANOUR: SECRETS OF THE DARK
  Secrets of the Dark is a Demeanour (see page 32 of the DEATHWATCH Core Rulebook) unique to Space Marines from the 
  Blood Ravens Chapter.
  The origins of the Blood Ravens are shrouded in mystery and the true nature and name of their Primarch is unknown 
  to them. A Battle-Brother comes into the ranks of the Blood Ravens with only limited knowledge on the history of his 
  gene-seed and a sense of curiosity to understand their ancestry so that they might better understand their own abilities. 
  This thirst for understanding the mysteries surrounding the Blood Ravens is further fuelled by the principles of the 
  Chapter and the value it places on knowledge and secrets, a thirst instilled in many Battle-Brothers by the Chapter’s 
  Librarians and their own quest to slowly uncover the past.
  In time, a Blood Ravens Space Marine’s hunger to learn more of their Chapter’s past or uncover the darker forbidden 
  lore of the galaxy can lead him to recklessness and even the dangerous line between understanding and embracing the 
  forbidden. Even though the Chapter remains ﬁercely loyal and its commanders and most powerful Librarians are well 
  steeled against the perils of the warp and its deadly secrets, many who come into contact with the Blood Ravens see their 
  desire to learn the hidden knowledge of their enemies and delve parts and pasts of the Imperium best left untouched as 
  the ﬁrst signs of corruption and taint.
  To a Blood Ravens Battle-Brother, though, the drive to gain knowledge can be too much, and where a more reluctant 
  or cautious Imperial servant might leave a book unopened or a vault sealed and untouched the Battle-Brother must learn 
  of its contents. Perhaps somewhere out there in the dark are the clues that will lead the Chapter to better understanding 
  its past or even uncovering the identity of its Primarch. At very least a Battle-Brother that adds new lore to the great 
  Librariums of the Chapter will always be well received and honoured for his diligence and his respect for the greatest 
  of all weapons: knowledge.  
  
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  At times, the Blood Ravens willingly make concessions from 
  standard Codex directives when creating their complex strategies. 
  In those circumstances where they have additional information 
  or an unusual piece of wargear, they willingly make such items 
  a cornerstone of their plans. In this way, the Chapter maintains 
  the belief that they follow the philosophy and general directives 
  of the Codex Astartes without being constrained by the fact that 
  the text is 10,000 years in age. For though these Battle-Brothers 
  believe that their secrets must be carefully preserved, they also 
  believe that their resources must be appropriately exploited in 
  order to overcome their foes with a minimum of risk. 
  Since the ascension of Gabriel Angelos to the role 
  of Chapter Master, the Blood Ravens have become 
  intensely focused on the identification and elimination 
  of the Traitor Legions and those allied with the Warp. In 
  several instances, Imperial pleas for assistance with other 
  threats have gone unanswered so that the Blood Ravens 
  could continue to pursue their own agenda. It is too 
  early to tell if this is a long-term change of the Chapter’s 
  outlook or simply a shorter term strategy necessitated by 
  extraordinary circumstance.
  BLOOD RAVENS PASTS
  The Blood Ravens Chapter background provides a solid basis 
  for deﬁning your character’s past, but Table 1–5: Blood 
  Ravens Pasts can be used to provide additional inspiration 
  and a means of quickly generating a signiﬁcant past event from 
  your character’s background. Either choose which event you 
  feel is most appropriate for your vision of your character, or 
  roll 1d5 to generate one at random. The events presented can 
  be expanded upon as you see ﬁt, and can provide inspiration 
  for future adventures.
  BLOOD RAVENS 
  PRIMARCH’S CURSE: 
  DEEPENING MYSTERIES
  The Blood Ravens do not know the name or the lineage of 
  their Primarch and so far there are few clues in their gene-seed 
  to enlighten them. Because of this, a Blood Ravens Battle-
  Brother is more characterised by the nature of his Chapter 
  and its doctrines than the line from which he is descended. 
  For the Blood Ravens, this ﬂaw is based on their hunger for 
  forbidden knowledge and their obsessive quest for the truth 
  behind their creation. A Blood Ravens Space Marine can 
  become consumed by his thirst for knowledge if he is not 
  careful in his pursuit. This comes with the added danger that 
  much of the sort of lore the Blood Ravens seek is dangerous 
  in and of itself, either as proscribed texts or things touched 
  and tainted by the Warp. 
  Level 1 (Unhealthy Curiosity): The more answers about 
  their past the Blood Ravens discover, the more questions arise 
  to be answered, leading to an ever expanding circle of secrets 
  and lies that can consume those without the restraint to know 
  when to stop looking. The Battle-Brother’s quest for lore 
  and knowledge has led him into dangerous places, and his 
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  continued survival given him a false sense of security and the 
  drive to press on. Whenever the Battle-Brother is presented 
  with the chance to learn a secret or uncover some knowledge 
  either of importance to the Blood Ravens or pertaining to 
  the Adeptus Astartes, he must make a Challenging (+0) 
  Willpower Test to not pursue it. If there is excessive danger 
  involved, the GM can grant the Player Character a +10 to +30 
  bonus to this Test depending on the level of the danger. If the 
  Test is failed, the GM may also allow the Player Character to 
  Test again to resist after at least one attempt has been made to 
  get the secret or a certain amount of time has passed.
  Level 2 (Knowledgeable Obsessions): As a Blood Raven 
  learns more forbidden lore, they can become obsessed with a 
  particular subject, an aspect of the whole which they come to 
  believe is linked directly to the secrets of their Chapter or some 
  other great and important part of the Imperium’s struggle against 
  its enemies. When the Battle-Brother gains this level, the GM 
  chooses one of his Lore Skills, favouring those with the highest 
  level of mastery ﬁrst (i.e. if the Battle-Brother had Scholastic Lore: 
  Ministorum +10 and Forbidden Lore: Xenos, then Scholastic 
  Lore: Ministorum would be the ﬁrst choice). Whenever the 
  Battle-Brother is presented with a chance to learn more about 
  this obsessive knowledge he must do so. Only if it would put his 
  own life or the lives of his squad in danger can he resist and even 
  then only with a Challenging (+0) Willpower Test. 
  Level 3 (Unholy Enlightenment): After a time a Blood 
  Raven will learn many secrets from his Chapter and may even 
  spend time in its Librariums coming into contact with great 
  volumes of forbidden lore. All of these secrets can taint a man, 
  burdening his mind and granting him both a great understanding 
  of the universe but also a touch of madness as he tries to contain 
  and understand it in his mind. Whenever the Battle-Brother fails a 
  Lore Skill Test of any kind, he must immediately Test again against 
  the same Skill, with all the same modiﬁers as the ﬁrst roll. If he 
  fails again, then nothing has happened and he has simply failed 
  the Test. If he passes it counts as if he had passed the Test (with 
  whatever beneﬁts would have been gained should he have passed 
  the test the ﬁrst time), however, he is overwhelmed for a moment, 
  costing him one Round of action and earning him either 1 Insanity 
  Point or 1 Corruption point as chosen by the player.
  If the Blood Ravens Player Character is the squad leader 
  and he suffers the effects of Unholy Enlightenment then every 
  member of his squad also gains 1 Insanity Point or Corruption 
  Point if they would beneﬁt in any way from the knowledge as 
  their leader shares what he has learned with them. 
  BLOOD RAVENS SOLO 
  MODE ABILITY
  Foreknowledge is a new Solo Mode Ability that is available 
  to Battle-Brothers of the Blood Ravens Chapter. See page 
  215 of the DEATHWATCH Core Rulebook for details on using 
  Solo Mode Abilities.
  FOREKNOWLEDGE
  Action: Half or Free Action
  Required Rank: 1
  Effects: Blood Ravens covet knowledge and use it as a weapon 
  in battle to predict and counter the actions of their foes. Although 
  only Blood Ravens Librarians possess the true psychic talent 
  to see into the future, every member of the Chapter beneﬁts 
  from the forbidden lore and secrets with which they have been 
  gifted with. Once per combat, the Battle-Brother may expend 
  a Half Action to negate a single foe’s Reaction for that Round. 
  Alternatively, as a Free Action, the Battle-Brother may make 
  a Challenging (+0) Opposed Intelligence Test against a 
  single foe (or a Horde) to determine its next action before he 
  acts himself. If successful, the Battle-Brother may choose to 
  either gain +10 to all Tests made against the foe this Turn or 
  gain +10 to any Dodge or Parry Tests made against attacks 
  from the foe until the start of his next Turn.
  Improvement: At Rank 3, the Battle-Brother increases the 
  bonuses made on Tests against a target of Foreknowledge to 
  +20 on all Tests for that Turn or +20 on any Dodge and Parry 
  Tests made against attacks from the foe until the start of his next 
  Turn. At Rank 7 the Battle-Brother can negate the Reaction of 
  a single foe as a Free Action rather than a Half Action.
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  BLOOD RAVENS SQUAD 
  MODE ABILITIES
  The following Squad Mode abilities are unique to 
  characters drawn from the Blood Ravens Chapter. The use 
  of Squad Mode Abilities is described on page 219 of the 
  DEATHWATCH Core Rulebook.
  BLOOD RAVENS ATTACK PATTERN: 
  PSYCHIC CONCLAVE
  Action: Half Action
  Cost: 2
  Sustained: Yes
  Effects: Blood Ravens Librarians are skilled in using their 
  abilities to predict the actions of their enemies and coordinate 
  their Battle-Brothers to exploit any signs of weakness or 
  any ﬂaws in the defences of their foes. Blood Ravens learn 
  to work closely with their Librarians as a result, and the 
  actions of their Secret Masters will often inﬂuence doctrine 
  and tactical decisions. The Librarians within the Battle-
  Brother’s squad may choose to confer psychic powers with 
  a range of “Self ” (see page 189 of the DEATHWATCH Core 
  Rulebook) to those within Support Range. In all respects 
  the Battle-Brother chosen by the Librarian becomes the 
  recipient for the psychic power and beneﬁts from all of its 
  effects. The Librarian must choose at the start of each of 
  his Turns to continue conferring the power on the Battle-
  Brother, shift it to another Battle-Brother or use it himself. 
  In all other respects, the power remains the same and is 
  activated and sustained as normal by the Librarian. More 
  than one Librarian can beneﬁt from the effects of the Psychic 
  Conclave provided they are part of the same squad and in 
  Support Range, and multiple powers can be conferred onto 
  the same Battle-Brother.
  Improvement: At Rank 4, activating the power becomes a 
  Free Action. At Rank 7, psychic powers conferred on other 
  Battle-Brothers do not count for that Round against the 
  number of powers a Librarian is sustaining and thus do not 
  reduce the Psy Rating of other powers.
  EXAMPLE
  Tyros, a Blood Ravens Tactical Marine, has activated the 
  Psychic Conclave ability for his squad, which contains two 
  Librarian Battle-Brothers, Davri and Komyr, and an Assault 
  Marine Torsh. At the start of his own Turn, Davri manifests 
  the Iron Arm psychic power, which normally would only affect 
  himself (as it has a range of Self). Using the Psychic Conclave, 
  he instead chooses to confer the power on Torsh, activating the 
  power as normal (making a Focus Power Test, etc.). During 
  his turn Torsh then benefits fully from the effects of Iron Arm. 
  At the start of his next Turn Davri can then choose to either 
  confer the power to Torsh again, shift it to Komyr or Tyros, or 
  use it for himself (provided of course he chooses to sustain the 
  power for more than one Round). 
  BLOOD RAVENS DEFENSIVE STANCE: 
  BATTLE KNOWLEDGE
  Action: Free Action
  Cost: 1
  Sustained: Yes
  Effects: The Blood Ravens are masters of counter attack 
  and counter defence, reacting with well-practised battle 
  cunning to every action their opponents takes. When the 
  Battle-Brother and those within Support Range of him use 
  the Delay Action (see page 238 of the DEATHWATCH Core 
  Rulebook) they can make a Full Action rather than a Half 
  Action when they choose to act.
  Improvement: At Rank 4, if Battle-Brothers are forced to 
  make a Challenging (+0) Opposed Agility Test to see if 
  they go before an enemy also using the Delay Action, they 
  gain a +30 bonus to their roll.
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  BLOOD RAVEN PSYCHIC 
  POWERS
  The following section presents a set of Psychic Powers unique 
  to the Librarians of the Blood Ravens Chapter. Details of 
  how to use Psychic Powers may be found on page 189 of the 
  DEATHWATCH Core Rulebook. Only Blood Ravens Librarians 
  have access to Blood Ravens Psychic Powers. These powers 
  may be purchased with Experience Points, provided the 
  Librarian meets the power’s Prerequisites and XP Cost as 
  detailed on Table 1–8: Blood Ravens Psychic Powers.
  BATTLE SIGHT
  Action: Half Action
  Opposed: No
  Range: 10m x Psy Rating Radius 
  Sustained: No
  Description: Blood Ravens Librarians can pierce the fog of war 
  with a thought, casting their mind far and wide across a battleﬁeld, 
  world, or even system for hints and clues to the movements and 
  deployments of their enemies that may have gone undetected 
  by more conventional means. A Librarian may use this psychic 
  power in two different ways, choosing its application before 
  he manifests it. The ﬁrst application of this power is to gain 
  an immediate tactical edge in combat and is most useful when 
  facing immediate battleﬁeld threats. Used in this way, Battle Sight 
  reveals the position of all enemies within range that have hostile 
  intentions toward the Librarian (i.e. intend to do the Librarian 
  harm). This does not track the movements of these enemies or 
  their actions, but simply informs the Librarian of their presence, 
  direction, and distance from his current location. In addition to 
  revealing foes, this power allows the Librarian to ignore penalties 
  for Concealment when making attacks against enemies revealed 
  by Battle Sight until the start of his next Turn.
  The second use of this power is to gain a broad strategic 
  overview of an area and information on how better to complete a 
  mission, or overcome a foe. As part of the preparation for a mission 
  a Librarian who is acting as Squad Leader (see page 228 of the 
  DEATHWATCH Core Rulebook) can choose to use Battle Sight rather 
  than selecting an Oath. The Librarian can then choose one of the 
  Mission Objectives and add 1d5 Kill Markers x Psy Rating toward 
  its completion. Used in this way, Battle Sight does not require a 
  Focus Power test and cannot incur Perils of the Warp.
  TRUTH SEEKER
  Action: Half Action
  Opposed: No
  Range: Self
  Sustained: Yes
  Description: Blood Ravens Librarians spend much of their 
  lives seeking knowledge and looking into the origins of their 
  Chapter sifting through the secrets of the past. Truth Seeker 
  allows a Librarian to ﬁnd details and clues that he might have 
  otherwise missed, drawing his attention to areas or objects of 
  interest. While this power is active, the Librarian is more aware 
  of minor, often inconsequential details, and gains a +15 to all 
  Intelligence Tests and Skill Tests based on Intelligence, as well as 
  the Scrutiny Tests. In addition, if he is unsure of which direction 
  to proceed in an investigation or where to ﬁnd and object or 
  person he can make an unmodiﬁed Intelligence to gain a clue 
  from the GM. The nature of the clue and its exact worth are up 
  to the GM, though he should not allow Truth Seeker to be used 
  in this way more than once per game session.
  WARP WHISPERS
  Action: Half Action
  Opposed: No
  Range: Self
  Sustained: No
  Description: The Librarian can listen to the babblings of the 
  Warp and perceive the secrets of its denizens, sifting through the 
  noise and maddening chatter to ﬁnd grains of truth. It is a practise 
  not without peril, however, and many Librarians dare not even 
  attempt such follies, though those of the Blood Ravens know that 
  true knowledge can never be gained without a degree of danger. 
  When the Librarian activates this power, he learns a number of 
  “secrets” equal to his Psy Rating. These are minor things, fragments 
  of knowledge and nonsense that he must then carefully consider 
  for their worth. He can then uses these “secrets” to gain insight into 
  his immediate future and may spend up to one ‘secret’ on each of 
  his Turns. For every “secret” used, and its knowledge applied to 
  the Librarian’s situation, he gains either a +10 bonus to a single 
  Test, ignores a single point of Damage, or increases the Damage 
  he inﬂicts by 2. “Secrets” not used by the end of the game session 
  are lost, as are unused “secrets” if the power is used again (the new 
  tally of “secrets” replacing the old).
  Warp Whispers is not without its dangers. If the power is 
  used Fettered, any roll of doubles on the Focus Power Test 
  forces an automatic roll on Table 6–2: Perils of the Warp 
  on page 188 of the DEATHWATCH Core Rulebook. If used 
  Unfettered, the Librarian automatically suffers a Perils of the 
  Warp. If the power is used at the Push level, the Librarian 
  must automatically roll on Table 6–2: Perils of the Warp, 
  with a +20 modiﬁer to the result. 
  BLOOD RAVEN TRAPPINGS
  The following items are Chapter Trappings that may be taken 
  by Battle-Brothers of the Blood Ravens Chapter.
  LIBRARIUM TEXTS
  Blood Ravens Battle-Brothers have access to vast amounts of 
  knowledge from the vaults of their Chapter, and there are few 
  kinds of lore that are beyond their ability to learn. Among the 
  gifts a Battle-Brother may take with him when he is seconded 
  to the Deathwatch are the Librarium texts and scrolls as part 
  of his own personal quest for knowledge. These ancient 
  books and parchments come in a variety of shapes and sizes, 
  such is the extensive amount of such knowledge possessed by 
  the Chapter, but all hold some measure of lore that can aid 
  the Battle-Brother in his research. A Battle-Brother carrying 
  Librarium texts must choose a single Lore Skill (which can 
  be either Common, Scholastic, or Forbidden) as his area of 
  focus. When using the Lore Skill on a subject his texts cover, 
  he gains a +3 bonus to the Test. 
  
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  “It is only through our purity that we can know that we are the 
  servants of the God-Emperor. Those who lack purity have no basis 
  to identify the mutant, the alien, or the traitor.”
  –Captain Domnik Mornay
  �
  he origins of the Red Scorpions Chapter is clouded in 
  mystery and undoubtedly lost to the passage of time. 
  Their recorded history extends across ﬁve millennia, 
  but there are numerous indications that it may extend further 
  than that. Throughout their existence, its members have been 
  intently focused on maintaining the purity of the Imperium 
  and protecting humanity from any possible contamination. 
  They believe strongly in the divinity of the God-Emperor 
  and see their ongoing quest for mental, spiritual, and physical 
  purity as a divine mandate.
  HISTORY
  It is unclear if the mysteries concerning the Red Scorpions 
  Chapter’s origins are due to a deliberate decision within the 
  Adeptus Administratum or if the records might have been lost due 
  to a simple clerical error. As neither the Chapter nor any known 
  Imperial sources make record of their founding, the former 
  seems far more likely than the latter. Ongoing attempts 
  have been made to at least identify the origin of 
  the Chapter’s gene-seed—in spite of formal 
  complaints levelled by the Chapter’s 
  leadership—but even these have met 
  with universal failure. Ultimately, 
  the story of the Chapter’s creation is 
  far less important than the glorious 
  history that they have established 
  by consistently protecting the 
  Imperium against countless threats.
  Always a crusading Chapter, the 
  Red Scorpions have participated 
  in a number of unusual events 
  throughout their history. Some of 
  these are virtually unparalleled 
  and inexplicable. These oddities 
  only serve to propagate the 
  myths that have left outsiders 
  concerned about their true 
  origins and motivations. For 
  example, in early M39, the 
  entire Chapter undertook 
  a crusade into the Ordon 
  Rift within Segmentum 
  Tempestus. 
  During 
  this crusade, the 
  Chapter had no 
  communication 
  with the broader 
  Imperium. 
  It 
  is unclear if 
  this was due to 
  Warp complications in the region or if it was a deliberate choice 
  made by the Red Scorpions. When the Chapter ﬁnally returned 
  to the Imperium—after more than three centuries of absence, the 
  Adeptus Administratum was shocked to discover them still alive. 
  The timely nature of their reappearance was also viewed as a gift 
  from the Emperor, as they played a crucial role in overcoming a 
  Night Lords attack on Oriﬂame.
  Few details from their crusade within the Ordon Rift have 
  emerged. Perhaps the most important of these has been shared 
  with only the highest ranking members of the Administratum. 
  Speciﬁcally, that the Red Scorpions founded a permanent base 
  within the Ordon Rift. This new world now served as the 
  basis for their recruitment efforts, but was kept isolated and 
  hidden from the remainder of the Imperium. Only through 
  such extreme measures of secrecy could the Chapter maintain a 
  level of security and purity that met with their 
  exacting standards.
  Their concern with impurity led 
  directly to another incident of 
  note during the Red Scorpions’ 
  storied history. In 857.M38, 
  the Chapter responded to a 
  call to cleanse the world of 
  Helios of traitors who had 
  turned against the Imperium. 
  The war effort had been in 
  progress for several decades, with 
  Imperial Guard forces incapable 
  of turning the tide. Shortly after 
  their arrival, the Space Marines 
  launched an assault against the 
  traitor’s massively reinforced 
  battle fortress. Much to their 
  surprise, the Battle-Brothers 
  soon discovered that their 
  traditional armaments were 
  incapable 
  of 
  overcoming 
  the resistance mounted upon 
  its adamantine walls. Because 
  the Chapter Master distrusted the 
  Imperial Guard forces, he commanded 
  the Master of the Forge to create an 
  alternative solution. The result was the 
  Land Raider Helios, a variant which 
  mounts a Whirlwind missile launcher 
  atop a standard land raider hull. 
  This hybrid tank soon proved its 
  efﬁcacy and was later accepted 
  by the Adeptus Mechanicus as an 
  alternative pattern.
  CHAPTER SUMMARY
  Founding: Unknown
  Chapter World: Zaebus Minoris
  Fortress Monastery: Vigil
  Gene-seed: Unknown
  Predecessor: Unknown
  
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   In stark contrast, the Red Scorpions proved that they are 
  capable of working in concert with other forces in 633.M39, 
  during their participation in the 2nd Aegisine Crusade. The 
  forge world of Shaehol had fallen under the inﬂuence of a 
  heretical sect of the Adeptus Mechanicus. Its defences were 
  thought to be impenetrable, and the crusade’s command 
  elements feared that it might be impossible to retake without 
  the use of orbital bombardment—an alternative that might 
  render many of the planet’s assets irrecoverable. The Red 
  Scorpions Chapter volunteered to make the initial insertion 
  via a concerted Drop Pod attack, which was later supported by 
  Thunderhawks. In short order, the Space Marines established 
  a beachhead against nigh overwhelming resistance. Over the 
  course of nearly 24 hours, the Battle-Brothers fought wave 
  after wave of corrupted Mechanicus forces, granting the 
  Battle Titans of Legio Tempestor an opportunity to land and 
  deploy their forces. Without the Space Marines’ sacriﬁces, the 
  Collegia Titanica forces would have suffered unacceptable 
  losses in the course of their insertion. Over the next two years, 
  the Red Scorpions Chapter fought side by side with the other 
  members of the crusade, eventually cleansing the world of its 
  traitorous infestation and liberating its manufactorums so that 
  they could once more support the crusade’s efforts. 
  HOMEWORLD
  For the ﬁrst several millennia of their existence, the Red 
  Scorpions were exclusively a ﬂeet-based Chapter. Their two 
  battle barges, the Sword of Ordon and Auel’s Bane, have long 
  served as focal points of their ﬂeet. The Red Scorpions’ 
  reserves were generally divided between the two, so that in 
  the event one was lost, the Chapter would not be decimated. 
  While the Chapter Masters were well aware of the risks that 
  this entailed, they were unwilling to establish a foothold as the 
  Chapter was always on the move conducting its crusades.
  During their extended crusade into the Ordon Rift, the 
  Chapter seized control of the feral world of Zaebus Minoris. 
  They also constructed a battle station—Vigil—which 
  remains in orbit around the planet. Since that time, they have 
  maintained the highest levels of secrecy about their holding. 
  Of the few outsiders that are aware—mostly high ranking 
  members of the Adeptus Administratum—none know the 
  Warp routes to reach the world. Travel through the Ordon 
  Rift is a treacherous undertaking. Without knowing the 
  precise routes, a journey to the world entails substantial risk.
  Prior to securing Zaebus Minoris, the Red Scorpions 
  Chapter recruited the purest candidates they could ﬁnd 
  from throughout the galaxy. Since seizing control of the 
  world in M39, the vast majority of its new initiates have 
  come from the native feral tribes. Only the most heroic and 
  pure of potential candidates that they encounter elsewhere 
  are even considered for initiation.
   Zaebus Minoris is maintained at a cultural and technological 
  level that is more primitive than earth’s Bronze Age. A 
  convenient cultural phenomenon enables the Red Scorpions to 
  easily secure recruits from the native inhabitants. During the 
  ﬁrst full moon after a male child’s birth, he waits on a stone 
  altar for judgement by the gods. Some die to exposure, others 
  survive to mature among the native population, but a few are 
  taken by the Chapter’s Apothecaries. These go on to become 
  the Chapter’s Initiates, with no memory of their native cultures. 
  Thus the boys may be properly indoctrinated to the ways of 
  the Chapter from almost the moment of their birth. 
  NOTABLE RED SCORPIONS IN THE JERICHO REACH
  The following are Space Marines of great renown from the Red Scorpions Chapter. 
  SERGEANT CALEB SOLM
  During a routine inspection of the Deathwatch Watch Station on Ormasim, Sergeant Solm established his place in the 
  annals of Watch Fortress Erioch. The sergeant was operating independently, completing the routine tasks of retrieving 
  the Station’s archives, testing the defensive systems, and resupplying emergency supplies. During his stay, the entire 
  planet was unexpectedly subject to a ﬂare of the Hadex Anomaly. A force of more than ﬁve hundred daemons attacked 
  the Watch Station.
  Isolated and unable to call for reinforcements, Sergeant Solm held off the attackers for ﬁve years. Near the end of 
  his resistance effort, the stations reserves had been so depleted that the Battle-Brother was limited to nothing but 
  unpowered melee weapons against the forces of the immaterium. Ultimately, the daemons left the world when the Warp 
  ﬂare retracted, but the Watch Station remained securely held. Sergeant Solm was able to report in to the Watch Fortress 
  in short order after his assignment and provided a detailed report to the Ordo Malleus. Upon the completion of his 
  report, Sergeant Solm immediately returned to complete his survey of Watch Stations in the Jericho Reach.
  WATCH CAPTAIN VEEN DURG
  Watch Captain Durg has become particularly well known for his vigilance in the face of cultists and mutants within the 
  Jericho Reach. Prior to joining the Deathwatch, Durg was a venerated sergeant among the Red Scorpions, particularly 
  known for his devotion to his Chapter’s beliefs. Since his arrival, he has led over two hundred missions targeting planets 
  which have suffered contamination of the Hadex Anomaly. Through the course of these endeavours, the Watch Captain has 
  successfully eradicated more than two dozen mutant populations, cleansing their taint in the name of the God-Emperor. 
  His hatred for the mutant and the traitor are wielded without mercy. So extreme is his fury that at times his Battle-Brothers 
  have had to stay his hand, so that they might resupply before undertaking further actions.
  
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  GENE-SEED
  The Red Scorpions take tremendous pride in the purity of their 
  gene-seed. While its lack of contamination is unquestionably 
  accurate, its purity extends to the point that it shows little sign 
  of distinction. Space Marines of some other Chapters distrust 
  the Red Scorpions for this very reason. The generalised nature 
  of the gene-seed makes it impossible to trace its origin back 
  to any of the loyalist Primarchs. 
  Regardless of its origins, the gene-seed has shown 
  tremendous stability throughout the Chapter’s history. It is 
  undoubtedly clear that their near obsessive approach to insure 
  stability and purity factor into this. However, even with these 
  steps, the initial gene-seed must have been free from ﬂaws in 
  order for none to have surfaced over the intervening millennia 
  since their founding. In order to maintain this purity, the Red 
  Scorpions have maintained a strict protocol of isolationism, 
  so that outside contaminants may not weaken the Chapter.
    Every member of the Chapter is regularly screened by its 
  Apothecaries for any signs of taint. This screening approaches 
  a level of fanatical devotion in its rigour. Apothecaries are also 
  always kept close at hand to recover the progenoid glands of 
  any fallen Battle-Brother, so that the gene-seed is preserved 
  far more often than is typically expected. 
  PHILOSOPHY
  The most central tenet of the Red Scorpions Chapter’s belief 
  system is a focus on purity. All other concepts are secondary. 
  To maintain their purity—in mind, body, and spirit—the 
  Chapter’s Battle-Brothers accept unquestionably extreme 
  measures as a necessary part of their training regimen. It is 
  their shared belief that only by undertaking such strenuous 
  measures can they hope to identify and eliminate even the 
  smallest taint of imperfection or contamination in those they 
  encounter from without the Chapter.
  For these Space Marines, their mission is a divine mandate. 
  As they do not know the identity of their primarch, their 
  primary devotion is directly to the God-Emperor. It may be 
  due to this lack of a connection to another spiritual authority 
  that, atypically, the Chapter puts their faith and trust in the 
  truly divine nature of the Emperor and pledge their loyalty to 
  the Imperial Cult. 
  The Chapter is largely traditional in their beliefs and 
  loyalties. Their Chaplain’s have a distinct interpretation of 
  the Codex, to which they adhere extremely closely. In their 
  eyes, they do not deviate from its words in any fashion. As 
  religious zealots, they are morally obligated to follow its 
  sacred directive. Any deviation from its teachings must be 
  thoroughly justiﬁed, as such remains a clear violation of the 
  God-Emperor’s directive. 
    The Red Scorpions Space Marines drive themselves 
  endlessly to insure their purity. They expect other members 
  of the Imperium to maintain similar standards. However, by 
  virtually any other standard, the Red Scorpions are among the 
  most zealous and ardent of believers. Further, their physical 
  enhancements enable them to survive acts of penance that 
  would kill a mere mortal. Few others are physically capable 
  of maintaining a lifestyle that adheres to the high standards 
  set by these Space Marines. As other Space Marines seldom 
  follow the tenets of the Imperial Cult, there are few who 
  willingly embrace such a lifestyle. 
  This combination has led to the Chapter’s Battle-Brothers 
  having very little respect for other Imperial forces. Even 
  during brieﬁngs and planning sessions, a Red Scorpions 
  ofﬁcer might question the judgement of those outside his 
  Chapter, as their lack of purity could easily beget treachery 
  and heresy. This overriding concern leaves the Chapter 
  largely unwilling to work with outsiders, save in the direst 
  of circumstances. Some view this tendency as approaching an 
  isolationist set of beliefs. However, others gladly encourage 
  the Red Scorpions to work independently—accommodating 
  their rigourous standards can be an exhausting process for 
  any who must negotiate or work with them. 
  Another critical expression of their obsession with purity is 
  in their reaction to any sign of impurity. These Battle-Brothers 
  consider hatred of the unclean and unholy as one of their most 
  central virtues. That which might be contaminated may not 
  be trusted. That which is known to be contaminated must be 
  eliminated with an appropriate application of force. As all xenos 
  are, by their very nature, impure, they must be cleansed upon 
  contact. Anyone that is of potential human heritage must be tested 
  for mutation. Those who are found wanting must be eliminated at 
  the earliest possible opportunity. Similarly, an unclean mind, tainted 
  by heresy or unbelief, must be thoroughly cleansed, preferably 
  by force. Red Scorpions have no tolerance at all for those who 
  violate these precepts. Even accepted mutations, such as nominally 
  accepted abhumans or Navigators are kept at a distance. Were it 
  not for the necessity of having a Navigator amongst their crew, it is 
  likely that the Red Scorpions would directly oppose them.
  This also affects the Chapter’s interactions with other 
  Space Marines. The Red Scorpions hold a particular distrust 
  for those—such as the Space Wolves or the Blood Angels—
  that have been cursed in such a way to diverge from the 
  standard of the Codex Astartes. In several instances, they 
  have been unwilling to work directly with Imperial forces 
  that they consider a risk for contamination. 
  COMBAT DOCTRINE
  The Red Scorpions are dedicated believers in their 
  interpretation of the Codex Astartes. To these Space Marines, 
  the text represents a divine mandate that instructs them in 
  every phase of their existence. When preparing for battle, the 
  sacred text must be appropriately interpreted, but its wisdom 
  must never be questioned. Many of the Chapter’s commanders 
  use individual subsections to identify critical stages within 
  every conﬂict. These individuals carefully identify the most 
  relevant portions as they prepare for and command a battle, 
  immediately and deﬁnitively using the most appropriate 
  responses to any numerical or strategic shifts in a given battle, 
  such that the army’s forces constantly adjust their strategic 
  responses as the tactical situation changes.
  Of course, it is important to consider that the Codex Astartes 
  is generally regarded as the most complete and advanced 
  guide to warfare ever created by mankind. While its insights 
  and advice may not address every imaginable situation, its 
  framework offers a method for methodically and appropriately 
  
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  identifying the most apt solution. By choosing to dogmatically 
  follow the Codex in every possible way, the Red Scorpions 
  are dependent upon a tactical treatise that is unparalleled. 
  Ultimately, the appearance of orthodoxy and fanaticism does 
  not functionally limit their combat effectiveness.
    The Chapter is organised into ten companies in keeping with 
  standard Codex directive. Of their ten companies, there is only a 
  single divergence. The Chapter maintains only its second through 
  fourth Companies as Battle Companies. The ﬁfth serves as an 
  additional reserve company, like the sixth and seventh. Their tenth, 
  Scout Company, is generally kept slightly under strength due to 
  their inability to aggressively recruit while actively on Crusade. 
  In keeping with the Codex’s teachings, the Red Scorpions excel 
  at applying a combined arms solution to most tactical situations. 
  For example, vehicles are used to support infantry units. Similarly, 
  specialised infantry, such as Assault Marines, are carefully used only 
  in those situations that are most easily overcome by their particular 
  expertise. The Chapter’s orbital resources may be used as necessary 
  to soften a target well in advance of a ground based offensive. Such 
  approaches have been exercised in a consistent fashion throughout 
  the Chapter’s history.
  Part of their success is due to the intense level of discipline 
  maintained throughout the Chapter. To a certain extent, this 
  discipline is instilled through the use of their religious focus in 
  every aspect of their lives. Unquestioning obedience is second 
  nature for Red Scorpions Battle-Brothers. They ﬁrmly believe 
  that their lives are dedicated to and directly guided by the God-
  Emperor. They trust in his guidance and the knowledge that if 
  their lives are lost, they can enter the afterlife to enjoy His 
  eternal blessings. This level of discipline enables the Chapter’s 
  commanders to execute strategies that might be highly risky 
  when utilising troops that were not so thoroughly devoted to 
  seeing a plan through to its completion.
   In spite of their obsession with dogma, the Red Scorpions 
  are more than capable of innovating novel solutions to 
  unexpected problems. The creation of the Helios pattern 
  Land Raider is the best known example, but it is certainly not 
  the only one. This particular success is best known because 
  the vehicle went on to gain ratiﬁcation by the Adeptus 
  Mechanicus. Since its creation, several other Chapters have 
  begun to employ the variant.
  Every battle fought against an unidentiﬁed opponent 
  requires a warrior to ﬁrst identify the foe’s strengths and 
  weaknesses. Only once these are known can strengths be 
  avoided and weakness exploited. The Red Scorpions are 
  adept at using a variety of different approaches against 
  new foes in remarkably short order. Once a particularly 
  effective tactic is identiﬁed, it is then used for as long as 
  it remains effective. However, if no commonly known 
  methods provide a necessary solution, these Space Marines 
  do not hesitate to attempt to ﬁnd an alternative. Though 
  even in this methodology, purity must be maintained.  
  While their Techmarines might develop minor innovations, 
  they do not stray from the Omnissiah’s path. Xenos 
  designs or equipment that has survived from the Dark 
  Age of Technology remain anathema. The use of such 
  devices could endanger a Battle-Brother’s soul with the 
  potential for contamination. Alternative tactical measures 
  are considered, but only once evidence has been compiled 
  that those dictated by the Codex are inappropriate. At 
  times, this may require exhaustive and thorough analyses 
  and discussions.
  The Red Scorpions are generally philosophically 
  opposed to the use of covert techniques prior to and 
  during a battle. They prefer to proudly demonstrate their 
  presence and their markings. They firmly believe that their 
  RED SCORPIONS CHARACTERS
  Red Scorpions characters are exceptionally pure of both thought and genetic heritage and they place great importance on 
  the sanctity of their ancestry and the ruthless purging of all manner of taint. In fact, the Red Scorpions gene-seed is among 
  the purist of any of the Space Marine Chapters, only furthering their belief that they alone are true sons of the Emperor. 
  A Red Scorpions Space Marine gains the following beneﬁts: +5 WP, the Resistance (Mutation) Talent (granting +10 on 
  all tests to avoid mutation effects), and the Taint Sense Solo Mode Ability (see page 39).
  DEMEANOUR: PATH OF THE PURE
  Path of the Pure is a Demeanour (see page 32 of the DEATHWATCH Core Rulebook) unique to Space Marines from the 
  Red Scorpions Chapter.
  The Red Scorpions Chapter prides itself on the purity of its Battle-Brothers and the sanctity of its gene-seed. In the eyes 
  of the Chapter masters, few other members of the Adpetus Astartes can lay claim to such a lineage and a genetic link to the 
  Emperor, while those outside the Adeptus Astartes are almost always tainted by corruption despite any protests of loyalty 
  or claims about the strength of their humanity. Protecting and preserving their purity, and eliminating all signs of taint are 
  therefore very important to the Red Scorpions and part of every Battle-Brother’s training and daily observances.
  While all Space Marines abhor mutants and aliens, the Red Scorpions reserve a special vehemence for them. The line 
  Red Scorpions draw between those the Imperium considers human and those it does not is far higher than almost any 
  other Chapter, usually making the distinction that unless a man can claim direct descent from the Emperor himself (like 
  the Red Scorpions) he is a ﬂawed being despite his intentions.
  This fanaticism for extreme genetic purity is most pronounced when in the presence of those tainted by the Ruinous 
  Powers, or those suspected of such taint. All it takes is suspicion for the Red Scorpions to shift their stance with their 
  allies, and once the hint of taint has attached itself to such allies they must work hard to lift it by proving their devotion 
  to the Emperor beyond any shadow of a doubt.
  
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  iconography and wargear are a crucial symbol of their 
  allegiance to the God-Emperor. Anything that prevents 
  their foes from seeing these insignia is a veritable affront 
  to their faith. While they have been known to use Codex 
  standard camouflage patterns, even these are accepted 
  only with reluctance. Initiates are trained as scouts, in 
  keeping with the Codex standard, but even they are 
  seldom assigned to protracted reconnaissance missions. 
  Instead, their Neophytes are generally deployed to either 
  the main battle lines or held in reserve so that they may 
  serve as a reserve force.  
    In spite of their continued role as a crusading 
  Chapter, the Red Scorpions have suffered relatively few 
  losses to their armoury. They remain surprisingly well-
  equipped with Land Raiders, Dreadnoughts, artefacts, and 
  an assortment of other vehicles. The one item that is in 
  relatively short supply is Terminator Armour. In fact, this 
  precious commodity is in such short supply that not even 
  half of the 1st company may be equipped with such sacred 
  relics. Because of this, it is relatively common for the 
  Chapter’s veterans to serve as sergeants among the squads 
  of the other companies.
  RED SCORPIONS PASTS
  The Red Scorpions Chapter background provides a solid 
  basis for deﬁning your character’s past, but Table 1–9: 
  Red Scorpions Pasts can be used to provide additional 
  inspiration and a means of quickly generating a signiﬁcant 
  past event from your character’s background. Either choose 
  which event you feel is most appropriate for your vision of 
  your character, or roll 1d5 to generate one at random. The 
  events presented can be expanded upon as you see ﬁt, and can 
  provide inspiration for future adventures.
  RED SCORPIONS 
  PRIMARCH’S CURSE: 
  DIVINE PURITY
  The Red Scorpions hold themselves to the highest of standards 
  and consider their loyalty second to none when compared to 
  other servants of the God-Emperor and soldiers of the Imperium. 
  Part of this pride and their unswerving adherence to the Codex 
  and its teachings is justiﬁed in the purity of their gene-seed and 
  the glorious record of wars and battles won in the Emperor’s 
  name, though more cynical minds might wonder if the mysteries 
  of the Red Scorpions past and their origins might also have 
  something to do with their fanatical desire to prove their loyalty 
  and that they are beyond the reproach of their peers. Whatever 
  the cause, the end result is a strong distrust in allies fostered by 
  many Red Scorpions which can become more acute over time 
  until many of the Chapter come to believe that none among the 
  followers or children of the Emperor share their own purity and 
  strength of loyalty, and can never be fully trusted.
  Level 1 (Only the Pure): The Battle-Brother has come to 
  question the purity of all the servants of the God-Emperor and 
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  cannot believe that they are somehow without fault or ﬂaw. This 
  is especially true of obviously tainted allies, despite any kind of 
  sanctioning, such as psykers, abhumans, and navigators. When 
  the Battle-Brother must deal with anyone with a psychic gift (not 
  including Librarians of his own Chapter), or a mutation (no matter 
  how benign or beneﬁcial) he suffers a –10 to Fellowship Tests. 
  Such a cold reception is almost always reciprocated and such 
  individuals often feel intensely uncomfortable in the presence 
  of the Battle-Brother, aware of the hulking warrior’s scorn, and 
  worsen their Disposition (see page 276 of the DEATHWATCH Core 
  Rulebook) by one step when in the Battle-Brothers presence. 
  Level 2 (True Sons of the Emperor): While it has always 
  been held that the Adeptus Astartes stand above all other warriors 
  of the God-Emperor, many of the Chapters consider themselves 
  equals and there is usually a degree of respect afforded between 
  Battle-Brothers no matter their origins. Red Scorpions can come 
  to believe that this is a falsehood, and that no other Chapter 
  can hope to match their loyalty, seeing other Space Marines are 
  lesser copies of themselves and ultimately not as worthy of their 
  position in the armies of the Emperor. The effects of Only the 
  Pure (see above) now apply to Space Marines as well (with the 
  exception of other Red Scorpions). In addition, if the Battle-
  Brother is squad leader he must reduce the amount of Cohesion 
  he contributes to the Kill-team by 2, or 1 if there is at least one 
  other Red Scorpion as part of the Kill-team.
  Level 3 (None but Us): In time, a Red Scorpions Battle-
  Brother can come to believe that only his Chapter alone can be 
  trusted and those around him, despite their outward claims and 
  displays of loyalty, are in fact unreliable; traitors waiting to turn 
  their cloaks. Though the Battle-Brother would not move against 
  such men without just cause, as such rash actions would shame 
  his Chapter and go against the Codex Astartes which he holds 
  in such high regard, he will be careful not to give them too 
  much power over him or expose his back unless he has to. The 
  Battle-Brother will not work well in a Kill-team with members 
  of other Chapters. All Squad Mode abilities cost 1 additional 
  Cohesion point if they include the Battle-Brother and the Battle-
  Brother cannot beneﬁt at all from the Squad Mode abilities of 
  other Chapters (though they may still be active and used by the 
  other members of the Kill-team as normal).
  RED SCORPIONS SOLO 
  MODE ABILITY
  Taint Sense is a new Solo Mode ability that is available to 
  Battle-Brothers of the Red Scorpions Chapter. See page 215 
  of the DEATHWATCH Core Rulebook for details on using 
  Solo Mode Abilities.
  TAINT SENSE
  Action: Free Action
  Required Rank: 1
  Effects: Red Scorpions are fanatical about the purity of their 
  Chapter and their loyalty and devotion to the Emperor. This 
  constant vigilance and unceasing suspicion of those less pure 
  than themselves gives them the ability to gain a sense of 
  corruption or disloyalty in their allies and enemies, hints that 
  even the keenest eyed of Battle-Brothers might miss if they had 
  not spent a lifetime seeking such signs. The Battle-Brother may 
  make a Challenging (+0) Awareness Test when he meets an 
  NPC for the ﬁrst time to detect whether the NPC has more 
  than 20 Corruption Points. The GM should secretly roll for the 
  Battle-Brother so he does not know if the NPC does indeed 
  hold taint or if he has simply failed to detect it. At the GM’s 
  discretion he may grant the Battle-Brother a bonus of +10 to 
  his Awareness Test if the NPC has more than 30 Corruption 
  Points as the taint is easier to detect.
  In addition to detecting taint, the Battle-Brother is always 
  vigilant for signs of betrayal and is rarely surprised when 
  allies become enemies. If an ally (or NPC considered non-
  hostile) makes a surprise attack against the Battle-Brother, he 
  can make a Challenging (+0) Awareness Test to not be 
  surprised and act normally in the ﬁrst round of combat.
  Improvement: At Rank 4 the Battle-Brother becomes 
  even more adept at detecting ﬂaws in others and can detect 
  corruption in NPCs with 10 or more Corruption Points. At 
  Rank 7 the Battle-Brother can pre-empt the betrayal of an 
  ally turning the tables on them; if he passes his Awareness 
  Test he not only is not surprised but gains a surprise round 
  against the ally.
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  RED SCORPIONS SQUAD 
  MODE ABILITIES
  The following Squad Mode abilities are unique to characters drawn 
  from the Red Scorpions Chapter. The use of Squad Mode abilities 
  is described on page 219 of the DEATHWATCH Core Rulebook.
  RED SCORPIONS ATTACK PATTERN: 
  CODEX MANOEUVRES
  Action: Full Action
  Cost: 4
  Sustained: Yes
  Effects: The Red Scorpions revere the Codex Astartes as a religious 
  text, sacred orders laid down by true servants of the God-Emperor 
  and integral to the strength and effectiveness of the Chapter. In 
  battle they can use the Codex to execute ﬂawless attacks and 
  provide an answering tactic to anything the enemy throws at 
  them. The Battle-Brother’s Kill-team gains a number of re-rolls 
  equal to the number of its members each turn (measured from the 
  start of the squad leader’s turn to the start of his following turn) 
  reﬂecting the greater efﬁciency which the squad works together 
  while adhering to the Codex. These re-rolls form a pool which 
  can be used by any Battle-Brother in support range of the squad 
  leader and are replenished at the start of the next turn. Remember 
  though that a dice roll can only ever be re-rolled once and the 
  player must abide by the re-rolled result. This pool can be used to 
  re-roll Weapon Skill, Ballistic Skill, Dodge, and Parry Tests. 
  Improvement: At Rank 4 activating this ability becomes 
  a Half Action. At Rank 6 this ability costs 1 less point of 
  Cohesion to activate.
  RED SCORPIONS DEFENSIVE STANCE: 
  CORRUPTION RESISTANCE
  Action: Half Action
  Cost: 2
  Sustained: Yes
  Effects: Red Scorpions are naturally resistant to corruption 
  and daemonic inﬂuence, their purity protecting them to 
  a greater degree than those more “ﬂawed” warriors of the 
  Adeptus Astartes. In addition to being able to detect the signs 
  of taint, a Red Scorpions Battle-Brother can steel himself and 
  those around him against it, through pure thought and an 
  unyielding will. The Battle-Brother and those within Support 
  Range gain a +10 to any Test to resist gaining Corruption 
  Points and a +10 to any Opposed Test (such as resisting 
  psychic powers) made against creatures with the Daemonic 
  Trait. In addition, while a Battle-Brother is beneﬁting from 
  this ability any Corruption Points he gains will be reduced by 
  1, or 2 if he is from the Red Scorpions Chapter.
  Improvement: At Rank 4 the bonus to resist Corruption and 
  Opposed Tests with daemonic creatures increases to +20, at 
  Rank 7 Corruption Points are reduced by a further 1 point 
  (meaning Battle-Brothers receive 2 less Corruption Points or 
  3 less Corruption Points if they are Red Scorpions).
  
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  RED SCORPIONS  
  PSYCHIC POWERS
  The following section presents a set of Psychic Powers unique 
  to the Librarians of the Red Scorpions Chapter. Details of 
  how to use Psychic Powers may be found on page 189 of the 
  DEATHWATCH Core Rulebook. Only Red Scorpions Librarians 
  have access to Red Scorpion Psychic Powers. These powers 
  may be purchased with Experience Points, provided the 
  Librarian meets the power’s Prerequisites and XP Cost as 
  detailed on Table 1–12: Red Scorpions Psychic Powers.
  BONE BREAKER
  Action: Half Action
  Opposed: No
  Range: Self
  Sustained: Yes
  Description: The Red Scorpions Librarian focuses his might and 
  will into the blows he rains down on his enemies, ﬁlling his arm 
  with righteous vigour. Even blows which would otherwise cause 
  no Damage send shockwaves through his enemy’s body, pulping 
  ﬂesh and breaking bones. While this power is active, the Librarian 
  adds his Psy Rating to any Critical Damage he inﬂicts with melee 
  weapons. If he fails to cause any Damage with a melee attack (i.e. his 
  opponent’s armour and Toughness Bonus completely negate the 
  Damage) he will still cause a single point of Impact Damage (not 
  reduced by armour or Toughness) on his enemy as the concussive 
  force of his blow is transferred through their armour. 
  TORMENTED FLESH
  Action: Half Action
  Opposed: Yes
  Range: 20m x Psy Rating
  Sustained: No
  Description: The Librarian focuses on his foe’s ﬂawed physiology 
  and corrupted spirit turning it against them. The enemy’s ﬂesh 
  will literally rebel against its owner as it twists, oozes, and bursts, 
  ﬂeeing the taint which saturates it. This power is only effective on 
  foes which either have 1 or more Corruption Points, a mutation, 
  or the Daemonic trait. If the Librarian’s target fails a Challenging 
  (+0) Opposed Willpower Test, it will suffer Damage equal to 
  2 x the Librarian’s Psy Rating and an additional point of Damage 
  per ten Corruption Points possessed by the target. In the case 
  of those with mutations, the target suffers (2 x Psy Rating) +5 
  points of Damage per mutation. Targets with the Daemonic 
  Trait suffer Damage equal to (2 x Psy Rating) +10. For targets 
  with a combination of Corruption Points, mutations, and/or 
  the Daemonic Trait use the one which would result in the most 
  Damage being inﬂicted. Damage from this power ignores armour 
  but is reduced by Toughness Bonus as normal.
  WORD OF THE CODEX ASTARTES
  Action: Full Action
  Opposed: No
  Range: 10m x Psy Rating Radius
  Sustained: No
  Description: The Librarian calls to the common bond 
  between Battle-Brothers as laid down by the Codex Astartes 
  and reminds Space Marines of their sacred duty and powerful 
  heritage. This power infuses nearby Battle-Brothers with 
  new purpose and devotion, boosting their moral and 
  banishing any doubt. The Librarian and any Battle-Brothers 
  within range immediately recover from Stunning and reduce 
  their levels of Fatigue by one (if they had suffered one). 
  In addition, Space Marines targeted by Opposed psychic 
  powers gain a bonus equal to the Librarian’s Psy Rating x 
  5 until the start of the Librarian’s next turn provided they 
  remain within range of the power.
  RED SCORPIONS 
  TRAPPINGS
  The following item may be taken as a Chapter Trapping by 
  Battle-Brothers of the Red Scorpions Chapter.
  ICON OF THE SCORPION
  The Red Scorpions often adorn their wargear with an engraved 
  image of their Chapter namesake. These small talisman-like 
  icons remind the bearer of their Chapter’s heritage and their 
  constant drive to purge corruption without as well as within. 
  Bolstered by his conviction, a Red Scorpion Battle-
  Brother who possesses an Icon of the Scorpion gains a 
  signiﬁcant resistance to the taint of Chaos. Any time the 
  Battle-Brother would gain a number of Corruption Points, 
  he may make a Challenging (+0) Willpower Test. If this 
  Test is successful, the number of Corruption Points gained 
  is reduced by 1. 
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  “Just as there are no limits to the Emperor’s grace and mercy, there 
  must be no limits to humanity’s domain. We must persevere so that the 
  crusade to expand the Imperium may never end.”
  –Captain Magnar Tytus, Marines Errant Fourth Company
  �
  onstantly on Crusade, the Marines Errant Chapter is devoted 
  to destroying the Imperium’s enemies, wherever they might 
  be found. Over the millennia since their founding, the 
  Chapter’s Battle-Brothers have been active throughout the entirety 
  of the Imperium and often far beyond its borders. The Chapter 
  has shown a tremendous resilience and ﬂexibility so that it can 
  participate in such a broad range of crusades while continuing to 
  fervently follow the Codex Astartes.
  HISTORY
  By their own traditions and through the conﬁrmation of existing 
  records from the Adeptus Administratum, the Marines Errant 
  Chapter was founded in M37, as part of the 23rd Founding of 
  the Adeptus Astartes. This founding occurred to make up for 
  serious losses incurred in the preceding millennia. According 
  to Imperial records, dozens of Space Marines Chapters had 
  been inexorably lost to a variety of causes. Consequently, 
  this founding was focused on quickly establishing 
  replacement Chapters focused on reliability, tactical 
  ﬂexibility, and with the capacity to Crusade 
  throughout the Imperium. The Marines 
  Errant Chapter espoused all of these 
  aspects from the moment of their 
  initial Founding.
  From the very beginning, the 
  intent of the Marines Errant was 
  that they would engage in 
  endless crusades, cleansing 
  the cosmos of any taint 
  that 
  might 
  offend 
  the 
  Emperor or interfere 
  with 
  humanity’s 
  d o m i n a t i o n 
  of the stars. 
  Because of this, 
  the 
  Chapter 
  designed 
  its 
  organisational 
  scheme around 
  the notion of 
  independent 
  stability for each 
  of its companies. 
  During its existence, 
  the Marines Errant Chapter has 
  never established a formal fortress-
  monastery nor has it designated a 
  speciﬁc homeworld. Instead, the 
  Chapter has known little rest as its 
  members travel to constantly expand 
  the boundaries of the Imperium. While this limits some of 
  the fellowship between Space Marines assigned to different 
  companies, the additional tactical ﬂexibility has served them 
  well in fulﬁlling their designated role.
  The Age of Redemption, which lasted through most of 
  M37, was a period in which the Imperial Cult ﬁrst assumed 
  its current levels of authority within the Imperium. In the 
  centuries leading up to this time, the Ecclesiarchy had 
  grown corrupt. Eventually, this corruption was identiﬁed and 
  overthrown. With the change in leadership, faith in the God-
  Emperor became an increasingly vital element in Imperial 
  Life. Many who embraced their faith with tremendous zeal 
  felt that penance was necessary for the terrible crimes that 
  had taken place in the previous centuries. For some, the only 
  imaginable service that could be appropriate was the idea of 
  embarking upon a crusade against the alien and heretical 
  forces that contaminated the galaxy. 
  Through 
  their 
  initial 
  centuries 
  of 
  organisation, the 
  Marines 
  Errant 
  Chapter was a product 
  of this era. Its Battle-
  Brothers participated in 
  countless crusades, which 
  ranged in scale from targeting 
  only a few worlds within a system 
  to enormous wars that extended 
  across entire subsectors. As they 
  participated in these countless efforts 
  to make recompense for the Imperium’s 
  past sins, the Chapter continually proved 
  their value as guards and warrior-ambassadors 
  to those places where mankind had not ventured.
  During the years of 390.M38 through 
  433.M38, the Marines Errant Chapter sealed 
  a covenant with the Rogue Trader House of 
  Ecale. The reason for this agreement remains 
  a secret tightly held by both parties. However, 
  it remains clear that the ties formed at that 
  time remain in place. To this day, there are 
  always Battle-Brothers of the Marines Errant 
  Chapter operating on detached service 
  among the vessels of House Ecale. It may be 
  that whatever task they agreed to at that time 
  CHAPTER SUMMARY
  Founding: 23rd
  Chapter World: Fleet Based
  Fortress Monastery: Vilamus (Gene-seed Repository)
  Gene-seed: Ultramarines
  Predecessor: Eagle Warriors
  
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  has not yet been completed. However, it might also be that 
  the Chapter owes the bloodline some debt that cannot be 
  repaid within a single lifetime. Service among House Ecale 
  is regarded as an honour by members of the Chapter. Those 
  who serve continue to wear the Rogue Trader’s badge on 
  their armour long after they return to the Chapter. Many also 
  bear highly ornate power armour or armaments that they 
  have received as gifts from the House.
  In early M40, five companies of the Marine Errant 
  Chapter formed the core military elements for the Kadyron 
  Voyage into the Hazeroth Abyss. This expedition, led by 
  Inquisitor Lord Kadyron, is regarded as an unmitigated 
  disaster. A lone battle barge survived the expedition. 
  Through the course of the journey, the Chapter lost 
  the majority of its Land Raiders, Dreadnoughts, and 
  numerous Warp capable transports, as well as countless 
  Battle-Brothers. Were it not for their systematic storage 
  of gene-seed, the Chapter might not have been able to 
  rebuild from the losses. Even with an increase in the 
  number of initiates accepted, the Marines Errant Chapter 
  is likely to suffer from the losses to irreplaceable wargear 
  for millennia.
  The Chapter recently participated in the Corinth Crusade 
  against the forces of Waaagh! Skargor within the Corinth 
  system. Under the leadership of Marneus Calgar of the 
  Ultramarines, the Crusade decimated the Ork Empire, and 
  effectively eliminated the xenos threat to the region for several 
  decades. During the course of the war, the 4th, 6th, and 9th 
  companies earned tremendous recognition for liberating the 
  Ultramarines 3rd company, when it was effectively pinned 
  down by a vastly superior Ork ﬂeet. Battle-Brothers of the 
  Marines Errant engaged in boarding actions against dozens of 
  Skargor’s Terror ships, providing the Ultramarines the relief 
  they needed to swing the battle. Marneus Calgar went so far 
  as to graciously award the Chapter one of the Ultramarines’ 
  sacred Relic Blades as a sign of camaraderie.
  HOMEWORLD
  Because they are a crusading Chapter that travels the entirety 
  of the Imperium—and often far beyond its boundaries—the 
  Marines Errant lacks the resources or need to maintain a traditional 
  homeworld. Instead, their battle barge serves as their primary 
  location for command operations and Chapter co-ordination. 
  The mobile base grants the Chapter a greater level of ﬂexibility 
  for those instances when it becomes necessary to assemble 
  multiple companies prior to embarking upon a Crusade.
  There are, however, a few limitations that the Marines Errant 
  Chapter has needed to address over the course of their existence. 
  The most vital of these is ﬁnding a secure storage location for their 
  gene-seed. Even a mighty battle barge may be lost or destroyed 
  during the course of a massive crusade. These vessels also suffer 
  from exposure to the Warp and potential contamination at a much 
  greater level than a more stable planetary body. Because of this, 
  NOTABLE MARINES ERRANT IN THE JERICHO REACH
  The following are Space Marines of great renown from the Marines Errant Chapter. 
  TECHMARINE ORWELL DOMENS
  Watch Fortress Erioch has stood within the Jericho Reach for untold ages. Much of its technology has fallen into 
  disrepair over that time, in spite of the concerted efforts of the Adeptus Mechanicus. Upon his assignment to the 
  Deathwatch, Techmarine Domens immediately identiﬁed a number of the failing systems as consistent with artefacts 
  that he had previously studied among his Chapter’s many treasures. The majority of these were items identiﬁed through 
  the course of Crusades, though many of these were known to be efforts that had occurred millennia apart and in 
  dramatically different portions of the galaxy.
  Since his initial arrival, the Techmarine has managed to restore several of the Watch Fortress’s previously inert 
  systems to some degree of functionality. The long-term ramiﬁcations of these restorations remain unclear—for it is 
  entirely possible that he might have repaired some equipment in such a way that it no longer functions as originally 
  intended. However, due to his high degree of aptitude with such archeotech, Techmarine Domens has worked closely 
  with representatives of the Adeptus Mechanicus at the Watch Fortress, both in studying it and in analysing xenostech 
  as it is recovered from fallen foes.
  VETERAN BROTHER DONAL HAGETH
  For the past twenty-three years, Brother Hageth has served as an overseer of Watch Fortress Erioch’s Hunting Grounds, 
  assisting the Master of the Hunt in his stweardship of the training fascility. During his tenure, countless xenos have been 
  introduced to the complex, so that hundreds of Space Marines might slay them as part of their Kill-team integration 
  training. As he undertakes these duties in addition to his duties as a member of a Kill-team, Hageth must rely upon the 
  efforts of other Battle-Brothers to aid in the identiﬁcation and capture of xenos well-suited to the available environments. 
   So that he might best acquire the xenos specimens that he requires, Hageth keeps an aggressive eye on the goings 
  aboard the Watch Fortress. Some say he often knows what planets Kill-teams might visit before their assignments are 
  even issued. All too often, he visits with a Kill-team preparing for a mission with a request that they capture a particular 
  organism so that it might be used in the Hunting Grounds. By way of compensation, he can often offer insights into the 
  anatomy of some of the creatures requested—information he has had to learn so that he might fulﬁl his responsibility 
  to the Hunting Grounds.
  
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  the Chapter designated Vilamus as a gene-seed repository. The 
  fortress bears massive power shields, anti-air lasers, and a small 
  garrison for defence. The world was also chosen as its location 
  is believed to be relatively stable from Warp incursions. During 
  those occasions when a company must rebuild its strength due 
  to an extended Crusade or substantial losses, it is usually added 
  to the garrison on Vilamus, so that it can add another layer to the 
  world’s defences.
  Because the Marines Errant Chapter spends so much time 
  on active Crusade, the independently functional companies 
  must be able to recruit while in the ﬁeld. In this way, they 
  need not wait for their return to a home planet in order to 
  replace Battle-Brothers lost in the ﬁeld. Consequently, the 
  Chapter draws its recruits from the myriad human inhabited 
  worlds of the Imperium. For many initiates, the life of a Space 
  Marine is the only opportunity they encounter to learn of the 
  galaxy beyond their remote worlds. As they undergo their 
  training, these young Battle-Brothers learn of the true nature 
  of the Imperium at the same time as they learn the rites and 
  techniques of their new Chapter. 
  GENE-SEED
  The Marines Errant Chapter maintains an exceptionally 
  reverential view towards their gene-seed. The losses incurred 
  during the Kadyron Voyage only served to reinforce this 
  belief. The Chapter’s command is well aware that its members 
  could suffer considerable losses at any time, so have taken 
  extraordinary measures to insure that the gene-seed supply—
  as the most vital component of their continuity—remains 
  securely preserved. Their repository-fortress upon Vilamus 
  was established primarily to insure that this risk could be 
  minimised. Similarly, the Chapter maintains a greater number 
  of Apothecaries than the Codex requires. These members 
  serve by maintaining the repository as well as insuring that 
  the progenoid glands from younger Battle-Brothers are 
  harvested in a timely fashion, and then sent to Vilamus for 
  secure storage until needed.
  Through their history, this philosophy has consistently 
  served as an effective countermeasure to the risks the Chapter 
  faces as a crusading Chapter. On several occasions, the 
  Marines Errant Chapter has needed to replace more than a 
  company of Space Marines who were designated as lost. In 
  at least one instance, it was easier for the Marines Errant to 
  ﬁnd recruits and available gene-seed than it was for them to 
  ﬁt the necessary power armour and ﬁnd available veterans to 
  perform the training.
  As was the intent at the time of their Founding, the gene-
  seed of the Marines Errant remains stable and shows no signs 
  of mutation or contamination. Its purity is unquestioned. 
  Some rumours indicate that because of its stability and relative 
  abundance, it may have been used for the creation of at least 
  one additional Chapter.
  PHILOSOPHY
  “The Emperor’s guidance for humanity is endless. The Primarch’s wisdom 
  through the Codex is boundless. Our vigilance must match their example.”
  –Chaplain Auguste Durand
  The Marines Errant have been devoted to embarking upon 
  endless Crusades since the time of their founding. Historically, 
  the Marines Errant Chapter has also sent companies to assist 
  Rogue Trader Houses, other Space Marine Chapters, and even 
  answered planetary emergency calls throughout the galaxy. 
  This willingness to aid the cause of humanity at any time and 
  in any place exempliﬁes their devotion to service.
  To fulﬁl this mandate, the Marines Errant attempt to 
  maintain as broad a reach as possible. Their companies 
  regularly operate on independent duty dispersed throughout 
  the galaxy. To enable such dispersion, each company 
  commander is functionally the commander of a strike vessel. 
  These ships are most commonly cruisers, though the Chapter 
  has several light cruisers and one battle cruiser as part of its 
  armada. So that these companies can function independently, 
  each of these vessels maintain an armoury of vehicles, in 
  addition to their normal complement of Space Marines. 
  MARINES ERRANT  
  AND THE DEATHWATCH
  Normally, Space Marines serve with the Deathwatch 
  for a tour of duty with a predetermined length of time. 
  However, due to their broad deployment, it is often 
  challenging for a member of the Marines Errant to 
  return to their company at a speciﬁc designated time. 
  Their company’s current disposition might be unknown 
  or might be located in a portion of the galaxy that 
  is extremely distant from the Space Marine’s current 
  Watch Station. To accommodate this difﬁculty, Battle-
  Brothers from the Marines Errant may serve with the 
  Deathwatch long beyond their originally designated 
  term. Then, when their company is once more at a 
  known location within a reasonable transit distance, 
  they can abruptly return to service with their Chapter. 
  THE FALL OF VILAMUS
  Huron Blackheart’s raid on Vilamus, as described in 
  WARHAMMER 40,000, happens later in M41 than the 
  817.M41 year used for DEATHWATCH. Characters from 
  the Marines Errant Chapter have not yet suffered this 
  cruel loss and would have no reason to be aware of its 
  occurrence. At the time of the DEATHWATCH game, the 
  Chapter possesses an ample supply of gene-seed.
  For campaigns set in a later timeframe, this disaster 
  might have been a recent occurrence or could even 
  happen during the course of the campaign. The loss 
  of virtually all of the Chapter’s gene-seed reserves 
  represents an enormous catastrophe that may doom 
  the Marines Errant to a gradual descent towards 
  obliteration. Player Characters who learn of this 
  catastrophe or live in its aftermath are very likely to 
  suffer signiﬁcant changes in their outlook due to their 
  new-found sense of their Chapter’s mortality.
  
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  Each of the Chapter’s crafts is supplemented by members 
  of the 1st and 10th companies. In this way, each has access to 
  the expertise offered by the Chapter’s veteran Battle-Brothers 
  as well as the opportunity to train initiates and use them on 
  inﬁltration missions. A side-effect of this approach is that 
  newly recruited members often fail to grasp the full scope of 
  their Chapter until the next major gathering. To overcome this, 
  many initiates are transferred to another company before their 
  training is completed. In this way, some sense of connection 
  between the different companies can be maintained.
  It is only in preparation for a major crusade effort or 
  upon occasions of major Chapter import that the companies 
  gather for extended interactions. Such occasions represent 
  the only opportunity for established veterans to reunite with 
  Battle-Brothers from other companies, often friends that 
  they knew during their time as an initiate. These gatherings 
  also represent an opportunity for promotions and transfers 
  between companies. In this way, members promoted to the 
  1st Company may transfer to work with another company so 
  that their experience as a Veteran Space Marine may be more 
  easily differentiated. This is also when Space Marines are 
  most commonly tithed to service for other duties, including 
  service at the Vilamus garrison, with House Ecale, or even 
  duty with the Deathwatch.
  Replacing a company is an extremely difﬁcult process. In 
  addition to reallocating and requisitioning extremely rare 
  weapons, vehicles, and armour, the Marines Errant must also 
  obtain a cruiser. The Adeptus Mechanicus may take centuries 
  to provide some of this basic wargear, while other requisitions 
  may never be fulﬁlled. All other companies are expected to 
  increase their initiation rates at such a time so that established 
  Space Marines may be tithed to the new company. 
  Unfortunately, on several occasions, once a company had 
  been replaced, the original miraculously returned from an 
  extended crusade. This has resulted in the Marines Errant 
  having more than 10 companies and well over 1,000 
  members in each of these instances. Because of this, it is 
  virtually impossible to accurately gauge the Chapter’s total 
  assets at any given time. 
  COMBAT DOCTRINE
  As a proud Successor to the Ultramarines Legion, the Marines 
  Errant Chapter follows the Codex Astartes as closely as 
  possible. Their primary adaptations from its doctrines are all 
  intended to grant the Chapter additional ﬂexibility in keeping 
  with their duties as constant crusaders. With the exception 
  of those changes, the Chapter fervently espouses the core of 
  Guilliman’s combat philosophy.
  The core of this tactic is represented in their consistent 
  use of combined arms. They maintain the necessary ﬂexibility 
  to address virtually any opponent. While Assault, Devastator, 
  and Scout Squads are used in keeping with the Codex, their 
  proportionate numbers are carefully preserved. To the extent 
  that they are available, vehicular assets are used as situations 
  necessitate. Because such resources are not always readily 
  available, assault squads are often used in place of lighter 
  vehicles while devastators fulﬁl the role that would more 
  commonly be played by most Space Marine tanks. 
  The Marines Errant do not have a favoured opponent. They 
  have engaged in countless battles against xenos, heretics, and 
  even the minions of Chaos. No matter what type of foe they 
  might oppose, the Chapter’s Space Marines adhere to the 
  Codex’s teachings as they dispassionately eliminate those who 
  MARINES ERRANT CHARACTERS
  The Marines Errant are a valourous and dedicated Chapter of the Adeptus Astartes, always ready to prove their loyalty 
  to the Emperor and commit to mankind’s struggle to retake the stars. Bereft of a home world, the Chapter exists as an 
  extended ﬂeet of battle-barges and strike cruisers often spread out across the galaxy in the vanguard of the Emperor’s 
  crusades, and though this has limited them in some ways, it gives them unprecedented skill in naval actions and 
  knowledge of void combat beyond many of their brother Chapters. 
  A Marines Errant Space Marine gains the following beneﬁts: +5 Agility, +5 Strength, the Common Lore: Imperial Navy 
  Skill and the Zero Tolerance Solo Mode Ability (see page 47).
  DEMEANOUR: SHEPHERD OF ASSETS
  Shepherd of Assets is a Demeanour (see page 32 of the DEATHWATCH Core Rulebook) unique to Space Marines from the 
  Marines Errant Chapter.
  The Marines Errant are keenly aware of their scattered companies, that they cannot draw upon the same amount of 
  resources or manpower at any one moment as other stronger Chapters can. In part, this is the result of the crusading 
  nature of the Marines Errant and the toll that centuries of ﬁghting far ﬂung wars has wrought upon the military materiel 
  available to each of its dispersed battle groups. As such, the Marines Errant have become highly adept at marshalling 
  their own resources, preserving and restoring even the most heavily damaged wargear. In addition, the Techmarines of 
  the scattered ﬂeets are masters of repurposing wargear and materiel assets acquired in the ﬁeld. While such acts have 
  given rise to fears of tech-heresy, these suspicions remain unproved. 
  Even so, the Marines Errant consider their blessed armaments more precious than most, and know that the limited 
  supply available to them is literally the lifeblood of their campaigns. A Battle-Brother of the Marines Errant knows that 
  it is his duty to die for the Emperor doing his duty, but he also knows that it is his duty to his Chapter to preserve his 
  wargear at all costs, and should he die he must make sure his Chapter can recover it if it is within his power. Only in this 
  way will there be a chance for the Chapter to continue to serve the Imperium for millennia more. 
  
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  would dare to battle the Imperium of Man. This approach does 
  leave the Chapter less capable against some foes than members 
  of a Chapter that had focused tightly on learning the most 
  effective means to overcome a particular target. However, it 
  offers the advantage that they are less expectant of a particular 
  enemy strategy or predisposed to use a speciﬁc—and potentially 
  predictable—strategy of their own. 
  Due to the losses that the Marines Errant Chapter has sustained, 
  they are often conservative of their equipment. Heavy tanks, 
  Dreadnoughts, and the rarest wargear items are only used when 
  absolutely required by a given situation. The Chapter has sustained 
  signiﬁcant losses through the course of its many crusades and can 
  ill-afford to sustain additional ones. In some cases, this may leave 
  the Space Marines in the ﬁeld less well-equipped than would be 
  ideal for a given circumstance. However, through their devotion 
  and understanding of the Codex Astartes, the Marines Errant are 
  conﬁdent in their abilities to overcome any opponent.
  It is clear that the Marines Errant go to extreme measures to 
  repair any equipment that suffers Damage in the ﬁeld, due to 
  the expertise of their Techmarines. A few fortunate discoveries 
  from their countless crusades has also enabled the Chapter to 
  reclaim some wargear that would otherwise be irreplaceable. 
  A few rumours suggest that some Battle-Brothers may have 
  gone to the extreme of utilising xenos weaponry, but none of 
  these tales have been substantiated.
  MARINES ERRANT PASTS
  The Marines Errant Chapter background provides a solid 
  basis for deﬁning your character’s past, but Table 1–13: 
  Marines Errant Pasts can be used to provide additional 
  inspiration and a means of quickly generating a signiﬁcant 
  past event from your character’s background. Either choose 
  which event you feel is most appropriate for your vision of 
  your character, or roll 1d5 to generate one at random. The 
  events presented can be expanded upon as you see ﬁt, and can 
  provide inspiration for future adventures.
  MARINES ERRANT 
  PRIMARCH’S CURSE: 
  CRUSADER’S CALL
  The Marines Errant are devoted servants of the Emperor and 
  never refuse the call to arms or the chance to join a crusade 
  against the enemies of the Imperium. Over the centuries, 
  this has become a well-known aspect of the Chapter and 
  elements of the Marines Errant have participated in hundreds 
  of crusades across the galaxy from the murky depths of the 
  eastern fringe to the dark and turbulent sectors surrounding 
  the Eye of Terror. As a ﬂeet-based Chapter, this means that 
  the entire Chapter is practically never in the same place at 
  the same time, and though they might stay in contact, each 
  fragment becomes a collection of companies and their vessels 
  which can operate independently for great lengths of time. 
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  Though it means the Chapter is scattered across the stars, no 
  member of the Marines Errant would ever refuse such a call 
  to duty and takes it as a mark of honour and pride that their 
  Chapter has such a valourous history.
  Level 1 (Unending Valour): The Battle-Brother has 
  become ﬁlled with pride in the history of his Chapter’s bravery 
  and devotion and sees his own existence as a vital part of 
  continuing its traditions. When his Kill-team is required to do 
  their duty he will make sure that it is carried out, squashing any 
  doubt his fellow Battle-Brothers might have or any weakness 
  they might show in the face of honour. When facing a foe 
  with a Fear Rating for the ﬁrst time (see page 277 of the 
  DEATHWATCH Core Rulebook) the Battle-Brother must make 
  a Challenging (+0) Willpower Test. If they fail, they gain 
  the Frenzy Talent for the encounter and must strive to destroy 
  the Fear causing foe. During this time they cannot initiate or 
  beneﬁt from any Squad Mode abilities.
  Level 2 (Duty through Sacriﬁce): True duty can only be 
  proven in death or an equally potent sacriﬁce, a fact which is 
  known to all true servants of the God-Emperor. The Battle-
  Brother knows that to prove himself he must be the one to 
  stand in the way of the blade or shield his comrades from 
  the blast, so that there can be no doubt about his devotion or 
  his loyalty to the Emperor. When using Squad Mode abilities 
  (see page 219 of the DEATHWATCH Core Rulebook) where the 
  Battle-Brother has the option to take Damage or hits for his 
  companions or give them his Reaction (such as the Soak Fire 
  or Tactical Spacing abilities) he must do so if at all possible.
  Level 3 (Lead the Charge): In boarding actions, the 
  greatest honour goes to those ﬁrst through the breech and 
  ﬁrst to face the foe. The Battle-Brother accepts that he 
  must take this role as his honour demands it, and it is just 
  another way to prove his courage and loyalty in the eyes of 
  his peers. If there is a choice or a chance to lead a charge or 
  be the ﬁrst to face the enemy, the Battle-Brother must take it. 
  Furthermore he will seek out such opportunities, volunteering 
  for dangerous duties if they mean he will get to lead others 
  into the fray. In combat, the Battle-Brother will also seek out 
  the most dangerous or powerful looking foes, even at the cost 
  of ignoring closer or more pressing enemies. 
  MARINES ERRANT SOLO 
  MODE ABILITY
  Zero Tolerance is a new Solo Mode ability that is available 
  to Battle-Brothers of the Marines Errant Chapter. See page 
  215 of the DEATHWATCH Core Rulebook for details on using 
  Solo Mode Abilities.
  ZERO TOLERANCE
  Action: Free Action
  Required Rank: 1
  Effects: Marines Errant train extensively for ship based 
  combats and are skilled in boarding actions and the variety 
  of environments and perils such engagements can bring. The 
  Battle-Brother thinks nothing of ﬁghting in micro or zero-
  gravity environments as well as the hard vacuum of space 
  or the scorching cold of the void. He also understands how 
  his weapons work in such environments and the prayers and 
  incantations required ensuring their reliable use and accuracy. 
  When ﬁghting in space environments (those with low or 
  nonexistent gravity and with varying degrees of atmosphere 
  and pressure), the Battle-Brother halves all Test penalties 
  resulting from environmental effects.
  Improvement: At Rank 4 the Battle-Brother has perfected 
  his zero-gravity ﬁghting skills and ignores all penalties 
  to tests caused by space environments. At Rank 7 the 
  Battle-Brother not only is no longer impeded by space 
  environments and variable gravity but has learnt to use 
  it to his advantage and never suffers a reduction to his 
  movement from such environments.
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  MARINES ERRANT SQUAD 
  MODE ABILITIES
  The following Squad Mode abilities are unique to 
  characters drawn from the Marines Errant Chapter. The 
  use of Squad Mode abilities is described on page 219 of 
  the DEATHWATCH Core Rulebook.
  MARINES ERRANT ATTACK PATTERN: 
  CONFINED COMBAT
  Action: Half Action
  Cost: 2
  Sustained: Yes
  Effects: Squads of Marines Errant are often required to 
  ﬁght in the close conﬁnes of ship to ship boarding actions, 
  pressing down cramped corridors or leading assaults through 
  rents in bulkheads. While this is a skill which is most useful 
  in space combat it can be translated into any situation where 
  Battle-Brothers must ﬁght shoulder pad to shoulder pad with 
  little or no room to manoeuvre. The Battle-Brother and those 
  within Support Range of him do not obscure lines of ﬁre 
  for each other or incur penalties to hit because they are in 
  the way. In addition, Battle-Brothers may move through each 
  other or switch positions during their movement even if there 
  would not normally be enough room to do so.
  Improvement: At Rank 4 Battle-Brothers gain the ability to aid 
  each other in melee combat even though they may not be able 
  to reach their foes; any Battle-Brother making a melee attack can 
  gain a Ganging Up bonus (see page 248 of the DEATHWATCH 
  Core Rulebook) for other Battle-Brothers which are adjacent to 
  him even if they cannot make melee attacks on his foe. At Rank 
  7 Battle-Brothers using this Squad Mode ability do not reduce 
  their movement when ﬁghting within conﬁded spaces.
  MARINES ERRANT DEFENSIVE STANCE: 
  PROTECT THE FALLEN
  Action: Reaction
  Cost: 1
  Sustained: Yes
  Effects: The preservation of their Chapter’s gene-seed means 
  that Marines Errant must be mindful of every brother that falls in 
  battle, protecting his body whether he yet clings to life or not. A 
  dedicated Kill-team can uses this training to shield their fallen from 
  harm, or reduce the terrible effects of wounds on those which have 
  already suffered Damage. The Battle-Brother and any members 
  of his Kill-team within Support Range may protect their brothers 
  from grievous injury by interposing themselves between a fallen 
  brother and harm. While this ability is active, a Battle-Brother may 
  use his Reaction to move up to twice his Agility Bonus to protect 
  another member of his squad from an attack, if that member has 
  either been knocked prone and/or has suffered Critical Damage. 
  If the Battle-Brother’s movement would be sufﬁcient to reach the 
  squad member the Battle-Brother is struck by the attack instead, 
  with all the normal consequences. Battle-Brothers defending their 
  brothers in this way may not Dodge the attack but may Parry it 
  as part of their Reaction. If the attack has an area of effect which 
  would affect both the Battle-Brother and the squad member he is 
  trying to protect, then the squad member gains cover against the 
  attack with Armour Points equal to the Battle-Brothers Armour 
  Points on his torso location.
  Improvement: A Rank 5 Battle-Brothers using this ability 
  may move up to four times their Agility Bonus to reach a 
  fallen or critically wounded squad member.
  MARINES ERRANT 
  PSYCHIC POWERS
  The following section presents a set of Psychic Powers unique 
  to the Librarians of the Marines Errant Chapter. Details of 
  how to use Psychic Powers may be found on page 189 of 
  the DEATHWATCH Core Rulebook. Only Marines Errant 
  Librarians have access to Marines Errant Psychic Powers. 
  These powers may be purchased with Experience Points, 
  provided the Librarian meets the power’s Prerequisites 
  and XP Cost as detailed on Table 1–16: Marines Errant 
  Psychic Powers.
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  DARKNESS GATE
  Action: 3 Full Actions
  Opposed: No
  Range: Self
  Sustained: No
  Description: Summoning up the potent energies of the Warp, 
  the Librarian folds space between points within the void and 
  brings them closer together for an instant allowing Space 
  Marines to pass between them. Darkness Gate has effects 
  similar to a teleportarium, allowing objects from one point to 
  be transferred to another in a rapid instance via the conduit 
  of the Warp. It only works for a small group of individuals 
  and only across an airless space like the void, but it can be 
  effective for staging hit and run attacks. The Librarian and a 
  number of individuals equal to his Psy Rating can be affected 
  by this power. The Librarian picks a point in space which 
  he can observe, such as a distant ship. Provided there are no 
  obstacles or atmosphere between the point he can see and the 
  point he is standing, a momentary gate will open allowing 
  him and his companions to step through. The range between 
  the points can be up to Psy Rating x 500km.
  Perils of the Warp can be particularly dangerous when using 
  this power. If the Librarian triggers Perils of the Warp, roll 
  1d10 x 500km to determine distance rather than using his Psy 
  Rating. If he was Pushing then distance is 3d10 x 500km.
  SHADOWS IN THE STARS
  Action: Half Action
  Opposed: No
  Range: 1000kms x Psy Rating
  Sustained: Yes
  Description: The Librarian can look out into the inky black 
  of the void and see things mere sensors cannot, reading 
  the ebb and ﬂow of the darkness and the Warp which lies 
  beneath it. The Librarian can make a Challenging (+0) 
  Awareness Test to perceive any objects in space within range 
  of this power, including celestial phenomena and vessels or 
  ordnance. Depending on the size and density of such objects, 
  the GM may give the Librarian a +10 to +30 bonus on this 
  Test. Even if the Test fails, the GM should give the Librarian a 
  general idea of hazards though not their exact location. If this 
  power is used in conjunction with a vessel’s bridge crew it 
  will grant them a +30 bonus to all Tests involving their ships 
  sensors and Pilot Tests to avoid hazards and ordinance.
  VOID HAMMER
  Action: Half Action
  Opposed: No
  Range: 10m x Psy Rating
  Sustained: No
  Description: Summoning up a brutal burst of energy, the 
  Librarian smashes objects and batters structures with raw 
  psychic power. Against individuals, this power can knock 
  them down and break their bones, but against inanimate 
  objects it can rend apart walls and buckle bulkheads. The 
  Librarian picks a point within range and line of sight as the 
  impact point of the Void Hammer. Any individuals within 3m 
  of this point will be hit by the concussive blast unless they 
  can successfully make a Dodge Test to leap out of the way. 
  Those hit suffer Impact Damage equal to the Librarian’s Psy 
  Rating x 3 and must pass a Challenging (+0) Agility Test 
  or be knocked prone. Objects such as walls, supports, and 
  doors are far more badly affected suffering Impact Damage 
  equal to 1d10 x Psy Rating ignoring Armour Points. This 
  can be used to punch holes in objects (such as bulkheads) if it 
  does enough Damage to destroy them (creating a breech 3m 
  in diameter), or bring down buildings by destroying supports. 
  This ability can also be used effectively against vehicles, 
  damaging them just as it would a bulkhead or blast door.
  MARINES ERRANT 
  TRAPPINGS
  The following items are Chapter Trappings that may be taken 
  by Battle-Brothers of the Marines Errant Chapter.
  CRUSADER MEDALLIONS
  Many members of the Marines Errant have been part of an 
  Imperial crusade at some point during their lifetimes. Those 
  that come to the Deathwatch are usually veterans of such 
  glorious endeavours and wear the badges of their valour on 
  their armour. Crusader medallions come in many forms, and are 
  either symbols painted onto the greaves or braces of a Battle-
  Brother’s power armour or can be actual medals ﬁxed to his 
  weapons, chest plate, or helmet. The presence of these tokens 
  marks out the Battle-Brother as a crusader and will increase the 
  respect of his peers, though it can also alienate others as every 
  crusade comes with both great victories and bitter defeats.
  A Marines Errant Battle-Brother can choose to have 
  Crusader Medallions as part of his starting gear, reﬂecting 
  his time before he joined the Deathwatch. If he does he can 
  choose to use them to improve the Disposition of those he 
  meets that might have participated in the crusade or heard of 
  its deeds. If he does so, then the GM should roll a d10: on a 
  1-3 the NPC has not heard of the crusade, on a 4-8 the NPC 
  was part of the same crusade or has high regard for those that 
  were and improves his Disposition to the Battle-Brother by 
  one step, on a 9-10 the crusade has a dark meaning for the 
  NPC (he lost too many brothers during it or it reminds him 
  of a shameful incident) and his Disposition is reduced by one 
  step toward the Battle-Brother.
  
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  “Do not fear the Black Rage, for it is a part of your essence. Learn 
  to embrace the fury that comes with it, so that you may direct the 
  savagery toward those foes of the Imperium who deserve our ire. This 
  is our beloved Primarch’s parting gift, and as with all he granted us, 
  it must be proudly accepted.”
  –Carnarvon, High Chaplain of the Death Company
  �
  he cursed Space Marines of the Flesh Tearers seem 
  doomed to watch the ongoing collapse of their beloved 
  Chapter. Even as they revel in the destruction of the 
  Emperor’s foes, they must also watch as their comrades give 
  in to the curse of Sanguinius’s gene-seed. In spite of this, they 
  remain valiant servants of the Imperium. Rather than give in 
  to woe and despair, they constantly strive to ﬁght against the 
  curse as bravely as they ﬁght those who oppose mankind. 
  As true tragic heroes, the Flesh Tearers remain devoted to 
  their cause, even in the face of ultimate defeat.
  HISTORY
  In the decades that followed Horus’s terrible 
  betrayal and the Emperor’s enthronement, 
  the surviving members of the nine 
  loyalist Space Marine Legions were 
  divided 
  into 
  1,000 
  member 
  Chapters, per the Codex Astartes 
  written by Guilliman, Primarch 
  of the Ultramarines. The Flesh 
  Tearers were assembled from 
  members of the Blood Angels 
  Legion, even as they continued to 
  grieve the fall of their Primarch.
  Immediately after their ofﬁcial 
  formation, the Flesh Tearers left 
  Terra to embark on a new crusade to 
  eliminate rebel forces and continue 
  to purge worlds of heretical 
  infestation. They were assigned the 
  battle barge Victus from their former 
  Legion’s supplies, which became 
  their effective fortress-monastery for 
  the next three millennia. During this time, 
  these Space Marines remained constantly on 
  crusade, destroying any heretics whose path they 
  crossed. Those they encountered, they defeated. 
  Those they defeated, they utterly annihilated, leaving 
  no stone left unturned and no living beings left to 
  continue any heresy.
  Some rumours circulated of their brutality, even going 
  so far as to reach the High Lords of Terra. However, 
  their degree of success in achieving compliancy was 
  nearly unparalleled. During this period of strife, as the 
  Imperium recovered from Horus’s treachery, results were 
  valued far more than technique. As such, there were no 
  investigations into the rumours that accompanied the 
  Flesh Tearer’s implacable advance.
  Over time, the Flesh Tearers continued to earn a reputation 
  for savagery. These volatile Space Marines revelled in each 
  assault action and continued to cause unacceptable levels of 
  collateral damage. Some reports indicated that during their 
  mad frenzies, Flesh Tearers continued their battle actions 
  against allied forces or even against the innocents whom they 
  were assigned to protect. Their reputation for such savagery 
  has spread through the millennia to the extent that some 
  forces—including a few Space Marine Chapters—
  are no longer willing to engage in allied missions 
  with members of the Flesh Tearers. In spite of this 
  fact, there are numerous instances where the Flesh 
  Tearers have worked in battle zones with other Chapters. 
  On a number of occasions, these included other Chapters 
  that were known to be part of the Blood Angels lineage.
  The Flesh Tearers fall prey to the Curse of the Black 
  Rage far more often than members of any other Chapter 
  descended from Sanguinius’s lineage. This is believed to be 
  due to a mutation in their gene-seed, but their 
  combat doctrines and military philosophy 
  may also influence the frequency of the 
  tragic psychogenetic syndrome. At the 
  time of their formation, the Flesh 
  Tearers Chapter discontinued 
  the Blood Angels’ practice of 
  blood transfusions during a 
  Neophyte’s initiation. Some 
  might 
  speculate 
  that 
  this 
  practice could have contributed 
  to the horrific mutation. 
  When 
  Battle-Brothers 
  show 
  the characteristic signs that they 
  are falling prey to this tragic flaw, 
  they are inducted to the 
  Death 
  Company 
  and isolated from 
  their 
  healthier 
  brethren. 
  These 
  Space 
  Marines 
  continue their service 
  under the supervision of 
  the High Chaplain of the 
  Death Company, residing in 
  the isolated Tower of the Lost 
  when not called to battle. So 
  many members of the Chapter 
  have fallen prey that there are 
  now only four Companies of 
  Flesh Tearers.
  CHAPTER SUMMARY
  Founding: 2nd
  Chapter World: Cretacia
  Fortress Monastery: Unknown
  Gene-seed: Blood Angels
  Predecessor: Blood Angels
  
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  THE ZURCON MASSACRES
  The Flesh Tearers travelled throughout the galaxy during 
  their initial crusade, prior to their settlement of Cretacia. As 
  part of their journeys, they even visited the portion of space 
  that would later become known as the Jericho Sector. At this 
  time, the region remained an unconquered frontier, so the 
  surviving records are only fragmentary. Imperial scholars of 
  the Adeptus Administratum have successfully pieced some 
  records together, using a combination of resources. 
  In late M36, The Flesh Tearers Chapter engaged in a series 
  of cleansings of allegedly mutant and heretical populations 
  within the Zurcon system. Upon their arrival, voidcraft 
  belonging to the system’s natives immediately opened ﬁre 
  upon the Flesh Tearers’ small ﬂeet. The Space Marines chose 
  to respond with overwhelming force and eliminated all of the 
  system’s void-capable craft in short order. Once these craft 
  were destroyed, they launched an assault against the system’s 
  three settled worlds. 
  The engagement lasted several years, as settlements were 
  active on multiple planets and moons within the region. 
  By the end of their military action, there were no known 
  surviving human inhabitants within the system. The system 
  was only resettled centuries later by colonists from other 
  worlds of the Jericho Sector. The archaeological relics of the 
  Flesh Tearers’ assault only hint at the brutality of the assault, 
  but it is clear that no planetary scale attacks were used. Rather, 
  the traitorous inhabitants were slain in combat.
  HOMEWORLD
  The Flesh Tearers’ initial crusade eventually led them deep 
  into the western reaches of the galaxy. It only ended when 
  the Chapter discovered an isolated death world, which they 
  named Cretacia. Their early contacts with the world suggested 
  that, while it was in a habitable range, a dense cloud cover and 
  unusual atmospheric conditions might make it an unlivable 
  environment. In spite of this, the Space Marine ﬂeet entered 
  orbit and sent an exploratory force to the surface.
  Upon their arrival, the warriors discovered insectoid, 
  reptilian, and amphibious life forms that were both malevolent 
  and inordinately large. A few of the enormous insects wielded 
  natural weapons capable of penetrating power armour. Some 
  of the other predators were nearly as large in scale as an 
  Imperial Titan. The Battle-Brothers immediately began to 
  enthusiastically hunt and slay a few of the creatures, both for 
  security and to slake their inherent bloodlust.
  In the course of their examination of the planet, the 
  Flesh Tearers discovered a native human population that had 
  somehow managed to survive in spite of Cretacia’s dangerous 
  environs. These primitives exhibited inordinate levels of 
  athletic ability and ﬁtness—a clear survival requirement 
  among the massive native creatures. However, they also 
  exhibited a substantial degradation of culture and social 
  structure. At some point in their history, these beings must 
  have undergone an event that left their society with a near 
  complete loss of language. 
  NOTABLE FLESH TEARERS IN THE JERICHO REACH
  The following are Space Marines of great renown from the Flesh Tearers Chapter. 
  VETERAN BROTHER GARTH 
  An accomplished Assault Marine prior to his membership in the Deathwatch, Veteran Brother Garth has consistently 
  earned the respect of his peers for his talents with bolter and chainsword. Through numerous engagements, particularly 
  on worlds near the fringes of the Hadex Anomaly, the Battle-Brother has defeated hundreds of mutants who bore the 
  taint of Chaos. In fact, members of the Watch Fortress’s other Kill-teams have trained with Garth on numerous occasions. 
  This is generally at the behest of those who wish to have ﬁrst-hand experience with his savage approach to melee.
  After ten years of service within the Reach, dark rumours have begun to circulate that Veteran Brother Garth may be 
  showing early signs of the Black Rage. The most commonly cited being a shortened temper and an increased savagery 
  during training. After a recent mission, he was the only member of his Kill-team to safely return to the Watch Fortress. 
  Since that incident, he has not been assigned to a new team, but has been sent on missions with other established teams. 
  A number of Battle-Brothers are concerned that if Garth were to fall prey to the Black Rage without a Death Company 
  Chaplain to calm him, the consequences could be grave.
  SANGUINARY PRIEST JEVAEL
  In keeping with the traditions of the Blood Angels, the training of a Sanguinary Priest is subtly different from that of 
  a traditional Apothecary as dictated by the Codex Astartes. However, the degree of expertise in treating the unique 
  anatomy of a Space Marine, along with the necessary familiarity with a narthecium are more than sufﬁcient for function 
  among the Deathwatch. Because of this, there were no difﬁculties when Sanguinary Priest Jevael was assigned to serve 
  at Watch Fortress Erioch.
  Since his arrival, however, Jevael has devoted a tremendous deal of his time to studying his fellow Battle-Brothers and 
  seeing to their standard physical regimens. While most Apothecaries limit their assistance to other members of their Kill-
  team, Jevael has also provided services to other Space Marines, particularly those who belong to Chapters descended 
  from the Blood Angels Legion. Rumors suggest that he might be conducting tests at the behest of the Flesh Tearers, in 
  desperate hope of ﬁnding a cure to the Black Rage. Such actions would certainly go against the spirit of the Deathwatch. 
  However, the desperation of some among the Chapter is so extreme that this research would scarcely come as a surprise 
  to those familiar with the Flesh Tearers’ curse.
  
  �����������������������
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  In spite of this unusual restriction, the Space Marine Chapter 
  took prisoners from the native population. They then subjected the 
  prisoners to a broad variety of tests to examine their physiological, 
  genetic, and spiritual purity. Ultimately, the primitives were identiﬁed 
  as a reasonably pure strain of humanity. Their instances of mutation 
  were acceptably low, and their physical conditioning made them 
  excellent candidates for gene-seed implantation. While the loss of 
  language was clearly an inconvenience, all signs indicated that this 
  was a cultural phenomenon and not a physiological change.
  This combination of an environment that suited the Chapter’s 
  martial philosophy with a readily available supply of potential 
  candidates made Cretacia an ideal world for the Flesh Tearers 
  to make their home. With this realisation, the Chapter ceased its 
  crusade and established their fortress monastery. For millennia, the 
  world has provided an ideal residence for the Chapter. Nearby 
  Imperial worlds beneﬁted from the stability offered by a successful 
  Space Marine Chapter. The Flesh Tearers maintained an adequate 
  initiation pace so that their company sizes were well within the 
  recommendations of the Codex Astartes. The Chapter’s impending 
  doom seems to have little to do with their choice of a homeworld 
  and far more to do with the inherent failure in their gene-seed.
  GENE-SEED
  The Flesh Tearer gene-seed bears all the hallmarks of the 
  Successor Chapters to the Blood Angels. Its best known 
  characteristic is the psychic imprint of Sanguinius’s memories, 
  which leads to the Black Rage. The Chapter’s apothecaries 
  believe that the gene-seed also grants its recipients a signiﬁcantly 
  extended life expectancy, in keeping with its lineage. However, 
  this point is largely moot. The life expectancy for most new 
  initiates to the Chapter is less than two centuries. While a few 
  of these inductees may die from complications of war, the vast 
  majority fall prey to the Black Rage. 
  Numerous efforts have been taken to attempt to mitigate the 
  sudden and severe onset of Black Rage among the Chapter’s 
  Battle-Brothers. The adoption of nightly bloodletting and 
  puriﬁcation rituals have not been shown to assist Battle-Brothers 
  in their efforts to resist the Black Rage, nor has it been shown to 
  mitigate the syndrome’s effects once a Space Marine has entered 
  the latter stages. The only treatment for those who fully succumb 
  is reassignment to the Death Company and isolation within the 
  Chapter’s Tower of the Lost. A fortunate few ﬁnd solace in death, 
  when they continue to serve their Chapter on the battleﬁeld as 
  members of the Death Company. Less fortunate Battle-Brothers 
  are subject to permanent incarceration once the High Chaplain 
  of the Death Company has lost the ability to control them.
  The combination of a rapid decline due to the Black Rage 
  and their proclivity for brutal assaults has increased the Chapter’s 
  rate of decline. In many instances, Flesh Tearers have died 
  before their progenoid glands could be properly harvested. This 
  combination has cut into the Chapter’s available supply of gene-
  seed as well as limiting the number of veteran Space Marines 
  capable of training new inductees. For this reason, the number of 
  members assigned to apothecary training has recently increased, 
  as has the prioritisation of recovering these glands from fallen 
  members. The cumulative effect may be that the Flesh Tearers 
  could become non-sustainable within a relatively short time 
  frame unless some sort of extreme measures are considered.
  PHILOSOPHY
  “Remember the Primarch, for we exist only through his grace and 
  love. Honour the Emperor, for it is His wisdom that must guides us 
  and vengeance that we deliver.”
  –Chaplain Rostalf of the Flesh Tearers 3rd Company
  As the Black Rage continues to consume its membership, 
  the leaders of the Flesh Tearers have come to the inescapable 
  conclusion that their beloved Chapter may be doomed to 
  eventual disintegration. They continue to seek a cure for this 
  curse, but some consider their eventual depletion inescapable. 
  Some among the leadership, have begun to embrace the 
  notion that if they cannot continue then their best approach 
  is to make certain that they leave a bold legacy in keeping 
  with the Chapter’s proud traditions.
  Most vital to these traditions is the way that they embrace 
  savagery in combat. This is likely a combination of their 
  susceptibility towards the Black Rage as well as the Blood 
  Angel’s tradition of excellence in Assault actions. Even with their 
  acquisition of Cretacia as a homeworld, the Flesh Tearers proudly 
  exhibited this preference. For the native’s survival in the face of 
  that planet’s massive creatures requires an ability to overcome 
  even the most extreme odds through constant warfare.
  Of course, the Flesh Tearers are tremendously unlikely to 
  compromise with regards to their savagery. The Flesh Tearers 
  have a long tradition of attempting to honour these memories 
  by fulﬁlling the Primarch’s and Emperor’s wish for a galaxy 
  under compliance. In many instances, the only way the Chapter 
  had a reasonable chance to achieve victory is by taking the 
  most extreme of actions against their opponents. There are very 
  few known instances where Flesh Tearer commanders ever 
  hesitated to unleash weapons of cataclysmic proportions. 
  With each battle won, Battle-Brothers of the Flesh Tearers 
  Chapter feel conﬁdent that their Primarch’s legend has 
  been preserved. This serves as the most effective method of 
  preserving his glory as well as that of the Legion he once 
  led. In many cases, the worlds targeted by the Chapter have 
  strayed in some signiﬁcant way from the Imperium. It is these 
  conﬂicts that offer the greatest temptation for Flesh Tearers 
  to fully engage their thirst for savagery. Those who show 
  any taint of heresy, or who even choose to ally themselves, 
  however brieﬂy, with heretics are targeted for purging. 
  In some instances, purges have continued well-beyond a 
  reasonable level, as Battle-Brothers of the Chapter continued 
  their acts of savage brutality long after any justiﬁable conﬂict 
  had been completed.
   For many Flesh Tearers Space Marines, such frenzied 
  battles represent a very real warning of the doom that 
  encroaches upon their minds. With each period of savagery, 
  their chance to return to a more normal state of consciousness 
  can become increasingly difﬁcult. This represents a very real 
  sign to these Battle-Brothers that their ﬁnal emotional and 
  mental collapse approaches them. 
  
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  COMBAT DOCTRINE
  As with all aspects of the Flesh Tearers Chapter, the Black 
  Rage strongly inﬂuences their strategic approach towards 
  military engagements. One of the most important ways that 
  this can be seen is in their reduced numbers. As a consequence 
  of their losses to the gene-seed curse, these Space Marines 
  are incapable of organising companies in a manner consistent 
  with the Codex Astartes. Instead, each of their four companies 
  is organised to be fully and independently functional. To 
  maintain this ability, all Battle-Brothers undergo constant 
  cross training so that they may effectively serve the role of a 
  Scout, Tactical, Assault, or Devastator Marine as the tactical 
  situation necessitates. Due to the Chapter’s constrained size, 
  each company is capable of maintaining sufﬁcient resources 
  in its armoury to equip its members with the gear necessary 
  to fulﬁl any of these roles effectively. 
  While this training is necessary and effective, some of 
  its aspects are actually seldom used. This is, once more, due 
  to the effects of the Black Rage. As Flesh Tearers prepare 
  for combat and see the enemy, they often choose to directly 
  engage their foes in melee combat. This proclivity extends 
  throughout the Chapter from the leadership elements to the 
  newest recruits. As such, when preparing for an engagement, 
  the Flesh Tearers’ commanders generally plan their tactics 
  in a way that takes advantage of this tendency, instead of 
  attempting to ﬁght against it.
  Consequently, the Chapter often ﬁelds an inordinate 
  number of its Battle-Brothers equipped as Assault Marines. 
  In contrast, they seldom ﬁeld squads of Devastator Marines. 
  Even among their tactical units, heavy weapons are often left 
  behind, as many sergeants are reluctant to hold their units at 
  range long enough for the weapons to be used effectively. 
  In many ways, this restricts the Chapter’s tactical ﬂexibility 
  and ability to adhere to the tactics presented in the Codex 
  Astartes. However, considering the overall efﬁciency of their 
  Assault Marines, it is difﬁcult to rationalise such a criticism. 
  Like other Blood Angels successors, the Flesh Tearers ﬁeld 
  members of the Death Company as part of any signiﬁcant 
  conﬂict. However, due to the nature of their curse, this 
  complement is often larger than the ones exhibited by other 
  successor Chapters. In many instances, the Death Company’s 
  membership includes some of the Chapter’s most experienced 
  warriors. This has often led to the Death Company being 
  even more devastatingly effective than when used by other 
  Chapters descended from Sanguinius’s blood line.
  The vast majority of the Flesh Tearers’ vehicles are 
  transports, speciﬁcally Rhinos and Razorbacks. Just as the 
  Chapter seldom ﬁelds a signiﬁcant number of squads equipped 
  with heavy weapons, they also limit the number of armoured 
  vehicles that they deploy. The Flesh Tearers prefer to charge 
  forward into direct melee whenever possible, eschewing the 
  limitations imposed by a battle tank. 
  The primary exception to their movement away from 
  vehicles regards the numbers of Dreadnoughts that the 
  Chapter maintains. Many of the Flesh Tearers’ most respected 
  heroes fall prey to the Black Rage before they can suffer a 
  noble death in combat. Whenever possible, these respected 
  warriors are assigned to a life-support sarcophagus where their 
  abilities and knowledge can be preserved and used in future 
  engagements. Many of these old ones enter combat with their 
  fellows in the Death Company, charging directly forward to 
  FLESH TEARERS CHARACTERS
  The Flesh Tearers have a bloody and well deserved history for violence and rage, embodying all the worst aspects of 
  the Black Rage and the curse of their Primarch. Over the centuries they have been at the centre of countless atrocities 
  during their service to the Imperium and their crusades against its foes. This heavy handed brutality and lack of restraint 
  has turned many Chapters of the Adeptus Astartes against them and they carry with them a poor reputation as bloody 
  savages and barely contained butchers, which is only partly true. 
  A Flesh Tearers Space Marine gains the following beneﬁts: +5 Weapon Skill, +5 Agility, -15 Fellowship, the Flesh 
  Render Talent, and the Solo Mode Ability A Taste for Blood.
  DEMEANOUR: UNQUENCHABLE THIRST
  Unquenchable Thirst is a Demeanour (see page 32 of the DEATHWATCH rulebook) unique to Space Marines from the 
  Flesh Tearers Chapter.
  The Flesh Tearers are barely able to contain the outward signs of their Primarch’s curse, the Black Rage clouding 
  their judgement and the Red Thirst ﬁlling them with a lust for blood. Such is the extreme nature of their thirst for blood 
  that it consumes them constantly and once blood is drawn, no matter the cause, the Battle-Brothers of the Chapter ﬁnd 
  it extremely difﬁcult to resist the urge to spill more. In battle, this can make them into frenzied madmen hacking and 
  tearing at their foes in a whirlwind of blades and teeth seeking to rip their enemies apart, while at other times they 
  radiate a barely contained aura of rage and hunger which can make all those around them feel acutely uncomfortable.
  Some Flesh Tearers embrace this madness and live in a constant state of rage, simply directing their fury at one target 
  or another, be it a foe in battle or an object which has had the misfortune to get in their way. These Battle-Brothers ﬁnd it 
  almost impossible to stay still for long or hold down lengthy dialog with others and must retire from social situations before 
  long lest they destroy something. Others try and repress their rage and instead speak through gritted teeth and blazing 
  eyes, making those who converse with them fear for their lives, or expect sudden and brutal violence at any moment.
  In both cases, the Battle-Brother carries with him a heavy cloud of repressed anger and fury wherever he goes which 
  cannot be lifted or easily ignored by those around him.
  
  �����������������������
  ��
  eliminate any foes that stand before them. Tragically, this 
  results in an unacceptably high incidence of death among 
  the pilots of these machines, but this does have the beneﬁt of 
  freeing sarcophagi for the use of other Battle-Brothers that 
  fall prey to the Black Rage.
  As the Flesh Tearers often charge into battle, they have taken 
  a number of specialised measures to assist them as they charge. 
  The Flesh Tearers also have an unique battle cry that they let 
  loose as they attack their foes. While the cry is created by the 
  Space Marines’ vocal cords, it is enhanced and ampliﬁed by 
  their power armour’s vox-systems. First hand reports conﬁrm 
  that opponents are often stunned into immediate submission 
  when they hear the terrible sound as defenders come face to 
  face with the savagery of these Battle-Brothers.
  FLESH TEARERS PASTS
  The Flesh Tearers Chapter background provides a solid basis 
  for deﬁning your character’s past, but Table 1–17: Flesh 
  Tearers Pasts can be used to provide additional inspiration 
  and a means of quickly generating a signiﬁcant past event from 
  your character’s background. Either choose which event you 
  feel is most appropriate for your vision of your character, or 
  roll 1d5 to generate one at random. The events presented can 
  be expanded upon as you see ﬁt, and can provide inspiration 
  for future adventures.
  FLESH TEARERS 
  PRIMARCH’S CURSE: 
  DARK RAGE
  Like the Blood Angels and many of their other successor 
  Chapters, the Flesh Tearers carry with them the curse of 
  Sanguinius and the madness which eventually turns them 
  into crazed monsters hungry only for blood and death. 
  Unlike the Blood Angels, the Flesh Tearers are far further 
  along their descent into their madness and their gene-seed 
  carries a heightened version of the ﬂaw which may well 
  spell their complete annihilation within the space of a few 
  short decades. This means that even the most stable and 
  strong willed of the Flesh Tearers feels the touch of the 
  Black Rage and the pull of the Red Thirst, knowing full 
  well that it is only a matter of time before they succumb 
  and the madness takes them completely. A Flesh Tearer 
  which has begun to fall more heavily under the effects of 
  their Primarch’s curse begins a rapid and terrifying spiral 
  into rage and fury which place not just themselves, but 
  everyone they come into contact with in danger. A Flesh 
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  Tearer Battle-Brother knows that for them suffering the 
  Black Rage is not a question of if, but when, and then how 
  long they can last until they completely lose their ability 
  to tell friend from foe.
  Level 1 (Extreme Frenzy): The Battle-Brother 
  completely loses control when he frenzies and ﬁnds it 
  almost impossible to claw his way back to reason as long 
  as there are foes to ﬁght and blades drawn. Even when 
  foes are not near, the madness of Frenzy grips him and 
  he rages endlessly for battle and blood, howling out his 
  anger and striking the ground with his blade. If the Battle-
  Brother has the Frenzy Talent, then he could lose control 
  at any moment. Any time the Battle-Brother takes damage, 
  is confronted with a clear threat, or is put in a position of 
  great stress (as determined by the GM), the Battle-Brother 
  must make a Difﬁcult (–10) Willpower Test as a Free 
  Action to avoid becoming Frenzied. If he passes, he is able 
  to contain his fury for the duration of the encounter or 
  until he is forced to make another test. If the he fails the 
  Test, he immediately becomes Frenzied.  
  Level 2 (Blood Madness): The Flesh Tearers thirst for 
  the blood of their foes when in the grips of the Red Thirst 
  and long to see it spilled across the ground in great arcs and 
  gouts. They also crave the feeling of hot blood on their skin 
  and splattering across their armour staining the dark red a 
  darker shade still. The Battle-Brother must engage foes in 
  close combat if possible, either making melee attacks against 
  them or shooting point black with pistols so that their blood 
  spills at his feet. When he downs a foe, he must make a Hard 
  (–20) Willpower Test to resist the urge to spend his next 
  turn hacking or blasting the foe’s corpse apart. If the Battle-
  Brother is hit by an attack (though not if he is attacked and 
  missed) while hacking at a foe, he will turn his attention to 
  his new attacker instead.
  Level 3 (Animal Within): Near the end, a Flesh Tearer 
  is little more than an animal ﬁlled with fury and madness 
  striking out at all those around him. While he may still have 
  lucid moments where he remembers the warrior he once was, 
  these are ﬂeeting and quickly gone to be replaced with only 
  the thought of killing and the thirst for blood. The Battle-
  Brother suffers a –30 to any Characteristic or Skill Test 
  when not in combat. The Battle-Brother may not use any 
  Skill which is based on Intelligence, Willpower or Fellowship. 
  In combat, he must make a Hard (–20) Willpower Test to 
  choose his target, otherwise he will attack the nearest target 
  (friend or foe) determined randomly if there is more than one 
  to choose from. 
  FLESH TEARERS SOLO 
  MODE ABILITY
  At Taste for Blood is a new Solo Mode ability that is 
  available to Battle-Brothers of the Flesh Tearers Chapter. 
  See page 215 of the DEATHWATCH Core Rulebook for details 
  on using Solo Mode abilities.
  A TASTE FOR BLOOD
  Action: Free Action
  Required Rank: 1
  Effects: Even newly recruited Flesh Tearers must learn to 
  turn their Chapter’s ﬂaws to their advantage and can tap into 
  the hunger of the Red Thirst to fuel their attacks against their 
  enemies. This can give the Battle-Brother a burst of vigour 
  once he has smelled the blood of his foe, allowing him to 
  throw himself into combat with more strength and speed 
  than normal. When the Battle-Brother makes a Charge Action 
  against a foe which has been bloodied (i.e. has suffered at 
  least a single wound) he adds 5m to his charge distance and 
  gains an additional +10 to his Weapon Skill Test in addition 
  to the normal beneﬁts for charging. 
  Improvement: At Rank 4 the Battle-Brother becomes more 
  adept at channelling his rage and adds +2 to any Damage 
  rolls made during the turn he charges. At Rank 7 the Battle-
  Brother is even swifter to attack once he senses the blood of 
  his prey and adds 7m to his charge distance.
  FLESH TEARERS SQUAD 
  MODE ABILITIES
  The following Squad Mode abilities are unique to 
  characters drawn from the Flesh Tearers Chapter. The use 
  of Squad Mode abilities is described on page 219 of the 
  DEATHWATCH Core Rulebook.
  FLESH TEARERS ATTACK PATTERN: 
  RECKLESS ASSAULT
  Action: Free Action
  Cost: 2
  Sustained: Yes
  Effects: The Flesh Tearers are well known for their bloodthirsty 
  assaults and the heedless brutality with which they throw 
  themselves at their foes. Battle-Brothers of the Chapter are 
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  well schooled in such vicious attacks, which often disregard 
  the more prudent and considered assaults as laid out by the 
  Codex Astartes. When the Battle-Brother and other members 
  of his Kill-team within Support Range make a Charge Action 
  they may choose for it to be a Reckless Assault. A Reckless 
  Assault follows all the normal rules for Charging (as described 
  on page 238 of the DEATHWATCH Core Rulebook), however, 
  if he managed to kill his foe with his Charge attack he may 
  immediately make another Charge Action as a Free Action 
  provided there is another foe within charge range. A Battle-
  Brother may only make one additional charge as part of a 
  Reckless Assault even if he manages to also slay his second foe 
  with his attack. The drawback of making a Reckless Assault is 
  that the Battle-Brother completely ignores any kind of defence 
  against his foes and as a result loses his Reaction for that turn.
  Improvement: At Rank 4 the Battle-Brother increases his 
  chance to hit when Charging by +10, this is in addition to 
  the normal bonus to Weapon Skill for charging. At Rank 7 
  the Battle-Brother adds an additional 1d10 to Damage for 
  the ﬁrst attack made during a charge.
  FLESH TEARERS DEFENSIVE STANCE: 
  FEAST OF FLESH
  Action: Reaction
  Cost: 2
  Sustained: Yes
  Effects: When a Flesh Tearer is wounded it fuels his rage, the 
  pain of the injury and the smell of blood igniting deeper feelings 
  of rage and hatred and directing them at his foes. A Battle-
  Brother beneﬁting from Feast of Flesh who is struck a blow in 
  battle will often respond in kind, using the pain to channel his 
  strength into a potent retributive strike and turn the agony of 
  being wounded upon his foes. When a Battle-Brother affected 
  by Feast of Flesh is wounded by Damage from a melee attack, 
  they may spend their reaction to channel this Damage into their 
  next attack. The Battle-Brother adds the Damage he has just 
  suffered (after reduction from armour and Toughness) to the 
  Damage he inﬂicts with his next melee attack. If he misses with 
  this subsequent attack then this Damage is lost. Using this power 
  does not prevent the Damage suffered by the Battle-Brother. 
  Improvement: At Rank 5 the Battle-Brother adds double the 
  Damage he has just suffered to his next attack. At Rank 7 the 
  bonus to Damage from Feast of Flesh applies to all attacks that 
  the Battle-Brother makes in his turn and not just the ﬁrst.
  EXAMPLE
  Caeld, a Flesh Tearers Battle-Brother, is struck in combat by a 
  Genestealer for 24 points of Damage. Caelds has 6 points of armour 
  (after reduction for the Genestealers penetration with its claws) and a 
  Toughness Bonus of 8, for a total reduction of 14 points, making the 
  Damage he suffers 10 points. Caeld, under the effects of the Feast of 
  Flesh ability, then spends his Reaction to translate this Damage into 
  a bonus to his next Damage roll. In his own turn Caeld then strikes 
  the Genestealer with his chainsword, adding a further 10 Damage to 
  whatever Damage he would normally inﬂict should his blow connect.
  FLESH TEARERS  
  PSYCHIC POWERS
  The following section presents a set of Psychic Powers unique 
  to the Librarians of the Flesh Tearers Chapter. Details of how 
  to use Psychic Powers may be found on page 189 of the 
  DEATHWATCH Core Rulebook. Only Flesh Tearer Librarians 
  have access to Flesh Tearers Psychic Powers. These powers 
  may be purchased with Experience Points, provided the 
  Librarian meets the power’s Prerequisites and XP Cost as 
  detailed on Table 1–20: Flesh Tearers Psychic Powers.
  DEPTHS OF RAGE
  Action: Half Action
  Opposed: No
  Range: 5m x Psy Rating Radius
  Sustained: Yes
  Description: Librarians of the Flesh Tearers Chapter are 
  well versed in the use of psychic powers while struggling 
  with the Black Rage and Red Thirst. Many have even 
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  developed powers which tap into the rage deep within 
  them and use it to fuel their powers or enhance their 
  abilities. The Librarian can use this power to grant the 
  Frenzy Talent to himself and a number of allies equal 
  to his Psy Rating. While under the effects of Depths of 
  Rage, the Flesh Tearer Librarian counts as possessing the 
  Mental Rage Talent. In addition, while using the Depths 
  of Rage, the Librarian adds 1 to his Psy Rating and can 
  choose make an attack using a psychic power rather than 
  make melee attacks as required by the Frenzy Talent.
  FLENSING
  Action: Half Action
  Opposed: Yes
  Range: 10m x Psy Rating
  Sustained: No
  Description: Flesh Tearers often live up to their name when 
  engaged in combat, skinning their foes with well-practised 
  blows from their blades and chain weapons. Librarians of the 
  Chapter are no exception and the Flensing power has been 
  developed with such hideous injuries in mind. When the 
  Librarian uses this power, he chooses a number of targets up 
  to half his Psy Rating—rounded up—within range. He then 
  makes a single Challenging (+0) Opposed Willpower Test 
  versus the Toughness of each of the targets. Those that fail 
  suffer 1d10+Psy Rating rending Damage with no reduction 
  for Toughness Bonus (though reduced by armour points as 
  normal) as their skin and muscle are stripped away. Such is the 
  agony this power inﬂicts that the target, should they survive, 
  suffers a –10 on all Tests in their next turn. Targets slain 
  by Flensing are reduced to a collection of bloody bones and 
  meat and are completely unrecognisable, though their armour 
  and equipment remains intact (if soaked in blood).
  RAZOR BLADES
  Action: Half Action
  Opposed: No
  Range: 20m x Psy Rating Radius
  Sustained: Yes
  Description: A Flesh Tearers Librarian, like other Battle-
  Brothers of his Chapter, understands and appreciates the 
  virtues of a good sharp blade. By focusing his psychic powers 
  the Librarian can make edges keener and steel sharper so that it 
  might more easily bite into ﬂesh and bone. The Librarian and 
  a number of allies up to his Psy Rating will have their bladed 
  melee weapons affected by this power while they hold them 
  in their hand. Melee weapons used by the Librarian and those 
  affected increase their Penetration by his Psy Rating. If the 
  melee weapon has a Penetration of 0 then it gains a Penetration 
  value equal to the Librarian’s Psy Rating. This power only 
  affects melee weapons which inﬂict Rending Damage.
  FLESH TEARERS 
  TRAPPINGS
  The following items are Chapter Trappings that may be taken 
  by Battle-Brothers of the Flesh Tearers Chapter.
  GRISLY TROPHIES
  While all Space Marine Chapters have been known to collect 
  trophies from their vanquished foes, such as battle standards, 
  skulls, or battered suits of armour and weapons, in the heat of 
  battle a Flesh Tearer may claim a more grisly trophy from those 
  he kills such as bloody heads or bleeding hearts. These trophies 
  are a primal symbol for the Flesh Tearer of his dominance 
  over the foe—an animalistic response to triumphing in battle 
  and proving one’s strength. While they might ﬁll the Battle-
  Brother with righteous rage and purpose, calming his Black 
  Rage for a time, they can be repellent to other Space Marines 
  and alarming to lesser warriors who might well wonder if it is 
  to be their head adorning the Battle-Brothers armour next.
  A Battle-Brother of the Flesh Tearers Chapter may either 
  begin play with Grisly Trophies or acquire them after a mission. 
  Such trophies inevitably decay over time and the GM may 
  require the PC to collect new ones for his Battle-Brother from 
  time to time. While wearing or carrying grisly trophies, the Flesh 
  Tearer gains a +10 to any Willpower Tests to resist the effects of 
  either the Black Rage or the Red Thirst. However, their presence 
  makes those around him more aware of the savage nature of 
  his Chapter, and the Disposition of any NPC Space Marines 
  he must interact with are automatically reduced by two steps. 
  Other kinds of warriors (such as Imperial commanders or civilian 
  populations) will always react with fear or revulsion toward the 
  Battle-Brothers unless they are equally barbaric.
  
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  “Brothers, today we have come to reclaim that which is ours and 
  defend the Imperium as the Primarch instructed. Show these 
  greenskins no mercy, for they are nothing but a pox upon the galaxy.”
  –Chaplain Jorge Martinez, Crimson Fists 4th Company
  �
  hough they originated as a ﬂeet-based Chapter, 
  the Crimson Fists have become well-established as 
  defenders of the Loki Sector in Segmentum Tempestus. 
  There are countless Ork empires active in the region, which 
  represent an ever-present threat to the Imperium’s interests. 
  Over time, the Crimson Fists have become particularly adept 
  at combating these savage xenos, though they have also 
  engaged in countless battles against a broad spectrum of 
  opponents across the span of the galaxy. As successors of the 
  Imperial Fists, they proudly maintain that legacy while also 
  holding true to the teachings of the Codex Astartes.
  HISTORY
  After Horus’s traitorous forces had ﬂed from Terra, 
  Roboute Guilliman, Primarch of the Ultramarines 
  Legion, penned his Codex Astartes. With its 
  creation, the Primarch demanded that his 
  brothers accept his example by dividing 
  their own legions into 1,000 member 
  Space Marine Chapters. Initially, 
  Rogal Dorn, Primarch 
  of the Imperial Fists 
  Legion, opposed 
  the notion. He 
  felt strongly that 
  it was even more 
  crucial 
  for 
  his 
  Space Marines to 
  remain consolidated so 
  that they could continue 
  to work closely together so that 
  they could protect the Imperium from 
  the remnants of the Traitor Legions. 
  The issue became an increasingly 
  critical point of conﬂict between the two 
  Primarchs, as their arguments grew in 
  intensity. Ultimately, Dorn chose that it was 
  more important to concede to Guilliman’s 
  demands and divide his Legion than to run 
  the risk of another civil war. After he accepted 
  the decision, the Primarch divided his Legion. 
  Two of the Chapters formed from the Imperial 
  Fist Legion were the Black Templars, and the 
  Crimson Fists.. 
  Dorn selected the Crimson Fists members 
  from those who were most recently initiated 
  into the Legion, with the exception of it 
  leaders. The newly founded Chapter’s 
  ﬁrst Chapter Master was Alexis Polux, 
  a Battle-Brother who had won the 
  Primarch’s respect countless times. Known as much for his 
  massive physical size and prowess as his leadership and 
  tactical expertise, Polux led the Crimson Fists for the ﬁrst 
  800 years of their existence. During this time, he did much 
  to shape their interpretation of the Codex Astartes and their 
  combat doctrines. 
  For the ﬁrst nine millennia of their existence, the Crimson 
  Fists Chapter travelled throughout the Imperium as a crusading 
  Chapter. The battle barge Rutilus Tyrannus was their home 
  among the stars, though additional strike cruisers supported it. 
  Across these ages, the Crimson Fists built a reputation of loyal 
  service and utter competency against any who would oppose the 
  Imperium. Much of their activity was focused within the Loki 
  Sector of Segmentum Tempestus, but 
  this was not the only region of 
  the galaxy in which they 
  defended the Imperium.
   Through their long 
  service, the Crimson Fists 
  have often answered the 
  calls of the Inquisition 
  as well as the Adeptus 
  Administratum. 
  No 
  matter the nature of 
  the foe, these Battle-
  Brothers remain loyal 
  to the Imperium and 
  its sacred cause. Their 
  service has led to that trust 
  being reciprocal, to the extent 
  that twice the Chapter has been 
  assigned to eliminate Space Marine 
  Chapters that have embraced heresy. 
  These were the Sons of Gideon, 
  who surrendered to madness, and the 
  Marines Vigilant, whose minds were 
  shattered by xenos exposure. 
  With the success of the 
  Voltigern Crusade, in M40, the 
  High Lords of Terra rewarded 
  the Crimson Fists by granting 
  them full feudal rights to the 
  planet Rynn’s World within 
  the Loki Sector. Over the 
  course of this crusade, the 
  Chapter blunted countless 
  signiﬁcant Ork forces within 
  the sector, preventing them 
  from unifying into a single 
  overwhelming threat. 
  CHAPTER SUMMARY
  Founding: 2nd
  Chapter World: Rynn’s World
  Fortress Monastery: Unnamed 
  Gene-seed: Imperial Fists
  Predecessor: Imperial Fists
  
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  HOMEWORLD
  Rynn’s World is a feudal agriworld within the Loki Sector. Its 
  primary exports have historically been particularly exotic foods, 
  which became renowned delicacies among the Imperial nobility 
  of the sector. The world is largely isolated from other human 
  inhabited planets, but the Crimson Fists presence has led to 
  the implementation of an extensive planetary defence system. 
  Further, the Chapter’s actions during the Voltigern Crusade in 
  M40 signiﬁcantly mitigated the Ork presence within the Sector. 
  The Crimson Fists take little direct involvement with the 
  human population of Rynn’s World. Their fortress monastery 
  is located within the Hellblade Mountains. The huge structure’s 
  main hall is dominated by a statue dedicated to the memory of 
  The Great Father, Alexis Polux, which remained within the battle 
  barge for centuries. With its arrival on Rynn’s World, the structure 
  continues to serve as one of the Chapter’s most holy sites.
  Though Rynn’s World is their home, it is not a world from 
  which they actively recruit. During their millennia as a crusading 
  Chapter, the Crimson Fists established practices of recruitment 
  on many worlds of the Loki Sector. While a few had signiﬁcant 
  technological bases, the Chapter has generally recruited 
  preferentially from feral worlds. However, they never sought out 
  those who engaged in savagery for its own sake. Rather, the most 
  appropriate candidates were characterised by a combination of 
  honour, athleticism, and stoicism in the face of overwhelming odds. 
  Since constructing their fortress monastery, the Crimson Fists have 
  focused their recruitment to Blackwater, which is relatively close 
  to Rynn’s World. While aspirants are sometimes taken from other 
  worlds, this practice has become increasingly uncommon.
  The Chapter annually travels to Blackwater to conduct the 
  Festival of the Bloodied Fist. Through the course of this ceremony, 
  candidates are subjected to a battery of trials that are used to 
  evaluate their martial, mental, and spiritual prowess. Few of those 
  who attempt the trial make it to the later stages. For those who 
  do, the ﬁnal challenge requires a worthy aspirant to travel deep 
  into the planet’s toxic swamps and kill a barb dragon with their 
  bare hands. Each year, there are few who manage to complete this 
  brutally challenging test. However, those who successfully survive 
  are far more likely to complete their initiation into the Crimson 
  Fists Chapter than are initiates with most other Chapters.
  GENE-SEED
  The Crimson Fist gene-seed is a remarkably stable and healthy 
  example. Were it not, it is unlikely that the Chapter could have 
  survived the extreme losses that they have suffered during 
  their history. With the incidents that they have suffered, the 
  Chapter has been forced to recruit new members at rates 
  substantially higher than would normally be expected. Under 
  such conditions, the failure rate of the surgeries required over 
  the course of an Initiates career increases substantially, a fact 
  that is likely due to the workload of individual apothecaries. 
  In character, their gene-seed is remarkably consistent with 
  that of their Imperial Fist progenitors. Both the Betcher’s Gland 
  and the Sus-an membrane implants are absent from the Chapter’s 
  Battle-Brothers. The absence of these implants prevent the Battle-
  Brothers from being able to spit acid or enter a life-sustaining 
  deep sleep, most often used to mitigate grievous wounds.  
  NOTABLE CRIMSON FISTS IN THE JERICHO REACH
  The following are Space Marines of great renown from the Crimson Fists Chapter. 
  BROTHER ALEXI CARMON
  Upon ﬁrst meeting Brother Carmon, many remark that his appearance bears an uncanny resemblance to that of artistic 
  representations of Primarch Rogal Dorn. Of course, the Battle-Brother’s stature is within the typical range for a Space 
  Marine, but there is a distinct facial resemblance. While most laugh this off as an odd coincidence, a few think that this 
  may be a sign that the Battle-Brother somehow has the favour of the Primarch.
  In fact, such a granting of favour might well explain Brother Carmon’s amazing luck. All Space Marines are, of 
  course, expected to work comfortably around explosive ordnance, often in large quantities. As a Devestator Marine, 
  the Battle-Brother is expected to regularly work with even larger than usual quantities. However, Brother Carmon has 
  garnered a reputation for his predilection to set off inordinately large explosions over the course of his missions. On at 
  least seven occasions, his Kill-team has successfully overcome xenos threats only after Brother Carmon detonated an 
  entire ammunition dump. 
  CHAPLAIN JORGE MARTINEZ
  Chaplain Martinez has become best known among the Battle-Brothers of Watch Fortress Erioch for his willingness to 
  listen and offer sage advice. The Chaplain is believed to be over 400 years old—clearly an established veteran prior to 
  his secondment to the Deathwatch. During his years of service within the Jericho Reach, he has consistently served as 
  an advisor to the Watch Commander Mordigael. This has included consultation prior to and during numerous meetings 
  with visiting Inquisitors.
   Chaplain Martinez has never been known to share any of the secrets revealed during these meetings. However, he 
  has been known to issue assignments to Kill-teams, acting entirely upon his own authority. In several instances, he has 
  even worked directly in the ﬁeld with other Kill-teams, often acting in support of a team that had no knowledge of his 
  actions. Watch Commander Mordigael has continued to seek out the Chaplain’s counsel, which suggests to many Battle-
  Brothers that these missions may be taking place at Mordigael’s indirect behest. In any case, the Chaplain clearly has the 
  Watch Commander’s trust and respect as well as access to many of the Deathwatch’s secrets within the Jericho Reach.
  
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  PHILOSOPHY
  Chapter Master Polux reorganised his Battle-Brothers in a 
  format that followed closely with the structure proscribed by 
  the Codex Astartes. However, he continued to follow many 
  of the tactics and traditions that he had learned at the hand 
  of the Primarch as a member of the Imperial Fists. For this 
  reason, the Crimson Fists remained expert at defensive actions, 
  just as their Progenitors. The Chapter maintained the tradition 
  of permitting a single warrior to assume the heraldry and status 
  of the Emperor’s Champion prior to entering a major conﬂict, 
  but this practice has only been invoked upon rare occasions. 
  Similarly, the Crimson Fists are one of the twelve Chapters that 
  participate in the Feast of Blades, alongside the Imperial Fists.
  Through the centuries, as the Chapter continued to develop 
  and build its own traditions, they began to maintain a series of 
  sacred days within each year. These were devoted to honouring 
  and 
  commemorating—but 
  not 
  worshiping—Emperor, 
  Primarch, and Great Father Polux. The most important of these 
  dates is the Day of Foundation, in honour of the Chapter’s 
  creation after the tragedy of the Horus Heresy. To celebrate 
  this day, all available members of the Chapter congregate at 
  the fortress monastery, while those who are on missions far 
  from Rynn’s World hold private ceremonies. Extracts from 
  the writings of Alexis Polux and Rogal Dorn are read to the 
  assembled Battle-Brothers, and then individuals recount tales 
  from the Chapter’s history and a few more recent events. In this 
  way, the brethren are reminded of the works of their ancestors 
  and how they continue to be applied today. 
  The Chapter has come to embrace the Codex Astartes, 
  including much of its core philosophy as regards preparation 
  for battles. Their use of oral history as a reminder of their 
  ancestors actions, their ability to adapt to battle against 
  hundreds of different races of xenos, and their aptitude for 
  all phases of warfare all leave the Crimson Fists as a Chapter 
  that is capable of facing with a broad range of different 
  opponents—a lesson that they had to learn through the 
  course of their extended crusades.
  Through their time as a ﬂeet-based Chapter, the Crimson 
  Fists became adept at warfare against the many xenos foes 
  present in the galaxy. At the same time, their constant warfare 
  against the Ork scourge of the Loki Sector has led to a 
  THE BATTLE FOR RYNN’S WORLD
  The Achilus Crusade setting used by Deathwatch takes place in the year 817M41. At that time, the Crimson Fists 
  Chapter is active within the Loki Sector, as indicated by the descriptions present throughout this section. They are well-
  equipped and all of their companies are at nominally effective ﬁghting strength. However, the Crimson Fists suffer a 
  Chapter deﬁning event in 989M41. That is the attack upon Rynn’s World by the Ork Waaagh! led by Snagrod the Arch-
  arsonist. While this event has not yet happened, it is presented brieﬂy here for Game Masters using alternative settings 
  or for those who might include a chronologically displaced Battle-Brother in their campaign.
  Waaagh! Snagrod’s ﬁrst primary attack against the Imperium occurred when they conquered the lightly defended 
  colony world of Badlanding. The world’s Imperial citizens cried out for aid, and the Crimson Fists 4th Company 
  responded in force. However, due to faulty intelligence, the Space Marines suffered a brutal defeat at the hands of 
  overwhelming numbers of Orks.
  The Chapter recalled all of its forces to Rynn’s World, in preparation for a defensive action against the oncoming Ork 
  Waaagh!, suspending any further raids until further information became available. After all of the Crimson Fist Companies 
  had returned, but before the Chapter could plan a counter offensive, the Waaagh! Snagrod reached the Rynnstar System. 
  The Chapter responded by enabling their many tiered, tactically capable, and technologically sophisticated network 
  of orbital defensive satellites. The system annihilated the initial waves of Ork Roks, Kroozers, and planetary assault 
  craft. Then, tragedy struck when one of the planet’s defensive missiles suffered a catastrophic failure. The weapon never 
  made it out of the atmosphere, and instead crashed into the fortress monastery. There, its plasma warhead detonated and 
  in the course of the explosion detonated the structure’s vast and ancient arsenal. Secondary explosions ripped through 
  the fortress monastery destroying it and killing hundreds of Space Marines who had gathered to plan the counter 
  offensive against the Ork Waaagh! Only sixteen Space Marines, including Chapter Master Kantor managed to survive 
  the devastating explosion.
  As the fortress monastery served as the primary control for the defensive satellites, with its destruction, the planet’s 
  defensive network collapsed. The Ork invaders were able to nearly overwhelm the planet’s resistance as they descended 
  to the world’s surface. Those few survivors of the explosion managed to battle across the planet through overwhelming 
  numbers of Orks to reach the world’s former capital: New Rynn City. There, they reunited with nearly four hundred 
  surviving Battle-Brothers who were shocked to ﬁnd their Chapter Master yet lived.
  The survivors held out against the encroaching Orks for eighteen months until a massive Imperial Navy ﬂeet arrived. 
  The newcomers managed to rout the xenos forces from the planet and liberate the surviving Space Marines. However, 
  the damage had been done. In addition to losing their fortress and nearly 60 percent of their brethren, the Chapter also 
  lost much of its irreplaceable gene-seed stock and ancient wargear. 
  In spite of these losses, the Crimson Fists have begun the process of rebuilding. They have begun to aggressively 
  recruit additional members, to replace those who have fallen. However, it takes decades to properly train a Space Marine, 
  and even the most masterful sergeant can only handle a handful of Initiates. It is likely to take centuries for the Chapter 
  to return to a functional ﬁghting strength.
  
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  particular focus against those foes. The Chapter has a proud 
  history of service amongst the Deathwatch, which enables 
  them to both hone and share these techniques with other 
  Kill-team members.
  The Crimson Fists never hesitate to demonstrate their devotion 
  to the Imperium and embody it with their battle cry, “There is 
  only the Emperor. He is our shield and our protector.” 
  COMBAT DOCTRINE
  When the Crimson Fists Chapter was formed, Primarch Dorn 
  granted Chapter Master Polux its membership from among 
  the most recently initiated members of the Imperial Fists 
  Legion. While these Battle-Brothers were thoroughly trained 
  and loyal men, they were among the Legion’s most level-
  headed members. Because of this, the new Chapter Master 
  was able to more effectively implement the teachings and 
  new traditions of the Codex Astartes.
  With few exceptions, the Crimson Fists are very consistent 
  with the Codex in terms of organisation and battleﬁeld 
  procedures. They consistently follow the tactics presented 
  in the Codex, efﬁciently making use of different standard 
  units in the manner that sacred tome describes. Their 
  training is broad and all encompassing, so that the Chapter 
  can effectively counter opponents who use vastly different 
  tactical approaches to battle. In this way, the Crimson Fists 
  quickly adapt their tactics to defeat any who would oppose 
  the will of the Imperium.
  Their millennia of active crusading also necessitated that 
  the Crimson Fists would have a higher number of specialists 
  than the Codex dictates. During this time, they assembled a 
  signiﬁcant armada of battle barges and strike cruisers. Since 
  their settlement of Rynn’s World, they have maintained this 
  ﬂeet. Their Techmarines traditionally maintain the ﬂeet’s 
  vessels as well as the Chapter’s vehicles. Every major vessel 
  also maintains at least one Apothecary to insure that gene-
  seed may be harvested and secured until needed. 
  While the Chapter has served throughout the galaxy, they 
  have made the Loki Sector their primary base of operations 
  for millennia. As the sector has been dominated by Orks since 
  humanity ﬁrst encountered the region, the Crimson Fists have 
  engaged in countless wars with these savage xenos. Though they 
  are not speciﬁcally devoted to overcoming these foes, the Chapter’s 
  Battle-Brothers are well versed in the Ork psyche, physiology, 
  and tactics. The near constant supply of Ork warbands in the 
  region makes this training necessary and profoundly useful. As 
  this ability has become associated with the Chapter, the Adeptus 
  Administratum and even the Inquisitorial Ordo Xenos have often 
  requested assistance from the Crimson Fists when signiﬁcant Ork 
  forces gather throughout the Imperium. 
  As successors to the Imperial Fists, the Chapter does 
  show a marked competency with defensive engagements. 
  The Chapter’s Warp-capable vessels and fortress monastery 
  are all thoroughly defended. Even their ﬁrst engagement as 
  a Chapter involved defending an Imperial colony on Uralek 
  Prime from a substantial force of Eldar Exodites. 
  CRIMSON FIST CHARACTERS
  The Crimson Fists are a Second Founding Chapter with a glorious history which has accrued much honour for themselves 
  and their founding Chapter the Imperial Fists. Stubborn and valourous, the Crimson Fists are noted for their many 
  campaigns against the Ork menace and have earned a bloody reputation on both sides of such conﬂicts for their ability 
  to deal with greenskins. 
  A Crimson Fists Space Marine gains the following beneﬁts: +10 Willpower, the Hunter of Aliens Talent (this only 
  applies to Orks unless the Battle-Brother acquires the full talent as an advance), and the Solo Mode Ability Ork Slayer.
  Implants: Like their Imperial Fists progenitors the Imperial Fists do not gain any beneﬁts from their Betcher’s gland 
  and Sus-an membrane implant.
  DEMEANOUR: FAVOURED OF THE DEATHWATCH
  Favoured of the Deathwatch is a Demeanour (see page 32 of the DEATHWATCH Core Rulebook) unique to Space Marines 
  from the Crimson Fists Chapter.
  For centuries the Crimson Fists have waged the Emperor’s wars against the alien, ﬁghting in all corners of the galaxy 
  against a vast myriad of xenos. However, none have suffered as much under the blades and bolts of the Chapter as the 
  Orks, and over the years the Battle-Brothers of the Crimson Fists have become exceptionally skilled at dispatching the 
  greenskinned warriors. Such is the skill with which the Chapter has displayed against the Orks that both Imperial forces 
  and the xenos themselves have taken note, and commanders are quick to request the Crimson Fists should they fall under 
  the shadow of a Waaagh!
  Among those that have recognised the Crimson Fists expertise are the Deathwatch, and over the course of many years 
  a strong relationship has been forged between the Deathwatch and the Crimson Fists. Many of the most senior and adept 
  Battle-Brothers of the Chapter having served within the Deathwatch and honed their combat arts for its Inquisitors. 
  These men make sure that the Deathwatch has its due and many within the Crimson Fists are seconded for service, an 
  arrangement which beneﬁts both Chapter and Ordo.
  The result is that Crimson Fists have both a great pride for their place in the Deathwatch and a great responsibility 
  to live up to. This can sometimes grate with their Kill-team as others consider them aloof and entitled, as if the right 
  to wear the silvered should pad of the Deathwatch was always their due and not something to be earned only through 
  glory and death.
  
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  CRIMSON FIST PASTS
  The Crimson Fists Chapter background provides a solid basis for 
  deﬁning your character’s past, but Table 1–21: Crimson Fists 
  Pasts can be used to provide additional inspiration and a means 
  of quickly generating a signiﬁcant past event from your character’s 
  background. Either choose which event you feel is most appropriate 
  for your vision of your character, or roll 1d5 to generate one at 
  random. The events presented can be expanded upon as you see 
  ﬁt, and can provide inspiration for future adventures.
  CRIMSON FISTS 
  PRIMARCH’S CURSE: 
  ONLY HONOUR IN DEATH
  Like their founding Chapter, the Crimson Fists are more than 
  willing to ﬁght to the last, holding their ground with a siege-like 
  mentality which will see them triumph or die in the attempt. This 
  expression of duty can become exaggerated in members of the 
  Chapter after long periods in combat, especially against numerous 
  and unrelenting foes like the Ork hordes of a Waaagh! In these 
  instances the Battle-Brother sees only death; the death of their 
  comrades, the death of the world, and the death of their foes. 
  They consider that the only righteous path lies in the expenditure 
  of their lives for these purposes and will face them with a stoic 
  heart and a single-mindedness that can only lead to the complete 
  annihilation of everything and everyone he faces, often eventually 
  including himself and those that ﬁght beside him.
  Level 1 (No Retreat): As the odds mount so does the Battle-
  Brother’s stubborn refusal to retreat, seeing only the glory and 
  honour in defeating such overwhelming foes if even the barest 
  glimmer of victory remains. Even if the doctrine and teaching of the 
  Codex dictate retreat or ﬂexible defence, the Battle-Brother will be 
  loath to disengage until there is absolutely no choice, though often 
  this can come too late. When the Battle-Brother wishes to retreat 
  from a combat he must pass a Challenging (+0) Willpower Test 
  to do so. If the there is clearly no chance of victory, the GM may 
  grant the Battle-Brother a +10 to +30 bonus on this Test. If he 
  fails the Test to retreat he may not Test against until either himself 
  or one of his brothers is wounded. 
  Level 2 (Suffer not Defeat): Defeat is a bitter pill to 
  swallow for the Battle-Brother and he would rather die 
  ﬁghting than accept that he has failed. This can lead to 
  reckless behaviour as he throws himself into the fray or takes 
  on excessive odds to win when prudence and tactical reason 
  would dictate he withdraw. If the Battle-Brother suffers 
  more than 10 points of Damage (after reduction for armour 
  or Toughness) or if one of the members of his Kill-team is 
  incapacitated or killed, he will renew the vigour of his attacks 
  and launch himself into the foe. In this circumstance he must 
  attack, seeking out the most able or dangerous of his foes. In 
  his following turn, and each subsequent turn, he is allowed 
  to make a Challenging (+0) Willpower Test to retreat or 
  change his tactics if he chooses.
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  Gl
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  us
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  me
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  nd sinini ce
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  3
  Vo
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  igern Veteran: Until recently, the Crimson Fists were a ﬂeet--bo
  bo
  b rn
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  rn Cha
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  enn the
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  wererer awa
  w rdrded
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  World. You were there when the Chapter was victorious and are among g ththththe e e fafafavo
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  v urured few
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  b ablblb e e e tototo 
  recount the tale for your Battle-Brothers.
  4
  Rynn’s World Native: Rynn’s World is a peaceful and civilised world from wh
  wh
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  doesess notot 
  usually recruit (favouring nearby feral worlds instead). You are a rare exception n an
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  yoururseselflf wororthththy y y 
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  mb
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  5
  Divided Loyalties: Most Crimson Fists embrace the
  h ir new
  ew masasastetetersrs in thththe De
  De
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  n  loyalltytyty to the Ki
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  nd follow 
  w ththe e or
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  ofofof the
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  ou
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  e uals.
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  6
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  Level 3 (Unto Death): The Battle-Brother has come to 
  accept that perhaps only the cost of his own life will be enough 
  to secure victory and is gladly willing to give it up. This can have 
  dire consequences should the circumstances present him with 
  a chance to martyr himself for the Emperor and bring ruin to 
  the enemies of the Imperium. Once the Battle-Brother suffers 
  Critical Damage, he gains a fatalistic desire to sell his life for 
  the cause and will choose to expend his own life for a chance at 
  victory or the safety of his brothers. This means he will ﬁght on 
  regardless of his wounds and continue to attack or place himself 
  in the path of attacks even though the next blow could mean 
  his end. He will also gladly accept suicidal or near suicidal tasks 
  (such as disarming unstable warheads, leading a forlorn hope 
  or holding a breach to buy time for his companions) without 
  complaint. Should the Battle-Brother die fulﬁlling such tasks, he 
  may still expend a Fate Point as normal to somehow survive.
  CRIMSON FIST SOLO 
  MODE ABILITY
  Ork Slayer is a new Solo Mode ability that is available to 
  Battle-Brothers of the Crimson Fists Chapter. See page 215 
  of the DEATHWATCH Core Rulebook for details on using 
  Solo Mode abilities.
  ORK SLAYER
  Action: Free Action
  Required Rank: 1
  Effects: The Crimson Fists record against the Orks 
  and other xenos is impressive, their lists of victories and 
  triumphant battles long and glorious to behold. Orks and 
  their ilk—including gretchin, squigs, and squiggoths—are 
  the especially preferred enemies of the Chapter and from 
  their early days every Battle-Brother learns the best methods 
  of defeating these hated xenos, as well as being provided 
  with plenty of opportunity to test their skills in the ﬁeld. 
  When combating Orks, the Battle-Brother knows just where 
  to target the creatures to cause the maximum amount of 
  Damage; either with a well-placed bolt round or the sweep 
  of their chainsword. Damage inﬂicted by the Battle-Brother 
  on an Ork from either a ranged or melee weapon is only 
  reduced by half of the creatures Toughness Bonus—rounded 
  up. Armour still reduces Damage as normal.
  Improvement: At Rank 5 the Battle-Brother also becomes 
  adept at picking out weak points in an Ork’s armour, places 
  where ragged plates fail to meet or provide little protection. 
  The Battle-Brother increases the Pen of any ranged or melee 
  attack against an Ork by 4.
  CRIMSON FIST SQUAD 
  MODE ABILITIES
  The following Squad Mode abilities are unique to characters drawn 
  from the Crimson Fists Chapter. The use of Squad Mode abilities is 
  described on page 219 of the DEATHWATCH Core Rulebook.
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  CRIMSON FIST ATTACK PATTERN: 
  DEDICATED KILL-TEAM
  Action: Half Action
  Cost: 2
  Sustained: Yes
  Effects: Squads of Crimson Fists, and the Kill-teams they are 
  part of, are especially skilled in dealing with xenos. Under the 
  guidance of the Crimson Fist, the squad can work in concert 
  against alien foes using the Battle-Brother’s extensive knowledge 
  to pick weak and vulnerable areas to make their attacks, 
  exploiting weak armour or a creature’s natural blind spot. The 
  Battle-Brother and those within support range can combine their 
  Hunter of Alien bonuses if they choose to attack a single target. 
  In a single turn (measured from the start of the squad leaders turn 
  to the beginning of his next turn) each successive attack against 
  a single foe by a squad member with the Hunter of Aliens Talent 
  adds the bonus to hit and Damage of the one before. Squad 
  members without the Hunter of Aliens Talent can also beneﬁt 
  from this ability and, if they attack the same target as their Battle-
  Brothers, gain the current bonus to hit and Damage provided by 
  those that have gone before but add nothing themselves.
  Improvement: At Rank 6 the Kill-team can spread its attacks out 
  among a number of foes and the cumulative bonuses to hit and 
  Damage will work against any xenos of the chosen type in the 
  combat provided all of the Kill-team remain in Support Range.
  EXAMPLE
  Avados and his Kill-team consisting of Travan, Korsh, and Eyran are 
  all using the Dedicated Kill-team Squad Mode ability. Avados as squad 
  leader triggers the ability and then makes an attack against a Tyranid 
  Warrior. As he has the Hunter of Aliens Talent his attack gains a +10 
  to Weapon Skill and a +2 to Damage. Next Travan, who also has the 
  Hunter of Aliens Talent, attacks the same Tyranid Warrior combining 
  his bonuses with those of Avados for a +20 to Weapon Skill and a +4 
  to Damage. Then Korsh attacks the Warrior as well, though he does not 
  have the Hunter of Aliens Talent so only gains the current bonus of +20 
  to Weapon Skill and +4 to Damage. Finally Eyran attacks the same 
  creature, and as he has the Hunter of Aliens Talent the bonus rises to 
  +30 to Weapon Skill and +6 to Damage. At the start of Avados’ next 
  turn these bonuses are all lost and start again from the beginning.
  CRIMSON FIST DEFENSIVE STANCE: 
  LAST STAND
  Action: Free Action
  Cost: 1
  Sustained: Yes
  Effects: Every Battle-Brother that falls to the foe is a great 
  tragedy and a blow to the morale of any Chapter. Space 
  Marines learn to use this anger and indignation to bolster 
  their attacks against the enemy, ﬁghting on harder for every 
  one of their number they lose. The Crimson Fists embrace 
  this mentality and even as an enemy might be drawing 
  nearer to victory against them, those that remain will ﬁght 
  on harder still with the last Battle-Brother hacking and 
  blasting at those that remain with an inhuman strength to 
  ﬁght to his last breath and last drop of blood. While this 
  ability is active, any Battle-Brother that falls in combat 
  (either incapacitated or killed) will strengthen the group 
  and provides those that remain with 3 Fate Points to share. 
  These Fate Points cannot be burnt but can be spent to 
  gain bonuses in all the normal ways (see page 204 of the 
  DEATHWATCH Core Rulebook). Any Battle-Brother may 
  use these Fate Points instead of his own while he remains 
  within Support Range of the fallen brother.
  Improvement: At Rank 4 a fallen Battle-Brother 
  provides the group with 4 additional Fate Points. At 
  Rank 7 a Fallen Battle-Brother provides his Kill-team 
  with 5 additional Fate Points.
  CRIMSON FIST  
  PSYCHIC POWERS
  The following section presents a set of Psychic Powers 
  unique to the Librarians of the Crimson Fists Chapter. 
  Details of how to use Psychic Powers may be found on 
  page 189 of the DEATHWATCH Core Rulebook. Only 
  Crimson Fists Librarians have access to Crimson Fists 
  Psychic Powers. These powers may be purchased with 
  Experience Points, provided the Librarian meets the 
  power’s Prerequisites and XP Cost as detailed on Table 
  1–24: Crimson Fists Psychic Powers.
  
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  BLOODY FIST
  Action: Half Action
  Opposed: No
  Range: Self
  Sustained: Yes
  Description: Crimson Fists Librarians have mastered powers 
  which aid them in the destruction of xenos, especially those 
  with tough hides and thick skins that might thwart a normal 
  attack or rob it of its power. With the Bloody Fist power, the 
  Librarian infuses his melee attack with extra force allowing him 
  to inﬂict some Damage even if his blow does not breech the 
  creatures armour or hide. While this power is active, any melee 
  attack from the Librarian has a chance of causing a critical effect 
  even if it does not penetrate his foe’s armour or Toughness. On 
  a successful hit with a melee attack, in addition to any other 
  effects, the target must make a Routine (+20) Toughness Test. 
  This test is modiﬁed by a penalty of Psy Rating x –5. If it fails, it 
  suffers a critical effect as if it has suffered 1d5 points of Critical 
  Damage from the weapon. No actual Damage is inﬂicted, and the 
  effects of criticals last only as long as the power is maintained.
  EXAMPLE
  Crimson Fists Librarian Aeron uses the Bloody Fist power against 
  an Ork, hitting the beast in the left arm with his power sword he 
  fails to inﬂict enough Damage to cause any wounds after reduction 
  for armour and Toughness bonus. Even though he did no Damage 
  the Ork must make a Toughness Test with a penalty of –10 (+20 
  for a Routine test, but –30 for Aeron’s Psy Rating of 6 x –5). The 
  Ork fails the Toughness Test and so Aeron rolls 1d5 on the Rending 
  critical effects arm table to see the effects of the bloody ﬁst. He rolls 
  a 3, inﬂicting 2 levels of Fatigue on the Ork and causing it to drop 
  whatever it was holding in that arm.
  ENDURING DUTY
  Action: Free Action
  Opposed: No
  Range: 5m x Psy Rating
  Sustained: Yes
  Description: Duty is paramount to a Crimson Fists Space 
  Marine and even when the shadow of death falls upon him or 
  his companions he will continue to ﬁght on to the end. The 
  Librarian steels his own spirit or that of one of his companions 
  to ﬁght on to the end, even when the body should have given up 
  and all hope is gone. Either the Librarian or a single ally within 
  range can be the target of enduring duty. While the power is 
  maintained, the target can ﬁght on for a number of turns equal 
  to Psy Rating after he suffers a critical result which will kill him 
  and ignores any levels of Fatigue gained as a result of Critical 
  Damage. At the end of this time he dies as normal (though he 
  may still burn a Fate Point to survive as normal). He still retains 
  the effects of any Damage accrued from Critical Damage (such 
  as missing limbs or lost eyes) and should he suffer further 
  Critical Damage rolls a 1d10 on the appropriate critical effects 
  table to see if he suffers further crippling injuries ignoring any 
  result of death or levels of Fatigue. Even with the psychic will 
  of the Librarian sustaining him, the Battle-Brother can still be 
  destroyed (and killed) if he suffers twice his total starting number 
  of wounds (after reduction for armour and Toughness Bonus) 
  in a single hit. A Battle-Brother who is under the effects of this 
  Power cannot regain lost Wounds or repair effects accrued as a 
  result of Critical Damage. Any abilities or actions that would do 
  so simply do not work on the Battle-Brother. 
  HAMMER OF MAN
  Action: Full Action
  Opposed: Yes
  Range: 10m x Psy Rating Radius
  Sustained: Yes
  Description: The Crimson Fists Librarian focuses his hatred 
  of xenos into a tangible force which he projects out around 
  him causing pain and anguish to any who are not human. 
  While this power is active, all xenos in the radius must make 
  an Opposed Willpower Test against the Librarian at the start 
  of each of their turns. If they fail, they suffer Energy Damage 
  equal to twice the Librarian’s Psy Rating (with no reduction for 
  armour) and suffer a penalty of 3 x Psy Rating on all Tests. Any 
  xenos affected by this power will be instantly aware of its source 
  and may seek out the Librarian as a target to end their pain. 
  This power only effects xenos and has no effect on creatures 
  which are not truly alive (such as daemons or machines) or have 
  even a small degree of human ancestry (such as most mutants, 
  abhumans, and of course Space Marines).
  CRIMSON FISTS 
  TRAPPINGS
  The following items are Chapter Trappings that may be taken 
  by Battle-Brothers of the Crimson Fists Chapter.
  ORK BONE TALISMANS
  Ork teeth and skulls are a common sight among the trophy 
  rooms for the Crimson Fists Chapter and some Battle-Brothers 
  carry these talismans into battle as a reminder of their prowess 
  over the alien. While this can sometimes be a whole skull or the 
  ragged banner of a vanquished Ork Klan, more often it is a tooth 
  carved into a relief showing a great victory of the Chapter or the 
  slaying of a large and powerful Nob. While such a token reminds 
  the Battle-Brother of his skill over the Ork, the sight of them 
  can also inﬂame any greenskins who see such a trophy spurring 
  them on to greater efforts to slay the Space Marine. A Crimson 
  Fists Space Marine may choose to carry an Ork Bone Talisman if 
  he has the Hatred (Orks) Talent. The talisman allows the Battle-
  Brother to use the +10 bonus to attacks from his Hatred (Orks) 
  Talent to be used for both Weapon Skill and Ballistic Skill. Orks 
  ﬁghting the Battle-Brother are incensed by such tokens and gain 
  the Hatred Talent against him.
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  “The enemies of the Imperium are vast. No matter how vigilant we 
  remain, there may always be one who acts against us. Remember your 
  devotion and your duty, but ignore your own needs. We rest only 
  when the Emperor grants his mercy.”
  –Chaplain Dreadnought Titus
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  successor of the Ultramarines, the Howling Griffons 
  Chapter is devoted to defending the Imperium 
  using the techniques laid out in the Codex Astartes. 
  Throughout their extensive history, these Battle-Brothers 
  have engaged in warfare 
  without end throughout 
  the entirety of the 
  Imperium. 
  Their 
  roll of honour ranks 
  among 
  the 
  most 
  accomplished, even 
  by the standards 
  of 
  the 
  Adeptus 
  Astartes. 
  These 
  Space 
  Marines 
  never shirk from a 
  battle and always 
  concentrate 
  on 
  taking a central role 
  at the forefront of 
  every engagement.
  HISTORY
  The 
  precise 
  origins 
  of the Howling Griffons 
  Chapter have been lost to 
  the ages. It is clear that they 
  were a product of a founding 
  during M33. While the 
  tragedy of the Horus Heresy 
  had been ended, there were 
  countless ongoing threats to 
  the Imperium’s security at the 
  time. There may have been a 
  speciﬁc need for additional Space 
  Marine forces associated with the 
  founding, but that need has been lost 
  to the ages. What is clear is that from 
  the very onset, the Howling Griffons 
  enthusiastically embraced their role 
  as defenders of the Imperium.
  Since the time of their founding, 
  the Chapter has almost constantly 
  been engaged in at least one 
  campaign and often divides its 
  companies so that its Battle-
  Brothers may be committed 
  to 
  multiple 
  simultaneous 
  engagements. In spite of accepting this challenge, their 
  degree of success and unwavering courage has garnered them 
  tremendous success. Without a high degree of competency and 
  a tremendous amount of devotion to the Imperium, it would be 
  impossible for any Chapter to assemble such a roll of honour.
   These successes have come against a broad variety of foes 
  as well. Against the forces of the Immaterium, the Howling 
  Griffons have played roles in overcoming Black Crusades 
  brought forth by Abbadon the Despoiler. The entirety of the 
  Chapter’s forces united on Gunnerdark to overcome an Ork 
  threat, preserving the efforts of that campaign. The Chapter 
  even stopped the Necroteks of Naath, to end their small 
  empire during the Plague of Unbelief.
  THE WORD BEARERS
  For much of their history, 
  the Howling Griffons have 
  regarded the traitorous 
  Word Bearers Legion 
  as 
  their 
  greatest 
  enemies. The precise 
  origin 
  of 
  their 
  speciﬁc conﬂict with 
  these renegades is unclear. 
  Throughout the Chapter’s early 
  history, there are countless incidents 
  of assaults against the Traitor Legion. 
  Both forces suffered grievous losses 
  in these battles, as the full fury of 
  their forces were unleashed in 
  these savage battles.
  It was the event at Arios Point 
  in 220.M38 that ﬁnally pushed 
  the Howling Griffons far beyond 
  the tipping point in their lust for 
  vengeance against the Word Bearers. 
  The Chapter Master at that time was 
  Orlando Furioso. He was travelling aboard 
  the Chapter’s battle barge, along with the 8th 
  Company and much of the veteran 1st company. 
  They were en route to the Chapter’s home world 
  of Mancora, to celebrate the ﬁfth millennium 
  anniversary of the Chapter’s Founding. 
  When the battle barge stopped in the Arios 
  Point system to resupply, Chaos Lord Periclitor 
  the Foresworn led a combined force of Word 
  Bearers and Night Lords in ambush against the 
  Loyalists. The Howling Griffons were caught 
  tragically unprepared for battle against so 
  CHAPTER SUMMARY
  Founding: Unknown
  Chapter World: Mancora
  Fortress Monastery: The Proud Eyrie
  Gene-seed: Ultramarines
  Predecessor: Ultramarines
  
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  overwhelming a force. In short order, their ancient vessel was 
  destroyed after a brutal boarding action. The surviving Space 
  Marines made landfall aboard their Thunderhawks on the 
  surface of nearby Arios Quintus. 
  The barren world offered little protection for the 
  outnumbered members of the Howling Griffons. In short 
  order, those who survived the destruction of their battle 
  barge were overwhelmed by the co-ordinated assault of 
  the Traitor Legionnaires. None were left alive, and the 
  Chaos forces seized much of the Chapter’s equipment, 
  including precious and virtually irreplaceable gear that 
  had been the province of the 1st Company and the 
  Chapter Master’s personal guards. 
  The bodies of those slain were desecrated and their 
  gene-seeds either destroyed or stolen. The only body 
  recovered was that of Chapter Master Furioso. The traitors 
  mounted it upon his Thunderhawk and left it in orbit of 
  Arios Quintus, as a sign to any who might see it. Months 
  later, other members of the Howling Griffons tracked 
  down the missing ship and company, and recovered the 
  Chapter Master’s body and gene-seed.
  After this tragedy, all members of the Howling Griffons 
  Chapter swore oaths of vengeance against Periclitor and the 
  Word Bearers. As each new member is recruited, the oath is 
  recited once more. The two forces have engaged in countless 
  skirmishes and even major conﬂicts since. 
  THE DENNAR IV SUPPRESSION
  Located within the Sangramentia sector, Dennar IV plays a vital 
  supply role as an active agriworld in the sector. Its primary output 
  is processed from the herds of megafauna that dwell upon its vast 
  savannahs. The planet’s slaughter-cities constantly process these 
  creatures to help feed the masses of the region’s hive worlds as 
  well as provide rations for the Imperium’s forces. These vital 
  centres also provide seats of governance for the world.
  In 109.M40, the Howling Griffons responded to a distress call 
  from Dennar IV, as they were searching for a Word Bearers warband. 
  To their chagrin, they discovered that the planet had been terribly 
  infested with cultists who had turned to worship the Ruinous 
  Powers. The few surviving city-states were vastly overcrowded 
  with refugees who had ﬂed from the twisted maniacs.
  The Chapter’s forces were vastly outnumbered by the 
  treacherous heretics, but the Space Marines were far better 
  equipped and had the guidance of the Codex Astartes. Exploiting 
  all of their resources, the Howling Griffons depended upon 
  mobility to make sudden and devastating assaults against the 
  traitors. Once these blasphemers were vastly depleted, the Battle-
  Brothers moved to break the sieges on the individual city-states. 
   The world’s surviving forces rallied to aid the Howling Griffons 
  in their ﬁnal acts of liberation. As the world’s defenders worked in 
  conjunction with the Space Marines, the ﬁnal actions were both 
  ruthless and gruesome. Since that time, Dennar’s grateful populace 
  have venerated the Chapter as their salvation. They make regular 
  contributions of foodstuffs towards the Chapter’s larder as well as 
  offer up their sons for potential recruits.
  NOTABLE HOWLING GRIFFONS IN THE JERICHO REACH
  The following are Space Marines of great renown from the Howling Griffons Chapter. 
  CODICIER MIGUEL GRICALO
  In 753.M41, Codicier Gricalo undertook an extended mission to investigate the Watch Stations of the Dark Pattern. 
  As most of these sites are near dead or uninhabited worlds, the motives behind their implementation remain uncertain. 
  The Librarian was motivated to undertake the study due to a series of visions that he received consistently for two years 
  before his quest. According to records made prior to his departure, the divinations consistently told of an impending 
  crisis that might soon emerge from this region. Several of these reports were corroborated by other psykers who worked 
  in concert with the Codicier at the time.
  Codicier Gricalo’s Kill-team had enjoyed tremendous success prior to his departure. Its other members, as well as his Watch 
  Captain, were all reluctant to see the Librarian depart on this extended solo mission. However, a missive from an unidentiﬁed 
  member of the Inquisition provided motivation for the Watch Commander to directly order the psyker to embark upon his 
  survey of the Watch Stations. There have been no conﬁrmed reports from the Codicier since his departure. Routine surveys of 
  the locations included in his route show no signs of his ever having arrived. His fate remains a mystery.
  BROTHER JOSEF VINCENS
  A few among Watch Station Erioch’s complement suggest that Tactical Marine Brother Vincens has launched his own 
  Crusade against the Tau of the Velk’Han Sept. After two members of his Kill-team were slain during a mission to 
  investigate Tau operations on Innan, Vincens swore an oath of vengeance against the xenos. Since that time, he has 
  undertaken dozens of missions into space held by Tau forces. None save the Battle-Brother know the precise terms of 
  his oath, but it is clear that he is still attempting to fulﬁl that obligation. 
  The other members of his Kill-team have been remarkably accommodating in assisting Brother Vincens—likely due 
  to their own thirst for vengeance. Since swearing his oath, his Kill-team’s activities against the Tau have been relentless. 
  The majority of their time away from the worlds held by these xenos has involved ﬁling mandated reports concerning 
  the details of their missions and the threat posed by the Tau forces. Many suspect that Brother Vincens has become the 
  foremost expert on the Sept’s strategies and tactics within the Jericho Reach. However, due to his endless missions, none 
  have been able to compile a comprehensive report of the information he has uncovered.
  
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  JORUN RETALIATION
  In 109.M41, General Jorun of the 15th Heraklon Ironclads 
  led an entire Imperial battle group to turn traitor against the 
  Imperium. An infestation of the Dark Eldar had somehow 
  seized control of Jorun and his personal attaches through the 
  use of their foul xenos treachery. The General commanded the 
  destruction of his commissariat and began to enslave Imperial 
  worlds to the service of the Cabal of the Crimson Libation. 
  Millions of humans were slain in the service of the dread xenos, 
  and the traitorous Imperials continued their blasphemous acts 
  of destruction against those they had once sworn to protect.
  By 143.M41, word of this force had reached the Adeptus 
  Administratum, and a task force was assembled. The Howling 
  Griffons Chapter was assigned leadership and, ultimately, full 
  responsibility for stopping the traitors. The Space Marines 
  intercepted the renegade forces upon the feral world of 
  Asturia with the assistance of elements of the Ultramarines 
  and Sons of Orar Chapters. So ﬁerce was the assault that more 
  than ﬁve thousand of the rebel guardsmen were killed within 
  the ﬁrst hour of the Space Marine attack. 
  Once battle was joined, Chaplain Titus led the Howling 
  Griffons 4th Company in a drop pod assault into the heart 
  of the renegade forces. Before the traitors knew what was 
  upon them, the Battle-Brothers eliminated the rebel’s leaders, 
  though at great personal cost. A substantial number of Dark 
  Eldar were found among those leaders, along with some of 
  the force’s most elite troops, including a substantial Ogryn 
  cadre. Some of the xenos were slain, but many more ﬂed 
  into the webway, as the remaining human forces collapsed. 
  Chaplain Titus overcame the rebel general, but was gravely 
  wounded in the course of the battle by xenos poisons. Since 
  this time, he has continued to serve the Chapter from the 
  sarcophagus of a Dreadnought.
  HOMEWORLD
  The world of Mancora within the Ultima Segmentum has 
  served as the home world of the Howling Griffons Chapter 
  for all of their known history. Its days prior to the Chapter’s 
  arrival is uncertain, those records long lost to the vagaries of 
  time. Since their arrival, Imperial records clearly indicate that 
  the Chapter has deliberately and artiﬁcially prevented the 
  world from advancing beyond a pre-industrial technological 
  base. Through an uncharacteristic degree of covert operations 
  and manipulations, the Howling Griffons have also kept the 
  world’s feudal city-states on a near-constant war footing. This 
  combination of political unrest and technological stagnation 
  has led to a culture that has a poor record of its own origins. 
   Of course, while Mancora’s technology is limited, the 
  Battle-Brothers of the Howling Griffons suffer under no 
  such restrictions. In fact, the Fortress Monastery oversees a 
  substantial number of well-equipped manufactories, which 
  are kept isolated from the world’s native inhabitants. The 
  manufactories are productive and capably equipped. Indeed, 
  the Howling Griffons Chapter is capable of manufacturing 
  some less common STC patterns. These include the pattern 
  necessary for Mark VIII Errant Armour as well as the Land 
  Raider Prometheus. Such a highly functional forge and 
  unrestricted access to its output has played a crucial role in 
  the Chapter’s ability to remain deployed at all times. This vital 
  asset permits the Chapter to continuously resupply its ﬂeets 
  and to have sufﬁcient reserves that its Initiates can undergo 
  thorough training prior to entering the ﬁeld.
  In addition to Mancora, the Howling Griffons recruit from 
  several other worlds, including Dennar IV. This is a necessity 
  for the Chapter, as without additional worlds, it would be 
  impossible for them to recover the losses they suffer by engaging 
  in endless campaigning. It is important to note that in spite 
  of this option, they still continue to preferentially recruit from 
  Mancora. Its volatile culture insures that candidates from that 
  world are capable candidates to fulﬁl the Chapter’s needs. Some 
  of the other options, such as Dennar IV, have cultures that are less 
  focused on developing candidates of such strong breeding.
  An additional reason for their Mancoran recruitment efforts 
  is that the planet has a history of producing a signiﬁcantly 
  higher number of psykers than would normally be expected. 
  Many of the individuals with these talents are recruited into 
  the howling Griffons as Aspirants. However, the Chapter’s 
  Librarians also oversee the planet’s population for undue 
  signs of psychic ability. The Codiciers weed out any who 
  might pose a risk of Warp contamination.
  GENE-SEED
  The Howling Griffons gene-seed is consistent with that of 
  other Chapters from the lineage of Guilliman. It is free from 
  any known contamination, reproduces stably, and produces 
  the full range of Space Marine implants. Because they are 
  extremely active within multiple war zones, the Howling 
  Griffons are rigourous about harvesting and securing the 
  progenoid glands from its Battle-Brothers in a timely fashion. 
  Recoveries made in the ﬁeld are secured upon the nearest 
  vessel in short order, and then returned to Mancora for storage 
  at the earliest possible opportunity.
  This sense of obligation is in large part due to the fact that the 
  Chapter has a very high rate of turnover amongst its members. 
  These Space Marines prefer to engage in the thickest portion 
  of any battle and are almost always at war. Consequently, the 
  Chapter does suffer a higher than usual casualty rate, which 
  can only be compensated by a proportionately high rate of 
  recruitment and initiation. Currently, records indicate that 
  the Chapter is sufﬁciently well supplied with gene-seed to 
  accommodate even their prodigious needs.
  
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  PHILOSOPHY
  Even among the warrior-brethren of the Adeptus Astartes, 
  the Howling Griffons are a proud and warlike Chapter. 
  The glorious and storied roll of their history is a testament 
  to this reputation. Engaged in near-constant operations 
  throughout the Imperium and beyond, the Howling Griffons 
  are paragons of the martial spirit the Adeptus Astartes were 
  created to embody. Indeed, from their homeworld to the 
  farthest-ﬂung battleﬁeld, the Howling Griffons Chapter is a 
  war machine par excellence.
  From the earliest days of their pre-recruitment, the warrior 
  elite of Mancora who will one-day become Battle-Brothers of 
  the Howling Griffons are brought up in a war-torn world of 
  pre-industry. In this crucible of battle, personal and familial 
  honour, and martial duty, the citizens are forged into the 
  perfect initiates into the Chapter. It is in this life that they 
  learn the value of glorious warfare and to respect and rely on 
  their brothers in arms. While they may lack the technology 
  even to comprehend the military might of the Adeptus 
  Astartes, the people of Mancora are predisposed, by the 
  culture of their birth, to hold dear the ideals of the Howling 
  Griffons themselves. 
  When the day finally comes that a new recruit is 
  elevated into the ranks of the Adeptus Astartes, it is almost 
  as a continuation of his previous life, albeit on a much 
  greater scale. His heraldry is no longer that of his local 
  household, it is instead the griffon rampant. His allies on 
  the field are no longer the members of his local nobility, 
  they are his Battle-Brothers. The land he fights to defend 
  is no longer his city-state, it is the greater Imperium 
  of Man. When he is first girt in his ochre and crimson 
  livery, he sets aside the military training and traditions 
  of his past life and takes as paramount the teachings of 
  Guilliman in the words of the Codex Astartes. 
  COMBAT DOCTRINE
  When preparing for an engagement, the Howling Griffons 
  adhere strictly to the teachings of the Codex. Their 
  tactics are in keeping with those proscribed and only 
  waver in situations where Guilliman’s word encourages 
  innovation. Because of the work’s comprehensive and 
  pragmatic teachings, this is seldom a problem. Even by 
  adhering to the Codex in the strictest fashion possible, 
  the Howling Griffons sacrifice little flexibility. They 
  remain more than capable of responding effectively to 
  any known opponent and of adapting quickly to the 
  abilities of a novel one.
   The Chapter’s drive to fulﬁl its member’s oaths often 
  inﬂuences—but never dictates—their tactical decisions. If a 
  Battle-Brother makes his commanding ofﬁcers aware of an 
  oath and an opportunity arrives to fulﬁl it, attempts are made to 
  accommodate his needs. However, such considerations are only 
  permitted if the situation does not substantially increase the 
  level of risk for a particular engagement. These Space Marines 
  value their oaths and their honour, but they are generally not 
  willing to accept unnecessary casualties to fulﬁl them. There 
  are, of course, exceptions to this rule, particularly as pertains to 
  the Word Bearers and the Daemon Prince Periclitor. 
  The Howling Griffons are organised into battle 
  companies with speciﬁc roles in keeping with the directives 
  of the Codex Astartes. Cases of inconsistency with its tenets 
  are generally only due to their high rate of turnover among 
  their membership. Because these Space Marines sustain a 
  high rate of casualties and recruit so aggressively, they are 
  not always capable of ﬁelding enough Battle-Brothers to 
  keep all ten companies ﬁlled. At times, the Chapter has 
  transferred members between companies so that one can 
  be dispatched for an engagement while another undergoes 
  resupply and retraining. Though members often view an 
  assignment to resupply with disdain, most verbally accept 
  HOWLING GRIFFONS CHARACTERS
  Strict adherents to the Codex Astartes, the Howling Griffons are always seeking to hone their skills and improve the 
  abilities of their Battle-Brothers. With martial precision, the Chapter seeks this betterment and prides itself on a long 
  and spotless history ﬁghting in the Emperor’s wars and doing their duty to the Imperium. The only blemish on this 
  record is their bitter hatred of the Word Bearers traitor legion, which was responsible for the death of one of their 
  Chapter Masters and many of their brave Battle-Brothers in a cowardly ambush. 
  A Howling Griffons Space Marine gains the following beneﬁts: +5 Weapon Skill, the Forbidden Lore: Traitor Legions Skill 
  (especially as it pertains to the Word Bearers), the Hatred (Word Bearers) Talent and the Tactical Assessment Solo Mode Ability.
  DEMEANOUR: GLORIOUS TRADITION
  That the Battle-Brothers of the Howling Griffons strive to live up to the reputation of their Chapter as exemplars of the 
  Adeptus Astartes has earned them many honours among their brethren. The number of victories won by the Howling 
  Griffons would be deemed great were they even a Chapter of the Second Founding; for a Chapter of the 33rd millenium, 
  their record is vast indeed. Few among the Adeptus Astartes can claim to have embodied the ideals of the Codex Astartes 
  more fully than the Battle-Brothers of the Proud Eyrie. 
  Resting heavily on the shoulders of each Battle-Brother is his personal honour, as well as that of his predecessors. It is the 
  duty of each individual to stand as an example to all, that they might inspire their comrades to even greater feats of heroism 
  in the name of the Emperor of Man and his glorious Imperium. The honour of the Chapter, the Primarch, the Emperor, and 
  the Imperium all demand that the Battle-Brothers of the Adeptus Astartes make war across the stars, and no treatise has better 
  captured the Space Marines’ capacity in battle than the Codex Astartes. To embrace that weighty tome is to know victory. 
  
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  its necessity, while simultaneously attempting to transfer to 
  another company before it is dispatched on a mission.
  The Chapter’s homeworld of Mancora has an unusually 
  high frequency of psychically capable births. This fact is 
  reﬂected by the number and raw talents of the Howling 
  Griffon’s Librarians. Ultimately, these uniquely talented Space 
  Marines exercise their talents in a manner that is consistent 
  with the teachings of the Codex. However, because they have 
  an exceptionally high number of these members, their service 
  continues to play a critical role in shaping the Chapter’s 
  engagements. These Battle-Brothers represent a critical 
  strategic asset, so the Chapter’s ofﬁcers take care to utilise 
  them in the most effective ways possible.
  HOWLING GRIFFON PASTS
  The Howling Griffons Chapter background provides a solid 
  basis for deﬁning your character’s past, but Table 1–25: 
  Howling Griffons Pasts can be used to provide additional 
  inspiration and a means of quickly generating a signiﬁcant 
  past event from your character’s background. Either choose 
  which event you feel is most appropriate for your vision of 
  your character, or roll 1d5 to generate one at random. The 
  events presented can be expanded upon as you see ﬁt, and 
  can provide inspiration for future adventures.
  HOWLING GRIFFONS 
  PRIMARCH’S CURSE: 
  CURSING THE WORD
  In the year 220.M38 the Howling Griffons Chapter 
  suffered its darkest day at the hands of the Word Bearers 
  Traitor Legion. While returning to their home world then 
  Chapter Master Orlando Furioso and the Chapter’s ﬁrst 
  company were ambushed in the void by Lord Periclitor 
  and his Word Bearers. In the bitter struggle that followed, 
  the ﬁrst company and Orlando were slain, the Howling 
  Griffon’s Chapter Master lashed to his own Thunderhawk 
  and left to drift in orbit as a ﬁnal insult to the Howling 
  Griffons. Since that day, the Chapter has fostered and 
  nurtured a deep and unrelenting hatred of the Word 
  Bearers, and a vow to seek retribution against them and 
  their lord Periclitor no matter the cost. It is a hatred which 
  simmers in the heart of every Howling Griffon Battle-
  Brother but one which can spill over in times of madness 
  and consume them and their every thought.
  Level 1 (The Price of Treachery): The Battle-
  Brother has become increasing obsessed with the Word 
  Bearers treachery and relives their fateful ambush in his 
  mind over and over again. While this spurs him on to 
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  seek out the hated Word Bearers, it also leads him to 
  see treachery in other places, comparing the great crime 
  perpetrated against his Chapter with other events as they 
  unfold. The merest hint of treachery is enough to prompt 
  a strong and violent response from the Battle-Brother, 
  one which he may not be able to control. If the Battle-
  Brother comes into contact with a suspected traitor (to 
  the Imperium, the Deathwatch, or his Chapter) he must 
  make a Routine (+20) Willpower Test. If he passes, he 
  can restrain himself but will be very unpleasant to the 
  known or suspected traitor, while if he fails he will see it 
  as his place to punish them, perhaps even with summary 
  execution if their crime is great enough.
  Level 2 (Trail of the Traitors): As the Battle-
  Brothers hatred of traitors grows and his obsession with 
  ﬁnding and exterminating the Word Bearers heightens, 
  he will be loath to give up any mission or lead which 
  could lead to them. On a mission, this could mean going 
  out of his way to seek out known or suspected traitors 
  or even changing the mission objectives to include their 
  capture or destruction. In other settings, it can mean an 
  obsessive thirst for knowledge and seeing out dangerous 
  or forbidden texts if it means gaining a clue to the location 
  and crimes of a traitor. In both instances, if the subverting 
  of a mission or the seeking of knowledge would place the 
  Battle-Brother or his squad in extreme danger, the GM 
  may allow a Routine (+20) Willpower Test to resist, 
  unless the action pertains directly to the Word Bearers and 
  then no Test should be allowed.
  Level 3 (In the Eye of Terror and Beyond): The 
  Battle-Brothers hunger to eradicate the Word Bearers and 
  repay them for their crimes against the Chapter culminates 
  in doing whatever it takes to see them destroyed. The 
  Battle-Brother will always seek out Chaos Space Marines 
  in any combat situation or mission, and if it falls within 
  their power they will see their squad face off against 
  Chaos Space Marines as often as possible, trying to ensure 
  their deployment to warzones and campaigns where they 
  might come face to face with them. When these hated foes 
  are encountered, the Battle-Brother will do everything in 
  his power to destroy them and see they do not escape, 
  even if it means leaving others behind to chase them down 
  wherever they might run.
  HOWLING GRIFFONS 
  SOLO MODE ABILITY
  Tactical Assessment is a new Solo Mode ability that is available 
  to Battle-Brothers of the Howling Griffons Chapter. See page 
  215 of the DEATHWATCH Core Rulebook for details on using 
  Solo Mode Abilities.
  TACTICAL ASSESSMENT
  Action: Free Action
  Required Rank: 1
  Effects: Keen of mind and shrewd tacticians all, the 
  Howling Griffons are able to make the best of a poor 
  tactical situation and take advantage of resources and 
  positions few would recognise as beneﬁcial. This ability 
  can be activated at the end of the Battle-Brother’s Turn in 
  the Initiative Order during combat. When this ability is 
  activated, the Battle-Brother immediately swaps positions 
  in the Initiative Order with an enemy who has already acted 
  during the current Combat Round. The Battles-Brother’s 
  Turn is then over and the Initiative Order proceeds onward 
  from the end of his original position. 
  At Rank 5 when the Howling Griffons Battle-Brother 
  uses this ability, in addition to all other effects, for the full 
  following Combat Round, he gains a +10 bonus to all Tests 
  against the opponent with which he traded places in the 
  Initiative Order. At Rank 7, the target opponent takes a –10 
  penalty to all Tests for the full following Combat Round in 
  addition to all other effects. 
  EXAMPLE
  Tibero and Armanos are engaged in combat with a Tyranid Lictor. 
  They all roll Initiative with the Lictor getting a 16, Tibero a 10, 
  and Armanos a 5. After the Lictor takes its turn, Tibero takes his and 
  uses Tactical Assessment to swap positions in the Initiative Order 
  with the Lictor. Tibero now has an Initiative of 16, while the Lictor 
  has a 10. Now that Tibero’s last action is completed, his Turn is 
  over and the Initiative Order proceeds to Armanos at Initiative 5. 
  After Armanos’ Turn, the Initiative Order will continue from the 
  top with Tibero, followed by the Lictor and so on. 
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  HOWLING GRIFFONS 
  SQUAD MODE ABILITIES
  The following Squad Mode abilities are unique to 
  characters drawn from the Howling Griffons Chapter. The 
  use of Squad Mode abilities is described on page 219 of 
  the DEATHWATCH Core Rulebook.
  HOWLING GRIFFON ATTACK PATTERN: 
  SYNCHRONISED ASSAULT
  Action: Half Action
  Cost: 2
  Sustained: Yes
  Effect: Calling upon years of training using the doctrines 
  of the Codex Astartes and their own personal tactics, the 
  Howling Griffons can execute swift and stunning attacks 
  where every member of the squad works in perfect union 
  with their brothers. The Battle-Brother and other members 
  of his squad within Support Range can swap their Initiative 
  order with other members of their Kill-team without penalty 
  and without the need to use the Delay Action. Immediately 
  upon starting his turn, a Battle-Brother can choose to either 
  use it for himself or give it to another member of his squad, 
  who then acts in his place. The Battle-Brother then takes the 
  initiative place of the squad member who has taken his turn 
  and will not act again until that time, unless of course another 
  member of the squad chooses to grant him their own placing 
  in the Initiative order. Regardless of the Battle-Brother’s new 
  Initiative placing, he may still not act more than once a turn. 
  Improvement: At Rank 4 a Battle-Brother using this ability 
  which gives up his initiative placing to act later in the turn 
  gains a +10 to his ﬁrst test as he is able to better survey the 
  situation. At Rank 7 this +10 bonus to tests applies to all 
  tests he makes in his turn. 
  EXAMPLE
  Tibero, Jilantis and Armanos are using the Synchronised Assault ability 
  and have just been attacked by a group of Tau Fire Warriors. They each 
  roll imitative with Tibero getting an 8, Jilantis a 6, and Armanos an 11, 
  while the Tau get a 7. Armanos goes ﬁrst but chooses to grant his initiative 
  to Jilantis so he can spray the Tau with his heavy bolter before they get to 
  act. This means that Jilantis now has an initiative of 11 and Armanos an 
  initiative of 6. Tibero is next, he cannot give his initiative to Jilantis as 
  his squad mate has already acted this turn but could give it to Armanos, 
  meaning Armanos would act before the Tau and Tibero would act last. 
  HOWLING GRIFFON DEFENSIVE 
  STANCE: STAGGERED DEFENCE
  Action: Free Action
  Cost: 3
  Sustained: Yes
  Effect: Just as a well-executed attack can be devastating when 
  every Battle-Brother works in ﬂawless cooperation, a well-
  constructed defensive formation can allow every member of 
  a squad to cover the other and move to their defence should 
  they come under attack or be threatened. Battle-Brothers 
  within Support Range of each other can provide each other 
  with a defensive bonus provided they have line of sight to at 
  least one other member of the squad. Against ranged attacks, 
  this grants a Battle-Brother a +10 to Dodge attempts as his 
  brothers cover his position and warn him of incoming attacks. 
  Against melee attack, Battle-Brothers can use the Ganging 
  Up bonus (see page 248 of the DEATHWATCH Core Rulebook) 
  they would normally receive on Weapon Skill Tests against a 
  foe as a bonus to their Parry attempts against that same foe.
  Improvement: At Rank 5 the bonus to Dodge attempts 
  increases to +20.
  
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  HOWLING GRIFFON 
  PSYCHIC POWERS
  The following section presents a set of Psychic Powers 
  unique to the Librarians of the Howling Griffons Chapter. 
  Details of how to use Psychic Powers may be found on 
  page 189 of the DEATHWATCH Core Rulebook. Only 
  Howling Griffon Librarians have access to Howling 
  Griffon Psychic Powers. These powers may be purchased 
  with Experience Points, provided the Librarian meets the 
  power’s Prerequisites and XP Cost as detailed on Table 
  1–28: Howling Griffon Psychic Powers.
  BLOOD OATH
  Action: Full Action
  Opposed: No
  Range: Self
  Sustained: No
  Description: Librarians of the Howling Griffons Chapter 
  take their oaths as seriously as any of their brothers and can 
  bind them psychically with blood to make them more potent 
  and enduring. The Librarian calls upon his eldritch powers 
  when taking an oath at the start of a mission, committing 
  not just his word but his spirit to the binding and seeding it 
  with a few drops of his own blood. This power can be used 
  only at the start of a mission during the Mission Preparation 
  phase. Any other members of the Kill-team may choose to 
  participate in the Oath-taking with the Librarian. Blood Oath 
  can only be used Fettered and thus has no chance of incurring 
  Perils of the Warp. If the Librarian fails to activate it, then 
  there are no further effects and he may not use the power 
  again until the start of his next mission.
  If the Librarian successfully uses this power, he and the 
  other members of the Kill-team gain access to a pool of 
  temporary Fate Points equal to the Librarian’s Psy Rating. 
  This pool lasts until the end of the Mission. Spent temporary 
  Fate Points in this pool do not replenish at the beginning of 
  successive gaming sessions. These Fate Points may not be burnt 
  but can otherwise be used as normal by any Battle-Brother 
  who took part in the Oath-taking. This beneﬁt comes with 
  a risk, however. Should the Kill-team fail to accomplish over 
  half—rounded up—of their Mission’s Primary Objectives, 
  then the Battle-Brothers who took part in Oath-taking 
  burns one Fate Point from their personal pool, permanently 
  reducing his Fate Points by one.
  GRIFFON’S HOWL
  Action: Half Action
  Opposed: No
  Range: 10m x Psy Rating Radius
  Sustained: No
  Description: The Librarian calls to the Warp and draws forth 
  a mighty cry like a diving bird of prey to cow his foes with 
  fear and shatter their resolve. This cry is also a potent weapon 
  against Warp spawn and can shake the ties which bind them to 
  the material plane sending them back from whence they came. 
  When this power is manifested, a number of targets up to the 
  Librarian’s Psy Rating within its range count the Librarian as 
  having the Fear (2) Trait for this turn and must make a Fear 
  Test if they can draw line of sight to him or hear his cry (unless 
  they would otherwise be immune to the effects of Fear). In 
  addition, any creatures with the Warp Instability Trait must 
  make an Instability Test (see page 136 of the DEATHWATCH 
  Core Rulebook) with a penalty to their Willpower equal to 2 
  x Psy Rating. If there is a choice of targets within range and 
  some have the Daemonic Trait, the Librarian must choose these 
  targets ﬁrst before those without the trait. 
  PERICLITOR’S BANE
  Action: Half Action
  Opposed: Yes
  Range: 20m x Psy Rating
  Sustained: Yes
  Description: The Howling Griffon’s intense hatred of the 
  Word Bearers and their lord Periclitor has been translated by 
  the Chapter’s Librarian’s into a number of abilities targeted at 
  the traitor legionnaires. When the Librarian summons up this 
  power, he is creating an agonising resonation targeted at one 
  of the traitor legions. The Librarian picks a single target within 
  range and makes a Challenging (+0) Opposed Willpower 
  Test with them. For every degree which they fail they suffer a 
  –10 to all their Tests and can only take a Half Action on their 
  following turn. If the Librarian beats them by more than four 
  degrees of success, then they also take 2 x Psy Rating Impact 
  Damage which is not reduced by armour.
  HOWLING GRIFFONS 
  TRAPPINGS
  The following items are Chapter Trappings that may be taken 
  by Battle-Brothers of the Howling Griffons Chapter.
  NIGHT WORLD BATTLE LIVERY
  In certain circumstances, a Chapter may be permitted to make 
  use of variant livery on their armour, painting it with different 
  designs speciﬁc to an individual campaign or engagement. During 
  several of its engagements, the Howling Griffons have been 
  sanctioned to use such livery, giving up the bold quarters red 
  and yellow they normally employ. Among these ofﬁcial Codex 
  patterns and colours is the Night World Battle Livery. A Howling 
  Griffons Battle-Brother may choose to paint his armour in Night 
  World Camouﬂage before a mission if it will involve stealth or 
  reconnaissance elements. While his armour is painted in this way, 
  he gains a +10 to Concealment Skill Tests. 
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  “The galaxy is scarcely large enough for humanity’s needs. The xenos 
  must be cleansed so that we can claim what is ours by divine mandate.”
  –Chaplain Gustus Fiore
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  ounded in the aftermath of the Great Heresy, the 
  Novamarines chose to focus on the teachings of 
  Primarch Guilliman and of building towards the future 
  rather than focusing on the Imperium’s state of crisis. Through 
  the millennia, the Chapter has remained true to this focus. 
  They constantly strive to fulﬁl their obligations and to assist 
  the remainder of the Imperium as true and noble successors 
  to the Ultramarines Legion.
  HISTORY
  After the tragedy of the Horus Heresy, the decision was 
  made that no one man could be permitted command of the 
  entirety of a Space Marine Legion. No matter how noble 
  and loyal one might seem, this level of power offered too 
  much of an opportunity for corruption and disaster. Roboute 
  Guilliman, Primarch of the Ultramarines and author of the 
  Codex Astartes, proposed a solution to 
  permanently resolve this threat. Under 
  his direction, all of the surviving 
  members of the Space Marine 
  Legions were to be divided into 
  1,000 member Space Marine 
  Chapters. The Primarch set 
  an example by immediately 
  dividing his Ultramarines 
  Legion into appropriately 
  sized Successor Chapters.
   The Novamarines were one 
  of the Chapters directly created 
  by Primarch Guilliman during the 
  Second Founding. As he created 
  the Chapter, the Primarch appointed 
  Lucretius Corvo as its ﬁrst Chapter 
  Master. Corvo had an honourable and 
  lengthy service within the Ultramarines 
  Legion prior to his appointment. He 
  served with honour and distinction in the 
  battles against the Word Bearers Legion 
  on Astagar during the intense ﬁghting 
  of the Heresy and led his Company in 
  countless successful engagements during 
  the Great Crusade. Guilliman had 
  previously granted Corvo numerous 
  honours and trusted the Space 
  Marine implicitly. It is for these 
  reasons that the Primarch was 
  comfortable in assigning the 
  Battle-Brother the responsibility 
  of command as he forged the 
  notion of independent Space 
  Marine Chapters.
   The new Chapter Master was profoundly devoted to 
  his Primarch and to the Codex Astartes which Guilliman 
  had penned. His ﬁrst step to distinguish his new Chapter 
  from their predecessors was to establish its colours and 
  iconography. The Chapter’s unusual quartered livery is taken 
  from Corvo’s personal heraldry. When the Chapter was 
  assigned custody of the world of Honourum, Chapter Master 
  Corvo soon embraced one of that world’s native ways. The 
  planet’s cultural tradition of tattooing as a form of personal 
  roll of honour was adapted and became a Chapter tradition.
  At the time of their Founding, the Novamarines collectively 
  swore an oath to defend Segmentum Ultima from the enemies 
  of Mankind. Throughout their history, they have fulﬁlled this 
  vow and often exceeded it. Though the Chapter is not focused 
  upon crusading, it often commits a portion of its resources to 
  such causes as well as to answering pleas for 
  assistance from worlds far from their 
  home. This willingness to commit 
  their forces to action over such 
  a broad area often means that 
  companies are isolated for 
  centuries at a time. In spite 
  of this degree of isolation, 
  their traditions and their 
  sense of brotherhood have 
  consistently remained strong, 
  partly because of their strong 
  loyalty to the Codex Astartes 
  and the traditions established 
  by the Ultramarines Legion.
  During their ten millennia 
  of service, the Novamarines 
  have fought against countless 
  foes and established a well-
  respected history of successful 
  endeavours. Though they have 
  served the Imperium in countless 
  ways, one of their primary focuses 
  has been against the threat of xenos 
  encroachment. Since their founding, 
  the Chapter has preserved a 
  devotion to eliminating all 
  xenos, which dates back to the 
  time of the Great Crusade. This 
  Monodominant belief—as the 
  Inquisition now terms it—is a 
  core of the Chapter’s beliefs 
  and a creates a characteristic 
  theme through many of their 
  most famous campaigns.
  CHAPTER SUMMARY
  Founding: 2nd
  Chapter World: Honourum
  Fortress Monastery: The Fortress Novum
  Gene-seed: Ultramarines
  Predecessor: Ultramarines
  
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  THE PALE WASTING
  Though the Chapter’s records make no mention of it, 
  a stelae mounted within the Imperial Palace on Terra 
  recognises the service of the Novamarines for their action 
  against the Pale Wasting in M34. The artefact praises the 
  Chapter and credits their work for having “unmade that 
  which cannot die.” Inquisitorial investigations suggest that 
  additional records of the incident have been deliberately 
  suppressed, though it is clear that the incident began 
  within the Ghoul Stars. Those partial records which have 
  been uncovered suggest that the threat was xenos in nature 
  and that more than one Space Marine Chapter may have 
  been completely destroyed in the course of the conﬂict. 
  Were it not for such prominent recognition, the incident 
  might be completely forgotten.
  THE LOK’KROLL XENOCIDE
  In early M37, the Inquisition issued an Edict of Extermination 
  against the Lok’kroll xenos. These hideous creatures were 
  doubly damned. For not only were they invertebrate xenos, 
  but they were also devoted to the Ruinous Powers. At this 
  time, the creatures had established a small empire near the 
  Warp anomaly termed the Storm of the Emperor’s Wrath. In 
  the course of their expansionism, the creatures destroyed a 
  number of Imperial installations, including several colonial 
  worlds as well as mining and agrarian worlds vital to the 
  Imperial war effort.
  The Novamarines responded to the threat by assembling all 
  of the Chapter’s companies into a single uniﬁed force—a feat 
  that has not been accomplished since. Working in conjunction 
  with the Imperial Navy and an Imperial Guard force from 
  Phyrus, the battle force completed the act of xenocide in less 
  than ﬁfty years. Some of the outposts were destroyed using 
  Exterminatus-class weaponry, while others worlds were 
  attacked using more traditional methods. Imperial colonisation 
  was resumed upon many of the worlds liberated from the foul 
  taint. Since this time, there have been no conﬁrmed sightings 
  of these xenos. They are now believed to be extinct.
   THE DEATH OF INTEGRITY
  In 887M39, the space hulk Death of Integrity was seen near 
  Vol Secundus. The ancient ruin had been encountered 
  twice before in recent centuries, each time preceding the 
  appearance of Tyranid forces upon nearby worlds. Its return 
  was considered an omen of ill import, and a general call was 
  immediately issued for Adeptus Astartes assistance. Members 
  of the 1st companies of both the Novamarines and the Blood 
  Drinkers Chapters responded to the call for assistance.
  Exhibiting a tremendous amount of co-operation, the two 
  groups deployed nearly two hundred Space Marines equipped 
  with Tactical Dreadnought Armour to the massive hulk. Over 
  the course of two months, the combined forces thoroughly 
  purged the space hulk of a rampant Genestealer infestation. 
  Both Chapters suffered losses, as the xenos were well-suited for 
  battle within the cramped and toxic environment.
  NOTABLE NOVAMARINES IN THE JERICHO REACH
  The following are Space Marines of great renown from the Novamarines Chapter. 
  BROTHER CORBEN NAYLE 
  Brother Nayle was an accomplished Battle-Brother before his arrival at Watch Fortress Erioch, and his skills in ﬁghting 
  xenos foes have only improved during his stay. Prior to his secondment, the Space Marine participated in a twenty year 
  expedition through the systems on the galactic rim, near Ultima Segmentum. As part of his tactical reviews, he began 
  to carefully study different techniques by which various xenoforms employ their natural weapons. He requested an 
  assignment with the Deathwatch immediately after his successful and honourable return from that expedition.
  Since his arrival within the reach, Brother Nayle has constantly studied xenos during his missions and those under 
  containment at the Watch Fortress. The central focus of his studies is to identify a universally applicable approach to 
  melee encounters with xenos that responds appropriately to the various forms of natural weapons. As he continues to 
  expand his studies, he often requests that Marines provide any available information to him that they uncover through 
  the course of their missions. While he has shown little sign of completing his treatise, it is clear that he has become a 
  very capable melee combatant against xenos forces.
  ANCIENT BROTHER HOREST CAIN
  There are very few Space Marine Dreadnoughts in service to the Deathwatch. Most who fall in battle and earn the 
  privilege to continue their service are ﬁrst returned to their Chapter of Origin. Only a select few individuals become 
  so devoted to the Deathwatch that they continue to remain in its service for centuries after their ﬁrst death. The 
  stories of the few Deathwatch Dreadnoughts within the Jericho Reach are mostly the stuff of rumour and legend. 
  Many individuals’ tales have been lost as Battle-Brothers completed their tours of service and returned to their 
  original Chapter. The legends of Ancient Brother Cain are shrouded in mystery and uncertainty, as there are no 
  known documents to verify the stories he recounts.
   It is clear that his frame bears the iconography of the Novamarines in addition to his own. It is also clear that he is 
  a loyal member of the Deathwatch who has proven his value to the organisation countless times since he was interred 
  within his metal frame. However, it is unknown why he never returned to his original Chapter, and it is even more 
  curious that the Novamarines claim to have no records of ever seconding a marine by this name to the Deathwatch.
  
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   Though the battle was costly in terms of damage to 
  armour and loss of life, the ultimate prize was stunning. 
  Hidden deep within the hulk’s ruins was a remarkably well 
  preserved STC. The Adeptus Mechanicus gladly accepted this 
  priceless artefact and went so far as to repay each Chapter 
  with a newly commissioned strike cruiser. 
  THE LUXOR UPRISING
  Recently, in 812M41, the Novamarines liberated the world of 
  Luxor from a Chaos inﬂuenced rebellion. Chaos Space Marines 
  of the traitorous Alpha Legion had snuck into the system and 
  turned a small sect of Chaos cultists into a potent force that 
  threatened to dominate the world. When that Legion landed 
  additional units, it seemed improbable that the few surviving 
  loyalists might be able to sustain any hold upon the planet.
  Luxor represents a key element in the Departmento 
  Munitorum’s supply chain for the distribution of goods 
  throughout the Ultima Segmentum. Without its support, 
  Imperial Guard forces throughout the region could have been 
  crippled for a prolonged period of time. Without waiting 
  for Imperial directive, the Novamarines realised the dangers 
  imposed and acted upon their own initiative. In short order, 
  the Chapter’s Space Marines routed the renegade forces and 
  eliminated the Alpha Legion with a show of overwhelming 
  force. As the planet is relatively close to their Honourum, the 
  Chapter ﬂexed the full might of its resources, exploiting their 
  reserves of Terminator Armour, Dreadnoughts, Predators, and 
  Land Raiders to cleanse the Chaos allied forces. This enabled 
  them to swiftly fulﬁl their sacred vow to defend the region 
  from all threats to Imperial rule.
  HOMEWORLD
  At the time of their Founding, Roboute Guilliman granted 
  the Novamarines rule over the planet Honourum. They have 
  guarded and exploited its resources responsibly throughout 
  their ten millennia existence. When they received the right 
  of its fealty, the planet represented the Northern border 
  of the Segmentum. Since that time, the secured region has 
  signiﬁcantly expanded, but their responsibility for maintaining 
  security throughout the broader region has not changed.
  The planet is characterised by brutal storms, savage seas, 
  and barren mountains. Most of its native life forms are 
  primitive plants and lichens. Its fauna largely consists of 
  ocean-dwelling invertebrates. Many of the more sophisticated 
  organisms employ potent toxins that are as effective against 
  humanity as they are against the planet’s native species. 
  Heavy metal contamination is present in many of the world’s 
  regions, leading to toxicity among much of its plants. It is 
  as though the planet actively attempts to defend against the 
  intrusion of any life.
  Humanity has constantly struggled to gain even a toehold 
  within the planet’s treacherous environment. The feral human 
  population consists of nomadic tribes of hunter-gatherers. These 
  savages migrate constantly to avoid the worst of the planet’s 
  brutal climate and to constantly scavenge for any available food. 
  They lack the resources or the ability to effectively establish 
  mines or to reﬁne and shape sophisticated metals. 
    Those who can survive in this harsh environment have 
  proven to make exceptional candidates for membership as 
  Novamarines. The Chapter has incorporated the natives’ 
  tradition of ritual tattooing as a part of their Chapter’s 
  culture. A Battle-Brother often commemorates a great 
  accomplishment by adding an additional tattoo to his body. 
  These can include routine actions, such as the completion of 
  an Aspirant’s Initiation to the Chapter or assignment to a new 
  Company. More often, they symbolically recount a Space 
  Marine’s actions through the course of a campaign. When the 
  Chapter’s members reunite, they often spend hours displaying 
  their most recent tattoos as they recount the successes and 
  tragedies that led to the latest artwork.
  GENE-SEED
  The Novamarines gene-seed is completely consistent with that 
  of the Ultramarines—their Predecessor Chapter. In keeping 
  with that noble lineage, it shows no signs of contamination and 
  produces the full range of Space Marine implants. Their reserves 
  have been sufﬁcient that the Adeptus Administratum is believed 
  to have used Novamarine gene-seed as the basis for the creation 
  of Successor Chapters. The care that they take to preserve their 
  gene-seed is much the same as that they show towards their 
  sacred duty to defend the Ultima Segmentum and to carefully 
  maintain the many ancient war machines in their care. All of 
  these elements represent the core of the Chapter’s traditions, 
  which are considered absolutely vital for its preservation.
  PHILOSOPHY
  The Novamarines have a proud history of glorious action in 
  defence of the Imperium that they fully expect to maintain. 
  These Space Marines believe that it is their right and duty to 
  continuously follow the example set by their Primarch and their 
  Predecessor Chapter. It is their understanding and ﬁrm belief 
  that the only appropriate way to maintain this is by adhering 
  strictly to the dictates of the Codex Astartes. The sacred text 
  represents a beacon for their lives, as it guides them through 
  their decisions and constantly enables them to act in accordance 
  with their duties. Keeping true to it is one of the most vital 
  aspects of their existence as a Chapter. Such loyalty to the text 
  has aided the Novamarines in keeping their traditions largely 
  unchanged since the time of their founding.
  The Novamarines are not adherents of the Imperial 
  Cult. They hold the deepest respect for the Emperor, their 
  Primarch, and those Space Marines who have served their 
  Chapter in past eras. They do not, however, worship any of 
  these as gods or divine beings. Rather, they believe that all of 
  these were supremely talented individuals who reshaped the 
  galaxy. For the Novamarines, these people serve as the ideal 
  examples to emulate. While this may require that they hold 
  themselves to an impossibly high standard, they are readily 
  accepting of that responsibility. These Battle-Brothers gladly 
  embrace the challenge of perfection, and rigourously accept 
  punishment and perform penance for those times that they 
  fail to achieve it.
  In sharp contrast with their secular views of Imperial 
  religion, they consider the Codex Astartes to be a divinely 
  
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  inspired work. They never comment upon what deity might 
  have inspired it, but the work is considered to be more than 
  just a treatise on war. For the Novamarines, the tome is a 
  guide for how to perform virtually every action. It must be 
  considered, obeyed, and applied constantly through their 
  lives. While they acknowledge that not all Space Marine 
  Chapters are so devoted in their rigourous application of 
  the Codex’s instructions, they prefer to set themselves as an 
  example for how it must be obeyed.
   As their Primarch commanded them, the Chapter’s central 
  focus is to defend Segmentum Ultima from any threats to 
  mankind. The Novamarines believe that it is their solemn 
  duty to extinguish all of these blasphemous xenos so that 
  the Imperium can control the galaxy without fear of reprisal. 
  These xenos can never be trusted. There is no point in 
  attempting to ﬁnd diplomatic solutions with these creatures, 
  as there is no acceptable point of discussion. Elimination is 
  the only option that the Battle-Brothers can condone.
   Because of their intolerance of xenos, the Novamarines 
  enthusiastically send some of their most experienced and 
  capable members for service in the Deathwatch. This 
  service is considered a distinctive honour and privilege by 
  the Chapter’s Battle-Brothers. In this way, the Novamarines 
  can glean information about xenos that are not part of their 
  Chapter’s direct experience, just as the Deathwatch can 
  discover ways of dealing with additional xenosforms. This 
  consistent involvement with the Deathwatch has granted the 
  Chapter unusually close ties to the organisation.
  COMBAT DOCTRINE
  The Novamarines Chapter stays extremely focused on 
  maintaining the letter and intent behind the Codex Astartes. 
  As such, their military approaches are true to its core tenets. 
  These Space Marines follow the sacred work’s instructions 
  as regards their organisation, their tactics, and even their 
  ongoing training methods. For situations where the Codex 
  offers a directive, the Chapter follows it precisely. For those 
  far less common instances where its direction is unclear, they 
  rigorously attempt to interpret its intent, and proceed in a 
  fashion that is most consistent with other material presented 
  in the tome.
  In keeping with the Codex, each of the Chapter’s 
  companies is assigned speciﬁc duties consistent with their 
  designated roles. Except when they return for resupply, the 
  four battle companies are often engaged in extended patrols 
  throughout Ultima Segmentum. 
  It is noteworthy that the Novamarines are exceptionally 
  willing to offer their assistance to any who need it. 
  Throughout their history, this has included virtually every 
  Imperial organisation. This includes the Inquisition, the 
  Departmento Munitorum, and even Rogue Traders. Even 
  more noteworthy is that it has also often included other Space 
  Marine Chapters. Upon countless occasions, the Novamarines 
  have dispatched substantial numbers of units to aid the Battle-
  Brothers of other Chapters in overcoming threats far beyond 
  the boundaries of the Ultima Segmentum.
  NOVAMARINES CHARACTERS
  From their far ﬂung home world of Honourum, the Novamarines auspice and operations cover a vast area of the Ultima 
  Segmentum that runs all the way out to the Halo Stars and beyond. Proud descendants of the Ultramarines, the Chapter takes 
  great honour in ﬁghting against all the enemies of the Emperor within this region and its companies are rarely if ever united in 
  a single conﬂict, instead ﬁghting enemies thousands of light years apart. All of this gives the Novamarines a broad knowledge 
  of many different foes and an adaptability learnt through necessity and the needs of their every changing role. 
  A Novamarines Space Marine gains the following beneﬁts: +5 to two Characteristics of the player’s choice, the Forbidden 
  Lore (Xenos) Skill and the Tales of the Void Solo Mode ability.
  DEMEANOUR: VOID WANDERERS
  Void Wanderers is a Demeanour (see page 32 of the DEATHWATCH Core Rulebook) unique to Space Marines from the 
  Novamarines Chapter.
  The Novamarines are among one of the most widely dispersed of all the Adeptus Astartes, having companies spread 
  across not only the Ultima Segmentum but also beyond often hundreds and hundreds of light years from the nearest of 
  their brothers. In part this is because of the nature of their Chapter and the domain in which their home world rests, 
  pressing upon them the duty to protect a huge area of space. It is also part of the nature of the Novamarines and great 
  pride they inherent from the Ultramarines which drives them to send their companies on crusade or to the far regions 
  of space to prove their loyalty to the Emperor and the skill of their Battle-Brothers.
  The scattered nature of the Chapter does however gives it a perspective different to those Chapters which have a 
  homeworld or are tied to a speciﬁc region or segmentum by their history. While it is true of all Space Marine Chapters 
  that they ﬁght wherever the Emperor sends them, taking them to far ﬂung worlds and against a variety of foes, for the 
  Novamarines there is no planet or world to which they will return, or grand Chapter fortress monastery where their 
  Chapter Masters reside. It is a small but signiﬁcant fact that weights on the minds of every Novamarine.
  Novamarines are also often fonts of much knowledge about the galaxy, and especially the wilds of the Ultima Segmentum. 
  While this may not be strict knowledge in the way an adept or scholar would see it, the odds are that the Novamarine 
  Battle-Brother or one of the members of his Chapter have seen or visited a world or faced an alien foe that relates to the 
  Kill-team’s current situation. While not a complete understanding or clinical view of the subject or planet the Novamarine 
  will likely know something about it, usually in the form as a tale passed on to him by one of his brothers.
  
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  In spite of their extensive history of engagements, 
  the Novamarines Chapter has successfully maintained 
  a substantially well equipped armoury. This includes a 
  number of pieces of wargear and numerous vehicles that 
  have been maintained since the time of their founding. 
  Some of this equipment has been preserved intact and 
  functional since the time of the Great Crusade. While 
  not all of these are used on a regular basis, their supply 
  of Terminator armour is sufficient to equip the entirety 
  of their 1st company. Similarly, the Chapter has a large 
  enough supply of Dreadnoughts that they have been 
  able to preserve the living memories of many of the 
  Chapter’s most worthy Battle-Brothers. The Chapter’s 
  forge continuously spends its time maintaining and 
  reconstructing this reserve, so that they are never found 
  wanting in times of dire need.
  In the same way that the Chapter’s standard wargear has 
  been well preserved across the millennia, their collection 
  of war-relics has also continuously expanded. Within 
  the hallowed halls of their fortress monastery, there are 
  hundreds of unique designs collected throughout their 
  history. In times of desperation or to honour a warrior’s 
  success, these relics are selectively assigned for ﬁeld use. As 
  many of these items are beyond the speciﬁc scope of the 
  Codex Astartes, they are seldom ﬁelded even by those who 
  have earned them. 
  NOVAMARINES PASTS
  The Novamarines Chapter background provides a solid 
  basis for deﬁning your character’s past, but Table 1–29: 
  Novamarines Pasts can be used to provide additional 
  inspiration and a means of quickly generating a signiﬁcant 
  past event from your character’s background. Either choose 
  which event you feel is most appropriate for your vision of 
  your character, or roll 1d5 to generate one at random. The 
  events presented can be expanded upon as you see ﬁt, and can 
  provide inspiration for future adventures.
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  4
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  NOVAMARINES 
  PRIMARCH’S CURSE: 
  REVILE THE XENOS
  While all Space Marines have hatred of the enemies of 
  mankind, especially those which lurk among the stars 
  preying on the worlds of the Imperium, the Novamarines 
  have fostered a deep repulsion for xenos beyond even that 
  of most of their kind. This is fostered from a thousand 
  battlefields across thousands of light years of space and 
  a history which has seen the Chapter clash with the 
  greatest and vilest of the galaxy’s aliens time and again. 
  At first, this hatred is indistinguishable from that of a 
  normal member of the Adeptus Astartes, forming only 
  the staunch disdain required to face them in combat and 
  turn away their insidious advances against the domain 
  of the God-Emperor. In time it grows, encompassing all 
  forms of alien life, even those of little interest or threat 
  to the Imperium, until eventually they cannot bear to see 
  the xenos live, even at the cost of prudent tactics and the 
  strained measures of battlefield diplomacy.
  Level 1 (Favoured Targets): The Novamarine goes 
  out of his way to target the xenos, ensuring he never 
  misses a chance to strike a blow against the dark cloud 
  of alien aggression closing in on the Imperium. Given 
  a choice, he will always favour taking on alien enemies 
  or making strikes against objectives which will do the 
  most harm to the xenos, even if there is more glory in an 
  alternative cause of action. If there is a choice, the Battle-
  Brother must favour the xenos target, though if this 
  would directly place his Kill-team in danger or threaten 
  to cause his mission to fail he may make a Challenging 
  (+0) Willpower Test to ignore the hated alien and take 
  a different course.
  Level 2 (Almost Human): There are countless kinds of 
  xenos in the galaxy and not all are as obvious as the great 
  hordes of Orks, the enigmatic Eldar, ravening Tyranids, or 
  the insidious Tau. Some come in forms which are not too 
  distant from humanity, or from cultures which are benign 
  and of little or no threat. The Battle-Brother is not fooled by 
  such pale representations of the xenos form, and sees the alien 
  everywhere, even inﬂuencing human worlds where mutation 
  can easily disguise alien corruption. The Battle-Brother 
  extends his hatred of xenos to anyone or anything which 
  shows even the slightest hint of xenos taint, whether from 
  contact with aliens or alien blood. In his eyes, these tainted 
  humans and benign aliens are no better than true xenos and 
  should be dealt with as such.
  Level 3 (Foes Eternal): No alien can ever be an ally 
  of the Battle-Brother, and under no circumstances will the 
  xenos ever stop being the most hated of his foes. Even 
  in situations where a temporary alliance with alien forces 
  (such as to ﬁght a greater foe) would be prudent, the Battle-
  Brother will not stomach it, considering his own kind as 
  traitors should they follow it through. In situations where 
  there is diplomacy between xenos and the Imperium, such 
  as a ceaseﬁre or exchange of prisoners, the Battle-Brother 
  will refuse to take part, discontent with any kind of truce 
  against a foe which only deserves death. In situations where 
  the Battle-Brother is forced to deal peacefully with xenos 
  (such as orders from his commanders or the will of his 
  Kill-team), he must make a Very Hard (-30) Willpower 
  Test to do so for a single encounter, even then remaining 
  hostile, though restraining his violence. 
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  NOVAMARINES SOLO 
  MODE ABILITY
  Tales of the Void is a new Solo Mode Ability that is available 
  to Battle-Brothers of the Novamarines Chapter. See page 
  215 of the DEATHWATCH Core Rulebook for details on using 
  Solo Mode Abilities.
  TALES OF THE VOID
  Action: Free Action
  Required Rank: 1
  Effects: Novamarines are extensively travelled and the 
  collective knowledge and experiences of the Chapter covers 
  a huge portion of the galaxy. This knowledge is often passed 
  down to new recruits though tales and advice from more veteran 
  members of the Chapter which the Battle-Brother can then call 
  upon as needed. The Battle-Brother can use this knowledge to 
  make a Lore: Common, Scholastic, or Forbidden Skill Test as if 
  he has a speciﬁc Skill and associated speciality. If he possesses 
  the Skill and speciality he wants to test against, he gains a +10 
  bonus to his test instead. A Battle-Brother may use this ability a 
  number of times equal to his Rank each game session.
  Improvement: At Rank 6 the Battle-Brother’s knowledge 
  becomes even more extensive and he can gains an additional 
  degree of success if he passes any Lore: Common, Scholastic, 
  or Forbidden Skill Test.
  NOVAMARINES SQUAD 
  MODE ABILITIES
  The following Squad Mode abilities are unique to characters drawn 
  from the Novamarines Chapter. The use of Squad Mode Abilities is 
  described on page 219 of the DEATHWATCH Core Rulebook.
  NOVAMARINES ATTACK PATTERN:  
  WEAK SPOT
  Action: Half Action
  Cost: 2
  Sustained: Yes
  Effect: Novamarines can use their extensive knowledge of foes 
  to predict weak spots in their armour or venerable places on their 
  hides. This information comes in handy when facing foes for the 
  ﬁrst time with little or no actual experience in combat against them 
  and only instinct and training to guide the way. The Battle-Brother 
  and members of his squad within Support Range of him increase 
  the bonus for Ganging Up by +10 and decrease the penalty for 
  Called Shots by –10. In addition, Critical Damage inﬂicted by 
  the Battle-Brother when making a Called Shot is increased by +2 
  after all other factors. If the Battle-Brother makes a Called Shot 
  while Ganging Up on a foe he will receive both the bonus to his 
  Weapon Skill and a reduction in the Called Shot penalty.
  Improvement: At Rank 4 the Battle-Brother suffers no penalty 
  when making Called Shots. At Rank 7 the Battle-Brother 
  increases the bonus Critical Damage from a called shot to +3.
  NOVAMARINES DEFENSIVE STANCE: 
  TACTICAL REASSESSMENT
  Action: Half Action
  Cost: 2
  Sustained: Yes
  Effect: Part of having an adaptable combat doctrine is the 
  ability to change tactics at a moment’s notice in the face of the 
  enemy. If an attack has failed, the Battle-Brother may quickly 
  change his stance or make a swift retreat or advance to place 
  himself in a better position. When used as part of a squad, this 
  ability allows the Kill-team to test an enemy’s defences and own 
  attack strength by repositioning themselves or withdrawing as 
  needed. The Battle-Brother and squad members within Support 
  Range of him may spend their Reaction immediately after their 
  turn (before another PC or NPC has acted) to reverse a move 
  action he has just taken. The Battle-Brother immediately returns 
  to the position he was at the start of his turn before he took any 
  actions, just as if he had moved there normally. This ability has 
  no effect if the Battle-Brother did not move voluntarily during 
  his turn (such as if he was moved by a foe or an environmental 
  effect) or if he can no longer return to his former position (it is 
  now occupied by a foe or no longer exists having collapsed or 
  drifted off into space, etc.). In the latter case, he will move back 
  as close to his original position as possible along the route he 
  took during his turn.
  Improvement: At Rank 5 the Battle-Brother has more 
  control over his movement and when using this ability may 
  return to any point within 5m of his original position. 
  
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  NOVAMARINES  
  PSYCHIC POWERS
  The following section presents a set of Psychic Powers unique 
  to the Librarians of the Novamarines Chapter. Details of how 
  to use Psychic Powers may be found on page 189 of the 
  DEATHWATCH Core Rulebook. Only Novamarines Librarians 
  have access to Novamarines Psychic Powers. These powers 
  may be purchased with Experience Points, provided the 
  Librarian meets the power’s Prerequisites and XP Cost as 
  detailed on Table 1–32: Novamarines Psychic Powers.
  ANCESTRAL STRENGTH
  Action: Full Action
  Opposed: No
  Range: Self
  Sustained: Yes
  Description: Drawing on his pure heritage of the Ultramarines, 
  the Novamarines Librarian boosts his abilities for a time, making 
  him more formidable in battle. Such a boost is not without its 
  dangers, and even increasing the raw potential of the Librarian 
  for a short time can have negative effects, draining what was 
  strengthened after the power wears off. When this power is 
  manifested, the Librarian gains a pool of points equal to four 
  times his Psy Rating. He can then use these points to increase 
  any of his Characteristics (with the exception of Weapon Skill 
  and Ballistic Skill) on a one for one basis (i.e. if four times his 
  Psy Rating was 24 points, he could distribute up to 24 points 
  among his Characteristics). While this power is being sustained, 
  the Librarian counts as having the increased Characteristic for 
  all intents and purposes, including increasing his Characteristic 
  Bonuses if applicable.
  When the power ends, there is a draining effect on the 
  Librarian and any Characteristic which was increased suffers 
  a penalty equal to the amount it was increased by for one 
  hour (i.e. if the Librarian increased his Strength by 10 his 
  Strength is reduced by 10 for an hour after the power ends). 
  During this time, the Librarian may not use this power. 
  SKY-SIGHT
  Action: Half Action
  Opposed: No
  Range: 200m x Psy Rating Radius
  Sustained: Yes
  Description: The Novamarine Librarian lifts in consciousness 
  and gazes down upon a battleﬁeld from on high picking out 
  details on the ground that even the most sophisticated of sensors 
  might miss. However, while he is gazing at the battleﬁeld, his 
  mind is elsewhere and he is vulnerable to attack and unable 
  to adequately defend himself. While this power is active, the 
  Librarian may use a Full Action to shift his perspective to a 
  vantage point up to 100m times his Psy Rating above or below 
  his current position anywhere within range. For the purpose of 
  all his senses (sight, sounds, smell, etc.) he is considered to be 
  standing in the new location though his body does not move. 
  His senses are also enhanced by this power and while using 
  Sky-Sight to transfer his consciousness to a new location he 
  gains a +30 on all Perception and Perception based Skill Tests. 
  While using Sky-Sight, the Librarian enters a trance-like state he 
  is unaware of what is transpiring around his body and cannot 
  defend himself or react to danger until the start of his next turn. 
  At the start of each of his turns while the power is active, the 
  Librarian can choose to use Sky-Sight or not, or change the 
  location of his senses from one place within range to another.
  VULNERABILITY
  Action: Half Action
  Opposed: Yes
  Range: 10m x Psy Rating
  Sustained: Yes
  Description: The Novamarines Librarian can exploit a 
  vulnerability in his foe, making it more susceptible to a certain 
  attack or form of Damage. This can be especially useful against 
  powerful foes which would normally be very resistant to injury 
  giving the Librarian’s squad a chance to deal Damage and defeat 
  it. When the Librarian activates this power, he picks a target within 
  range and makes an Challenging (+0) Opposed Willpower 
  Test with it. If he is successful, then the target becomes subject 
  to vulnerability. The Librarian chooses one type of Damage for 
  the foe to become vulnerable to: either Impact, Energy, Rending, 
  or Explosive. While the power is sustained, any Damage of this 
  type gains a bonus against the creature equal to the Librarian’s 
  Psy Rating (i.e. if a Librarian with a Psy Rating of 6 makes a foe 
  vulnerable to Explosive Damage, and it is struck by a boltgun 
  which inﬂicts 2d10+5 Damage, it would now suffer 2d10+11 
  Damage).
  NOVAMARINES TRAPPINGS
  The following items are Chapter Trappings that may be taken 
  by Battle-Brothers of the Novamarines Chapter.
  LAURELS OF ULTRAMAR
  Part of the close ties between the Novamarines and the 
  Ultramarines includes a desire by the Chapter’s Battle-Brothers 
  to pay homage to the tomb of their Primarch on Ultramar. Many 
  Battle-Brothers make this pilgrimage at least once during their lives 
  and use it to strengthen their resolve as well as their connections 
  with the Ultramarines Chapter. A Battle-Brother who completes 
  this pilgrimage will receive the Laurels of Ultramar, which he 
  may wear with honour. A Battle-Brother may choose to have his 
  character gain the Laurels of Ultramar during character creation 
  (or gain them later by undertaking a pilgrimage at the GM’s 
  discretion). If a Novamarine Battle-Brother with the Laurels of 
  Ultramar is squad leader, then he counts any Ultramarines in 
  his squad as if they were Novamarines (and vice-versa) for the 
  purposes of Skill, Talents, and Squad Mode abilities.
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  “Stop blindly obeying the words of the book and look at the situation. 
  You have completed your training, but you must now learn to apply 
  it. Regurgitation is not the answer, simple analysis and thought must 
  be used to solve the problem!”
  –Captain Maodes Karib, Raptors 5th Company
  The Raptors Chapter has constantly faced and overcome tragedy 
  throughout their ten millennia history. These begin with the disaster 
  of the Raven Guard Legion prior to their founding and extend 
  to the destruction of their home world and repeated instances of 
  near decimation. Their success is dependent upon their ability to 
  think and execute in a distributed and independent fashion. They 
  willingly employ whatever tactics they believe most appropriate, 
  relying upon success to establish their Chapter’s glory rather than 
  misguided notions of honour and dogmatic thought.
  HISTORY
  In the initial stages of the Horus Heresy, the Raven Guard 
  Legion was decimated by the treachery of the traitor 
  Primarchs. Expecting a noble battle against 
  those who had turned against the Emperor, 
  the Legion was virtually overrun on 
  Isstvan V, when three Legions of their 
  supposed allies turned against them. 
  While Primarch Corax and a fraction 
  of the Legion’s Battle-Brothers 
  escaped, the remnants of the once 
  proud Legion were scarcely able 
  to further contribute to Terra’s 
  defence during the remainder 
  of the Heresy.
  In the years that followed, 
  the surviving members of the 
  Raven Guard Legion were 
  divided into Chapters without 
  the guidance of their Primarch. 
  The legends of the Raptors 
  begin during the waning 
  days of the Heresy. According 
  to legend and fragmentary 
  documentation, 
  the 
  Raptors 
  were formed from a company 
  of Raven Guard who had been 
  completing their training upon 
  Deliverance—the Legion’s home 
  world—when the remainder of 
  the Raven Guard Legion launched 
  its disastrous assault against Horus. 
  These Initiates were called into 
  action apart from their Legion 
  and served the Imperium with 
  distinction, earning the honour 
  to be created as one of the ﬁrst 
  Successor Chapters of the 
  Second Founding. 
  In their earliest days, the Raptors’ own records conﬁrm that 
  they served actively as a ﬂeet-based Chapter. Presumably, a 
  battle barge and appropriate support ships were assigned to 
  the Raptors, but few records have survived detailing either the 
  vessels or many of the Chapter’s early engagements. Like many 
  other Second Founding Chapters, their initial directive was to 
  aid the Imperium in its consolidation and reconciliation in the 
  wake of the civil war. Their success through these early years of 
  their existence provided ample proof of their capabilities. 
  After a number of centuries of service, the Chapter was granted 
  a home world near the Eye of Terror. No longer charged with 
  ﬂeet-based operations, the Raptors joined with numerous other 
  Chapters to share the responsibility of stopping any Chaos 
  forces that travelled from the terrible Warp manifestation. All 
  signs suggest that the Chapter served capably in fulﬁlling 
  their responsibilities for millennia. However, 
  during one of Abaddon’s Black Crusades—
  likely the 4th or 5th—their home world 
  was destroyed. This disaster occurred in 
  either M34 or M36. With the world’s 
  destruction, all of the Chapter’s early 
  trophies, records, and much of its 
  most valuable and ancient wargear 
  were all annihilated.
  In M37, Imperial records 
  indicate that the entire Raptors 
  Chapter was listed among those 
  Space Marines who had gone 
  missing and were presumed killed 
  in action. All signs indicate that 
  they maintained this status for 
  more than two millennia. The 
  cause behind this disappearance 
  is unclear, and lost to the ages. 
  It was not until the Caberiad 
  Wars of early M39 that the 
  Raptors resumed their status as a 
  full strength Space Marine Chapter. 
  Their actions during the intervening 
  millennia are unclear. The Chapter 
  may have been rebuilding from 
  a substantial loss, or they might 
  have spent this time ﬁghting in, 
  and escaping from, the terrors 
  of the Warp. Regardless, at this 
  point one key element of the 
  Raptors’ incarnation became 
  clear. During the Caberiad 
  Wars, the Raptors had 
  access to an ample supply 
  CHAPTER SUMMARY
  Founding: 2nd
  Chapter World: Hidden within the Sutter Spiral Nebula
  Fortress Monastery: Designated ‘Prime’
  Gene-seed: Raven Guard
  Predecessor: Raven Guard
  
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  line. References from other Imperial sources indicated that they 
  have once more taken a home world and re-established a fortress 
  monastery. Based upon transit times, that world is located within 
  the Sutter Spiral Nebula. However, none of the Battle-Brothers 
  have disclosed the name or precise location of the home world, 
  even to members of the Adeptus Administratum.
  HOMEWORLD
  The Raptors Chapter is quite deliberately vague in any discussions 
  of their home world. This is among their fellow Battle-Brothers 
  as well as in discussions with outsiders. It is in their nature to be 
  secretive and to value the careful application of stealth. The fact 
  that the Raptors lost their ﬁrst home world only serves to intensify 
  their concern. The safe preservation of their adopted home is 
  clearly a priority for the Raptors. However, this has become a 
  point of concern between the Adeptus Administratum and the 
  Chapter. Not only could this act of independence have heretical 
  consequences, but it effectively complicates any communications 
  between Terra and the Chapter.
  GENE-SEED
   Throughout their history, the Raptors suffered catastrophic 
  losses on several occasions. In spite of this, as a testament 
  to their perserverence, they have managed to recover each 
  time. This ability to rebuild in spite of massive losses also 
  suggests that their gene-seed is healthy and stable. Under the 
  conditions of rebuilding, the success of each implantation 
  into a Neophyte is crucial for the Chapter’s survival. 
  In spite of this fact, many of the ﬂaws of their predecessor 
  Chapter continue to haunt the Raptors. As with the Raven Guard, 
  Battle-Brothers of the Raptors Chapter gradually attain an ever-
  paler skin tone as they age. After just a few centuries of service, 
  some have skin that is very nearly translucent. At the same time, 
  their hair colour darkens, so that the Chapter’s veterans are easily 
  identiﬁed by their black hair and pale complexions. Again, like 
  their progenitors, the Raptors also lack a functional Mucranoid 
  Implant. However, they do have a fully functional Betcher’s 
  Gland. It is unclear if this organ was somehow recovered by the 
  Raptors or if their Founding occurred prior to the Raven Guard 
  Chapter losing that organ from their standard array of implants. 
  PHILOSOPHY
  The Raptors Chapter is renowned for the pragmatism of its Battle-
  Brothers. In combat situations, the Raptors constantly strive to ﬁnd 
  the most apt solution to any given situation. In order to attain such 
  a goal, the Chapter’s Battle-Brothers are trained in a variety of ways 
  that are remarkably inconsistent with most other Space Marine 
  Chapters. Perhaps most critical of these changes is their attitude 
  towards the Codex. The Raptors consider the Codex Astartes to 
  be a critical guide to strategy and tactics. They do not, however, 
  consider that its words must be obeyed without question.  
  Ultimately, the Raptors Chapter is focused upon success in all of 
  their endeavours.. Failure is never an acceptable option, but neither 
  is an approach that needlessly throws away the lives of Battle-
  Brothers or irreplaceable wargear. When an objective is identiﬁed, 
  these Space Marines pursue that goal relentlessly. However, their 
  tactics are seldom direct. They study a situation intently, so that 
  they may accomplish their goal with a minimum of risk. 
  This outlook has often caused tension during those missions 
  where the Raptors work closely with Space Marines of other 
  Chapters. On more than one occasion, they have been accused of 
  NOTABLE RAPTORS IN THE JERICHO REACH
  The following are Space Marines of great renown from the Raptors Chapter. 
  BROTHER KOHL LEIBHEN
  Prior to his membership in the Deathwatch, Brother Leibhen distinguished himself among the Raptors as a particularly 
  talented Scout. Even once he completed his time as an Initiate, he frequently chose to work in close concert with members of 
  the Chapter’s Tenth Company. Over his ﬁrst century of service, he engaged in scouting expeditions behind enemy lines as part 
  of dozens of missions, frequently serving the role of Sergeant in command of the various scout squads in times of need.
  Since his arrival at Watch Fortress Erioch, Brother Leibhen has primarily served as a member of a Kill-team but has 
  volunteered for numerous scouting missions. His abilities to inﬁltrate deep behind enemy lines have been particularly 
  useful within the Tyranid-infested worlds of the Orpheus Salient. On three separate occasions, the Battle-Brother has 
  engaged in extended scouting missions on worlds under Tyranid assault while using Scout Armour. Reports of his 
  ﬁndings are prized by the members of the Ordo Biologis who focus on the Tyranid threat.
  BROTHER CASSIUS YATES
  Brother Yates’s secondment to the Deathwatch was ostensibly made due to his service as an Assault Marine. Clearly, he 
  is talented in that regard, as he has distinguished himself in his service prior to and since his arrival at Watch Fortress 
  Erioch. However, his passion and greatest expertise comes from his abilities as a Land Speeder pilot. Never shy to 
  recount his past successes, the Battle-Brother has recounted countless stories of his abilities to pilot both Land Speeders 
  and the Land Speeder Storm through extraordinary battleﬁeld conditions.
   During his service with the Deathwatch, he has been able to demonstrate these skills only a limited number of 
  times, due to his usual responsibilities as the member of a Kill-team. On several occasions, he has served as a pilot for 
  missions undertaken by other teams, and has proven himself more than capable in that role. His enthusiasm for piloting 
  is unabashed, and he invariably preaches the merits of a swift offensive strike to any who are within earshot.
  
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  cowardice. Members of the Raptors do not look kindly upon such 
  accusations, but they seldom take such insults as a major affront. 
  For their part, the Raptors consider the more orthodox Chapters 
  to be blind adherents to tradition. While they do seldom instigate 
  such rivalry, they accept it and reluctantly participate in it when the 
  actions do not interfere with accomplishing their objectives. 
  Flexibility also plays a key role in their decision making 
  process. Conditions in the ﬁeld often change with alarming 
  speed. Before a Space Marine of the Raptors Chapter can 
  assume an ofﬁcer’s responsibilities, he is thoroughly trained in 
  all aspects of battleﬁeld awareness and observation. Tactical 
  cognisance and strategic prioritisation play crucial roles at 
  every level of command. These Battle-Brothers are expected 
  to identify any changes that occur through the course of 
  a battle—including unexpected enemy response—at the 
  earliest stages and act upon them accordingly.
  Throughout the Chapter, blind obedience is strongly 
  discouraged. All of these Space Marines are expected to act 
  upon their own initiative at the appropriate times. However, 
  such actions must ﬁt within the context of the larger battle 
  scheme. Battle-Brothers consider unorthodox tactics during 
  their preparation for any conﬂict. These include unusual 
  deployment manoeuvres and inﬁltration. At times, they have 
  gone so far as to assemble ad hoc units speciﬁcally appropriate 
  for resolving a particular tactical problem.
  In this same way, Battle-Brothers of the Raptors Chapter will 
  concede the articles of faith and honour in the name of victory, they 
  also willingly concede minor objectives in the interest of achieving 
  overall military success. This idea is foreign to many of the other 
  Chapters of the Adeptus Astartes but well within the goal-focused 
  ﬂexibility of the Raptors. Their continued focus on the overall 
  conﬂict and goals rather than individual honour or glory are key 
  to propagating this ideal among the Chapter’s Battle-Brothers.
  COMBAT DOCTRINE
  Flexibility and willingness to adapt to their situation represents 
  the core of the Raptors’ Combat Doctrine. As they prepare to 
  engage their opponents, these Space Marines are always careful 
  to identify all of their assets and utilise them to the fullest means 
  possible. These often include assets that are not identiﬁed within 
  the constraints of the Codex Astartes. Even when operating well 
  within the strictures of that tome, these Battle-Brothers may choose 
  to take measures that others might consider dishonourable. For 
  members of the Raptors Chapter, the only important standard is 
  success. Honour and glory are noble notions, but a clear victory is 
  worth far more than any amount of either. Most of the distinctive 
  combat tactics that the Raptors employ are tied into this notion.
  Many Space Marine Chapters exhibit a clear disdain for the 
  use of concealment, secrecy, espionage, and counter-intelligence. 
  The Raptors know, however, that it provides a limited number 
  of countermeasures to overcome those who would use such 
  deception against members of the Adeptus Astartes. However, the 
  Raptors Chapter enthusiastically and consistently applies these 
  techniques throughout its battles. Deceiving their opponents as 
  to the timing, nature, and objectives of an attack can often grant 
  the Space Marines a signiﬁcant tactical advantage. 
  Similarly, by expertly scouting a region prior to launching an 
  attack, the Raptors often are able to insert their forces without their 
  opponents realising the number or nature of the opposing forces. 
  However, such insertions are entirely dependent upon the reliability 
  and accuracy of their initial reconnaissance work. This requires 
  extensive dependence upon their Scout units, which exceeds the 
  level characteristic of many other Space Marine Chapters. 
  When engaged in scouting missions, the Chapter’s Battle-
  Brothers typically focus on both gathering intelligence and on 
  countering the opposition’s efforts. Just as they work to penetrate 
  RAPTORS CHARACTERS
  The Raptors have had a long and bloody history. In that time they have won much glory for the Emperor but also suffered terrible 
  losses and brutal attrition at the hands of His enemies. They also favour the ﬁghting methods of their founding Chapter, and 
  though they have adapted many of these methods of war, remain skilled in hit and run and raiding tactics. 
  A Raptors Space Marine gains the following beneﬁts: +5 to Agility, +5 to Perception, and the Marksman’s Honour 
  Solo Mode ability.
  DEMEANOUR: A HISTORY OF PRAGMATISM
  A History of Pragmatism is a Demeanour (see page 32 of the DEATHWATCH Core Rulebook) unique to Space Marines 
  from the Raptors Chapter.
  At various times during its history, the Raptors have almost faced extinction but has neither the less continued to function, 
  rebuild and once more face their enemies. It is part of the Raptor mentality that the Chapter will endure no matter the cost and 
  that the eventual destruction and rebuilding of all Chapters in the Adeptus Astartes is inevitable. As one Battle-Brother dies, 
  another takes his place to continue the endless struggle where the gene-seed lives on but the warrior does not. Death is the 
  only constant in the universe and regardless of victory or defeat the only reward a Battle-Brother can look forward to.
  Quite apart from casting a dark cloud over the Battle-Brothers of the Raptors Chapter, it ﬁlls them with stoic pragmatism to 
  face everything that the universe can throw at them, to fulﬁl their duty until they eventually die and another takes their place. The 
  galaxy and its many horrors hold no surprises for them and they know that somewhere out there among the inky black is the piece 
  of ground where they will fall, having served their Emperor and held back the night at least for a brief time.
  Other Chapters can ﬁnd these attitudes at odds with a strong devotion to the Emperor and the righteous plight 
  of mankind, though the Raptors see the two as intertwined, and their Chapter has always done its duty and remains 
  unquestionably loyal to the Imperium. For a Raptors Battle-Brother facing death is only a matter of time, and they carry 
  the knowledge with them every day, alongside their duty to their brothers and their oath to the God-Emperor.
  
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  the fog of war, they may also deliver false—but credible—
  information. Consequently, at the same time as the Space Marines 
  penetrate directly to the most vulnerable points of their opponent’s 
  strategy, those opponents are unable to locate the heart of the 
  Raptor’s forces. This stratagem has often enabled the Raptors to 
  effectively engage opponents that enjoy an even greater numerical 
  advantage than is typical for Imperial Space Marine forces. 
  In keeping with their willingness to make use of every 
  available resource, the Raptors Chapter often takes direct charge 
  of any Imperial Guard units available. Rather than deferring 
  to the organisation’s intrinsic leadership, these Space Marines 
  deploy their members among the merely human forces and 
  then take a direct hand in their disposition and tactics. 
  During the course of an engagement, there are two favoured 
  elements to any plan that these Battle-Brothers are likely to enact. 
  The ﬁrst is a supreme reliance upon their marksmanship. It is 
  unclear if enhanced marksmanship is an innate element in the 
  Raptors gene-seed or simply a consequence of their training. In 
  either case, these Space Marines are highly skilled sharpshooters 
  even by the exceptionally high standards of the Adeptus Astartes. 
  The second core strategy is the use of the hit and run tactic. The 
  Raptors Chapter is exceptionally well equipped with assault bikes, 
  land speeders, and jump packs. Whenever possible, these Space 
  Marines favour the use of guerrilla tactics and ambushes to deplete 
  enemy forces prior to a more traditional engagement. Millennia of 
  reﬁning their techniques has enhanced their abilities to the point 
  that these Battle-Brothers are often able to decimate enemy forces 
  through precision surgical strikes, minimising the enemy forces 
  present in future conﬂicts. When these tactics are considered in 
  combination with their extraordinary marksmanship, it is not 
  surprising that some have likened the Chapter to assassins. To 
  accommodate this tendency, the Raptors keep an atypically sizable 
  contingent of all types of Land Speeders as part of their armoury.
  In keeping with the value that these Space Marines place upon 
  independent thought, each of the Raptors’ companies operates on 
  a largely independent basis. It is only in reaction to a particularly 
  dire threat that multiple companies gather to cooperate. For the 
  last few millennia, they have been fought across the breadth of 
  the Imperium, wherever they have been needed. 
  RAPTORS PASTS
  The Raptors Chapter background provides a solid basis for deﬁning 
  your character’s past, but Table 1–33: Raptors Pasts can be used 
  to provide additional inspiration and a means of quickly generating 
  a signiﬁcant past event from your character’s background. Either 
  choose which event you feel is most appropriate for your vision of 
  your character, or roll 1d5 to generate one at random. The events 
  presented can be expanded upon as you see ﬁt, and can provide 
  inspiration for future adventures.
  RAPTORS PRIMARCH’S 
  CURSE: GRIM 
  DETERMINATION
  Raptors are as intensely loyal as any of the Chapters of the 
  Adeptus Astartes and do not take their duty lightly nor the oaths 
  they take to the Emperor or the Deathwatch. Regardless, however, 
  they retain a fatalism which can cling to them even in their most 
  triumphant moments. Unlike the stubborn adherence to duty that 
  other Chapters might possess, which would see a battle-brother 
  ﬁght on until claimed by death, the Raptors have instead a grim 
  determination to do their duty. This is not so much a desire to die 
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  as it is an acceptance that death is the only end to the path a Space 
  Marine treads, and everything they do is another step along that 
  path and one closer to their eventual demise. As this condition 
  increases, the Battle-Brother can become more and more fatalistic 
  about their chances, citing the many times the Raptors have 
  suffered near extinction or that the Imperium itself has come close 
  to the edge. These black moods will not affect their willingness to 
  do their duty nor make them turn from their brothers, but it can 
  press in upon their squad mates all the same.
  Level 1 (The Shadow of Death): The Battle-Brother starts to 
  see death in everything. He becomes distant and makes little effort 
  to forge new alliances with new squad members, knowing they 
  will soon be in the grave. He becomes more dismissive of death 
  and the praising of the dead, seeing little glory in their sacriﬁce, 
  only the inevitable end to their duty and another corpse to feed 
  the gods of war. This attitude can grate on those around the Battle-
  Brother and he suffers a –10 to his Fellowship when dealing with 
  other soldiers or members of the Adeptus Astartes. 
  Level 2 (The Bad Beneath the Good): The Battle-Brother 
  cannot help but reﬂect on the worst side of a new development and 
  will endeavour to ﬁnd the worst aspect of even the most favourable 
  of circumstances. Quite apart from causing friction within his squad, 
  the drawing of focus onto potential problems and unforeseen 
  dangers (regardless of the actual likelihood they will impact on 
  the squad’s mission) can cause compromises in command and less 
  than direct tactical judgements. When the Battle-Brother’s squad 
  embarks on a mission, he must choose one of the Secondary or 
  Primary objectives to cast doubt on. This objective then requires 
  3d10 more Kill-markers than normal to complete.
  Level 3 (Game Over): Death is inevitable and the Battle-
  Brother is already a walking corpse just waiting for the moment 
  when an enemy’s blade or bullet ends him. Filled with visions 
  of his own demise, the Battle-Brother begins to act recklessly, 
  accepting that it is his time and there is nothing he can do to 
  prevent it coming. This will not only place him in danger but 
  can endanger his entire squad. The Battle-Brother does not 
  contribute to the squad Cohesion as he fails to adequately aid 
  them in battle. In addition, he only gains half the normal armour 
  points from cover, as even when behind barricades and walls he 
  exposes himself to ﬁre with little mind to remaining concealed.
  RAPTORS SOLO  
  MODE ABILITY
  Marksman’s Honour is a new Solo Mode Ability that is 
  available to Battle-Brothers of the Raptors Chapter. See page 
  215 of the DEATHWATCH Core Rulebook for details on using 
  Solo Mode Abilities.
  MARKSMAN’S HONOUR
  Action: Free Action
  Required Rank: 1
  Effects: Raptors have a reputation as skilled marksmen, part of 
  the doctrines they have learnt from the Raven Guard along with 
  their own Chapter’s tactical training. A Raptors Battle-Brother 
  with the right weapon and with time and patience can hit targets 
  at the extreme ranges of his weapon with unerring accuracy, 
  while veterans of the Chapter can even hit targets considered 
  almost impossible to hit by normal standards. When ﬁring single 
  shots from a ranged weapon at Long and Extreme ranges, the 
  Battle-Brother reduces the range penalty by 10.
  Improvement: At Rank 4 the Battle-Brother has mastered 
  sniping targets at range and gains a +20 to his Ballistic Skill Tests 
  when making single shots at Long and Extreme range. At Rank 
  6 the Battle-Brother has become a veteran sniper and extends 
  the range of any bolt weapon he uses by 20m; this increases the 
  weapon’s short, long and extreme ranges accordingly. 
  RAPTORS SQUAD  
  MODE ABILITIES
  The following Squad Mode abilities are unique to characters 
  drawn from the Raptors Chapter. The use of Squad Mode Abilities 
  is described on page 219 of the DEATHWATCH Core Rulebook.
  RAPTORS ATTACK PATTERN: CLEAN KILL
  Action: Half Action
  Cost: 2
  Sustained: Yes
  Effect: In pairs or as a squad, Raptors can become even more 
  proﬁcient marksmen than normal, hitting targets at long ranges 
  again and again with unrivalled accuracy. This is a favoured tactic 
  of Raptor ﬁre teams to lay down precision sniping on a target 
  while their brothers move in to ﬂank and destroy a position, the 
  deadly shots so accurate that the targets dare not lift their heads 
  from the dirt. The Battle-Brother and members of his squad 
  within Support Range can re-roll Ballistic Skill Tests when ﬁring 
  single shots (i.e. not semi or full auto ﬁre) with ranged weapons 
  at Long and Extreme ranges. Additionally, a member of the 
  squad may act as a ‘spotter’ for another member, helping him to 
  ﬁnd targets and judge distances. Any member of the squad may 
  “spot” for another as a Full Action, negating any penalties to his 
  Ballistic Skill Test against a single target provided he only takes a 
  single shot (i.e. does not use semi or full auto ﬁre).
  Improvement: At Rank 4 the Battle-Brother gains the beneﬁts of 
  re-rolls at Long and Extreme ranges with semi auto ﬁre. At Rank 
  6 the Battle-Brother gains the beneﬁts of re-rolls at Long and 
  Extreme ranges with full auto ﬁre. In both cases, the Battle-Brother 
  may still only make single shots when beneﬁting from a spotter. 
  RAPTORS DEFENSIVE STANCE:  
  SWIFT WITHDRAWAL
  Action: Reaction
  Cost: 3
  Sustained: No
  Effect: Like the Raven Guard, the Raptors excel at hit and run 
  tactics, striking and then falling back before they can be attacked. 
  These kinds of manoeuvres also lend themselves to rapid extraction 
  when the squad ﬁnds itself unexpectedly in danger, falling away 
  from an ambush or sudden assault before the enemy can press 
  their advantage. When the squad has been surprised by an enemy, 
  this ability can be used to disengage before combat truly begins. 
  The GM should make the Surprise attacks for the enemies (see 
  page 235 of the DEATHWATCH Core Rulebook) then if the squad 
  
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  chooses to make a swift withdrawal, combat immediately ends and 
  the squad makes a retreat. The GM should use his discretion to 
  decide whether retreat would be possible and where the squad 
  would be able to retreat to. However, unless they would absolutely 
  not be able to withdraw from their foes or there is nowhere to run, 
  the GM should allow the squad to disengage from combat without 
  further attacks made against them.
  Improvement: At Rank 5 the Battle-Brothers can each take 
  a Half Action before making their retreat, which can be an 
  attack against their foes. 
  RAPTORS PSYCHIC 
  POWERS
  The following section presents a set of Psychic Powers 
  unique to the Librarians of the Raptors Chapter. Details of 
  how to use Psychic Powers may be found on page 189 of 
  the DEATHWATCH Core Rulebook. Only Raptors Librarians 
  have access to Raptors Psychic Powers. These powers may 
  be purchased with Experience Points, provided the Librarian 
  meets the power’s Prerequisites and XP Cost as detailed on 
  Table 1–36: Raptors Psychic Powers.
  LIBRARIAN’S FARSIGHT
  Action: Half Action
  Opposed: No
  Range: Self
  Sustained: Yes
  The Librarian calls upon his psychic gifts to enhance his vision 
  and grant himself a hunter’s gaze which can use to sweep 
  across the battleﬁeld to ﬁnd targets. This keen sight not only 
  allows the Librarian to pick out targets at extreme ranges but 
  also thwart their attempts to hide, differentiating shapes from 
  within shadow to see those that are trying to hide from him. 
  While this power is active, the Librarian gains a bonus to all 
  Perception Tests and Perception-based Skill Tests equal to three 
  times his Psy Rating. He can also re-roll any failed attempts 
  when making Opposed Tests against foes using Concealment 
  to hide from him. In addition, his sight allows him to see things 
  much closer than they would normally appear and reduces the 
  range to a target when using a ranged weapon by 10m times 
  his Psy Rating for determining any penalties or bonuses to hit. 
  This ability can also be used to see ﬁne detail from the same 
  distance which normal sight might not be able to see. This 
  power only works when the Librarian is using his own vision 
  and does not function in conjunction with scopes or lenses 
  which would enhance ranged vision.
  RAPTOR’S WINGS
  Action: Full Action
  Opposed: No
  Range: Self
  Sustained: Yes
  Raptors have an afﬁnity for striking from the sky, making 
  extensive use of jump packs and land speeders to descend on 
  their foes from unexpected angles. The Librarian can manifest 
  great wings of psychic power with which to bear him aloft. 
  The Librarian can use this power to grant himself the Flyer 
  (X) trait where X represents twice his Psy Rating. He does not 
  need to make a Skill or Characteristic Test to use the psychic 
  wings and can use this ﬂying movement just as if he would 
  use his own movement (see page 210 of the DEATHWATCH 
  Core Rulebook for the full rules on Flying).
  While active, the others will be able to see the Librarian’s 
  wings as crackling green nimbuses of energy arch up over his 
  shoulders and can make it very difﬁcult for him to hide. Also, 
  when he moves if the wings brush against any surface they 
  will crackle and burn with contained Warp energy (though the 
  surfaces or objects they touch suffer no harm). As a result of these 
  factors, the Librarian suffers a –20 to both his Concealment and 
  Silent Move Skill Tests while this power remains active. 
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  SCREAMING EAGLES
  Action: Half Action
  Opposed: Yes
  Range: 1m x Psy Rating Radius
  Sustained: No
  The Raptors Librarian can summon forth a swarm of shadowy 
  birds of prey from the Warp which rise up from the ground 
  screaming for the blood of his enemies. When the Librarian 
  manifests this power, all enemies within its radius must make 
  an Opposed Challenging (+0) Willpower Test against 
  the Librarian. Those that pass will be partially deafened for 
  their following Turn and suffer a penalty of any Perception 
  or Fellowship tests equal to the Librarian’s Psy Rating. Those 
  that fail will become Stunned for a number of Rounds equal to 
  the Librarian’s Psy Rating, though may make a Challenging 
  (+0) Willpower Test to recover at the start of each of their 
  turns until they either pass the test or the effects wear off.
  The effects of this power also have the effect of creating a brief 
  cloud of darkness when the ethereal birds spring from the ground, 
  and, though not complete darkness, this does foul vision and cast a 
  shadow over the area of effect as thousands of black beating wings 
  arch skyward. Anyone within the radius of the power when it is 
  activated, including the Librarian and any of his allies, suffers a –10 
  penalty to vision and vision based Tests (including ranged attacks) 
  unless they can see normally in the dark or have a light source. 
  This effect lasts from the end of the Librarian’s turn until the start 
  of his following turn when the birds are sufﬁciently dispersed.
  RAPTORS TRAPPINGS
  The following items are Chapter Trappings that may be taken 
  by Battle-Brothers of the Raptors Chapter.
  MARKSMAN COMBAT SIGHT
  As part of their exceptional marksman training, the Raptors 
  stationed in the Jericho Reach have developed a number of combat 
  sights for use with their weapons, incorporating various aspects 
  of standard Imperial sights but enhanced and improved by the 
  skills of the Chapter’s Tech-Marines. A Raptors Battle-Brother 
  may begin play with a Combat Sight specially developed for his 
  own needs, one he will have trained with and adjusted to his own 
  unique abilities. A Combat Sight has been specially conﬁgured for 
  its user and will only grant its full effects to the Battle-Brother it 
  was intended for, its size, shape, and focus matching that Battle-
  Brother’s own physiology and marksman style. 
  When a Battle-Brother selects a Combat Sight, he chooses 
  two effects from the list below, which become incorporated into 
  his sight. These effects cannot be changed later, and even if the 
  sight is replaced by the Chapter will remain the same. Combat 
  sights can only be attached to pistol and basic weapons, and a 
  weapon may only ever have one sight at any one time.
  Laser Tracer:
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   The sight projects an invisible laser targeter 
  which can only be seen by special ﬁlters (built into the 
  lenses of the Space Marine’s helmet). This provides a +10 
  bonus to hit against targets when taking single shots.
  Long Range Imaging: 
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  More sophisticated than a 
  simple telescopic sight, the Imager brings all targets 
  into stark relief even at long ranges. This sight 
  increases the Range value of any pistol to which it 
  is attached by 10 metres and the Range value of any 
  basic weapon by 20 metres.
  Focal Targeter: 
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  The sight aids the firer in picking 
  out the weak points on his opponents armour, 
  focusing on joints and seals and guiding the aim 
  to the most vital points. This sight increases the 
  weapons Penetration value by an amount equal to 
  the firers Perception Bonus.
  Shadow Light:
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   Darkness and optical cloaks are no protection 
  against the attacks from a weapon bearing this combat sight 
  as it pierces the illusion of light and dark to ﬁnd its prey. 
  The Battle-Brother suffers no penalties to hit due to lighting 
  effects, chameleon cloaks, shadow ﬁelds, or the like. This 
  effect extends to creatures which generate similar effects 
  where light and sight are used to bafﬂe targeting. 
  Audible Trigger: 
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  Connected to the Battle-Brother’s 
  personal vox, the sight speaks to him and alerts him to 
  targets. Because the sight uses a powerful auspex to discern 
  targets not visible to the Battle-Brother, such as those 
  behind walls or obscured completely by smoke or fog, the 
  Battle-Brother may actually ﬁre at targets he cannot see. 
  When doing so, the difﬁculty for ﬁring at a completely 
  concealed target is only Difﬁcult (–10) rather than Very 
  Hard (–30) as normal.
  
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  n a galaxy that trades more in myths and apocryphal 
  stories than hard truths, the legend of the Carcharodons 
  deserves special mention. The Founding of this Space 
  Marine Chapter remains shrouded in the mists of long-lost 
  antiquity, thousands of years in the past. This alone would 
  not be enough to warrant special consideration, but the 
  Carcharodons’ mystery has not lessened in recent centuries. 
  Rather it has grown with each bloody deed and unexpected 
  strike the Carcharodons perform. Now, the very name of this 
  Chapter is synonymous with the cold, dark depths of the 
  void and the hungry predators that lurk within. 
  HISTORY
  None living know the truth of this Chapter’s Founding. They 
  simply do not exist in the recent historical records of the Imperium, 
  and possess no known ofﬁcially recorded battle honours. To 
  glean any information at all about the Carcharodons, one must 
  consult certain ancient treatises on long-forgotten wars within 
  the Imperium, and sealed and proscribed records of the Holy 
  Ordos of the Inquisition. Here are hints and 
  snippets of information that may shed some 
  light on the origins of the Carcharodons. 
  The oldest of these records is the 
  Mythos Angelica Mortis, written by 
  the savant-scribes of the Secretariat 
  Militum of Terra in late M36. 
  Within the bounds of its 
  withered parchment pages, 
  this long, rambling work 
  makes mention of a Space 
  Marine Chapter referred to 
  as the “Carcharodon Astra.” 
  The Mythos Angelica 
  Mortis 
  says 
  these 
  Space Marines were 
  dispatched to the 
  “Outer Darkness… 
  upon 
  an 
  endless 
  voyage… to ravage the 
  foes of Mankind…” and to “…set 
  about the traitor, the alien, and the renegade 
  without mercy, and harrow them in their 
  places of strength.” What this text does not 
  reveal is who dispatched this “Carcharodon 
  Astra,” what Founding this Chapter may hail 
  from, or even whom their predecessors are 
  or where their gene-seed originates from. 
  Of those few savants of the Inquisition 
  that have had the chance to study the 
  text, some claim the relevant portions 
  are merely a copy of a far older work. 
  This document, now lost, may date 
  back as far as the mythical Astropath 
  Wars of late M32-M33. If this is 
  true, then further information may 
  not be easily forthcoming. The true nature of the Astropath 
  Wars, whatever they may be, has been purged so thoroughly 
  from Imperial history that a savant would have an easier time 
  researching the Horus Heresy or the Great Crusade that formed 
  the Imperium ten thousand years ago.
  The only other tantalizing clues to this Chapter’s origins can be 
  offered up by those few Imperial servants who have had the dubious 
  honour of encountering the enigmatic Carcharodons in the ﬂesh. 
  For the most part, these individuals have been those dispatched 
  to explore the outermost bounds of the galaxy: Explorators, 
  Rogue Traders, and the like. However, though it has happened 
  only rarely, lone Space Marines in dark grey livery and speaking 
  ancient variants of High Gothic have, on occasions, arrived at the 
  fortresses of the Deathwatch in the Jericho Reach 
  (and perhaps elsewhere) in order to 
  “fulﬁl the obligations of their 
  sworn oath.” When pressed, 
  some of these Space Marines 
  have said they hailed from 
  a Chapter known as the 
  Carcharodons. However, 
  beyond 
  these 
  rare 
  encounters recorded in 
  the dusty data-vaults of 
  Watch Fortress Erioch, 
  the only information 
  forthcoming 
  on 
  the 
  Carcharodons 
  is 
  the 
  stories of their fell deeds 
  throughout the Imperium. 
  THE CANTICLE OF  
  CASSANDRIA LEV 
  VOL. CIV
  The Canticle of Cassandria Lev is 
  a highly allegorical and at times 
  mythological account of the wars 
  of the Seventh Black Crusade, 
  and Abaddon’s attempts to crush 
  the Imperium in M37. Written 
  by the Sainted Sister Cassandria 
  Lev, the work can charitably be 
  described as oblique. However, 
  Lev did spend some time 
  referring to a grey-clad Space 
  Marine Chapter of unknown 
  origin who came from “the 
  outer night” to aid the 
  CHAPTER SUMMARY
  Founding: 23rd
  Chapter World: Fleet Based
  Fortress Monastery: Unknown
  Gene-seed: Unknown
  Predecessor: Eagle Warriors
  
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  Imperium. The Canticle describes their “jagged maw” as 
  swallowing the very stars, and “whose gaze did mirror the 
  void of oblivion.” 
  Over the course of the account, this unnamed Chapter set 
  upon the forces of the Despoiler as they pursued the shattered 
  remnants of the Blood Angels Chapter after their disastrous 
  defeat and routing at Midian. Saint Lev writes eloquently of 
  these Space Marines falling on the “servants of the skulled-one” 
  completely unexpectedly and with great fury, comparing them 
  to an unseen beast that lurks beneath black waters. She tells that 
  the Sons of Sanguinius gained respite as Abaddon’s forces reeled 
  from the bloody savagery of the attack, and were able to mount 
  a ferocious counter-assault of their own. Eventually, the day was 
  won by the forces of the Imperium, though what happened to 
  the mysterious Chapter that aided them remains unknown. 
  Coordinating evidence to Saint Lev’s account can be found 
  on the walls of the sepulchres of the crypt-world of Hypasitis. 
  On this world, created entirely to house the honoured dead 
  who fought against the Seventh Black Crusade, archivist-
  historians have found these events depicted in repeated fresco 
  and bas relief. Curiously, however, the faces of the Space 
  Marines who intervened on the Blood Angels’ behalf are 
  obscured with featureless disks of black obsidian. 
  THE TALE OF ROGUE TRADER HOROTHIS
  During the crusade that conquered the Calyx Expanse and 
  founded what would eventually become the Calixis Sector, the 
  Rogue Trader Basil Horothis led his ship, the Stark Venger, and a 
  considerable force of armsmen against the debased Eldar pirates 
  on Loth. However, Horothis found his forces much reduced in 
  the ﬁghting on that world of perpetual night. Beneath the eternal 
  roiling clouds, and illuminated only by the intermittent ﬂashes of 
  lightning, the Rogue Trader’s armsmen suffered greatly from the 
  savage hit-and-run raids of the Kabal of Shadowed Thorns. 
  Even as Horothis realized his error and made plans to withdraw 
  from Loth’s accursed surface, the Kabal of Shadowed Thorns 
  struck the Stark Venger. A sudden attack from a ﬂight of Razorwing 
  ﬁghters crippled the cruiser’s main drives, slewing the ship out of 
  low orbit. The damage left Horothis with only one choice. Testing 
  his considerable skills as a ship handler, he attempted planetfall 
  aboard the Venger. 
  The ship did not reach the ground easily, and only through 
  the considerable skills of Horothis and his master helmsman 
  Orgef Keel did the Venger survive at all. However, their landing 
  left them in an arguably worse predicament than mere death. 
  Trapped within their beached vessel, Horothis and his crew 
  found themselves surrounded by capricious foes. Quickly, the 
  Eldar encircled the ship and its hasty defensive fortiﬁcations, 
  striking at random to kill and capture slaves. All Horothis could 
  do was send out an astropathic plea for deliverance and use the 
  ship’s batteries in an attempt to keep the pirates at bay.
  After a month, the Venger’s guns were all but spent, and 
  many of her crew whisked away into the darkness. The 
  Kabal of Shadowed Thorns grew bold, and began to press a 
  sustained attack into the ship. The ﬁghting reached the bridge, 
  but as Horothis and his retainers struggled desperately against 
  a press of cavorting Wych gladiators, help arrived. 
  Suddenly two bolts of bruise-coloured lightning split the 
  mass of Wyches, slaying some outright and scattering the rest. 
  The strikes left behind two hulking, gray-clad ﬁgures, fuming 
  with hoarfrost and reeking of ozone. Without a pause the two 
  Space Marine Terminators tore into the Wyches with hissing 
  lightning claws. In moments, the decks were slick with gore, 
  and the panicked remnants were ﬂeeing for their lives.
  The same happened all across the vessel. The survivors told of 
  hundreds of Assault Terminators—though there could not have 
  been more than a dozen—appearing wherever the battle was 
  thickest to rip through the invaders with savage butchery. So ﬁerce 
  was the counter-attack that the Eldar quickly ﬂed the Venger. 
  On the shadow-shrouded plains beyond the hull, 
  Thunderhawks disgorged three score gray-clad warriors 
  armed with bolter and blade. Confusion, fear, and rage 
  overtook the Eldar pirates and they ﬂew towards the 
  Space Marines. No doubt they intended bloody vengeance. 
  However, the Space Marines awaited the assault implacably, 
  drawn up in loose ranks outside their gunships. They did 
  not ﬁre a single shot, even when beams of dark energy 
  began to crackle overhead. 
  TYBEROS THE RED WAKE
  Captain of the fabled Nicor, Tyberos seems to be a ﬁgure of 
  some authority within the Carcharodons, although whether 
  he is the master of the Chapter is open to conjecture. He 
  is said to be always soft-spoken and coldly calculating. 
  However, in combat, he becomes a savage, blindingly-fast 
  killer, leaving nothing but shredded corpses in his wake. 
  The Red Wake is said to wear an archaic suit of 
  Terminator armour (making his extremely quick combat 
  style all the more impressive), and wields a pair of unique 
  power weapons dubbed “Hunger” and “Slake.” Each of 
  these gauntlets incorporates the howling adamantium-
  teeth of a chain-ﬁst with the multiple blades of a 
  lightning claw. If these weapons do exist, they would 
  go a long way to explaining the tales of butchery that 
  surround this nigh-mythical “Lord Reaper of the Void.” 
  As of yet, Tyberos’s presence has not been felt in 
  the Jericho Reach. If he, or his Chapter, ever arrives in 
  force, however, the enemies of the Imperium are sure 
  to suffer a murderous reckoning. 
  INTERACTIONS WITH THE IMPERIUM
  When dealing with their fellow Space Marines 
  and other agents of Imperial authority, they are 
  nothing if not formal. Many have been known to 
  carry out such matters exclusively in High Gothic, 
  using archaic forms of address and titles unused for 
  millennia. Some speculate that this is linked to their 
  Chapter’s religious underpinnings.
  However, this does not mean the Carcharodons are 
  subservient to these authorities. If the Carcharodons 
  were ever to ﬁght alongside the Imperium’s armies in 
  force, they would likely be a bellicose and turbulent 
  ally, unpredictable at best and dangerous at worst. 
  
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  When the fastest Scourges were no more than a hundred 
  metres from the Space Marine lines, the Emperor’s chosen 
  sprung their trap. The gloomy surface of Loth knew light 
  for the ﬁrst time in aeons as searing lance beams split the 
  clouds. In an incredible display of precision targeting, they 
  scoured the ground around the Venger and the Space Marines 
  to boiling lava, incinerating the Eldar to ash. Only then did 
  the Space Marines spring into action, hunting the survivors 
  until they ﬂed wailing back to their webway gates.
  In the aftermath of the incident, Horothis spoke brieﬂy with 
  the commander of the Space Marines. Horothis later described 
  the Space Marine as deathly pale of continence, with blank, black 
  eyes and sharp teeth. Speaking only in ancient High Gothic, he 
  informed Horothis that reinforcements from the Crusade were 
  inbound, and politely but ﬁrmly requested a tithe of war supplies 
  from the Venger’s vaults. He refused to identify himself or his men, 
  and departed three days before the arrival of Navy outriders. 
  It was only after the Crusade’s Inquisitorial representatives 
  questioned Horothis (now busy establishing his estates on 
  Loth) that they realised these Space Marines belonged to no 
  Chapter afﬁliated with the Crusade, and drew connections 
  between ancient myths of a long forgotten Chapter.
  HOME WORLD
  The fragmentary records of the Carcharodons indicate that the 
  Chapter has no set home world. 
  This is not uncommon for 
  Space Marine Chapters; 
  the renowned Black 
  Templars Chapter, 
  for 
  example, 
  operates solely 
  from its substantial warﬂeet as part of a perpetual crusade. 
  However, the Carcharodons do not appear to follow the Crusade 
  Chapter pattern of operations, relying instead on a much rarer 
  operational strategy known as the “Nomad-Predation” pattern. 
  The Nomad-Predation pattern evolved in use by Space Marine 
  Chapters and certain Rogue Trader ﬂeets operating beyond the 
  Imperium’s boundaries for extended periods of time. It refers to 
  an entirely self-contained force that can sustain itself without 
  any Imperial support whatsoever. A Nomad-Predation ﬂeet 
  may contain as many support vessels as true warships, or it may 
  contain voidships capable of both combat and maintenance/
  repairs. This second possibility may be more likely in the case 
  of the Carcharodons; given the bellicose Chapter’s propensity 
  for combat, it seems unlikely they would tolerate vessels in their 
  ﬂeet’s ranks that could not hold their own on the battle line. 
  A Nomad-Predation ﬂeet voyages endlessly, pausing only 
  to identify and engage its foes. It must choose its targets 
  carefully, selecting those within its means to destroy without 
  threatening the ﬂeet’s viability as a ﬁghting force. Once 
  it selects the appropriate victims, it can descend upon them 
  quickly and savagely, engaging and destroying potential threats 
  or launching spoiling attacks against foes too large to attack 
  in force. The ﬂeet obtains resources from the vanquished foe 
  before vanishing, safe from any potential retaliation. 
  Though one cannot be certain that this is the means by which 
  the Carcharodons operate, the tactics do seem to perfectly ﬁt their 
  preferred operating style. If this is the case, the Carcharodons 
  most likely replenish their ranks in the same manner 
  as those other Chapters that follow the Nomad-
  Predation pattern. Namely, they cull potential 
  initiates from amongst the young of the 
  survivors of their assaults, provided those 
  survivors are human and free of the 
  corrupting inﬂuence of the Warp. These 
  initiates must be subjected to intensive 
  hypno-conditioning and other harsh 
  procedures designed to strip away any 
  past loyalty, replacing it with the will 
  and attitudes of the Carcharodons. 
  
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  THE NICOR
  Though nothing is known about the vast majority of 
  the Carcharodons’ ﬂeet, certain records unearthed on the 
  Segmentum Paciﬁcus ﬂeet base of Hydraphur detail at least 
  one of their ships, the Nicor. A cadre of archivist-savants in 
  the employ of Battleﬂeet Paciﬁcus, studying these ancient 
  records in 703.M40, reported that the Nicor was a relic of 
  ancient heritage. Deck plans identiﬁed its make as a heavily 
  modiﬁed Charibdys class grand cruiser, and if any of its sister 
  ships still exist in the Imperium, they are exceedingly rare.
  The Nicor is slightly smaller than the traditional battle barges 
  of more conventional Space Marine Chapters, but if the records 
  are to be believed, the ship is both swift and lethal. Its armour 
  is comparable to a battle barge but the ship sports far stronger 
  void shields, rivalling those of an Imperial Navy battleship. The 
  ship packs a solid long-range macrobattery broadside, with a 
  forward array of torpedo tubes able to launch conventional 
  plasma torpedoes or the boarding torpedoes favoured by many 
  Space Marines in naval actions. 
  In place of the more common bombardment cannons, the 
  archivist-savants found the Nicor appeared to be armed with an 
  unorthodox weapon-system known as a “plasma destructor.” 
  Two Tech-Priests spent three months in supplication and prayer 
  amongst the cogitator stacks of ﬂeet archives and determined 
  that such a weapon, though short-ranged, could exceed the sheer 
  destructive power of a bombardment cannon’s magma-bombs. 
  Finally, the Nicor’s plans indicated the ship traded 
  traditional Thunderhawk hangar space for a vast array of 
  mass teleporter systems. If the blueprints of these archeotech 
  devices are accurate, these teleporters would not only be able 
  to teleport whole battle companies at once, they could do so 
  with a degree of accuracy almost unheard of. 
  In summary, the Nicor is a perfect ﬂagship for the Carcharodons; 
  fast, well-armoured, and utterly lethal in close quarters. Such a ship, 
  if it still sails under their command, could easily prove a match for 
  the heaviest space fortiﬁcations the Imperium has to offer. 
  THE SCYLIOR
  The Scylior is a warship known, albeit infrequently, within 
  the Jericho Reach. The ship itself is the rough size and 
  make of a frigate, similar in design to the Imperial Sword 
  class. It does contain powerful, even oversized, plasma 
  drives capable of propelling it at impressive speeds, 
  and appears to trade some of its weapon batteries for 
  expanded hangar bays capable of holding Thunderhawk 
  gunships. The remaining macrobatteries appear to be a 
  medley of types, ranging from the traditional laser-based 
  weapons found aboard a Sword frigate to archaic macro-
  beamers and magno-carronades. 
  Characteristically, the Scylior has never allowed non-
  Carcharodons aboard her, and only identiﬁes itself by name, 
  never by Chapter. That she belongs to the Carcharodons at 
  all is conjecture. 
  Nevertheless, the ship has been sighted in the Reach 
  at least twice since the beginning of the Achilus Crusade. 
  Long range Navy patrols reported a ship matching its 
  description off the Black Reef, engaged with two Tau 
  Defender class escorts. Though outnumbered, the Scylior 
  managed to cripple one with macrobattery fire and ram 
  and board the other (with the results one would expect 
  from a Space Marine boarding action). Even when its task 
  is transport, it seems the Scylior is unwilling to pass up a 
  chance for blood.
  Recently, Inquisitor Adrielle Quist unearthed some 
  information from Erioch’s data-vaults pertaining to 
  a possible origin of the Scylior. A ship matching her 
  description named the Prowler was reported to have hunted 
  the space lanes of the Jericho Sector many millennia ago. 
  According to the crumbling data-tape, the Prowler vanished 
  with a number of other pirate vessels during a decade of 
  “mysterious disappearances” amongst reavers plaguing 
  Imperial shipping. 
  CARCHARADON CHARACTERS
  Carcharodon characters transition between watchful stillness and frenetic action in an instant, awaiting the perfect time 
  to strike before descending on their foes with unbridled fury. 
  A Carcharodon Space Marine character gains the following beneﬁts: +5 Weapon Skill, +5 Willpower, the Carnage Solo 
  Mode Ability, Speak Language (High Gothic), and Scrimshaw Talismans. 
  WATCHFUL FOR WEAKNESS
  Watchful for Weakness is a Demeanour (see page 32 of the DEATHWATCH Core Rulebook) unique to Space Marines from 
  the Carcharodons Chapter. 
  The Carcharodons exemplify patience of the grimmest and most foreboding sort. Perhaps because of the long periods 
  of time spent adrift in the deep void, far from the lights of stars or planets, a Battle-Brother from this Chapter is well 
  accustomed to waiting patiently. This patience can seem almost inhuman at times, with a Battle-Brother standing stock-
  still for hours, even days. They do not move or speak, sometimes they do not even appear to breathe. They simply wait, 
  whether for orders, for tasks to perform, or for their foes to show some weakness. 
  One would be wise not to mistake this for sloth. A Carcharodon does not shirk from work that needs doing, and is often 
  willing to shoulder more than his share of a task to ensure it is done and done well. However, the Carcharodons are unafraid to 
  spend as long as it takes to analyse an enemy, to wait until he makes a critical error they can exploit. When that ﬂaw emerges, 
  they explode into furious action, tearing at their opponent with a savagery that seems completely at odds with their earlier 
  seeming inactivity. This mix of taciturn cautiousness and extreme bloodlust is a hallmark of many Carcharodons. 
  
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  GENE-SEED
  Nobody knows what Primarch’s gene-seed led to the creation of 
  the Carcharodons. Opportunities to study the genetics involved 
  have been exceedingly rare, and the Carcharodons themselves are 
  singularly unhelpful in this regard. The only clues to their origin that 
  the Deathwatch have are from a gene-seed extraction performed 
  on a slain Battle-Brother, recovered from a massacre site. The body 
  was purportedly from the Carcharodons. The Apothecary who 
  performed the extraction later noted that the gene-seed seemed 
  untainted, if subject to some long-term degradation. 
  More interestingly, the gene-seed bore several markers 
  reminiscent of the Raven Guard bloodline. These markers are 
  uncommon, and a link to the Raven Guard would explain 
  several other details about the Carcharodons as well. 
  The appearance of all Carcharodons shares some singular 
  details. They all have greyish, pale skin with an almost deathlike 
  pallor. Some of the most venerable and ancient Carcharodons have 
  liquid black eyes, without iris or sclera. Beyond this, however, there 
  are no common genetypes amongst encountered Carcharodons. 
  This suggests that the Carcharodons do recruit from a wide variety 
  of sources, and that their skin colour and eye mutation is a result 
  of their gene-seed. These traits are similar to some of the physical 
  traits of the Raven Guard. However, even if the Chapter does 
  count Corvax as their progenitor, millennia of genetic drift will 
  have likely created distinct differences. 
  DEATH AND PIETY
  Just as the Carcharodons’ nature is deﬁned by its duality, so are 
  their Chapter philosophies. Despite their long isolation from 
  the Imperium, the Chapter and its Battle-Brothers seem deeply, 
  almost incredibly, loyal. Most of the Carcharodons encountered 
  have shown reverence towards the Imperial Creed and places of 
  Imperial worship. Many also make a habit of carrying devotional 
  items such as prayer scrolls on their wargear. Many Carcharodons 
  Battle-Brothers carry abstract scrimshaw talismans, or decorate 
  their armour with intricate and abstract line-work. These 
  talismans, etchings, and traceries often depict highly stylised 
  images of fanged maws, death’s heads, oceanic predators, and 
  the like. This primitivism likely evolved as part of the Chapter’s 
  unique and impenetrable culture over millennia of isolation. 
  However, all this stands in contrast to the savagery they show 
  to their foes. “Merciless” is perhaps the best descriptor for the 
  Carcharodons in combat, but even that does not describe the 
  depths of blood-soaked slaughter to which they are willing to 
  descend. They ﬁght with a wild abandon that could make even the 
  most impetuous Space Wolves Blood Claw take pause, and do not 
  ask for or grant mercy to their opponents beyond a quick (though 
  seldom clean) death. In a way, they seem to see the universe very 
  much in terms of black and white, enemy and ally. Anyone who 
  stands against the Imperium, for whatever reason, can only expect 
  a brutal demise at the hands of the Carcharodons. 
  CHAPTER ORGANISATION
  As previously mentioned, what few records exist about the 
  Carcharodons suggest they are entirely ﬂeet based, which in 
  turn would suggest they have fundamental differences from 
  most, more conventional, Space Marine Chapters. Their long 
  isolation may also have an effect on the Chapter’s wargear. 
  The few ships observed to be serving the Carcharodons were 
  wildly different in design and even the era of their construction, 
  indicating the Chapter likely makes use of whatever vessels it 
  can ﬁnd, and performs extensive modiﬁcations and repairs in 
  order to keep them sailing as long as possible. 
  This carries over into the individual Battle-Brothers as well. 
  Those Carcharodons who have been seen often sport arms of 
  ancient providence. They are far more likely to carry weapons 
  such as the ancient Phobos R/017 pattern boltgun or the Mark 
  V “Heresy” pattern power armour from ten thousand years in the 
  Imperium’s past, alongside other weapons and gear that span the 
  entirety of that ten millennium history. Again, it is likely this is a 
  by-product of the Chapter’s enforced self-sufﬁciency. 
  These attitudes seem to apply to the Chapter’s overall 
  organisation. Although anecdotal evidence indicates the 
  Carcharodons roughly conform to the Codex Astartes’ tactical 
  and squad doctrines, this does not carry over to its command 
  structure and company arrangements. Instead, the Carcharodons 
  seem to split their Chapter into a number of battle companies 
  designed to operate independently. Each has an augmented 
  auxiliary force of Scouts for reconnaissance and evaluation of 
  the enemy, and a dedicated spearhead of Terminator veterans 
  who serve as the Brother Captain’s bodyguard. It seems likely 
  the Carcharodons eschew reserve companies entirely. 
  Those accounts which purport to be of the Carcharodons 
  indicate that they often seem to have abandoned the Codex 
  prescribed symbols and insignia that signify rank and assignment 
  in a Battle Company. In their place, the Battle-Brothers use a 
  wide range of personal and totemic markings, corresponding 
  with their primitivist tendencies. This is naught but conjecture, 
  however, as again, the Carcharodons are quite unwilling to 
  discuss the intricacies of their Chapter’s organisation. 
  The Carcharodons have been observed to make use of 
  Chaplains and Librarians, with little deviation from their roles 
  in other Chapters. However, Apothecaries and Techmarines 
  seldom appear outside the Carcharodons’ nomad ﬂeet. It’s very 
  likely that the Carcharodons recognise the vital role these Space 
  Marines play in preserving and maintaining their Chapter’s 
  very existence, and keep them on hand whenever possible. 
  COMBAT DOCTRINE
  Those few who observe a Carcharodon assault and live 
  would be forgiven for assuming that they are mindless 
  berserkers, unconcerned with tactics or planning. In fact, the 
  Carcharodons rely on a series of tactics that at their heart are 
  both simple and reliable. 
  Though the Carcharodons seem both competent and 
  familiar with armoured vehicles, the core of their tactics rely 
  on large detachments of mobile Space Marine infantry. In this 
  way, the Carcharodons rely on the bloody prowess of their 
  combat brethren to carry the day in battle. The Carcharodons 
  often endeavour to be the initiator of combat actions and prefer 
  not to ﬁght on the defensive. Tactical operations often begin 
  with a Battle Company using its integrated Scout forces and 
  other reconnaissance units such as land speeders and attack 
  bike units to probe enemy positions and identify weak points 
  and any target with strategic value. Once identiﬁed, the main 
  
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  Carcharodon forces hit these points with overwhelming attacks, 
  eschewing preparatory bombardments or armoured spearheads 
  in favour of complete and overwhelming surprise. They may 
  use drop pods, thunderhawks, or massed teleportation to 
  make these attacks, and the assaulting forces are often a mix of 
  Tactical and Assault Marines, as well as Terminator veterans. 
  Depending on the success of these assaults, the 
  Carcharodons usually follow two responses. If the targeted 
  positions prove well defended, the Carcharodons withdraw. 
  These withdrawals happen almost as quickly as the prior 
  assault, the Carcharodons fading from the battleﬁeld like 
  ghosts. They patiently re-evaluate the enemy positions, then 
  launch another lightning assault at a different point. 
  Eventually, one of these assaults succeeds, and then the 
  Carcharodons press the attack to the hilt. Once they commit 
  fully, they dig deep into the enemy’s vitals, endeavouring to 
  do as much damage as possible (especially to vulnerable rear 
  areas) as quickly as possible. At this point, the full fury of the 
  Carcharodons is all too apparent, and little survives this stage 
  of the assault. The Carcharodons prefer ﬁghting at close range, 
  either attacking with point-blank weapons ﬁre, or in melee. 
  There is one other interesting and somewhat disturbing 
  detail about the Carcharodons’ assaults. Their battles are 
  conducted with complete silence. Any commands from the 
  Chapters’ leaders are transmitted over a locked and encrypted 
  vox net, and the Battle-Brothers abstain from issuing any 
  word or sound to friend or foe. To see such carnage enacted 
  without a word or cry is chilling, to say the least. 
  CARCHARODON PASTS
  The Carcharodons Chapter background provides a solid basis for 
  deﬁning your character’s past, but Table 1–37: Carcharodons 
  Pasts can be used to provide additional inspiration and a means 
  of quickly generating a signiﬁcant past event from your character’s 
  background. Either choose which event you feel is most appropriate 
  for your vision of your character, or roll 1d5 to generate one at 
  random. The events presented can be expanded upon as you see 
  ﬁt, and can provide inspiration for future adventures.
  PRIMARCH’S CURSE: 
  CHILL OF THE VOID
  The Carcharodons are an insular and taciturn bunch, and this 
  only becomes more pronounced when they are amongst other 
  Space Marines. They also possess a well-deserved reputation for 
  merciless slaughter. If a Carcharodon were to lose his grip on 
  sanity, these traits would likely amplify with unpleasant results. 
  Level 1 (Coldly Formal): The Battle-Brother withdraws 
  even more from the company of his colleagues, taking refuge 
  in a chill and formal demeanour. All Charm and Command 
  Tests the Battle-Brother makes suffer a –10 penalty. In 
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  addition, the Battle-Brother tends to speak almost entirely in 
  High Gothic when addressing a non-Carcharodon, although 
  they can—grudgingly—speak in Low Gothic if need be.
  Level 2 (Merciless): The Battle-Brother does not tolerate 
  any enemy, whether xenos, heretic, or even fellow humans who 
  may have been misled into rebellion against the Imperium’s 
  rightful rule. The Battle-Brother grimly executes any opponent 
  he encounters, even if they have surrendered, possess valuable 
  intelligence, or are not front-line combatants. To resist this, the 
  Battle-Brother must make a Difﬁcult (–10) Willpower Test, 
  or another Battle-Brother can restrain him with an Opposed 
  Challenging (+0) Charm, Intimidate, or Command Test 
  versus a Difﬁcult (–10) Willpower Test. 
  Level 3 (Silent as the Depths): The Battle-Brother withdraws 
  almost entirely from interacting with others. He cannot lead a 
  Squad, and always counts as being in Solo Mode. He also may 
  not contribute Cohesion to his Squad by any means. 
  CARCHARODONS SOLO 
  MODE ABILITY
  Carnage is a new Solo Mode Ability available to Battle-Brothers 
  of the Carcharodons Chapter. See page 215 of the DEATHWATCH 
  Core Rulebook for details on using Solo Mode Abilities. 
  CARCHARODONS SOLO  
  MODE ABILITY: CARNAGE
  Type: Active
  Required Rank: 1
  Effects: The Carcharodons excel in brutal close combat and 
  value the ability to do as much Damage as possible in a brief 
  amount of time. Once per combat, the Battle-Brother may 
  activate this Solo Mode Ability. Until the end of his next 
  Turn, all of the Battle-Brother’s attacks made in melee and at 
  Point Blank Range deal additional Damage equal to half of 
  his unmodiﬁed Willpower Bonus, rounding up. 
  Improvements: At Rank 3, the Battle-Brother’s additional 
  Damage becomes equal to his full unmodiﬁed Willpower 
  Bonus. At Rank 5, he gains the choice; instead of the usual 
  bonus for Carnage, he may choose to have one hit (not attack) 
  in melee or Point Blank Range deal additional magnitude 
  Damage to a Horde equal to his unmodiﬁed Willpower 
  Bonus. At Rank 7, when the Battle-Brother is beneﬁting from 
  Carnage, he may take the Multiple Attacks Action to make 
  two melee attacks against every opponent in melee range with 
  him. These attacks beneﬁt from the Carnage Damage bonus.
  CARCHARODONS SQUAD 
  MODE ABILITIES
  The following are Squad Mode Abilities unique to Battle-Brothers 
  from the Carcharodons Chapter. See page 219 of the DEATHWATCH 
  Core Rulebook for details on using Squad Mode Abilities.
  CARCHARODONS ATTACK  
  PATTERN: SAVAGE FINISH
  Action: Full Action
  Cost: 3
  Sustained: Yes
  Effects: The Carcharodons are known for their bloody hit-
  and-fade attacks, only committing when they are sure to have 
  the advantage against the foe. When they commit, however, 
  they destroy everything in their path. Whenever a Battle-
  Brother would gain the To Hit bonus for outnumbering an 
  opponent, he deals 5 additional Damage. 
  Improvement: If the Battle-Brother is Rank 4 or higher, 
  activating this Ability takes a Half Action, and the additional 
  Damage bonus increases to 10. 
  CARCHARODONS DEFENSE  
  PATTERN: BLEED THEM DRY
  Action: Free Action
  Cost: 1
  Sustained: Yes
  Effects: The other half of the Carcharodons’ strategy is the ability 
  to withdraw quickly and completely if the battle goes against them, 
  only to strike again later. The Battle-Brother and all allies within 
  Support Range do not suffer Attacks of Opportunity when leaving 
  melee with an opponent while this Squad Mode is sustained.
  Improvement: If the Battle-Brother is Rank 4 or higher, 
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  the Battle-Brother and all allies within Support Range gain a 
  +20 to Agility while this Squad Mode is sustained in addition 
  to the aforementioned bonus. This improves their Movement 
  Speed, as well as any Agility-based Tests. 
  CARCHARODONS  
  PSYCHIC POWERS
  The following section presents a set of Psychic Powers unique 
  to the Librarians from the Carcharodons Chapter. Details of 
  how to use Psychic Powers may be found on page 189 of the 
  DEATHWATCH Core Rulebook. Only Carcharodons Librarians 
  have access to these Psychic Powers. These powers may be 
  purchased with Experience Points provided the Librarian 
  meets the power’s prerequisites and XP cost as detailed on 
  Table 1–40: Carcharodons Psychic Powers. 
  FROM THE DEPTHS
  Action: Half
  Opposed: Yes
  Range: 5 metre radius x PR
  Sustained: No
  Description: The Carcharodon Librarian clouds the minds of 
  his adversaries with a choking mental darkness, amplifying 
  their fear and surprise so that it paralyses them. Their 
  minds writhe with images of watery depths of 
  numbing cold and writhing pelagic shapes, 
  leaving them vulnerable to assault. The 
  Librarian makes a Focus Power Test, 
  opposed by all Surprised enemies within 
  range (enemies not suffering from 
  Surprise are unaffected). If they fail, 
  they are Surprised for one additional 
  Round. Once an enemy has been 
  affected by this power, he is immune 
  to it for 24 hours. 
  RENDING MAW
  Action: Full Action
  Opposed: No
  Range: 10 metres x PR
  Sustained: No
  Description: The Librarian 
  calls forth the avatar of a great 
  oceanic predator whose maw 
  erupts from the very ground 
  beneath the enemy. The very 
  stones and earth reform into 
  the shape of jaws and teeth 
  that snap shut, consuming 
  all within in a shower of 
  gore. The Librarian makes 
  a Focus Power Test. If 
  he is successful, he 
  centres a blast with 
  a radius equal to his 
  Psy Rating anywhere 
  within the power’s range. All within the area of effect must make 
  a Challenging (+0) Agility Test to scramble clear. Anyone who 
  does not clear the area of effect takes PRd10 Rending Damage 
  with no Penetration. In the following Round, any survivors may 
  make an Ordinary (+10) Agility Test on their turn to again 
  scramble clear of the area of effect. If they fail, they take the same 
  Damage result in Impact Damage as they are dragged below with 
  the retreating maw (if they survive, they can spend a Full Action 
  clawing their way back to the surface in subsequent turns). 
  CARCHARODONS 
  CHAPTER TRAPPINGS
  The following are Chapter Trappings that may 
  be taken by Carcharodons Battle-Brothers. 
  SCRIMSHAW TALISMANS 
  These bone talismans are covered with intricately detailed 
  line-work carvings, to the point where the original shape of the 
  bone is lost and the entire surface is a maze of ink-work. These 
  talismans come in a variety of shapes, though 
  they often are worked into stylized death’s 
  heads, sea-going predators similar to the 
  Carcharodons’ Chapter heraldry, teeth, 
  gaping maws, and other disturbing 
  iconography. It is likely these 
  are worked into the Chapter’s 
  primitivist traditions. At least 
  some of the Battle-Brothers 
  are known to carve their own 
  to celebrate accomplishments, 
  frighten foes, and ward off 
  the maleﬁc. The Battle-Brother 
  may choose to have his Talisman 
  grant him +5 to all Intimidate Tests 
  or a +5 to all Tests to resist Psychic 
  Powers. (Once selected, this bonus 
  cannot be changed later).
  
  CODEX 
  CHARACTER 
  CREATION RULES
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  BLOOD ANGELS 
  SUCCESSORS
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  DARK ANGELS 
  SUCCESSORS
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  CODEX 
  SUCCESSORS
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  LEGION OF THE 
  DAMNED
  
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  “They shall be pure of heart and strong of body, untainted by doubt and 
  unsullied by vainglory. They will be bright stars in the ﬁrmament of 
  battle. Angels of Death whose shining wings bring swift annihilation to 
  the enemies of Man. So shall it be for a thousand times a thousand years, 
  unto the very end of eternity and the extinction of mortal ﬂesh.”
  –Roboute Guilliman, Primarch of the Ultramarines
  �
  t is generally held that there are around a thousand Chapters 
  of the Adeptus Astartes active in the Imperium in the 41st 
  Millennium. The exact number is impossible to determine, for 
  with the galaxy consumed by war, the Imperium’s bureaucracy 
  crumbling to dust, and the nature of Warp travel making the concept 
  of universal time entirely irrelevant, the actual number could be far 
  higher or far lower. On rare occasions, great convocations of the 
  Imperium’s mightiest lords are called and great deeds proposed 
  in the name of the Emperor. At such times, the most powerful 
  Lords Militant, Ecclesiarchy hierarchs, Inquisitor Lords, and Rogue 
  Traders preach glorious crusades or the defeat of the most terrible 
  of foes. If the council is especially blessed, it might be attended by 
  the Chapter Masters of the Adeptus Astartes or by their envoys. 
  One of the greatest of this type of gathering occurred at the outset 
  of the Macharian Crusade, where scores of Space Marine Masters 
  swore their duty to what turned out to be one of the most successful 
  crusades in the Imperium’s history, over a thousand worlds being 
  taken in around seven years. 
  When Chapter Masters gather, it is not unusual for Chapters 
  thought long since lost or destroyed to appear unheralded, or for 
  others never before recorded to come before their peers. Equally, 
  there are Chapters not represented at gatherings for thousands of 
  years, no clue as their fate to be found, while others, known to be 
  highly active, eschew the company of their peers. The names of 
  some Chapters, especially the very oldest, are known the length 
  and breadth of the Imperium, while the very existence of others 
  is all but unknown. The deeds and nature of the First Founding 
  Chapters are, in the main, well known, though most of the tales 
  told of them take the form of myths and legends. Those created 
  during the Second Founding are generally less well known, some 
  having vanished from the annals of the Imperium entirely. Many 
  Chapters created in the Second and subsequent Foundings exist 
  in the shadows of their progenitors and must ﬁght all the harder 
  to carve their place in the Imperium’s rolls of honour.
  The Chapters of the Adeptus Astartes can display a high degree 
  of variety, despite all using the same range of arms, armour and 
  equipment. In many cases the differences are largely superﬁcial, 
  especially in the case of Chapter heraldry. The most divergent 
  of Chapters are often those that draw heavily on the culture of 
  the world or worlds they recruit from, inheriting a broad range 
  of highly idiosyncratic traditions and practices. Given that the 
  Imperium’s peoples range from barbaric primitives living in huts 
  made from the skin and bones of their defeated enemies, to effete 
  nobles existing in undreamed-of luxury high atop glittering hive 
  spires, this variation is perhaps inevitable.
  On
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  The Fate of the Sollemnis
  The Chamber of Vigilance convened once more and the Watch Fortress’s most senior Techmarines 
  presented the gathered ofﬁcers and Inquisitors with the results of the scan of the Sollemnis. The 
  ﬁrst sequence of code was a standard temporal locator imprinted into the Sollemnis’s cogitation 
  stream. The last entry in the stream was dated 963.M41—over a century in the future. Though 
  the data was incomplete and in places heavily corrupted, the Techmarines had been able to piece 
  together something resembling a chain of events (though they presaged their account with the 
  caveat that it was a chain of events that bore scant resemblance to logic or reason). According to 
  the data, the vessel and her crew had been tasked with maintaining watch on the Hadex Anomaly 
  in 961.M41. Soon after entering the Jericho Reach and approaching the Anomaly, the frigate 
  appeared to have encountered an unprecedented disturbance in the Empyrean that shattered its 
  struggling Gellar ﬁeld. As a result, the Sollemnis and the Battle-Brothers she bore were seized 
  in the grip of forces that would have shredded the sanity of any living being other than a Space 
  Marine. They were subjected to the attentions of the beings that rule the Sea of Souls and steeped 
  in the raw energies of the Warp. None should have survived such an experience; their bodies 
  should have been torn asunder and their souls devoured by the predatory denizens of the empyrean. 
  The Sollemnis should not have been able to emerge into the material universe intact nor should 
  its cogitation systems have been functional. As the Techmarines continued their report, far more 
  disturbing facts were laid before the Chamber.
  
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  his chapter is split into two sections. The ﬁrst presents 
  a means of creating a character drawn not from one 
  of the Chapters described in the DEATHWATCH Core 
  Rulebook, but one from what might be considered a “Codex 
  Chapter”—i.e., one adhering to a greater or lesser extent to 
  the template set down in Roboute Guilliman’s great work on 
  the organisation, deployment and traditions of the Adeptus 
  Astartes. Having these rules available opens up the range of 
  Chapters that players can use for their Deathwatch Battle-
  Brothers, providing a template on which they can build their 
  character according to their own tastes. The second part 
  presents details of a number of Chapters drawn from the 
  Second Founding, as well as several other (often unknown) 
  Foundings. These present additional character creation 
  details that are layered on top of the process described in 
  the ﬁrst part of the chapter, rounding a character out and 
  making him truly part of his parent Chapter.
  CREATING A  
  CODEX DEATHWATCH 
  SPACE MARINE
  The DEATHWATCH Core Rulebook provides most of 
  the information needed to create a Codex Deathwatch 
  Battle-Brother. Chapter I of DEATHWATCH breaks down 
  this process into a number of steps, which aside from 
  the details of the character’s Chapter, remain the same 
  when creating a Battle-Brother drawn from a Chapter not 
  presented in the Core Rulebook, but from one of those 
  presented in HONOUR THE CHAPTER. 
  STAGE 1: GENERATE CHARACTERISTICS
  The ﬁrst step is to generate the character’s base proﬁle. The 
  system presented in DEATHWATCH remains unchanged when 
  creating a Codex Battle-Brother, though the ﬁnal result may be 
  modiﬁed by the Chapter-speciﬁc entries presented later on.
  STAGE 2: SELECT CHAPTER
  Instead of choosing one of the Chapters presented in 
  DEATHWATCH, one of those covered in this book is chosen. 
  Note that a small number are Successors of Chapters 
  from the Core Rulebook and when they are very close to 
  their progenitors in nature, the main rules are used. For 
  example, the Angels Encarmine are a Successor Chapter of 
  the Blood Angels and very close to them in many regards. 
  As such, a character from this Chapter would be created 
  according to the rules for Blood Angels characters given 
  in the DEATHWATCH Core Rulebook. Conversely, the Fire 
  Hawks are a Chapter thought to have been created from 
  the gene-seed stock of the Ultramarines. Because the 
  Fire Hawks bear little resemblance to the Ultramarines, 
  however (if they are in fact related to them—no one can 
  be sure), they use the Codex character creation rules 
  presented here. In some cases, the identity of a Chapter’s 
  sire simply isn’t known, and so these rules are used in 
  those cases too.
  STAGE 3: SELECT SPECIALITY
  The various specialities a Battle-Brother can take are 
  explained fully in the Core Rulebook, and they remain 
  unchanged when creating a Codex Battle-Brother. Note also 
  that the RITES OF BATTLE supplement presents a number 
  of alternate specialities and, subject to the Game Master’s 
  approval, these might also be used.
  STAGE 4: MOVEMENT, WOUNDS,  
  FATE, AND EXPERIENCE POINTS
  This stage of the character creation process follows the system 
  set out in the Core Rulebook.
  STAGE 5: STARTING EQUIPMENT
  Chapters that follow the dictates of the Codex Astartes utilise 
  the standard range of weapons, armour and other wargear 
  according to Roboute Guilliman’s wisdom. Starting equipment 
  is therefore selected according to the rules presented in the 
  Core Rulebook.
  STAGE 6: GIVING CHARACTERS LIFE
  The bulk of the information presented in DEATHWATCH 
  regarding the details of a Battle-Brother’s essential nature 
  applies. However, the tables covering a Battle-Brother’s 
  pasts are not used, as they relate to the main Chapters 
  detailed in the Core Rulebook. Instead, roll a d10 and 
  consult Table 2–1: Codex Chapter Pasts. This table has 
  more possible results than those in the Core Rulebook, 
  and they relate to a broader range of general events that 
  a typical Space Marine might experience, rather than the 
  more Chapter-specific results presented in DEATHWATCH. 
  STAGE 7: PLAY DEATHWATCH
  Needless to say, Stage 7 remains as presented in the Core 
  Rulebook. However, the actual Chapter selected should 
  always play a part in how the character is played, and the 
  entries presented later should provide plenty of inspiration.
  
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  DEMEANOURS
  Demeanours are explained in Chapter I of the DEATHWATCH 
  Core Rulebook. Codex Battle-Brothers may use the example 
  Demeanours given there in addition to the new ones listed below.
  CODEX DEMEANOUR: INDIVIDUAL
  The Space Marine’s Chapter is either ignorant of the identity 
  of its progenitor, or simply has little in common with it. He 
  is determined to earn honour by his own deeds, rather than 
  those of heroes long departed.
  CODEX DEMEANOUR: ALOOF
  The Space Marine holds himself apart from all but those of his 
  own Chapter, yet still he has undertaken the Apocryphon Oath 
  and sworn to ﬁght alongside Battle-Brothers of other Chapters.
  CODEX DEMEANOUR: ASPIRE TO GLORY
  The Chapter regards itself as part of a new generation of 
  the Adeptus Astartes, respectful of the achievements of past 
  heroes but not in any way overshadowed by them. Its Battle-
  Brothers seek out every opportunity to prove their worth, 
  even if a degree of competition breaks out between fellow 
  members of a Kill-team.
  CODEX DEMEANOUR: TRUE SONS
  The Chapter places great value on the deeds of past heroes, whether 
  those from its own ranks, or those of its progenitor. It seeks out 
  allies amongst those of the Adeptus Astartes it is kin to, and in so 
  doing ﬁnds common cause in the service of the Emperor.
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  on
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  2
  Pl
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  anetetetstststriririr ke
  ke
  ke
  ke: : De
  De
  D scscscen
  e diding in drop pod upon contrailils of nucleonicicic ﬁrere, yo
  yo
  you u u ha
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  ve exp
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  x eriei nc
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  he helelell-l-l-didididive
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  a plplplan
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  o s, no ch
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  you.u.
  3
  In
  In
  Innto
  to
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  am
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  ng
  ng 
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  entss in which to make war. You have fought a campaign in such a plpllac
  ac
  ace e e an
  an
  and d d em
  emmerged ba
  batttterered
  ed and
  ndd
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  blblblbloo
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  dy, but victorious; a better warrior, more able to face the numerous foes offofof Man
  an
  ankikikind
  nd
  nd.
  4
  Th
  Th
  Th
  The Gr
  Gr
  Green Hells: You have fought upon one of the galaxy’s most infamous Death h Wo
  Wo
  Wo
  W rlrlrlds
  ds
  ds, , pe
  perhaps s Lu
  Luththerer 
  Mc
  Mc
  M inintyt re, Kanak, Miral, or even Catachan itself. You have faced an enemy on a plannetetetararary y y scscscalala e,e,e, whe
  he
  he
  here eve
  veryry lasasast t ceceecellllll 
  on the alien world appears allied against you, and you have not only survived, but con
  on
  on
  onqu
  qu
  quererered
  ed
  ed.
  5
  Rogue Trader’s Retinue: On rare occasions, a Chapter Master of the Adeptuss Astststtarararartetetet s s s ma
  ma
  may y gran
  ant t a Ro
  Rogu
  guue e
  Trader’s request for a force of Battle-Brothers to accompany him into the unexplored
  ed
  edd voioioio ds
  ds
  ds bey
  e onnd d ththe e 
  Imperium’s borders. Your squad was assigned such duties, and you have seen sights s be
  be
  be
  beyo
  yo
  yo
  y nd
  nd
  nd the ken
  en of f ev
  even
  en 
  thththe e olo dest, Dreadnought-interred brethren of your Chapter.
  6
  Secoond
  nd
  nded
  ed
  ed to 
  o th
  th
  t e Inquisition: You fought alongside a cell of Inquisitoriaiaial l l Ac
  Ac
  Acolololytytes whosee masasteter r requese ted d
  yo
  yo
  youruru Cha
  ha
  haptptpter’s’  aidid to de
  d stroy a particularly pernicious threat he ha
  h d un
  unco
  co
  cove
  ve
  vererered.d.d Thr
  h ough your r de
  deed
  eds,s, the celll l
  was successfful in its mission and an entire world was saved from damna
  n tition
  onn.
  7
  Af
  Af
  Afteteter r r th
  th
  the e e Ap
  A ocalypse: You have taken part in one of the largest battles you
  ou
  o r r r Ch
  Ch
  Chap
  ap
  apteteter ha
  has s ev
  ev
  ev
  everererer bee
  een n ininvo
  volved
  ed 
  ininin, ststan
  an
  andiding
  n  side-e by
  b -side not just with the assembled companieies s of you
  our r ow
  ow
  own,n,n, bututut of f f seeveral l oto he
  her r Ch
  Chap
  aptetersrs. . 
  This for
  or
  orce
  ce
  ce spe
  pe
  p ararhe
  head
  aded
  ed an n asa sault off a milillilion
  on Imperial Guardsme
  men n su
  su
  supp
  pp
  ppor
  or
  orteteted wi
  wi
  withthth doz
  oz
  ozen
  en
  ens ofofofo god-mmac
  achihine
  nes 
  of the Adeptp us Titanicus. The armies of the Imperium stretched from one ho
  h rizon to the
  he
  he oththther tha
  hat t da
  day,y, and
  nd 
  the skieieies s s ththt em
  e selves burned as the enemies of the Emperor were crushedd to o du
  du
  duststst.
  8
  Last Statatand
  nd: A 
  A Spacce Marine never throws his life away, for he knows he rep
  eprereseses ntntn s s s thththe e e cu
  cu
  culm
  lm
  lminininatatatatioioioion n offof the
  he 
  Empero ’r’s s gr
  gr
  greaeaeatetestst worork.k  Non
  o etheless, no Bata tle-Brother r is afraid of making g g thththe e ululu timate sacac iriﬁc
  ﬁ e e inin warar. . Du
  Duriring
  ng 
  one of your most hard fought battles, you and your squad were overwhelmed by
  by
  by slalalave
  veririr ng
  ngg aliens or wav
  aveses upo
  pon n 
  waves of heretics annd all swore to make a glorious last stand and slay as ma
  many of f f thththe e e fofof esess as po
  posssssssibibibi lelele befefe orore e fafallllining.g. 
  Somehow, youu survived, awakening in your Chapter’s Apothecarium week
  e s lalater,r hav
  av
  avinining be
  be
  beenn heaeaeaealel d d ofof you
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  CODEX CHAPTER ADVANCES
  As detailed in Chapter II of the DEATHWATCH Core Rulebook, 
  characters have access to a number of Advances. In addition to 
  the Deathwatch Advances, presented in the main rules, Codex 
  Battle-Brothers have access to the following Codex Advances. The 
  Advances presented here are deliberately broad and ﬂexible, and in 
  many cases the individual Chapter descriptions provide still more, 
  as appropriate to the speciﬁc Chapter’s nature and circumstances.
  PRIMARCH’S CURSE 
  The DEATHWATCH Core Rulebook provides rules for the various 
  ways in which mental and spiritual trauma can become manifest 
  in the Battle-Brothers of the Dark Angels, Black Templars, Storm 
  Wardens, Ultramarines, Space Wolves and the Blood Angels. 
  RITES OF BATTLE does the same for the Imperial Fists, while 
  FIRST FOUNDING covers the remaining First Founding Chapters. 
  For Chapters that are ignorant or simply removed from the 
  essence of their Primarch however, there is the Codex Primarch’s 
  Curse. Instead of being an expression of the speciﬁc drives 
  and idiosyncrasies of an individual Primarch, these represent 
  peculiarities intrinsic to the nature of all Space Marines. 
  CODEX PRIMARCH’S CURSE:  
  THE STRONG ARE STRONGEST ALONE
  The Battle-Brothers of the Adeptus Astartes are the champions 
  of Mankind, but in becoming so they have surrendered much of 
  what makes them human. When extremes of stress and trauma 
  stretch even the prodigious mental and spiritual strength of a 
  Space Marine, those qualities that make him a glorious exemplar 
  of Humanity may turn him into the very opposite.
  Level 1 (Contemptuous of Lesser Men): The Battle-
  Brother comes to regard all outside of the Adeptus Astartes 
  as thankless curs, undeserving of the sacriﬁces he and his 
  brethren have made in the name of Humanity. All interaction 
  tests with non-Adeptus Astartes suffer a –10 penalty.
  Level 2 (Distrustful of his Brothers): Continued spiritual 
  trauma causes the Battle-Brother to resent even other Space 
  Marines, who he comes to believe are belittling of the deeds 
  of his own Chapter. The Battle-Brother even comes to resent 
  those drawn from his Progenitor Chapter (if known), perceiving 
  slights in all they say and do. All interaction tests with any 
  character outside of the Battle-Brother’s own Kill-team or his 
  own Chapter are at –10. Individuals of his Progenitor Chapter 
  (if known) and not in his Kill-team are at –20.
  Level 3 (The Champion Stands Alone): Eventually, the 
  Battle-Brother comes to believe that he alone can bear the 
  weight of responsibility vested in the Adeptus Astartes by 
  the Emperor of Mankind. He withdraws even from his own 
  Kill-team and his temper ﬂares at the slightest provocation. If 
  his counsel is not heeded, he might ﬂy into a rage, and if he 
  is not appointed command of a mission, he considers his skill 
  and his honour gravely insulted. When he is not acting as the 
  Kill-team’s leader, its Cohesion is reduced by 2.
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  CODEX SOLO MODE ABILITY
  Battle-Brothers created using these rules have access to all 
  of the Codex Solo Abilities presented in the Playing the 
  Game chapter of DEATHWATCH. In addition, they may use the 
  following new ability.
  THE EYES OF FATE
  Type: Passive
  Required Rank: 1
  Effects: When ﬁghting alongside the more celebrated Chapters, 
  some Space Marines are driven to strive all the harder to prove 
  their worth. When the eyes of history are upon him, the Battle-
  Brother is able to perform epic deeds. Once per combat, upon 
  using a Fate Point, the player may roll a d10. On a result of 10, 
  the Fate Point is immediately returned to him.
  Improvement: Every second subsequent rank the Battle-
  Brother attains (i.e, Ranks 2, 4, 6 and 8), the chances of the 
  regaining a Fate Point increases by 1. For example, at Rank 5 
  the character’s Fate Points are returned on the roll of 8+.
  CODEX PSYCHIC POWERS
  In addition to the Codex Psychic Discipline detailed in the 
  DEATHWATCH Core Rulebook, Codex Battle-Brothers have 
  access to the following new Codex psychic powers.
  THE QUICKENING
  Action: Half
  Opposed: No
  Range: Self
  Sustained: Yes
  Description: Turning his potent mind upon the ebb and ﬂow 
  of the Warp, the Librarian distorts time itself. To onlookers, 
  he appears to be moving at many times normal speed and 
  none can parry his impossibly swift blows. To the Librarian, 
  his foes appear to move with tectonic slowness, allowing him 
  easily overcome their defences or avoid their clumsy attacks.
  The Librarian’s Agility and Weapon Skill Characteristics are 
  increased by his PR. The distance he may move for any given 
  Movement Action is increased by this number, after taking 
  into account any increased Movement due to his increased 
  Agility Characteristic. However, the Kill-team sustains one 
  point of Cohesion Damage each turn the power is used.
  EMPEROR’S WRATH
  Action: Half
  Opposed: No
  Range: 5 metres plus PR
  Sustained: No
  Description: Invested with something of the godlike essence 
  of the Emperor himself, lightning arcs from the Librarian’s 
  outstretch hand, earthing itself in the bodies of his foes. The 
  targets are reduced to ashes drifting on the ozone-tainted wind.
  Every enemy within range sustains 1d10 + PR Energy 
  Damage, with a Penetration equal to the Librarian’s PR.
  NULL ZONE
  Action: Half
  Opposed: No
  Range: 50 metres plus PR
  Sustained: Yes
  Description: With a baleful glance, the Librarian blasts away all 
  shreds of arcane, psychic or mystical protection his foes might be 
  hiding behind. Their foes bereft of their esoteric armour, his Battle-
  Brothers are able gun down all who stand against them. 
  This Power affects any Force Field possessed by all 
  enemies within the range of the power. Reduce the 
  Protection Rating of all such Force Fields by 20. If this 
  would reduce the Protection Rating below the Overload 
  Roll, reduce the Overload Roll to match the new Protection 
  Rating.  In this case, the Force Field has the same chance 
  to stop an incoming attack as it does to overload and will 
  thus only stop a single attack before overloading. This 
  Power affects all types of Force Fields, not only those 
  granted by equipment. 
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  s with most of the Chapters of the First Founding, 
  the Blood Angels have divided their ranks among 
  a number of Successor Chapters. Save for the 
  Angels Vermillion, these Chapters hold a deep respect 
  and loyalty for the Blood Angels and stand united with 
  their brethren with an intensity rarely found among the 
  Successors of other Chapters. Born of the gene-seed of 
  Sanguinius, these Chapters all bear the curse of their 
  forefathers to varying degrees. Some, like the Blood 
  Drinkers appear to have nearly overcome the violent 
  rages which plague their brothers, while others, such as 
  the Flesh Tearers, are all but lost to blood lust. Whatever 
  their state, the Successor Chapters of the Blood Angels 
  are an honour to the pride and glory of their ancestors. 
  ANGELS ENCARMINE
  The Angels Encarmine share many traits with their 
  progenitor Chapter, the Blood Angels, included the 
  tragic flaw that afflicts so many of the line of Sanguinius. 
  This curse manifests itself in many different ways, but 
  in the case of the Angels Encarmine it has led to a fiery, 
  zealous temperament that drives the Chapter to ever-
  greater heights of valour. It has been said of the Angels 
  Encarmine that few other Chapters can match the battle 
  honours they have earned, but it is also true that these 
  have come at a terrible price. Where other Chapters 
  might retire after a hard fought campaign to rebuild 
  and reconstitute their numbers, the Angels Encarmine 
  plunge headlong into the next battle. Rarely is any time 
  given over to recuperation, meaning that the Chapter is 
  seldom operating at anything like full strength. It has 
  been surmised that the Angels Encarmine fight in this 
  manner as a means of staving off the worst effects of 
  the Flaw, but some well-placed observers have posited an 
  alternative possibility. Perhaps, they whisper, the Angels 
  Encarmine fight the way they do to purge their ranks of 
  those in the grip of the Black Rage. It has been observed 
  that the Chapter’s Death Company—the formation 
  into which those suffering the worst of the Flaw are 
  grouped—is larger than that of most of its fellow Blood 
  Angels Successors. This could point to an acceleration 
  in the numbers of Battle-Brothers falling prone to the 
  Black Rage, a fact that must surely herald the doom of 
  the Angels Encarmine. 
  Given the Chapter’s restless urge to prosecute the foes of 
  the Imperium, it is hardly surprising it should have dispatched 
  a force to participate in the Achilus Crusade. The Chapter’s 
  ﬁrst recorded appearance in the region was in 801.M41, when 
  a demi-company sized battle force took part in a series of 
  ﬂeet actions against renegade vessels on the outskirts of the 
  Blood Trinity. These battles came to a head with the boarding 
  of the Chaos Desolator class battleship Symphony of Pain, 
  during which the Angels Encarmine fought their way from 
  their boarding point, through several kilometres of winding 
  companionways seething with corruption, to mount an assault 
  on the battleship’s command bridge. After an hour of ﬁghting, 
  the breaching operation succeeded in its mission and took the 
  bridge. The ship’s master—a blasphemous hybrid of daemon-
  possessed mortal ﬂesh fused with hissing, clanking machinery, 
  was slain by the Space Marine’s Company Champion, before 
  a massive counter-attack necessitated the small force’s hasty 
  redeployment. The Angels Encarmine, however, did not 
  disengage before completing their mission, setting structural-
  compression charges keyed to a “dead hand” fuse. Though most 
  of the Angels Encarmine were cut down by the counter-attack 
  and massively outnumbered by hordes of screaming heretics, 
  the Company Champion and several of his brethren fought 
  their way back to their boarding vessel and escaped. With 
  the Symphony of Pain crippled by the compression charges, the 
  Company Champion later took the Apocryphon Oath, serving 
  three consecutive vigils of the Long Watch before he ﬁnally 
  returned to his Chapter in 810.M41, a hero of both the Angels 
  Encarmine and of the Deathwatch.
  ANGELS ENCARMINE CHARACTERS
  Angels Encarmine characters are created using the rules for 
  Blood Angels given in the DEATHWATCH Core Rulebook. 
  Bonus Talent: Autosanguine
  Restriction: An Angels Encarmine character must trigger 
  the Red Thirst Chapter Demeanour (see the DEATHWATCH 
  Core Rulebook) once per game session, or lose the 
  Autosanguine Talent until Red Thirst is triggered again.
  ANGELS ENCARMINE ADVENTURE SEED
  Whilst en route to a new mission, or perhaps 
  returning from a completed one, the Kill-team’s 
  vessel encounters the Symphony of Pain attacking 
  a beleaguered Imperial Navy vessel. This is the 
  first sighting of the Chaos war ship since it was 
  crippled almost a decade ago, and it appears to 
  have undergone extensive repair and refit. The 
  Kill-team includes a Battle-Brother of the Angels 
  Encarmine, and this character is so well versed in 
  accounts of the last battle that he believes he can 
  repeat the feat attained by his brethren, insisting 
  an immediate boarding action should be launched. 
  It is only once the Kill-team is fighting its way 
  along passageways filled with corruption that it 
  discovers that the refit has been so extensive that 
  entire sections of the Chaos ship have been entirely 
  reconfigured and bear no resemblance to accounts 
  of its former state. Pride dictates the Kill-team 
  fights on, especially given the achievements of 
  the last battle, but battlefield logic demands the 
  brethren withdraw while they still can. 
  
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  ANGELS SANGUINE
  The Angels Sanguine are another Chapter formed when 
  the Blood Angels Legion was divided during the Second 
  Founding, and like many of their peers, the Chapter’s Battle-
  Brothers have served with honour and courage throughout the 
  ten thousand years of the Age of Imperium. The Chapter is 
  especially honoured for its heroic actions defending the regions 
  surrounding the Eye of Terror against the Black Crusades of 
  the servants of Chaos, and held in high esteem by most other 
  Chapters of the Adeptus Astartes. Despite this proud heritage, 
  there lingers an air of mystery about the Angels Sanguine that 
  can only be a result of the tragic Flaw of the Blood Angels.
  The most outwardly distinctive feature of the Angels 
  Sanguine is that none of the Chapter’s Battle-Brothers 
  ever remove their helmets, nor reveal their faces in the 
  presence of one not of their own Chapter. Even amongst 
  their own kin, whether of their own Chapter or others 
  of the line of Sanguinius, they obscure their features 
  beneath monkish hoods. Exactly why this should be the 
  case has never been determined by any outsiders, and as 
  a result, the Chapter’s Battle-Brothers are regarded with 
  a measure of dread by most they encounter. What might 
  lie beneath the helmets and hoods none can say. Perhaps 
  they are afflicted by some psychical mutation linked to 
  the Flaw, or maybe they simply choose to obscure their 
  faces as some form of penance. Furthermore, a number of 
  dark tales have emerged regarding the Chapter’s Fortress-
  Monastery, most of which concern the dark catacombs 
  said to lie far beneath it.
  The Angels Sanguine have been active in the Jericho Reach 
  since at least 791.M41, when a detachment from the Chapter’s 1st 
  Company arrived unannounced through the Jericho-Maw Warp 
  Gate and attached itself to a larger force of the Angels Vermillion, 
  a fellow Blood Angels Successor. The Angels Vermillion were 
  engaged upon a mission deep into the Chaos-held systems 
  surrounding the Hadex Anomaly, a mission launched at the behest 
  the Master of the Vigil, Watch Commander Mordigael of the 
  Blood Angels. It appears that this combined force had as its target 
  an individual Chaos warlord, and that the mission was a matter 
  of Chapter business and nothing to do with the Deathwatch’s 
  mission in the Jericho Reach. The mission was not debated in the 
  Chamber of Vigilance, nor were any accounts of it shared with the 
  Holy Ordos or with the high command of the Achilus Crusade. 
  Concerned by this turn of events, an ad hoc conclave of Inquisitors 
  based in the Tower of Brass on Watch Fortress Erioch determined 
  to discover something of what had occurred, in so doing setting 
  themselves against the Master of the Vigil, one of the most powerful 
  individuals in the entire Jericho Reach war zone.
  Though it cost them the lives of several of their most valued 
  followers, the Inquisitors discovered one single, key piece of 
  information regarding the mission. Its target was a warlord last 
  seen three centuries before in the vicinity of the Screaming 
  Vortex Warp storm that lies between the Calixis Sector and 
  the Koronus Expanse. The renegade had not been seen since 
  then, but his sudden reappearance in the Jericho Reach had 
  clearly been of great import to the Watch Commander. The 
  reason for this, and the involvement of the Angels Sanguine, 
  was hinted at when the Inquisitors discovered the title the 
  warlord was now operating under—Lazoreth the Faceless. 
  The prying Inquisitors would never have the opportunity to 
  disseminate their discovery, for over the course of the days and 
  weeks following the Watch Commander’s return to Watch Station 
  Erioch, each appears to have disappeared or met with some 
  unfortunate end. Of those Inquisitors whose bodies were found, 
  one was discovered frozen solid in the airless ice-chambers of 
  the Hunting Grounds, a section of the Watch Station given over 
  to training in arduous environments. Another was discovered 
  ﬂoating in the void, a chilling expression of stark terror etched 
  onto his face. The body of a third was found, exsanguinated, at 
  the base of the Tower of Brass, sprawled in plain view as if in dire 
  warning. Several of the Angels Sanguine took the Apocryphon 
  oath, and stand the Long Watch to this day.
  ANGELS VERMILLION
  The Angels Vermillion are a Second Founding Successor 
  of the Blood Angels Legion, created during the massive 
  reorganisation set in motion by Roboute Guilliman in the 
  aftermath of the Horus Heresy. While most Blood Angels 
  Successors maintain close ties with one another and with 
  their sire, the Angels Vermillion appear to be an exception. 
  Though none outside of the Chapters concerned can say 
  for certain why, it is probable that the Angels Vermillion 
  ANGELS SANGUINE CHARACTERS
  Angels Sanguine Battle-Brothers are created using 
  the rules given for Blood Angels characters in the 
  DEATHWATCH Core Rulebook.
  Bonus Trait: By removing his helmet or hood and 
  revealing his face to an enemy, the Angels Sanguine 
  character causes Fear (2). He may not (in fact will not) do 
  this if any friends or allies might also see his true face.
  Restriction: The Battle-Brother may never reveal his 
  true face to any apart from his worst enemies. What 
  lies beneath the hood? Well, that’s up to the player to 
  decide, and he should take all steps to ensure that no 
  others, even his Deathwatch Kill-team brethren, ever 
  look upon his face. The player and the GM should 
  work together to address such things as what happens 
  if the Battle-Brother sustains a serious head wound 
  and needs attention from an Apothecary of another 
  Chapter and the likes.
  ANGELS SANGUINE ADVENTURE SEED
  A Battle-Brother of the Angels Sanguine has recently 
  taken the Apocryphon Oath and joined Watch 
  Fortress Erioch. While he remains ignorant of the 
  details of the events that followed the mission against 
  Lazoerth the Faceless, he has strict instructions to 
  deter any who seek knowledge of the mission. The 
  exact form of the deterrence is left up to him to 
  determine, and his judgement is put to the test when 
  a cell of Acolytes in the service of one of the missing 
  Inquisitors arrives at the Watch Fortress seeking an 
  audience with their master.
  
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  have determined, for whatever reason, to suffer the curse 
  afﬂicting all of the Blood Angels’ scions alone. While the 
  Chapter has earned numerous battle honours prosecuting 
  the Imperium’s wars, they have very rarely been observed 
  ﬁghting in the same war zone as the Blood Angels or 
  another Successor.
  In addition to their apparent isolationist nature, the 
  Angels Vermillion is a notoriously secretive Chapter, 
  though it is hardly unusual for the Adeptus Astartes to 
  shun the attentions of non-Space Marine institutions. It 
  has been suggested that the reason for this secrecy lies in 
  the genetic curse shared by all of the Sons of Sanguinius, 
  though why the Angels Vermillion should extend this 
  attitude to others of their kin is unknown. Perhaps in the 
  Angels Vermillion the Flaw manifests itself differently, 
  in some way the Chapter would wish to hide even from 
  their own. What extremes of affliction might be worse 
  than those affecting some of the other Successor Chapters 
  may never be known, for the Angels Vermillion appear 
  intent upon bearing their burden alone.
  The secretive nature of the Angels Vermillion can come 
  to the fore when its Battle-Brothers are called to stand a 
  vigil of the Long Watch, and others of the Blood Angels 
  or their Successors are present in the same Watch Fortress 
  or Kill-team. Such brethren are well represented in the 
  ranks of the Jericho Reach Deathwatch, with several senior 
  members of Watch Fortress Erioch’s command cadre being 
  drawn from such parent Chapters. It is notable that very few 
  Battle-Brothers of the Angels Vermillion have stood a vigil 
  in the Jericho Reach, and when they have, they have taken 
  every possible step to avoid contact with those of their 
  brother Chapters. Whether or not such individuals serving 
  on the same Kill-team would degrade combat effectiveness 
  or cause internecine strife is unknown, as yet.
  ANGELS VERMILLION CHARACTERS
  The Angels Vermillion are a Blood Angels Successor 
  Chapter, and in many ways alike to their progenitor. 
  Therefore, Angels Vermillion characters are created 
  using the rules given in the DEATHWATCH Core 
  Rulebook. However, because the Chapter shuns the 
  contact of others of its line, use the Codex Battle-
  Brother Pasts presented on Table 2–1: Codex 
  Chapter Pasts on page 100 instead of the Blood 
  Angels Pasts found in the Core Rulebook.
  Bonus Talent: Orthoproxy, Rival (Blood Angels 
  and Successors).
  ANGELS VERMILLION ADVENTURE SEED
  The Angels Vermillion contributed a force to the opening 
  thrusts of the Achilus Crusade, serving with great 
  distinction as the Chaos-infested darkness was pushed 
  back by the crusading armies of the Emperor. At the 
  height of one of those battles, a hero of the Chapter fell 
  to the Black Rage and joined the ranks of the Chapter’s 
  Death Company. His fate was unknown, but recently 
  word of a potent warrior wearing the armour of the Angels 
  Vermillion Death Company was reported operating in 
  the Cellebos War zone. The Kill-team is dispatched to 
  investigate, and should the force include a Battle-Brother 
  of the same Chapter, he receives an additional order, 
  passed to him by unknown messengers: ﬁnd out the 
  fate of the Chapter’s lost hero. If he fell in combat and 
  some other warrior has looted his armour, avenge this 
  slight on the Chapter’s honour. If the hero has somehow 
  survived and betrayed his vows to the Emperor and to the 
  Primarch, slay him or do not return.
  Angels Vermillion
  Angels Sanguine
  Angels Encarmine
  Disciples of Caliban
  Guardians of the Covenant
  Angels of Vengeance
  
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  “You stand before this brotherhood as a renegade and a traitor. Your 
  actions have brought shame on the Primarch and on the Unforgiven. 
  Your suffering shall be but a beginning to your penance and your 
  screams shall be the harbinger of your contrition.”  
  –Interrogator-Chaplain Uzrael to an unnamed member of the Fallen 
  �
  ollectively known as the Unforgiven, the Successors 
  of the Dark Angels Legion seek to atone for the sin 
  of their ancient predecessors. In their own ways, each 
  Chapter strives to wipe clean all traces of their shame and 
  dishonour. Some seek, like the Dark Angels themselves, 
  to eradicate all those who betrayed the Lion, while others 
  seek to wash away their guilt with the draught of glory and 
  victory in the name of their Chapter. In their ancient shame, 
  all of the Unforgiven bear a heavy burden of responsibilty 
  to their progenitors; a responsibility that none shall set aside 
  until their task is complete.
  ANGELS OF VENGEANCE
  It is said that all of the so-called Unforgiven—the Dark 
  Angels and their Successor Chapters—are secretive and 
  obsessive to the point that many other Imperial forces 
  shun their presence and eschew their aid. In the case of the 
  Angels of Vengeance, potential allies are often cowed by 
  the Battle-Brothers’ cold-blooded determination and icy 
  single-mindedness. The Chapter is so utterly dedicated to 
  its duty that its brethren think or speak of little else. This 
  drive extends beyond a simple devotion to duty, into an all-
  consuming obsession. The Angels of Vengeance hold little 
  or no regard for the strategies of other forces, relentlessly 
  pursuing their own battle plans regardless of the schemes 
  others might have set in motion. On numerous occasions, 
  this behaviour has led to a battle being won at the expense 
  of an entire campaign, the Angels of Vengeance caring 
  only that their own immediate objectives are obtained 
  regardless of the wider picture.
  The Chapter’s attitude might long ago have led to 
  it being entirely ostracised by any of the Imperium’s 
  armies beside which it might take to the field. This is 
  not the case however, for the Chapter’s total devotion 
  has on numerous occasions led to it achieving stunning 
  victories and achieving objectives others have written off 
  as unobtainable. The Chapter’s all-consuming dedication 
  to its mission translates into a total rejection of the 
  notion of failure. It is true that the Space Marines of 
  the Adeptus Astartes “know no fear,” but the Angels 
  of Vengeance are so relentless and stubborn in their 
  approach to battle that they refuse even to re-deploy. 
  Even in the face of overwhelming odds, the Angels of 
  Vengeance fight on, frequently emerging from the fires 
  of battle having sustained enormous losses, but having 
  earned such victories as lesser warriors could only 
  dream of. Other Chapters might regard the Angels of 
  Vengeance as tactically inflexible and stubborn, but none 
  can dispute the roll of battle honours they have earned 
  over the millennia.
  With such an attitude, it is perhaps surprising that several 
  Battle-Brothers of the Angels of Vengeance Chapter have 
  stood a vigil of the Long Watch in the Jericho Reach, and 
  done so in such a manner as to earn great honour for their 
  Chapter and all of the Unforgiven. In particular, a Watch-
  Captain by the name of Brother Nhemas has served three 
  consecutive vigils in the region. Nhemas has led numerous 
  assaults against the servants of the Ruinous Powers. On one 
  occasion he took to the ﬁeld to lead a Kill-team deep into 
  the systems surrounding the Hadex Anomaly, penetrating 
  further in that region of madness and corruption than 
  any others ever have and returned. When the small force 
  emerged, well within the time-frame deﬁned by its mission 
  parameters, debrieﬁng at Watch Fortress Erioch revealed 
  the startling account of what had transpired during the 
  mission. Something about the Hadex Anomaly caused such 
  distortion in the passage of time that to the Kill-team, the 
  mission had lasted for several years. The Battle-Brothers 
  were ragged and haggard, their armour dented and patched 
  and they bore all manner of ad hoc weaponry. What horrors 
  the Battle-Brothers faced deep within the Hadex Anomaly 
  may never be fully described, but it is recorded that it was 
  only by the Watch Captain’s utter refusal to concede defeat 
  that the mission was ultimately a success.
  ANGELS OF VENGEANCE CHARACTERS
  Angels of Vengeance characters are created using 
  the rules given for Dark Angels in the DEATHWATCH 
  Core Rulebook. 
  Bonus Talents: Duty Unto Death, Rival (all non-
  Adeptus Astartes Imperial bodies).
  ANGELS OF VENGEANCE ADVENTURE SEED
  This seed can be used as a bridge between two more 
  involved missions and is best used when an Angels 
  of Vengeance character is acting as squad leader. 
  Whilst on transit back to Watch Fortress Erioch, 
  having completed its most recent mission, the Kill-
  team intercepts a distress call from another Imperial 
  force, most likely an Imperial Guard regiment 
  but possibly a small force of Battle Sisters of the 
  Adepta Sororitas. Assuming the Kill-team decides 
  to answer the call, the other force appears relieved 
  at the prospect of help arriving in the form of a 
  Deathwatch Kill-team, until that is, the force learns 
  of that a Battle-Brother of the Angels of Vengeance 
  Chapter is leading it. At that point, the commander 
  of the beleaguered force rejects the Kill-team’s aid. 
  How will the Battle-Brothers, and in particular the 
  Angel of Vengeance, react? Will they abandon the 
  other force to its fate (with potential ramiﬁcations in 
  the future) or seek to aid it regardless?
  
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  THE DISCIPLES OF CALIBAN
  A great deal of mystery surrounds the foundation of any 
  Chapter created using the gene-seed of the Dark Angels, for 
  while their line is held to be pure and free from mutation, 
  it is very rarely used to sire new Successors. The creation 
  of the Disciples of Caliban is shrouded even more, for 
  nothing undertaken by any of the Unforgiven is carried 
  out without a degree of secrecy.
  The Chapter was created towards the end of M37, 
  apparently as a result of the Supreme Grand Master of the 
  Dark Angels Chapter beseeching the High Lords of Terra. 
  It appears there was a speciﬁc mission in mind for the new 
  Chapter, though as ever, the Unforgiven never committed 
  any details to the annals of the Imperium’s history. The 
  fact that the Dark Angels could bring such inﬂuence to 
  bear on the Senatorum Imperialis as to bring about the 
  creation of a new Chapter has not gone unnoticed, and is 
  cause for great concern in some quarters.
  Despite the shrouded circumstances of their Chapter’s 
  founding, the Battle-Brothers of the Disciples of Caliban are 
  generally held to be noble and virtuous. As they should be, 
  for they are subject to a regime of genetic assessment far more 
  rigorous than many other Chapters maintain. What happens 
  should a Battle-Brother fall short of the incredibly high 
  genetic purity threshold he is required to meet is not known. 
  The Disciples of Caliban are a ﬂeet-based Chapter, and 
  an exceptionally active one at that. In the comparatively 
  short term of its existence, the Chapter’s forces have been 
  witnessed ﬁghting in numerous war zones the length and 
  breadth of the Imperium. Many of the wars the Chapter has 
  become involved in appear to have been instigated by the 
  Fallen Dark Angel known as Cypher, though the causes of 
  some are simply inexplicable. It is known that Cypher is a 
  master at fomenting anarchy and discord wherever he passes 
  and able to inspire apocalyptic planetary insurrections with 
  but a single cryptic transmission. In turn, the Disciples of 
  Caliban have become adept in tracking down the activities 
  of the Fallen, especially those of Cypher, and of acting 
  upon the slightest scrap of evidence. How many Fallen 
  the Disciples of Caliban have captured to be dragged back 
  to the excoriation chambers of the Dark Angels is not 
  known, but surely the number must rival those of other 
  Dark Angels Successors much older than themselves. It is 
  even said that the Disciples of Caliban have on several 
  occasions engaged Cypher directly, their enemy eluding 
  them by the smallest of margins.
  Several Battle-Brothers of the Disciples of Caliban are 
  known to have served in the ranks of the Deathwatch 
  of the Jericho Reach. In most cases however, the Space 
  Marine has stood but a single vigil before returning to 
  his parent Chapter. It is whispered by some that the 
  Chapter only ever allows its brethren to stand the Long 
  Watch if and when it suits them. Perhaps the Chapter’s 
  Masters have reason to believe that the Fallen or their 
  allies are operating in the Jericho Reach, and that by 
  sending Battle-Brothers to serve there, the Disciples of 
  Caliban may uncover intelligence they would otherwise 
  never have access to. What might happen should such a 
  mission clash with the activities of the Deathwatch, and 
  the loyalties of a Disciples of Caliban Battle-Brother be 
  conflicted, remains to be seen. Certainly, it appears that 
  brethren detached from their parent Chapter are held 
  to the same tests of gene-seed purity as their brethren. 
  Senior Chapter Serfs acting as envoys are wont to appear 
  unheralded at Watch Fortress Erioch, departing once 
  entrusted with a phial of blood drawn from any and all 
  Disciples of Caliban serving there.
  DISCIPLES OF CALIBAN CHARACTERS
  Disciples of Caliban characters are created using the 
  rules for Dark Angels presented in the DEATHWATCH 
  Core Rulebook. 
  Bonus Skill: Inquiry (with a +10 bonus in relation 
  to the Fallen).
  Restriction: At the GM’s discretion, senior members of 
  the Jericho Reach Deathwatch might occasionally grow 
  suspicious of the Battle-Brother’s loyalties, resulting in a 
  –1 Cohesion penalty until their doubts are assuaged. 
  DISCIPLES OF CALIBAN ADVENTURE SEED
  Soon after pledging the Apocryphon Oath and taking 
  his place on the Long Watch at Erioch, the Battle-
  Brother discovers a dormant messenger-meme residing 
  in the sensorium core of his power armour. When 
  opened, the message reveals itself to be a special order 
  from the Inner Circle of the Disciple of Caliban. The 
  exact nature of the message is left up to the Game 
  Master, but could include instructions to maintain a 
  close watch on a Black Shield serving in the Jericho 
  Reach, to reconnoitre a speciﬁc location on one of 
  its worlds, or even to ensure the death of a speciﬁc 
  individual (potentially one counted an ally by other 
  Imperial forces). Of course, the message is intended for 
  the Battle-Brother’s eyes only, and sharing its contents 
  even with his fellow Kill-team members is to risk the 
  ire of his Chapter’s Interrogator-Chaplains…
  
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  GUARDIANS OF  
  THE COVENANT
  The Guardians of the Covenant are a Chapter as dedicated to 
  the scholarly arts as to the ways of war. The Battle-Brothers 
  are masters of both, their intellects as keen a weapon as 
  their chainswords. The Guardians of the Covenant study 
  the teachings of the Emperor and of their Primarch in 
  minute detail, attaining a unique perspective on the object 
  of their assiduous studies. Every shred of ancient wisdom 
  is absorbed, debated, and analysed, so that no ruse or 
  stratagem is beyond the Guardians of the Covenant, and 
  none may better them on the ﬁeld of battle.
  This attention to the words of these and numerous 
  other ﬁgures carries over into more areas of the Chapter’s 
  identity. Many of the Chapter’s brethren are masters of 
  the calligraphic arts. These supremely skilled artiﬁcers 
  spend long hours adorning the Chapter’s arms and 
  armour, banners, and even the ﬂanks of its war machines, 
  with passages drawn from numerous sacred texts. Exactly 
  what drives these brethren to express themselves in such 
  a manner is unknown, and much like the activities of 
  many of the Unforgiven Chapters, subject to mystery and 
  deliberate misdirection.
  The Guardians of the Covenant are most active on the 
  borders of Segmentum Paciﬁcus and as such have faced 
  numerous alien threats emanating from the vast reaches 
  of the unexplored void. The Halo Stars extend beyond 
  the Imperium’s outer frontiers for many hundreds of 
  light years, and none can know what alien horrors might 
  lurk in the depths of the void. The Chapter is known to 
  have defeated an invasion by the race of Lelith, as well 
  as numerous xenos empires now thankfully extinct. They 
  have faced and defeated threats from rampaging Orks and 
  saved entire planetary populations from being dragged 
  screaming into the webway by the vile Dark Eldar. The 
  Chapter has even faced the newly emerged Necrons, for 
  many of their Tomb Worlds are to be found in the regions 
  where the Guardians of the Covenant are most active.
  Because the Chapter’s home world is located on the 
  borders of Segmentum Pacificus, it is rare indeed for its 
  Battle-Brothers to be encountered standing the Long 
  Watch as far distant as the Jericho Reach. Only a handful 
  of the Chapter’s brethren are known to have served in 
  the Deathwatch, though none have done so since the 
  coming of the Achilus Crusade. Nonetheless, several 
  items of power armour belonging to Battle-Brothers 
  from the Guardians of the Covenant that have taken the 
  Apocryphon Oath lie unclaimed in dusty niches of the 
  Hall of Glory, their owners having fallen in battle whilst 
  serving the Deathwatch. 
  GUARDIANS OF THE  
  COVENANT CHARACTERS
  Guardians of the Covenant characters are created using 
  the rules for Dark Angels presented in the DEATHWATCH 
  Core Rulebook.
  Bonus Talent: Infused Knowledge.
  Restriction: Because so very few Battle-Brothers of 
  the Guardians of the Covenant Chapter have stood the 
  Long Watch in the Jericho Reach, the ﬁrst time the 
  character ﬁlls the role of Kill-team leader, Cohesion 
  is reduced by one. If the mission is a success then this 
  penalty is lifted, but if not, it continues until such time 
  as the character leads a successful mission.
  GUARDIANS OF THE COVENANT ADVENTURE SEED
  One of the PCs is a Guardians of the Covenant 
  character and part of his Apocryphon Oath 
  required him to earn the right to bear a Chapter 
  relic currently residing in the Hall of Glory on 
  Watch Fortress Erioch. Only when he has attained 
  a speciﬁc Renown threshold (as determined by the 
  Game Master) is he judged worthy of attending the 
  niche in the hall that contains the relic, along with 
  items of armour belonging to the last Guardians of 
  the Covenant Battle-Brother that carried it. The 
  exact nature of the Relic is up to the GM, and other 
  conditions can be placed on receiving it.
  
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  s many and varied as the Chapters which are their 
  heritage, the Successor Chapters of the Adeptus 
  Astartes form the bulk of the Space Marines’ 
  might. The Battle-Brothers of each Successor Chapter are 
  heirs to their own traditions as much as those of their 
  forebears and each warrior stands beside his brothers as 
  a symbol of the strength and wisdom of their Chapter’s 
  particular way of waging war. 
  DOOM EAGLES
  The Doom Eagles are one of the Second Founding Successors 
  of the Ultramarines Legion, and as such have the honour 
  of being counted amongst the so-called “Primogenitors.” 
  This august group includes some of the most well-known 
  and celebrated Chapters ever to have fought in Humanity’s 
  name, sharing as they do the genetic inheritance and many 
  of the traditions of the Ultramarines themselves. In many 
  ways, however, the Doom Eagles are very different to the 
  other inheritors of Roboute Guilliman’s legacy. While 
  the Ultramarines are noble and virtuous, each a shining 
  exemplar of the values the Space Marines are sworn to 
  uphold, the Doom Eagles are overtly maudlin in demeanour, 
  the teachings of their Chapter cult very much focused on 
  death and mourning. Central to the Doom Eagles’ traditions 
  is the notion that each and every Battle-Brother is already 
  dying. Many brethren appear consumed by grief, though 
  as Space Marines they are well able to bear their afﬂiction. 
  The Doom Eagles suffer their maudlin nature with stoicism 
  and dignity, channelling it via their Chapter’s rites and 
  traditions into a weapon with which to engage the enemies 
  of Mankind. Their belief that death is inevitable and that 
  they themselves are dying is ultimately liberating, for it frees 
  the Doom Eagles from the scant doubts that one as mighty 
  and fearless as a Space Marine might still harbour. Only 
  those able to overcome every shred of fear of death survive 
  the Chapter’s rites of selection, and those who do, while 
  dark and brooding, have truly conquered death itself.
  The Doom Eagles are a “codex” Chapter, adhering 
  to the wisdom of their Primarch, yet they display a 
  predilection for aerial attacks using Assault squads 
  equipped with jump packs. The Chapter’s Battle-Brothers 
  are especially potent in this role, taking on the aspect of 
  the literal “angels of death,” swooping down from the 
  heavens to mete out the Emperor’s justice upon the foes of 
  Mankind. The Chapter’s focus on such tactics means that 
  its veterans are held to be amongst the finest exponents 
  of the jump assault in the entire Adeptus Astartes, though 
  plenty amongst the Blood Angels and the Raven Guard 
  Chapters would vehemently disagree. 
  The Doom Eagles have seen action throughout the 
  Jericho Reach, particularly in the Canis Salient. A force 
  based around the Chapter’s 3rd Company was instrumental 
  in the conquest of the world of Wrath, breaking the 
  stubborn defence mounted by its native peoples and 
  opening the way for their complete subjugation. During 
  the key battle, an orbital drop directly on to the island 
  capital of the natives’ rulers, the 3rd Company’s squads 
  displayed their mastery of the jump assault to characteristic 
  effect. Every squad of the company, whether Tactical, 
  Assault or Devastator, donned jump packs in order to 
  affect a high altitude drop some ﬁfty kilometres away 
  from the heavily defended drop zone. The high altitude 
  deployment allowed the Space Marines to confound the 
  defenders, their jump packs arresting their descent while 
  they steered themselves in at an extremely shallow angle. 
  By the time the assault force was over the drop zone, the 
  defenders were unable to mount anything more than an ad 
  hoc last stand, and the head of the resistance was severed 
  in a single, critical battle.
  While the Doom Eagles 3rd Company has long since 
  been recalled to other warzones, a small core of its warriors 
  remained to stand the Long Watch. While each is a veteran 
  of numerous wars, most have chosen to deploy as Assault 
  Marines, where their mastery of the jump assault can be put 
  to use against the myriad enemies of Mankind stalking the 
  war-torn depths of the Jericho Reach.
  DOOM EAGLES CHARACTERS
  Battle-Brothers drawn from the Doom Eagles Chapter 
  are created according to the Codex Battle-Brother 
  rules presented on page 99. 
  A Doom Eagles Space Marine gains the following 
  beneﬁts: +5 Agility, +5 Willpower.
  Bonus Talent: Death from Above
  Restrictions: Fellowship advances cost twice the 
  normal Experience Points to Doom Eagles characters.
  DOOM EAGLES ADVENTURE SEED
  One of the greatest of the Doom Eagles heroes 
  of the Invasion of Wrath was the celebrated 
  Captain Dhellas, a mighty warrior, who despite an 
  unprecedented tally of dead foes, fell at the very 
  moment of his victory. Though the Captain’s body 
  was returned with due reverence to his Chapter, a 
  mighty edifice was raised in his honour upon one 
  of the numerous small islands of Wrath. Recently, 
  however, the memorial has been defiled and word 
  of the desecration has reach the Doom Eagles. It 
  falls to a PC of the Chapter to seek vengeance 
  however he can, either during a mission to Wrath 
  or even on his own, with or without the approval 
  of his superiors at Watch Fortress Erioch.
  
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  FIRE ANGELS
  The Fire Angels are a recently founded Chapter, though not 
  the ﬁrst body to bear the title and panoply. They hail from 
  the world of Lorin Alpha and while they share the genetic 
  heritage of the Ultramarines, the Fire Angels have no special 
  links to the wider body of Ultramarines Successors. Instead, 
  the Fire Angels look forwards, carving their own legends in the 
  annals of the Imperium’s history. Though only a few centuries 
  old, the Chapter has already won many notable victories and 
  taken part in numerous campaigns and crusades. 
  The Fire Angels are notably conservative in their outlook and 
  nature, adhering closely to the Codex Astartes. This is perhaps 
  inevitable in such a young Chapter, which has yet to develop the 
  idiosyncrasies of one that has fought for many millennia. The 
  Chapter’s Battle-Brothers train for all aspects of warfare, but focus 
  on those considered the core of the Space Marine way of war. The 
  Chapter lacks large numbers of the more specialised war machines 
  and wargear and makes extensive use of Rhino armoured transports 
  as well as the many vehicles based on this venerable pattern. 
  There is one aspect of the Fire Angels that sets them apart from 
  other Chapters however, and that is the manner in which they 
  honour the Emperor. While the Imperial Creed preaches that the 
  Emperor is a god, the majority of Space Marine Chapters have 
  their own, unique Chapter Cults, most of which regard him as 
  a man, albeit the most potent ever to have lived. Uncommonly 
  amongst the Adeptus Astartes, the Fire Angels’ Chapter Cult 
  adheres closely to the dictates of the Imperial Creed, sharing many 
  of its teachings and beliefs. As a result, the Chapter has close ties 
  with various bodies within the Ecclesiarchy and has even fought 
  alongside the Battle Sisters of the Adepta Sororitas. Battle-Brothers 
  of the Fire Angels have received numerous citations and honours 
  from the lords of the Ministorum, something that very few other 
  Chapters would accept or acknowledge. The Chapter’s warriors 
  are often seen bearing various icons of the Imperial Creed upon 
  their armour as they ﬁght the enemies of the Emperor.
  FIRE ANGELS CHARACTERS
  While it is known that the Fire Angels were founded 
  using the gene-seed stocks of the Ultramarines, the 
  Chapter maintains few of the traditions of its progenitor. 
  Fire Angels characters are therefore created using the 
  Codex Battle-Brother character creation guidelines 
  presented on page 99.
  A Fire Angels Space Marine gains the following 
  beneﬁts: +5 Weapon Skill, +5 Ballistic Skill. 
  Bonus Talents: Peer (Ecclesiarchy), Rival (All humans 
  ignorant of the Imperial Creed.)
  FIRE ANGELS ADVENTURE SEED
  The Kill-team is dispatched on a mission to the Shrine 
  World of Eleusis in the Orpheus Salient, its orders to 
  investigate reports of xenos creatures inﬁltrating the 
  extensive catacombs beneath one of the major Shrine 
  cities. Deep in noisome, sewer-like crypts, the Kill-
  team discovers desecration enacted upon the tombs of 
  the faithful during the long ages the Shrine world was 
  lost to the worship of the Ruinous Powers. To make 
  things worse still, the brethren soon uncover signs of a 
  subtler corruption at work, in the form of a xenophile 
  cult using the catacombs as a lair. Faced with heresy 
  and corruption at all turns, the Kill-team might decide 
  to unleash the ﬁres of the Emperor’s wrath and burn 
  the entire place to cinders, their greatest weapon their 
  own unbreakable faith.
  Doom Eagles
  Fire Angels
  Knights of the Raven
  Silver Skulls
  
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  SILVER SKULLS
  The Silver Skulls are believed to be a Successor of the Ultramarines 
  Legion, though as with many details of the Imperium’s ten 
  millennia long, war-torn history, this fact is far from certain. What 
  is known, however, is that the Chapter has been at the forefront 
  of the Emperor’s wars since its founding, and fought alongside 
  others of the so-called Primogenitors on numerous occasions. 
  The Chapter’s home world of Varsarvia is located in Ultima 
  Segmentum, a thinly settled region of the galaxy haunted by 
  numerous xenos species. The Chapter must regularly face all 
  manner of threats, and in recent times has fought signiﬁcant and 
  costly battles against the Dark Eldar and the resurgent Necrons. 
  The Silver Skulls adhere broadly to the letter and intent of 
  the Codex Astartes, only diverging from their presumed genetic 
  inheritance in the details of their Chapter cult. The Silver Skulls 
  engage in a number of barbaric rites that are likely to have emanated 
  from the cultures from which they recruit. Notable amongst these 
  is the practise of head taking, whereby especially potent enemies 
  are beheaded during battle, their decapitated heads born as 
  trophies until victory is won. As part of its post-battle celebrations, 
  the Chapter selects the heads of the most powerful enemies, ﬂense 
  ﬂesh from bone and layer the skulls in a coat of silver. 
  Another characteristic feature of the Silver Skulls’ character is 
  to be witnessed in their use of various precognitive disciplines. 
  While some would label them overly superstitious, the Silver 
  Skulls believe that by consulting the Emperor’s Tarot, the 
  Chapter’s Librarians—referred to as Prognosticators—seek to 
  decipher the Emperor’s will and commit their strength as best 
  suits his otherwise unknowable scheme. Because of this enhanced 
  role within the Chapter’s traditions, the Prognosticators work 
  closely with the Silver Skulls’ Chaplains. On some occasions, the 
  Prognosticators have counselled against the Chapter becoming 
  embroiled in a particular war, though honour has often dictated 
  that it do so regardless. To ﬁght knowing that defeat is inevitable is 
  perhaps a curse the Chapter must bear, the price of the wisdom the 
  Prognosticators are undoubtedly party to. Despite their seemingly 
  mercurial nature, the Silver Skulls are known to ﬁght with honour 
  the length and breadth of the Imperium.
  KNIGHTS OF THE RAVEN
  Very few details of the Knights of the Raven Chapter are 
  known, even within the ranks of the Adeptus Astartes, the 
  Deathwatch, and the Holy Ordos of the Emperor’s Inquisition. 
  Given the similarities between the Chapter’s iconography 
  and that of the Raven Guard Chapter, it might be assumed 
  that the Knights of the Raven are related in some way to 
  the First Founding sons of the Primarch Corax, though there 
  is no deﬁnitive link between the two chapters beyond the 
  coincidence of name and heraldry. 
  The Knights of the Raven are represented in the war 
  zones of the Jericho Reach by a small task force that emerged 
  unheralded through the Jericho-Maw Warp Gate some three 
  years ago. This sub-company battle force has fought many 
  battles alongside other, larger forces, drawn from a variety of 
  brother Chapters. As best as can be determined, the Knights 
  of the Raven consider it their solemn duty to commit forces 
  to the Achilus Crusade, for to stand by as others ﬁght and die 
  in the name of the Emperor is a far darker shame than any 
  defeat that could be suffered at the hands of the foe.
  A small number of Knights of the Raven Battle-Brothers 
  have since taken the Apocryphon Oath and began a vigil of 
  the Long Watch. As with the deployment of the Chapter’s 
  main force in the Jericho Reach, it appears this undertaking is 
  a matter of honour, ensuring the Chapter bears its fair share 
  of the trials and tribulations of the crusade. This handful of 
  Battle-Brothers have not long been serving at Watch Fortress 
  Erioch, and it remains to be seen if their deeds will equal, or 
  even surpass those of other, better known Chapters.
  SILVER SKULLS CHARACTERS
  Battle-Brothers drawn from the Silver Skulls Chapter 
  are created according to the Codex Battle-Brother 
  rules presented on page 99. 
  A Silver Skulls Space Marine gains the following 
  beneﬁts: +5 Intelligence, +1 Fate Point.
  SILVER SKULLS ADVENTURE SEED
  On the eve of battle, a Silver Skulls Battle-Brother 
  experiences some manner of portent of doom, perhaps 
  whilst in prayer or while consulting the Emperor’s Tarot. 
  So powerful is this message that the Battle-Brother is 
  convinced that the mission will end in disaster, and in many 
  ways he may be correct. Yet, it is written that every warrior 
  has the power to grasp his own fate. During the ensuing 
  mission, the Battle-Brother may not make use of any Fate 
  Points, but, assuming he survives, he earns a bonus Fate 
  Point as soon as it is over.
  KNIGHTS OF THE RAVEN CHARACTERS
  Battle-Brothers drawn from the Knights of the Raven 
  Chapter are created according to the Codex Battle-
  Brother rules presented on page 99.  
  A Knights of the Raven character gains the following 
  beneﬁts: +5 Agility, +5 Intelligence.
  KNIGHTS OF THE RAVEN ADVENTURE SEED
  The Knights of the Raven Battle-Brother might have 
  been tasked with proving the Chapter’s strength, 
  courage and devotion by way of his deeds in the 
  Jericho Reach. An interesting narrative could be 
  developed by the Game Master providing the 
  character with secret challenges that the rest of the 
  Kill-team is ignorant of, until they are completed at 
  least. These might include facing speciﬁc enemies, 
  ﬁghting on particular worlds, earning set amounts 
  of Renown and the likes. Bonus Experience Points 
  should be awarded to the player if he succeeds in 
  these challenges, while dire communications could be 
  received from his distant Chapter Master if his deeds 
  are not sufﬁciently legendary!
  
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  SONS OF MEDUSA 
  A Successor of the First Founding Iron Hands Chapter, 
  the Sons of Medusa are a highly unusual case, in that they 
  were not created by way of any conventional means. The 
  Chapter’s roots are to be found in the dark days of the 
  Moirae Schism, during which the servants of the Cult 
  Mechanicus were split in two by a doctrine that claimed 
  to be able to read the future in minute ﬂuctuations in 
  the blessed Astronomican. Furthermore, the future the 
  schismatics read in the wave forms spoke of a future age 
  in which the Cult Mechanicus and the Ecclesiarchy were 
  merged as one uniﬁed creed. Needless to say, neither 
  bodies would countenance such a thing and internecine 
  war soon split the Adeptus Mechanicus in two.
  Ordinarily, the so-called Moirae Schism might have been 
  contained within the ranks of the Adeptus Mechanicus and 
  need not have resulted in bloodshed. It was unfortunate then 
  that the schism occurred during an age when the Imperium as 
  a whole was also was split in two – the so-called Nova Terra 
  Interregnum. With the Imperium’s ruling bodies ﬁghting 
  themselves and one another, the schism was able to spread far 
  and wide, soon penetrating the consciousness of groups with 
  close ties to the Adeptus Mechanicus. One such group was the 
  Iron Hands Chapter.
  A highly divergent Chapter, the Iron Hands organise 
  themselves into all but autonomous Clan Companies instead 
  of the codex-prescribed, centrally organised system. As the 
  doctrines of the Moirae techno-mystics took hold, some 
  Clan Companies embraced them while others rejected them 
  entirely. Soon, the Chapter was riven with discord and an all-
  out war between the opposed factions seemed inevitable. It 
  was only by convocation of the Chapter Great Clan Council 
  that such a destructive end was averted, and it was agreed that 
  those Iron Hands who would not renounce their new beliefs 
  should leave the Chapter, and that neither side would ever 
  take up arms against the other. 
  Despite their effective banishment, the schismatics still 
  considered themselves Iron Hands and loyal servants of the 
  Imperium. They took to a new existence crusading against the 
  foes of the Imperium and when the Nova-Terra Interregnum 
  was ended and the Imperium launched its Great Cull against 
  those deemed to have strayed too far from the Emperor’s light, 
  the exiles were at the fore of the campaign. By this time, their 
  ranks had been swollen by others of the Iron Hands who 
  shared their beliefs, as well as by continuation of gene-seed 
  propagation procedures. By the end of the Great Cull, the 
  exiles numbered several hundred Space Marines, amounting 
  to a nascent Chapter in their own right.
  In recognition of the exiles’ service during the Great Cull, 
  the High Lords of Terra formally recognised them as a Chapter 
  of the Adeptus Astartes, and the title “Sons of Medusa” was 
  bestowed upon them. Thus, the Chapter was never Founded 
  as such, marking its origins as virtually unique in the annals 
  of the Adeptus Astartes.
  Centuries after its unusual creation, the Sons of Medusa 
  Chapter resembles one modelled on the Codex Astartes. 
  There are differences however, and these are rooted in 
  the Clan Companies of the Iron Hands. The thousand 
  or so Battle-Brothers of the Sons of Medusa belong to 
  one of three War Clans, each of which comprises a Battle 
  Company, a Tactical Company, and a Support Company 
  that includes numerous specialist squads. This takes 
  the Chapter’s numbers up to around 900 brethren, and 
  the remaining hundred or so are Scouts, split between 
  each of the three War Clans. Thus, the Chapter broadly 
  adheres to the Codex Astartes while maintaining its own 
  internal chain of command that differs significantly from 
  Roboute Guilliman’s vision.
  In temperament, the Battle-Brothers of the Sons of 
  Medusa display the same demeanour as their progenitors. 
  They abhor the weakness of the flesh, and while they 
  encase their bodies in cold steel they are blessed of a 
  hatred of the Emperor’s foes far hotter than any furnace. 
  Given their crusading roots during and immediately 
  following the Nova-Terra Interregnum, it is not surprising 
  that the Sons of Medusa display an even keener urge to 
  prosecute the Emperor’s foes than their sires. 
  SONS OF MEDUSA CHARACTERS
  Sons of Medusa characters can be created in one of two ways. 
  If the player has access to the FIRST FOUNDING supplement, 
  the rules given for creating an Iron Hands Battle-Brother 
  can be used. If this supplement is not available, however, it 
  is perfectly appropriate to use the rules presented on page 
  99 for creating a Codex Battle-Brother. 
  A Sons of Medusa Space Marine created using the 
  Codex Character Creation rules gains the following 
  beneﬁts: +5 Weapon Skill, +5 Ballistic Skill.
  Bonus Talent: Scourge the Heretic. May start out 
  with The Flesh is Weak for 200 XP.
  Restrictions: Some members of the Ecclessiarchy 
  may (at the GM’s discretion) have some knowledge of 
  the Moirae Schism and therefore harbour a mistrust of 
  the character and his brethren. This could manifest as 
  anything from full-blown antagonism to a simple –10 
  penalty on Interaction Skill Tests.
  SONS OF MEDUSA ADVENTURE SEED
  During a mission near the cursed Heretek Forge World 
  of Samech, the Kill-team encounter echoes of the 
  Moirae Schism and the heretical dogma preached by 
  its instigators. Should the Kill-team include a Sons of 
  Medusa Battle-Brother, he will surely wish to investigate 
  further, to determine if a genuine link to the Moirae 
  techno-mystics exists. If there is a connection, how 
  will he react? Will he determine to silence the heretic 
  spouting the words of a long-forgotten dogma or will 
  he seek to learn more of them? Furthermore, what if 
  the Kill-team also includes a Battle-Brother of the Iron 
  Hands Chapter? Will the Moirae Schism erupt afresh in 
  the ranks of the Deathwatch of the Jericho Reach?
  
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  FIRE HAWKS
  It is believed that the Fire Hawks are a product of the 
  21st, also called the “Cursed”, Founding, and certainly 
  the Chapter shares something of the ill-omened nature 
  said to haunt others of that line. While the Fire Hawks 
  have always maintained they were forged from the gene-
  stock of the Ultramarines, the sons of Guilliman have 
  never acknowledged any kinship, fuelling suspicions as 
  to their true heritage.
  The Fire Hawks are a ﬂeet-based Chapter, though they 
  have in the past ruled over at least two former home worlds. 
  Today however, these worlds are blasted wastes, consumed 
  by the wars of the Age of Imperium. Though no trace of 
  the culture from which the Chapter originally recruited 
  now exists, something of their feudal traditions live on in 
  the Chapter’s rites and character. The Fire Hawks engage 
  in the practise of honour duelling, often using weapons 
  heated over ceremonial braziers to settle disputes and 
  lay rivalries to rest. Needless to say, the loser in such a 
  bout is likely to be horriﬁcally scarred, and death is not 
  an uncommon outcome. Another tradition dating back to 
  this lost culture is in the rank titles bestowed upon the 
  Chapter’s leaders. Knightly terms are often combined with 
  standard codex titles, creating individuals with a wide 
  range of ranks, such as Captain-at-Arms, Knight-Sergeant 
  or Brother-Ensign. 
  In temperament, the Fire Hawks are notoriously 
  bellicose, their battle tactics almost entirely concerned 
  with the application of overwhelming force to bring 
  about the total and immediate destruction of the enemy. 
  Despite their brutal approach to war, the Fire Hawks are 
  not mindless berserkers and never throw away their own 
  lives in the pursuit of impossible objectives. While some 
  allies have denounced the Fire Hawks for this attitude, 
  some coming close to calling them out as traitorous, it is 
  in fact rooted in their overwhelming sense of superiority 
  and self-worth. The Fire Hawks simply refuse to sacriﬁce 
  themselves for anything but the highest cause, and when 
  they commit themselves to battle, the result is the total 
  destruction of all who stand before them.
  The Fire Hawks are somewhat unusual in another 
  regard too. When the Age of Apostasy pitched the entire 
  Imperium into an age of civil war and anarchy, most 
  Chapters of the Adeptus Astartes focused on their own 
  missions and refused to take sides. The Space Marines 
  saw any involvement in the countless internecine wars 
  of faith and the absolute, maniacal oppression unleashed 
  upon the worlds of the Imperium by High Lord Vandire 
  as a betrayal of their duties. The vast majority looked to 
  the security of the regions about their home worlds or 
  continued to prosecute long-standing wars against ancient 
  xenos foes. The Fire Hawks, however, did become involved 
  in the wars of the age. The Chapter fought for the cause 
  of Sebastian Thor, and ever since that time has sought 
  to maintain the status quo that settled over the galaxy 
  following his victory over the insane High Lord. To this 
  day, the Fire Hawks have been tireless in their prosecution 
  of any enemy whose deeds might threaten the Imperium, 
  launching their overwhelming assaults against renegade 
  planetary governors, apostate hierarchs, and rogue militant 
  lords. In many cases, the Chapter’s leaders have taken on 
  such causes before any other body has beseeched them 
  for aid, regarding the defeat of such traitors as a matter 
  of honour. Only when the demagogue is slain, his armies 
  scattered, his cities cast down and his peoples made 
  destitute do the Fire Hawks consider the matter settled.
  While the Fire Hawks have not deployed to the Jericho 
  Reach in force, a number of Battle-Brothers drawn from 
  the Chapter are known to be standing the Long Watch 
  in the region. Of these individuals, a Techmarine by 
  the name of Solus Phen, was recently the subject of an 
  unfortunate incident involving the Omega Vault at the 
  heart of Watch Fortress Erioch. It is normal for the vault 
  to open to allow an individual to enter and recover the 
  object of its unsealing, yet when Brother Phen entered, 
  the portal closed immediately behind him and when it 
  next opened, all sign of his passing was gone. Needless 
  to say, Techmarine Phen’s Battle-Brothers are keen to 
  determine his fate and to uncover the meaning of this 
  portentous event.
  FIRE HAWKS CHARACTERS
  Battle-Brothers drawn from the Fire Hawks Chapter 
  are created according to the Codex Battle-Brother 
  rules presented on page 99.
  A Fire Hawks Space Marine gains the following 
  beneﬁts: +5 Weapon Skill, +5 Ballistic Skill.
  Bonus Talent: Good Reputation (Ecclessiarchy)
  Restrictions: At the GM’s discretion, highly ranked 
  Imperial Guard ofﬁcers may distrust the Battle-Brother, 
  having encountered this Chapter in the past. A –10 penalty 
  to Interaction Skill tests is appropriate in such cases.
  FIRE HAWKS ADVENTURE SEED
  The Kill-teams of the Deathwatch are often called 
  upon the serve alongside the servants of the 
  Inquisition, sometimes accompanying individual 
  Throne Agents into the field. The Battle-Brothers 
  are oath-bound to obey the lords of the Ordo 
  Xenos, despite their own views on the mission. 
  What if, however, a Battle-Brother of the Fire 
  Hawks Chapter was called upon to serve under 
  an Inquisitor espousing Radical beliefs entirely 
  at odds with the fact that the Fire Hawks sided 
  with the Thorians during the wars of the Age of 
  Apostasy? In many cases the Inquisitor’s factional 
  leanings would have little or no effect on the 
  execution of a mission, but there are bound to be 
  occasions, however rare, when they do come to the 
  surface and inform the Inquisitor’s strategy. Most 
  other Space Marines are able to set aside their own 
  views, or else they would not have been seconded 
  to the Deathwatch in the first place. 
  
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  ASTRAL CLAWS
  The Astral Claws are an Adeptus Astartes Chapter founded 
  around ﬁve millennia ago, and one with a great many famous 
  battle honours to its name. The Chapter has taken part in 
  numerous crusades, most notably the defence of the Cadian Gate 
  during the 5th Black Crusade, as well as the Taninim Crusades 
  that retook vast swathes of territory from the Orks and various 
  other vile xenos species. Most recently, the Chapter has seen 
  action in the Lycanthos Drift campaign, a conﬂict that took place 
  during the closing stages of the Fourth Quadrant Rebellion.
  For much of the Chapter’s history, the Astral Claws have 
  operated as a ﬂeet-based, crusading force, though still older records 
  suggest they may have occupied one or more Chapter worlds in 
  the earliest years of service. Four hundred years ago, the Chapter 
  was assigned along with several others to the force known as the 
  Maelstrom Warders, a group of Chapters charged with defending 
  the sectors surrounding the massive Warp anomaly known as the 
  Maelstrom from the numerous outcasts, pirates and xenos raiders 
  that lurk within. The Astral Claws received the signal honour of 
  appointment as masters of the Maelstrom Warders, the Chapter’s 
  commander having ultimate power over the entire formation. 
  Though the Astral Claws still maintain a powerful ﬂeet capacity, 
  they have, for several centuries, been fortifying their new home 
  system of Badab, creating in the process a bastion considered by 
  all that have witnessed it to be unbreakable.
  In most regards, the Astral Claws have always been considered 
  adherents of Roboute Guilliman’s Codex Astartes. However, 
  the Chapter has, in secret, undergone a shift in its outlook and 
  organisation, a change that has only accelerated with recent 
  appointment of Lufgt Huron as Chapter Master. Over recent 
  decades, the Astral Claws have elevated themselves from foremost 
  defenders of the Maelstrom Zone, to its masters in all but name. 
  The Chapter has established itself at the apex of a potent military 
  force comprising not just its own assets, nor those of the other 
  Chapters of the Maelstrom Warders. The Astral Claws have direct 
  control over a vast body of locally raised troops, numbering, it 
  is estimated, in the many millions of warriors. Far more serious, 
  however, is that the Astral Claws have secretly transgressed one 
  of the core proscriptions of the codex, namely that which restricts 
  the size of a Chapter to around a thousand Battle-Brothers. It is 
  possible that the additional numbers actually relate to potential 
  Successors of the Astral Claws themselves, for ancient records do 
  state that the Chapter has sired at least three others, but without 
  an Inquisitorial investigation, the truth may never be uncovered.
  In nature, Battle-Brothers of the Astral Claws have about 
  them an air of superiority bordering on the disdainful, an attitude 
  that often extends even to members of other Adeptus Astartes 
  Chapters. This demeanour might be the main reason the Chapter 
  only rarely submits brethren to stand the Long Vigil. Perhaps 
  another reason lies in the fact that service in the Deathwatch is 
  likely to bring a Battle-Brother into close contact with senior 
  members of the Inquisition, perhaps precipitating the asking of 
  questions the Chapter has no desire to see answered.
  EXORCISTS
  A Chapter of the ill-fated 13th Founding (sometimes called 
  the “Dark Founding”), the Exorcists are of unrecorded 
  heritage. The details of the Chapter’s Founding are not 
  simply lost to the mists of time, however, for they have never 
  been accessible to even the highest ranked individuals. All 
  that can be ascertained is that the records were sealed at the 
  express and irreversible order of one of the High Lords of 
  Terra—none other than the Inquisitorial Representative. This 
  has led some to postulate that the Exorcists were created on 
  the order of the Holy Ordos, or perhaps as a result of their 
  counsel. What dark mission could require the founding of an 
  entire Space Marine Chapter is unknown, but certainly, the 
  Exorcists are quite unique in many regards.
  The Exorcists adhere in most ways to the precepts of the 
  Codex Astartes, the only notable difference being the fact that 
  they maintain not ten, but twelve companies. Instead of just one 
  Scout Company, the Exorcists maintain three, and while the 
  reason for this divergence has never been openly explained, it is 
  thought to relate to the esoteric and arduous selection processes 
  the Neophytes are subjected to. The exact nature of the Chapter’s 
  training and conditioning remains a mystery, but there are some 
  who believe that the Neophytes are deliberately exposed to 
  contact with the foul denizens of the Warp in the hope that they 
  will be made strong by the process, or killed by it. If true, this 
  would certainly account for the high numbers of Neophytes who, 
  for whatever reason, do not survive service in one of the Scout 
  Companies. This is largely speculation, for if such a practice were 
  to be brought to light, not even a Chapter of the mighty Adeptus 
  Astartes would be free from prosecution by the Inquisition. 
  Another area in which the Exorcists differ from many of 
  their brother Chapters is in their cultivation and propagation of 
  forbidden knowledge. The Exorcists are highly intelligent and 
  rational, and each is steeped in the lore of the daemon and of 
  the Warp. Each is said to know numerous wards and can recite 
  the most powerful of daemon-slaying texts. The teachings of 
  ASTRAL CLAWS CHARACTERS
  Astral Claws characters are created using the rules for 
  Codex Battle-Brothers presented on page 99. 
  An Astral Claws Space Marine gains the following 
  beneﬁts: +5 Strength, +5 Willpower.
  Bonus Talent: Rival (Inquisition)
  ASTRAL CLAWS ADVENTURE SEED
  There are several noted members of the Holy Ordos, in 
  particular those belonging to the Ordo Hereticus that have 
  cause to distrust the intentions of the Astral Claws. This is an 
  opportunity to involve the player characters in some inter-
  service politicking. A Kill-team including an Astral Claws 
  character might be called upon to accompany an Inquisitor 
  on a mission, and their charge might have had some 
  dealings with the Battle-Brother’s Chapter. The Inquisitor 
  might ask impertinent questions or reveal something of his 
  suspicions, perhaps hoping to goad the Space Marine into 
  revealing his true loyalties—the Imperium or the Astral 
  Claws. Later on in the mission, the Battle-Brother might 
  ﬁnd himself in a position to save the Inquisitor from peril or 
  to abandon him to his death, and no one apart from himself 
  will know which he chooses…
  
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  the Chapter’s cult focus heavily on defeating the works of the 
  daemonic, though it must be said that the Chapter is nowhere 
  near as specialised as the secretive Grey Knights and regularly 
  faces the entire spectrum of the Imperium’s foes. Nonetheless, the 
  Exorcists are especially adept at combating the denizens of the 
  Warp and this is manifest in another of the Chapter’s practises. 
  The Chapter cult is divided into a number of sub-cults known 
  as Orisons. Each serves as a lodge of warrior-mystics within the 
  Chapter, the members of each privy to a particular, specialised 
  branch of daemonic lore. When facing a threat that is the domain 
  of a speciﬁc Orison, that group may be gathered together to 
  confront it or to counsel others in doing so. The Orisons are 
  not standing tactical formations and their existence does not 
  contravene the dictates of the Codex Astartes, but they do 
  allow the Chapter to focus specialised knowledge quickly and 
  efﬁciently and thus defeat the servants of the Ruinous Powers.
  Given their nature, it is perhaps inevitable that the Exorcists 
  should maintain close ties to various bodies within the 
  Inquisition. While it is far from unusual for Chapters to have 
  special links with individual Inquisitors or with particular 
  conclaves or other groups, the Exorcists go one step further. 
  The Chapter’s home world of Banish hosts several facilities 
  belonging to Inquisitors of the Ordo Malleus, though their 
  exact factional leanings remain a mystery. If half of the 
  suspicions regarding the Exorcists’ indoctrination processes are 
  true, then it is possible that these allied Inquisitors and their 
  servants adhere to one of the more radical factions within the 
  Holy Ordos, for no puritan would countenance such practices.
  EXORCISTS CHARACTERS
  The identity of the Exorcists’ progenitor is not simply lost, 
  it is deliberately hidden away. Therefore, Battle-Brothers 
  drawn from the Chapter are created according to the 
  Codex Battle-Brother rules presented on page 99.
  An Exorcists Space Marine gains the following beneﬁts: 
  +5 Intelligence, +5 Willpower.
  Bonus Skill: Lore: Forbidden (Daemonology)
  Bonus Talent: Rival (Ecclesiarchy) 
  EXORCISTS ADVENTURE SEED
  Whilst the Kill-team is operating in the war zones 
  surrounding the Hadex Anomaly, one of its members, 
  a Battle-Brother of the Exorcists Chapter, receives a 
  message by way of encrypted personal transmission. Upon 
  unsealing the message, the brother discovers it is a distress 
  call from an Inquisitor of the Ordo Malleus engaged in 
  secret activities in the same war zone. The Inquisitor has 
  long known of the Battle-Brother’s presence in the Jericho 
  Reach, watching from afar should he ever need the Battle-
  Brother’s aid. Now, with his mission falling apart around 
  him, the Inquisitor determines that he needs help of the 
  kind that only a Battle-Brother of the Exorcists is able to 
  provide. Perhaps the brother knows the secret name of a 
  daemon the Inquisitor is seeking to destroy, or perhaps to 
  bind. No doubt the Inquisitor’s factional leanings are on the 
  Radical side of things, a fact that might cause substantial 
  friction within the ranks of the Kill-team if others of its 
  members are more puritan in their outlook.
  Astral Claws
  Exorcists
  Fire Hawks
  Sons of Medusa
  
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  FIRE LORDS
  History does not record which Founding gave rise to 
  the Fire Lords, nor whether the Chapter was speciﬁcally 
  named for its favoured battle tactics. Nor is the identity of 
  the Chapter’s progenitor recorded, though several noted 
  historators have made a number of speculations based 
  on an observed focus on ﬂame and conﬂagration in the 
  Chapter’s iconography, rites and favoured weaponry. As 
  their name might suggest, the Fire Lords are known for 
  their utilisation of all manner of incendiary weapons, 
  from hand-held ﬂamer units all the way up to Firestorm 
  bombardment charges delivered from low orbit.
    Several Battle-Brothers of the Fire Lords Chapter are 
  recorded as having taken the Apocryphon Oath and stood 
  a vigil of the Long Watch in the Jericho Reach. All have 
  displayed the Chapter’s characteristic zeal for unleashing the 
  ﬂames of divine judgement upon the numerous enemies of 
  Mankind that lurk in the dark void of the region. Many have 
  utilised weapons crafted for them by the master artisans of 
  their parent Chapter. Devastators often carry heavy ﬂamers or 
  multi-meltas into battle, while Tactical Marines favour combi-
  ﬂamers and meltas. Even when mission parameters make the 
  use of such weapons less relevant, it has been observed that 
  Fire Lords Battle-Brothers often carry secondary or back-up 
  weapons that utilise ﬂame or heat. Incendiary grenades, ﬂame 
  pistols and even Jokaero digital meltas have all been carried 
  into battle by such Battle-Brothers, and used to strike down 
  the enemies of the Mankind.
  FIRE LORDS CHARACTERS
  Battle-Brothers drawn from the Fire Lords Chapter are 
  created according to the Codex Battle-Brother rules 
  presented on page 99.
  A Fire Lords Space Marine gains the following beneﬁts: 
  +5 Toughness, +5 Strength.
  Bonus Talent: Cleanse and Purify.
  FIRE LORDS ADVENTURE SEED
  The Chapter Rites of the Fire Hawks call for a 
  Battle-Brother to render himself up to the fires of 
  judgement at key stages in his service. Ordinarily 
  such trials would be set and overseen by the 
  Chapter’s Chaplains, but Battle-Brothers standing 
  the Long Watch must ensure their adherence to 
  the rites according to their own counsel. Whatever 
  form it takes, the Battle-Brother must ensure he 
  undergoes some especially trying experience and 
  that he emerges from it a better warrior. The exact 
  nature of the trial is left to the player to imagine, 
  and it is up to the Game Master to determine the 
  outcome. If the GM decides the Battle-Brother 
  was successful, he should award bonus Experience 
  Points at the end of the mission.
  Invaders
  Minotaurs
  Fire Lords
  Star Phantoms
  
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  MINOTAURS
  The origins of the Minotaurs Chapter are shrouded in mystery, 
  for the formation at large in the Imperium today appears to bear 
  little resemblance to accounts of its past. Once, the Chapter was 
  thought to belong to the 21st, so-called “Cursed” Founding, and 
  to be a virtual outcast amongst the ranks of the Adeptus Astartes. 
  Descriptions of the Minotaurs of old describe a force of berserkers 
  that made war with savage abandon and eschewed all contact with 
  other military forces. The Minotaurs of today have either mastered 
  their former curse, or else they are a different body of warriors 
  entirely, merely sharing the same name and similar heraldry. 
  The truth may never be known, even at the highest levels, for 
  all data relating to the Minotaurs’ origins and the current status of 
  their gene-seed tithes is sealed by the highest possible authority. The 
  Chapter is highly active in the prosecution of the Emperor’s wars, 
  seemingly deployed according to the highest level pronouncements 
  of the Senatorum Imperialis and rarely if ever answering calls to 
  war from any other authority. Many of the operations in which the 
  Minotaurs have been committed are notable in that they are against 
  other Space Marine forces, often renegades or isolated elements 
  within an otherwise loyal Chapter that refuses to suppress its own. 
  It appears that the Minotaurs undertake such missions with relish, 
  perhaps testing themselves against the most potent enemy they 
  can ﬁnd—other Space Marines. Furthermore, on the rare occasion 
  of the Chapter serving alongside brother Adeptus Astartes, the 
  Minotaurs have displayed such open contempt that all manner of 
  recriminations have ensued, up to and including the ﬁghting of 
  duels and other low level hostilities. It is often reported that the 
  Minotaurs are disdainful of all other subjects of the Imperium and 
  that they radiate a malign intensity that makes even the boldest 
  general fearful of approaching them.
  One further detail marks the Chapter as unusual. While 
  they appear to adhere closely to the organisational dictates of 
  the Codex Astartes, the Minotaurs almost exclusively operate 
  as a complete Chapter. While most Chapters spread their forces 
  across multiple war zones, only coming together as a whole for 
  the most momentous of conﬂicts, the Minotaurs rarely detach 
  smaller forces away from the main body. This makes the Chapter 
  a somewhat blunt instrument, but one capable of smashing any 
  foe that dares stand against it. This, combined with what appears 
  to be a program of rapid psycho and surgical indoctrination of 
  Neophytes, means that the Chapter is inevitably encountered 
  en mass. How many Minotaurs have the opportunity or the 
  temperament to stand a Vigil of the Long Watch is unknown.
  STAR PHANTOMS
  Created during the so-called “Sentinel” Founding of early M38, 
  the Star Phantoms were one of several Chapters whose mission 
  was to take and hold various xenos-contested regions on the very 
  borders of the Emperor’s domains. Many of the Chapter’s earliest 
  campaigns were waged against now extinct xenos monstrosities, 
  and the Star Phantoms frequently operated on their own and 
  far from the support of other Imperial institutions. This situation 
  is often cited as the main reason for the Chapter’s somewhat 
  isolationist outlook, though others have advanced the notion 
  that the cause is rooted in the Star Phantoms’ genetic heritage. 
  Some suspect that the Star Phantoms were created from the 
  gene-seed of the Dark Angels, which, if true, would be unusual, 
  not only for not suffering any known mutations, but because the 
  Dark Angels’ gene stock is rarely utilised for new Foundings. 
  The Dark Angels themselves deny the lineage, while the Star 
  Phantoms regard any such enquiries as impertinent.
  The Star Phantoms display a peculiarly idiosyncratic Chapter 
  cult. The Chapter’s rites and traditions focus on death and 
  martyrdom, the fallen being revered over and above the living. 
  MINOTAURS CHARACTERS
  Battle-Brothers drawn from the Minotaurs Chapter are 
  created according to the Codex Battle-Brother rules 
  presented on page 99.
  A Minotaurs Space Marine gains the following beneﬁts: 
  +5 Strength, +5 Toughness, +5 Willpower.
  Bonus Talent: Rival (all Adeptus Astartes not of the 
  Minotaurs or Deathwatch), Enemy (all non-Adeptus 
  Astartes Imperial bodies).
  MINOTAURS ADVENTURE SEED
  Any Minotaurs Battle-Brother serving in the Deathwatch 
  is likely to have a mysterious and potentially troublesome 
  past, the details of which he would certainly not divulge 
  even to the brethren of his Kill-team. Whilst engaged on a 
  mission, the Kill-team crosses paths with a group of Space 
  Marines prosecuting the wars of the Achilus Crusade, but 
  they belong to a Chapter the Minotaurs character has 
  encountered before. Perhaps the Battle-Brother crossed 
  swords with one of the members of the other Adeptus 
  Astartes force, or insults and recriminations were exchanged 
  following a bitter encounter. For the mission to continue, 
  the two might have to settle the matter once and for all, 
  ﬁghting a duel to ﬁrst blood, or even to the death.
  STAR PHANTOMS CHARACTERS
  Battle-Brothers drawn from the Star Phantoms Chapter 
  are created according to the Codex Battle-Brother rules 
  presented on page 99.
  A Star Phantoms Marine gains the following beneﬁts: 
  +10 Willpower.
  STAR PHANTOMS ADVENTURE SEED
  A Star Phantom Battle-Brother recently arrived at Watch 
  Fortress Erioch has been given an important task by his 
  Chapter Master before departing from the Star Phantoms 
  Fortress-Monastery. A decade ago, a Star Phantom standing 
  the Long Watch fell in battle, and the manner of his death 
  has never been fully recounted. The Battle-Brother must 
  take every opportunity to ﬁnd out how his predecessor 
  died and to compile a death saga worthy of the Chapter. In 
  doing so however, he discovers that the Battle-Brother fell 
  during a mission that was in fact a front for an ongoing and 
  all but invisible war between two Inquisitors of opposing 
  factional doctrines. What if one of these two rivals requests 
  the Kill-team’s aid against the other? 
  
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  Symbols of death and mourning are used as Chapter iconography, 
  the Chapter symbol itself featuring a sand-timer surmounted by 
  two death’s heads. This trait extends to a generalised disregard for 
  the living that has often manifested in excessive collateral damage 
  amongst populations the Chapter has been tasked with purging of 
  insurrectionist elements, and even amongst allied units. In battle, 
  the Star Phantoms utilise overwhelming ﬁrepower into order to 
  crush their enemy utterly. Unlike many other Chapters, they hold 
  no particular method of war as inherently favourable or honourable. 
  They make extensive use of drop pod assaults, supported by a 
  greater than usual reliance of drop pod delivered ordnance such as 
  the Deathstorm, and favoured personal weapons are always those 
  able to deliver the most impressive and destructive ﬁrepower.
  In nature, Battle-Brothers of the Star Phantoms are often 
  solemn and invariably shun contact with those outside of 
  their Chapter. While they do contribute brethren to the 
  Long Watch, Star Phantoms serving in the Kill-teams of the 
  Deathwatch are often somewhat apart from their fellows. 
  Their Chapter cult teaches that life is transient and only the 
  manner of a warrior’s death holds any meaning. While they 
  may be somewhat cold, the Star Phantoms truly hold no 
  compulsions about dying, so long as they know they will be 
  grieved by their comrades according to their beliefs.
  INVADERS
  History appears not to have recorded the details of the 
  Invaders’ Founding, the details no doubt having been lost 
  to the long centuries of war. The Chapter adheres to the 
  dictates of the Codex Astartes, though as of the opening 
  of the present century it stands under strength. The cause 
  of these grievous losses is highly restricted data, making it 
  likely that the Chapter has been engaged facing the dread 
  denizens of the Warp, potentially alongside the mighty 
  Grey Knights Chapter. It is not uncommon for brethren 
  surviving such campaigns to be subjected to deep-core 
  mind wipe procedures, meaning that even were it true, the 
  veterans of any such campaign would have no memories of 
  the blasphemies they might have witnessed.
  Other conﬂicts in which the Invaders have fought are 
  better known, however. In the middle of the last century the 
  Invaders launched an assault against the Eldar Craftworld of 
  Idharae, the xenos having been severely reduced in number 
  following their actions in the war against the Tyranids of 
  Hive Fleet Naga. Despite sustaining heavy losses, the attack 
  was a success. Such a bold action would have been unlikely to 
  succeed were the Eldar not so weakened, and it resulted in the 
  Craftworld being reduced to a dead, drifting hulk of scorched 
  and desiccated wraithbone. 
     Four decades later, the Eldar enacted bitter vengeance 
  upon the Chapter when the forces of Craftworld Alaitoc 
  launched a retaliatory attack upon the Invader’s home 
  world of Ogrys. This time, the tables were turned, for it 
  was the Space Marines that were under strength, their 
  numbers still returning to full strength following the losses 
  they had sustained during the destruction of Craftworld 
  Idharae. The Chapter was overwhelmed, their Fortress-
  Monastery destroyed and Ogrys reduced to ruins. Only 
  three hundred Battle-Brothers survived the battle, after 
  which the Invaders were forced to take to their remaining 
  star ships as a space-bound Chapter, capable only of 
  actions in support of larger formations.
  With the Chapter so reduced by the battles of the 
  last century, it might come as a surprise that its masters 
  should spare any Battle-Brothers to stand the long watch. 
  Yet, despite the predicament the Chapter ﬁnds itself in, 
  it continues to fulﬁl the ancient compacts sworn at the 
  Apocryphon Conclave of Orphite IV when the foundations 
  of the Deathwatch were ﬁrst laid down. It has been noted 
  that many of the oaths sworn by Invaders Battle-Brothers 
  taking up the Long Watch relate to the Eldar, and it is no 
  surprise that following recent history the Chapter’s warriors 
  should regard the pernicious xenos with a special hatred. 
  Deathwatch Battle-Brothers of the Invaders Chapter have 
  been noted for their desire to engage the Eldar wherever 
  possible, despite the fact that few appear to be active in the 
  war zones of the Jericho Reach. Nevertheless, the Invaders 
  remain ever watchful for the Eldar and all their kin, as 
  if seeking any opportunity that might arise to slay these 
  most dishonourable of alien foes.
  INVADERS CHARACTERS
  Battle-Brothers drawn from the Invaders Chapter are 
  created according to the Codex Battle-Brother rules 
  presented on page 99.
  An Invaders Space Marine gains the following beneﬁts: 
  +5 Weapon Skill, +5 Agility.
  Bonus Talent: Hatred (Eldar)
  Restriction: With the Invaders Chapter’s numbers so low, 
  every Battle-Brother is an asset and every loss is keenly 
  felt. Should the Invaders character make a Heroic Sacriﬁce 
  (see The Game Master chapter of the DEATHWATCH Core 
  Rulebook) then the bonuses to the player’s next character 
  are only available if the fallen brethren’s gene-seed is 
  successfully recovered.
  INVADERS ADVENTURE SEED
  This seed can be used during an encounter against the 
  Daemonic forces of Chaos. At some point during the Kill-
  team’s mission, the Invaders Battle-Brother experiences 
  ﬂashes of memory he cannot place. In time, the ﬂashes 
  mesh together and the brother is overcome by hideous 
  images the likes of which would test the sanity of even the 
  purest warrior of the Grey Knights Chapter. Each time the 
  Battle-Brother faces a daemonic foe, he should be subject 
  to his Chapter’s Primarch’s Curse (see the Game Master 
  chapter of the DEATHWATCH Core Rulebook), progressing 
  one level with each encounter. There is no way of avoiding 
  this process, it is simply something the Battle-Brother 
  must endure as the memories of a battle he fought long 
  before joining the Deathwatch reassert themselves. Having 
  reached Level 3 of the Primarch’s Curse, the ﬁnal encounter 
  will cause the memories to come ﬂooding back in a torrent, 
  and in an instant the Battle-Brother recalls all in perfect 
  clarity. He immediately gains the Slayer of Daemons Talent 
  and the effects of the Primarch’s Curse are removed. 
  
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  he Legion of the Damned is a mysterious force of 
  ghostly Space Marines that appear as from nowhere 
  to intervene when others of the Adeptus Astartes are 
  hardest pressed. None can say what force they represent, 
  what uncanny will drives them nor where they will appear 
  next. Numerous legends are told of beleaguered Space 
  Marine forces making bold, if doomed last stands against far 
  more numerous foes, only for the black clad Legion of the 
  Damned, their armour bedecked in ﬂame and bone, to appear 
  and carry the day. These deliverers unlooked-for ﬁght in 
  silence and never respond to any attempt at communication. 
  As the battle draws to an end and the force they appear 
  to be aiding launches 
  its 
  counter-attack, 
  the Legion of the 
  Damned 
  disappear 
  as 
  inexplicably 
  as they arrived, 
  leaving 
  behind 
  them 
  nothing 
  more than the 
  corpses of the 
  fallen 
  enemies 
  of the Emperor.
  LEGION 
  OF THE 
  DAMNED IN 
  DEATHWATCH
  The Legion of the Damned are 
  included in HONOUR THE CHAPTER not 
  simply as an engaging background detail or as 
  an NPC option, but as a playable character 
  type. However, due to their unique nature, 
  it is not possible for a player to create 
  a character like he normally would, 
  field it in a series of missions, and see 
  him advance in rank as the campaign 
  progresses. That simply wouldn’t work 
  for a force of ghostly Space Marines 
  guided by some unknowable fate who 
  appear unheralded upon the battlefields 
  of the Jericho Reach to aid otherwise 
  doomed members of the Adeptus Astartes. 
  Instead, a player takes control of a Legion 
  of the Damned Battle-Brother if his own 
  character is slain. He controls the character 
  for the remainder of the mission, before it 
  disappears once the objective is achieved. 
  PREREQUISITES
  There is only one prerequisite for a player to take control 
  of a Legion of the Damned Battle-Brother. His own 
  character must have been slain during the battle, and 
  at least one other player-controlled Deathwatch Space 
  Marine must still be alive. The Game Master’s consent 
  must always be sought, because intervention by the Legion 
  of the Damned could seriously derail the GM’s plans for 
  a mission if he cannot accommodate it. Players should 
  not expect to be allowed to play a Legion of the Damned 
  character every single time a Battle-Brother is slain—
  rather, it should be considered a rare event, preferably 
  one that happens only and one of which numerous tales 
  will be told for a long time to come.
  All but one of the player characters may be replaced 
  by Legion of the Damned Battle-Brothers, but should the 
  last Deathwatch brethren be slain, the mission comes to 
  an end. None at Watch Fortress Erioch will know of what 
  has transpired, though it is of course possible that once 
  the players have rolled up a new Kill-team, they will be 
  dispatched to ﬁnd out the fate of their fallen predecessors. 
  AID UNLOOKED FOR
  The exact manner in which a player 
  whose Deathwatch Battle-Brother 
  has been slain takes control 
  of a Legion of the Damned 
  character is left to the GM, 
  as is the exact timing and 
  location of the new character’s 
  appearance. However, there are 
  a few guidelines that can be 
  applied, the better to provide 
  an engaging role playing 
  experience for all concerned.
  The ﬁrst thing to bear 
  in mind is whether or not 
  the other players should 
  know what is about 
  to happen.  Assuming 
  players are aware of 
  these rules, they may 
  come to anticipate that 
  the ﬁrst time one of them 
  loses a character, the Legion of 
  the Damned will make an immediate 
  appearance. This is understandable, but 
  the players should be kept on their 
  toes in order to maintain the tension 
  and the pace of the game. The player 
  should allow the gaming session to 
  continue uninterrupted before letting 
  the GM know that he wants to play 
  a Legion of the Damned character, 
  and ideally the ensuing discussion 
  should be carried out as discretely as 
  possible—in another room or during a 
  snack break, for example. If the Game 
  
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  Master approves the intervention and can accommodate it, 
  the player generates a Legion of the Damned Battle-Brother 
  according to the rules above, and then waits for the GM’s 
  signal to begin play again.
  The Game Master should consider whether the timing 
  is right for the intervention, based on what he has planned 
  for the mission ahead. If the Battle-Brother was slain as 
  the result of an unfortunate (or even unheroic!) accident 
  or event, as occasionally happens, it is probably not 
  appropriate for a Legion of the Damned Battle-Brother to 
  appear. It would be a waste, for example, for a Legionnaire 
  to appear just because a Battle-Brother slipped from a 
  mountain path and fell to his death on the rocks far below 
  (as unlikely as such an accident is). Ideally, the death 
  should have come about during an encounter that was vital 
  to the success of the mission. If the player has invoked 
  the optional Heroic Sacriﬁce rule (see the Combat chapter 
  of the DEATHWATCH Core Rulebook) then the subsequent 
  appearance of a Legion of the Damned Battle-Brother 
  might be especially apt and poignant.
  Another point worth considering is the relative 
  importance of the encounter to the overall structure of the 
  mission. To the players, the combat that resulted in the 
  death of their Battle-Brother might appear to be the climax 
  of the entire mission, but the Game Master might know 
  differently and have still more challenging battles planned 
  for them. The best time for the Legion of the Damned to 
  intervene is at the very climax of the mission, and so the 
  GM should feel free to deny or delay the appearance until 
  a more suitable moment in the narrative.
  The proﬁle of the Legion of the Damned character is 
  always generated randomly, based on the proﬁle of the 
  recently fallen Battle-Brother. This is to ensure the Kill-
  team’s saviour is a ﬁgure of awe, able to make an impact 
  on the mission. The player rolls the dice indicated in the 
  Legion of the Damned Battle-Brother proﬁle and adds the 
  results to characteristics of his dead character to determine 
  the new character’s base proﬁle.
  LEGION OF THE DAMNED BATTLE-BROTHER PROFILE
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  +2d10
  +1d10
  +1d10
  +1d10
  †
  †
  +1d10
  +1d10
  —
  Movement: † 
   
   
   
   
  Wounds: +10
  Skills: Awareness +20 (Per), Dodge (Ag), Intimidate +20 (Str), Lore: Common (all groups) (Int), Lore: Forbidden 
  (all groups) (Int), Lore: Scholastic (all groups) (Int), Psyniscience +20 (Per), Search (Per), Silent Move +20 (Ag), 
  Tracking +20 (Int).
  Talents: Ambidextrous, Astartes Weapon Training, Basic Weapon Training (all groups), Bolter Drill, Chem Geld, Combat 
  Master, Combat Sense, Die Hard, Fearless, Heavy Weapon Training (all groups), Heightened Senses, Improved Warp 
  Sense, Infused Knowledge, Iron Jaw, Melee Weapon Training (all groups), Mighty Shot, Nerves of Steel, Orthoproxy, 
  Pistol Weapon Training (all groups), Rapid Reaction, Stalwart Defence, Storm of Iron, Strong Minded, Target Selection, 
  True Grit, Whirlwind of Death.
  Traits: Auto-stabilised, Dark Sight, Fear (2), From Beyond, Incorporeal, Phase, Undying, Warp Instability.
  Armour: Adeptus Astartes Power Armour on all locations.
  Weapons: Choose one of the following sets: (a) bolter, bolt pistol, combat blade, 5 frag grenades, (b) flamer, 
  bolt pistol, combat blade, 5 frag grenades, (c) bolt pistol, power sword, (d) heavy flamer, bolt pistol, combat 
  blade, (e) multi-melta, combat blade.
  †Agility, Intelligence, and Movement values remain unchanged from the profile of the character the Legion of the Damned 
  Battle-Brother is replacing. As a Space Marine, the legionnaire has all of the usual Adeptus Astartes implants, but remember 
  he is not a member of the Deathwatch and so does not have the Deathwatch conditioning of the character he is replacing. In 
  addition, the Legion of the Damned Battle-Brother does not have access to Solo or Squad mode abilities or Demeanours, and 
  has 0 Fate Points.
  
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  In addition to the randomly determined proﬁle, the 
  Legion of the Damned Battle-Brother also has a variable 
  set of equipment. The player should choose one of the sets 
  presented in the proﬁle.
  ROLE-PLAYING A LEGION OF THE 
  DAMNED SPACE MARINE
  Taking on the role of a Legion of the Damned Battle-
  Brother is at once satisfying and challenging, for the 
  player concerned and also for the rest of the group. The 
  Legionnaire is in essence a ghostly ﬁgure, potentially from 
  beyond the grave, ﬁghting according to some unknowable 
  scheme or objective. The player himself does not know 
  the exact nature of his character, so role-playing it is an 
  unconventional experience to say the least. However, it 
  is also a lot of fun. Here are a few guidelines players and 
  Game Masters should keep in mind when one or more 
  Legion of the Damned Battle-Brothers enters play.
  Most importantly, the Legionnaire is not able to 
  ��
  communicate with the Deathwatch Battle-Brothers, and 
  the player should not attempt to do so or to circumvent 
  this principle. The Legion of the Damned ﬁght in ghostly 
  silence, perhaps not even acknowledging the presence of 
  the Space Marines their intervention is saving.
  The Kill-team has just lost a potentially beloved 
  ��
  Battle-Brother and its members have a lot to contend 
  with. Its numbers are reduced, it must recover the 
  body (or at least the gene-seed) of the fallen and as 
  if that were not enough, a ghostly apparition has 
  just materialised nearby. The other players should 
  consider how their own characters would react to 
  this turn of events, keeping in mind their personal 
  and Chapter Demeanours.
  The Legion of the Damned character will fight to 
  ��
  aid the Kill-team, but is not attempting to join them 
  or to complete their mission for them. He will hold 
  off the enemy for so long as the Kill-team need to 
  attain their objective or to fight clear. If an alien 
  doomsday device needs defusing, it is still up to the 
  Kill-team to do so, and if a mutant overlord needs 
  slaying, it is the Deathwatch that must strike the 
  executioner’s blow.
  
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  Unexpected Allies
  While the Sollemnis’ chapter serf crew appeared to have been slain outright by the disaster, the Battle-
  Brothers had been somehow changed. While it was impossible to glean the exact facts, the Techmarines 
  related how the onboard members of the Adeptus Astartes had contracted some manner of contagion; 
  not a viral one, but a Warp-based afﬂiction. Exactly how this manifested they could not relate, but it 
  was determined that whatever it was, the contagion was the cause of the frigate’s transmitted warning. 
  In eschewing aid and demanding that others stay clear, the crew of the Sollemnis had sought to ensure 
  that their curse was not spread. Their genetically enhanced physiology had kept them alive, but could not 
  apparently overcome whatever had afﬂicted them.
  As dire as this news was, the Chamber still had to address the issue of the Hadex Anomaly. By what process had 
  the Sollemnis been torn from the clutches of the warp and spewed into the Jericho Reach a century and a half 
  into its own past? What ramiﬁcations might the event have on ebb and ﬂow of history? None attending the 
  Chamber of Vigilance that night had any answers, and the stranger—the only man who appeared to have some 
  knowledge of the phenomenon was long gone, having left no trace of his passing. With the disappearance of the 
  Sollemnis into the depths of the Jericho Reach, nothing more could be done, though Watch Commander Mordigael 
  determined that the Deathwatch should remain vigilant for any signs of its return. The numerous wars of the 
  Jericho Reach came and went and matters of far greater import drew away the attention of the Deathwatch. 
  Nonetheless, the surveillance protocols of the various Watch Stations across the Reach were updated to keep 
  watch for the Sollemnis, that some clue of its fate might be ascertained. In truth, Mordigael did not expect to hear 
  of it again, judging that the frigate’s master would see to it that his Space Marines earned themselves a glorious, if 
  anonymous, death ﬁghting the enemies of the Emperor somewhere in the Outer Reach or beyond. 
  It was to be another ten years before the surveillance protocols of Watch Fortress Erioch communicated 
  a potential sighting of the Sollemnis. The long-ranged augurs of an Imperial Navy deep space patrol 
  vessel detected a sensor return matching that recorded when the Sollemnis ﬁrst emerged from the 
  anomaly. The mysterious vessel exchanged ﬁre with a badly out-matched archenemy raider before contact 
  was lost at the fringes of an uncharted system. Despite a Kill-team being dispatched to investigate, no 
  trace of the frigate could be found other than the drifting wreckage of its opponent.
  Having remained silent for a decade, the surveillance protocols suddenly awakened, three successive reports of 
  the frigate’s activity being logged in as many weeks. However, events were soon to escalate to an entirely new 
  level when a Deathwatch Kill-team whose mission had gone fatally awry on the Outer Reach colony world of 
  Norfund was able to complete its objective thanks to the intervention of a force of Battle-Brothers none could 
  identify. One of the Kill-team’s number had been slain when a Daemonhost had been set loose against it, and 
  the three remaining brethren were all grievously wounded and had consigned their souls to the Emperor. Post-
  battle psycho-debrieﬁng drew forth details of intervention by a trio of unknown Battle-Brothers who engaged 
  the Daemonhost and its masters and in so doing bought time for the Kill-team not only to escape, but to recover 
  the body of its fallen member. The Battle-Brothers described their saviours as clad in armour of gleaming steel 
  and tabards the colour of bleached bones. When questioned on which Chapter the mysterious warriors had come 
  from, the survivors could not provide an answer, though they described their livery as bearing a verdant cross on a 
  sable ﬁeld. Even subconsciously, the Deathwatch Battle-Brothers could not recall ever hearing a sound from their 
  saviours, only the thunder of their bolt guns and the thrum of a power sword.
  
  THE RELIQUARIUM
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  RANGED WEAPONS
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  MELEE WEAPONS
  �
  ARMOUR
  �
  MISCELLANEOUS 
  RELICS
  
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  “This is the Hand of Retribution, a relic of my Chapter. It was the Hand of 
  Retribution that held the banner of victory on Rynn’s World at the end of 
  the Vortigern Crusade, heralding our claim to the planet. It was the Hand 
  of Retribution that crushed the witch-barbed armour of the Corsair Prince 
  Finruil. It was the Hand of Retribution that choked the life from the Ork 
  warlord Gorwazza. And if I serve my Chapter well, one day my deeds will 
  be added to the roll of those who have wielded this weapon, as a footnote to 
  the mighty heroes who preceded me, and I will be content.”
  –Captain Hector Tereus of the Crimson Fists
  �
  he armouries of Watch-Fortress Erioch are ﬁlled with 
  wondrous and terrible tools of war and death, the likes 
  of which few forces in the Imperium can match. Many 
  of these armaments are the sacred relics of various Space 
  Marine Chapters, and the numerous Successor Chapters of 
  the Adeptus Astartes have provided a collection of some of 
  the most fearsome implements of war-making in the Jericho 
  Reach. This Chapter details some of these mighty weapons, 
  armour, and tools, now in the Deathwatch’s arsenal.
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  “Five hundred and twelve warriors of the Ork force at Graal IV.
  …the so-called Seer Council of Nalathien, numbering ﬁve-and-two-score.
  …Gaius Beregil, the Screaming Prophet of Falkata.
  …Gervhardt of the Seven Sigils, Warlord of the Iron Warriors.”
  –A selection of the recorded kills of the weapon “Red Dawn.”
  �
  he following is a list of Relics for nearly fifty 
  Successor Chapters, including their histories and 
  powers. As with all Chapter Relics, they are only 
  ever provided to a member of the Chapter to which they 
  belong. Unless specified otherwise, all the following 
  Relics should be assumed to be Master-Crafted examples 
  of their type.
  ANMAEL’S REACH (ANGELS OF VENGEANCE)
  During the Age of Shadow, many great heroes served the 
  Deathwatch and performed deeds that would have been 
  the basis of legend, had there been any to witness their 
  vigil. One such warrior was Anmael, a Battle-Brother 
  seconded from the Angels of Vengeance. The stubborn 
  drive of his Chapter led him across the Reach in pursuit 
  of countless inhuman foes. Of his last mission, only the 
  Watch-Commander and the Chamber of Vigilance know 
  the details, but he was survived by the ornately worked 
  storm bolter he bore from his Chapter’s vaults. 
  It is said that the weapon will suffer no wielder less 
  determined than its ﬁrst, but its ﬁerce machine spirit 
  bolsters the worthy. The wielder of Anmael’s Reach 
  is immune to the effects of Fear, but suffers –10 to his 
  Willpower Characteristic during any mission in which he 
  has retreated from battle.
  
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  ARGENT GUIDE (SILVER SKULLS)
  A rare psycho-crystalline lattice is woven throughout the 
  faces of this set of divinatory cards. These intricate cards 
  were gifted to Watch Fortress Erioch by the Silver Skulls 
  Prognosticator Trophonius, a master of the Chapter’s oracular 
  arts. Silver Skulls who have been seconded to the Deathwatch 
  are grateful to be able to seek its guidance, as its unusual 
  construction allows anyone familiar with their Chapter 
  mysteries to utilise the diviner’s arts. 
  The Argent Guide may be used by a Librarian to enhance his 
  Divination powers, doubling the effect of successful Invocation 
  tests. It is particularly efﬁcacious for the Augury power, granting 
  an additional +1 to the effective Psy Rating the power is used 
  at, no matter how it is manifested. A Space Marine with no 
  Psy Rating may make use of the Argent Guide to imitate the 
  Augury psychic power as if he possessed Psy Rating 1, through 
  a Difﬁcult (–10) Ciphers (Chapter Runes) Test.
  ARMOUR OF FAITH (BLACK TEMPLARS)
  Armour of Faith is the traditional name given to the 
  armour gifted to the Emperor’s Champion. Chosen from 
  the ﬁnest artiﬁcer armour available to the Chapter and 
  then inscribed with sacred wards and catechisms of hatred, 
  the armour offers greater protection than any ordinary suit 
  of power armour could, allowing the Emperor’s Champion 
  to complete his holy duty. 
  Armour of Faith counts as a suit of artiﬁcer power 
  armour (see the DEATHWATCH Core Rulebook page 163). 
  In addition, such is the protections of its wards that some 
  blows and rounds are simply turned aside or ﬂash to 
  nothing in a blaze of divine power. The Armour of Faith 
  includes a Force Field with a Protection Rating of 30 and 
  an Overload Roll of 1-5. 
  THE BASTION UNWAVERING  
  (ANGELS OF REDEMPTION)
  This mighty tower shield stands little over a metre-and-a-half 
  tall, forged of triple-hardened adamantium, and reinforced 
  with a potent force ﬁeld. It was brought to Watch Fortress 
  Erioch by Brother Asmodel of the Angels of Redemption, and 
  when its protection at last failed him, his Chapter demanded 
  the return of their sacred relic. The Watch-Commander of 
  the time saw this as dishonour upon Asmodel’s service in the 
  Vigil, and kept it within the armouries of Erioch, where it 
  remains a point of contention to this day.
  The Bastion Unwavering is a massive Astartes storm shield 
  with a Protection Rating of 60 and an Overload Roll of 01. 
  Its interposing bulk causes all attacks against the wearer to 
  suffer a –10 penalty.
  THE BLACK SWORD (BLACK TEMPLARS)
  Paired with the Armour of Faith, the traditional weapon of the 
  Emperor’s Champion is the Black Sword. A massive two handed 
  power sword, blessed by the Chapter Chaplains, it becomes a 
  deadly weapon in the hands of the chosen of the Black Templars. 
  Such is the skill with which this weapon has been crafted 
  that the Emperor’s Champion can either wield it two-handed or 
  one-handed as a normal Astartes power sword—both proﬁles 
  are detailed on Table 3–2: Relic Melee Weapons.
  CANDAU’S DOOM (RELICTORS)
  The planet Candau, now a lifeless ruin, was once a productive agri-
  world not far from the Jericho Reach. When the plough of a farming 
  serf unearthed a stasis casket containing a stash of archaeotech, the 
  planetary Governor set the population to work searching for more 
  such relics. News of the ﬁnd spread, and heretics assaulted the 
  world to claim its prizes, working much of the population to their 
  deaths. When the Relictors drove out the heretics, they claimed 
  the last relics of Candau in memory of its people—the weapons 
  that had slain a world without ﬁring a single shot. Most remain in 
  the Chapter Armoury, but the ﬁrst weapon to be drawn from the 
  ancient casket, they granted to the Deathwatch.
  Candau’s Doom is a unique archaeotech weapon which is 
  operated similarly to the humble autogun, though after seeing 
  the weapon in action, some have compared it instead to the 
  scythe of death itself. It can be used by any wielder trained in 
  Basic Solid Projectile weaponry, and has the Accurate, Felling 
  (1), and Razor Sharp Qualities. 
  BLACK SHIELDS AND RELICS
  There are warriors in the Deathwatch who no longer claim 
  allegiance to whatever Chapter they originated from, and 
  ﬁght solely for the Long Watch. These Black Shields, 
  detailed in RITES OF BATTLE, may have once belonged 
  to a Chapter that provided Relics for the Deathwatch. 
  However, they have severed this bond, and are now 
  strangers to their former Battle-Brothers. As such, Black 
  Shields may only ever use Deathwatch Relics.
  
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  CHIMERIC TALONS (ASTRAL CLAWS)
  This set of lightning claws is as old as the Astral Claws Chapter 
  itself, a work of forgotten forge-craft beyond the reach of more 
  recent artisans. The power ﬁelds incorporate a unique phase 
  disruption envelope designed to tear apart protective ﬁelds, 
  making a mockery of even the most advanced defences. It is 
  told how neither psychic ﬁelds, relics of technology, or even the 
  unnatural ﬂesh of daemons can resist the Chimeric Talons.
  The Chimeric Talons are a pair of Astartes lightning 
  claws, and are always requisitioned as a single item. The 
  Protection Rating of any Force Field used against them is 
  decreased by 10, and the range of the Overload Roll (if the 
  Field has one) increases by 5.
  CORRECTION OF FLESH (RED SCORPIONS)
  The Apothecaries of the Red Scorpions are zealous adherents 
  to the sanctity of the human form and the need to keep it pure, 
  and to this end, the most learned of their number created a set of 
  advanced medical tools to treat the superhuman ﬂesh of Space 
  Marines. These tools, collectively known as the Correction of 
  Flesh, surpass the efﬁcacy of a standard narthecium, and can 
  treat unenhanced humans or warriors of the Adeptus Astartes 
  with but minor alterations to the dosage.
  The Correction of Flesh replaces a standard narthecium when 
  requisitioned, and grants +30 to Medicae Tests to treat Space 
  Marines and humans alike. The user can re-roll failed Medicae 
  Tests, and heals one additional Wound with each use of First Aid.
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  Final Encounter
  The last logged intervention of the unknown Space Marine was early in mid 816.M41, when a Kill-
  team operating against a tendril of Hive Fleet Dagon became cut off from their extraction route when 
  the human population they were seeking to aid rose up against them. The populace, in its entirety, had 
  fallen prey to xenos domination. A thousands-strong horde of glass-eyed ﬂesh puppets threw itself 
  at the Kill-team, uncaring that scores were cut down with each wave. Yet, despite the Kill-team’s 
  overwhelming ﬁre superiority the end result was inevitable. The Space Marines would run out of 
  ammunition long before the horde ran out of bodies, at which point they would surely be overwhelmed 
  even if they took scores more of the foe with them.
  It was at the height of the battle that another force added its weight, not to the Kill-team’s efforts, but to 
  the horde’s. The ground itself heaved and churned, and dozens of Genestealers emerged. At the sight of their 
  many-armed gods, the dominated humans sent up a frenzied cry of ecstasy and redoubled their efforts against 
  the Kill-team. Now truly, the Battle-Brothers knew they would fall in the service of the Deathwatch and 
  each prepared himself according to the traditions of his Chapter to meet his end. Some said their valedictory 
  prayers to their Primarch; others primed grenades to detonate the instant they fell dead to the ground.
  At the last, the Genestealers surged forward through the masses of dominated humans, eviscerating 
  dozens in their eagerness to slay the Space Marines. Brother Ardus, the Kill-team’s Assault Marine 
  launched himself at the lead xenos, determined to sell his life dearly. Ardus slew four of the horriﬁc 
  aliens before he himself was cut to shreds by the claws of ﬁve more. The Apothecary Brother Ghaw fell 
  minutes later as he attempted to drag Ardus’ body clear, decapitated by diamond-hard talons. When a 
  Brood Lord, of a size never before witnessed by the remaining brethren, tore its way through the horde, 
  they knew that ﬁnally, their end had come.
  But it was not to be. From nowhere, a squad of the enigmatic, Space Marines appeared, clad in archaic 
  Terminator armour and bearing enormous storm shields adorned with seals of Imperial catechisms and hymns 
  of malediction. Raising their ancient thunder hammers in wordless salute, the Terminators barrelled forward, 
  forming a bulwark of ceramite, plasteel, and adamantium between the injured Kill-team and the murderous 
  xenos. In the passage of moments, the Terminators were surrounded by the genestealers; the only sign of their 
  presence, the ear-splitting cracks of thunder as they brought their hammers down on the backs of their foes.  
  The Kill-team saw nothing more of the newly arrived squad, for the tide of battle carried them apart. The last 
  they saw was one of the newcomers engaging the Brood Lord, causing its smaller kin to rally to its defence. 
  The Kill-team knew a glimmer of hope and continued ﬁghting, and when the massed horde of dominated 
  humans fell to their knees as one the Space Marines knew that the Brood Lord had been defeated by the 
  mysterious warriors. When ﬁnally the battle was at an end, the only evidence of their existence was the piles 
  of dead left in their wake and a ghostly chill upon the souls of the survivors.
  
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  DEATH OF STEEL (DOOM LEGION)
  The kill-record of this marvellously crafted meltagun is kept in 
  a vault on Watch-Fortress Erioch, and lists on it innumerable 
  armoured vehicles and monstrous beasts, felled in blazes of 
  atomic ﬁre. However, it is also credited with no less than 
  the destruction of the heretek-crafted battleship Impious 
  Judgement—an honour achieved by allowing a Deathwatch 
  Kill-team to pierce the vessel’s tainted heart when their supply 
  of explosive charges proved insufﬁcient.
  Death of Steel is an Astartes meltagun with the Blast (1) Quality. 
  It does an additional 1d10 damage against vehicles and buildings. 
  DESCENT INTO FLAMES (FIRE LORDS)
  This artiﬁcer armour is patterned along the principles of the Mk. 
  6 “Corvus” pattern of Astartes power armour, but its masterful 
  craftsmanship sacriﬁces none of its protection for the mobility 
  characteristic of Corvus amour. A double-bonded ceramite coating 
  provides further defence against heat-based attacks, and the wearers 
  of this armour are typically seen descending on jump packs directly 
  behind the incendiary bombardments the Fire Lords favour.
  Descent into Flames offers 12 AP to all locations, and grants 
  the wearer +10 Agility. It also increases the bonus granted by 
  the armour’s Auto-senses to +15. The wearer is completely 
  immune to ﬁre-based attacks, and cannot be set on ﬁre. Other 
  heat-based attacks (such as melta and plasma weaponry) have 
  their Penetration against this armour reduced by 6.
  DIOMEDES’ GRACE (RAPTORS)
  Captain Diomedes of the Raptors had the ﬁnest artiﬁcers of his 
  Chapter adapt the jump pack he favoured with an advanced 
  suspensor rig and dispersion jets to assist his manoeuvrability in 
  the jungle warfare he had mastered. The jump pack eventually 
  made its way to the Deathwatch, where it has served without equal 
  in all manner of areas normally inaccessible by such means. 
  Diomedes’ Grace follows all the normal rules for Astartes jump 
  packs, but the user can never suffer a total penalty of greater than 
  –20 to his Pilot (Personal) Tests from terrain or space constraints in 
  any area large enough to admit him. Its workmanship shows most 
  thoroughly in jungle or forest settings, granting a +10 to Pilot 
  (Personal) Tests in the environments for which it was made.
  ENTROPIC FIELD GENERATOR  
  (IRON LORDS)
  Since their Founding, the Iron Lords have kept an unﬂinching 
  watch on the Grendl Stars where the alien Barghesi dwell, and 
  have developed many specialised armaments with which to assist 
  their age-old vigil. The Entropic Field Generator is one such 
  tool, favoured even over the Iron Halo in protection against the 
  Barghesi’s vile assaults. The techmarines and forgemasters of Watch 
  Fortress Erioch have never uncovered the secrets of its manufacture 
  and its existence is something of a mystery even to the Iron Lords, 
  credited with presenting the device to the stewards of the Watch 
  Fortress several centuries ago. Regardless, the utility of the unique 
  device cannot be denied. Any attack passing through the ﬁeld is 
  assaulted by the ravages of decay, causing energy to ﬂicker out, 
  ﬂesh to rot, and projectiles to lose their force.
  The Entropic Field Generator is a Force Field with a 
  Protection Rating of 40 and an Overload Roll of 01. Attacks 
  that the ﬁeld does not stop altogether have their damage 
  reduced by 3, and unarmed attacks against the user cause 1d5 
  Wounds to the attacker, ignoring Armour and Toughness. 
  ETERNAL VIGILANCE (KNIGHTS OF BLOOD)
  Shortly before the Age of Shadow, one of the Chapter’s most 
  gifted artiﬁcers presented the blade to the stewards of Watch 
  Fortress Erioch. By this gift, the Chapter reafﬁrmed their 
  oaths to support the Vigil.
  Eternal Vigilance is a two-handed sword masterfully forged 
  of an alloy of rare metals, granting it hardness and sharpness 
  surpassing any blade not enhanced with a power ﬁeld. Despite 
  its simple appearance and lack of technological enhancement, it 
  has the Proven (3) and Razor Sharp Qualities. Eternal Vigilance 
  cannot be destroyed by weapons with Power Fields. 
  THE EVERBURNING BRAND (FIRE HAWKS)
  After the destruction of the Fire Hawks’ home world in the Age 
  of Apostasy, it is said that one of the chief armourers of Watch 
  Fortress Erioch, a Fire Hawk himself, went mad with grief and 
  would not leave his forge, until at last, even his superhuman 
  constitution failed him, and the strain of exhaustion and hunger 
  slew him. The blade known as the Everburning Brand, burns 
  with the mad rage of its maker, believed to be the provenance of 
  this tragic event. The Brand’s power ﬁeld is incredibly potent, but 
  dangerously unstable, and the blade has been shattered within 
  the ﬁeld in several battles, only to be painstakingly reforged.
  The Everburning Brand is an Astartes power sword with 
  the Volatile Quality. It scores Righteous Fury on a damage roll 
  of 8-10, but if any dice rolled after Righteous Fury is scored 
  yield a result of 10, the blade is broken in the fury of the blow, 
  after resolving the strike. The artisans of Watch-Fortress Erioch 
  have been initiated in the arts necessary to reforge it, but it will 
  remain unusable for the remainder of the relevant Mission.
  FURY UNRELENTING (STORM WARDENS)
  These vambraces were salvaged from the ruined armour of a 
  Battle-Brother of the Storm Wardens during an engagement by 
  the Chapter against a Tau battlegroup. He survived the barrage 
  brought to bear against his squad by Broadside battlesuits and 
  charged the position held by the heavy guns alone. In vengeful 
  rage, his Sacris Claymore shattered by the barrage, he assaulted 
  his foes with just his armoured ﬁsts, but his furious blows were 
  enough to bring down the two suits in the ﬁre team before 
  he was slain in a hail of plasma. The instruments of his fury 
  were miraculously undamaged after his assault, and they were 
  repaired and gifted to the Deathwatch so that their fury against 
  the alien might serve a wider theatre.
  Fury Unrelenting can be ﬁtted onto a suit of Astartes power 
  armour or artiﬁcer armour. It grants 12 AP to both arms 
  (replacing the normal value) and increases the Penetration 
  of any melee weapon wielded in their gauntlets by 3. The 
  wearer’s unarmed attacks gain a Penetration of 5, instead.
  
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  GATE MAKER (INVADERS)
  Though no part of this combi-weapon is less than peerless, 
  from the inner mechanisms of the bolt chamber to its hardened 
  adamantium casing, the true virtue of Gate Maker lies in the melta 
  weapon integrated into the main weapon. It is one of the most 
  efﬁcient tools of death in all the arsenals of the Deathwatch, being 
  capable of breaching entry to a reinforced bunker with the barest 
  trace of fuel expended.
  Gate Maker is an Astartes combi-melta. Used as a bolter, it 
  functions as a Master-Crafted example of the type with no further 
  effects. It can ﬁre ﬁve shots from its integrated meltagun using a 
  normal combi-melta fuel ﬂask, and all such shots gain the Blast 
  (3) quality from the weapon’s advanced dispersion systems.
  GAUNTLET OF SABATINE (WHITE CONSULS)
  This potent weapon is not currently possessed by either the 
  Deathwatch or by the Chapter that forged it. It was brought 
  to the Jericho Reach in the Achilus Crusade by a veteran of the 
  White Consuls, only to be lost on the world of Polyphemnos 
  when his squad was overrun by tribes of mutated cannibal 
  Ogryn. The White Consuls have promised the Deathwatch 
  custody of the Relic if it could be recovered. Recently, reports 
  have come into Erioch that the Gauntlet may have already 
  made its way off of Polyphemnos—but not in the hands of 
  the Crusade or the Deathwatch…
  The Gauntlet of Sabatine is an Astartes power ﬁst with the 
  Sanctiﬁed Quality. It was forged to be a bane of mutants, and 
  increases its Damage by 2 against such targets.
  THE HAND OF RETRIBUTION 
  (CRIMSON FISTS)
  This ﬁnely crafted power ﬁst had a storied history within the 
  Crimson Fists before being lost in a desperate boarding action 
  aboard the space hulk Malignant Eternity. It was recovered with the 
  aid of information revealed by the Omega Vault about the nature 
  and location of the hulk. The grateful Chapter left the artefact in 
  the care of those who had aided in recovering it.
  The Hand of Retribution is ﬁnely crafted, containing the 
  full heft and power of the mightiest Astartes power ﬁst in what 
  appears to be merely an oversized gauntlet. It lacks the Unwieldy 
  quality typical of power ﬁsts, and suffers only the normal penalty 
  for power armour to tests involving ﬁne manipulation.
  HAWK WINGS (HAWK LORDS)
  The Hawk Lords Chapter has long emphasised aerial 
  superiority and rapid deployment, and all the skill of their 
  artiﬁcers has been bent towards these ends for untold 
  centuries. One of their greatest successes was the creation 
  of a pattern of jump packs that could bear a Devastator into 
  battle without costing him the use of his heavier armament. 
  The artisan responsible died after creating but a few such 
  masterpieces, and his accomplishment has not yet been 
  matched. Watch Fortress Erioch has come into the custody 
  of one Hawk Wing jump pack, and it has served with 
  distinction across the Reach.
  Hawk Wings function as a normal jump pack, but have a vast 
  ammo supply built into their harness that doubles as an Astartes 
  backpack ammo supply, increasing the clip of any Requisitioned 
  heavy weapon appropriately. In addition, an advanced suspensor 
  rig grants the wearer the Auto-Stabilised Trait. 
  LIBRIS ANOMALUS (NOVAMARINES)
  The warriors of the Novamarines have accumulated a great 
  deal of alien-hunting lore and combat technique in their vigil 
  over the Halo Stars, which has led to strong ties between 
  the Chapter and the like-minded Deathwatch. One of the 
  Codiciers of the Novamarines brought a valuable data-
  libram to Watch-Fortress Erioch, containing millennia of 
  the Chapter’s collected knowledge. Partial copies have been 
  disseminated to other Watch-Fortresses, but the value of the 
  libram is such that it spends more time in use than available to 
  scribes—notwithstanding the centuries it would take to fully 
  reproduce such a vast archive.
  The Libris Anomalus is not easy to search, but can greatly 
  reward a knowledgeable reader, adding 1d5 Degrees of Success 
  to any successful Forbidden Lore (Xenos) Test. In addition, no test 
  concerning a species previously encountered by the Imperium 
  can ever suffer more than a –10 penalty due to its obscurity. 
  LIGHT OF CASTIGATION (FIRE ANGELS)
  The Fire Angels Chapter cult cleaves much closer to the 
  doctrine of the Ecclesiarchy than to the typical practices of 
  their brethren, and their fervour has been added to more than 
  one Ministorum Crusade. At the conclusion of the Hengistus 
  Crusade, a grateful Cardinal provided a ﬂamer he had personally 
  blessed and sanctiﬁed according to the highest rites, which 
  later passed to the Deathwatch during joint operations against 
  xenos-worshipping cults in the Gladius Sector. 
  Light of Castigation is an Astartes ﬂamer with the Sanctiﬁed 
  Quality. Its ﬂames are said to be especially devastating to 
  those who have forsaken the Emperor’s light. Heretics suffer a 
  –10 penalty to avoid being hit, and take 2 additional Damage 
  from Light of Castigation. It is up to the GM to decide which 
  enemies count as heretics.
  
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  LINEBREAKER (MARINES ERRANT)
  The Astartes shotgun is commonly thought of as a weapon for 
  the Scout Companies, but the death toll wrought on enemy 
  forces by the veterans who have wielded Linebreaker speak 
  to its effectiveness in other hands. The weapon’s specially 
  crafted, short barrel is reinforced to withstand a unique shot 
  made of super-dense alloys. Even a grain of this ammunition 
  impacts with it the force of a slug from a lesser weapon, 
  allowing for a devastating spread of ﬁre.
  Linebreaker is an Astartes shotgun with the Felling (1) Quality. 
  Its unique ammo allows it to count ranges out to 10 metres as if 
  they were point-blank for the purposes of extra hits from Scatter. 
  However, it cannot use standard or special-issue shotgun rounds. 
  The requisition cost for Linebreaker includes 3 spare clips, and any 
  further clips must be acquired at a cost of 10 Requisition each.
  THE LION’S MANE (DISCIPLES OF CALIBAN)
  In late M38, a Disciples of Caliban strike force managed to make 
  its way into the Jericho Reach, where it engaged a force of black-
  armoured Chaos Space Marines over a full company in strength. 
  The traitors had knowledge of the local environments that allowed 
  them to reap a heavy toll of the Disciples, until the intervention 
  of a veteran Deathwatch Kill-team was able to disrupt their 
  ambushes and assist the strike force. No explanation was given as 
  to the signiﬁcance of the battles, but a great gift was given to the 
  Deathwatch in thanks for their aid—a stasis casket containing a 
  few hairs from the head of the Primarch, Lion El’Jonson.
  The bearer of this Relic is inspired by the closeness of his 
  Primarch and the manifest legacy of his Chapter. While he 
  bears the Mane, he is immune to the effects of Fear, and gains 
  the effects of the Hatred talent against all foes.
  LORGAR’S BANE (BLACK CONSULS)
  Over one hundred Traitor Space Marines from the Word Bearers 
  Legion have met their end at the razor edge of this power axe, 
  now called Lorgar’s Bane for its bloody work. It resides for the 
  moment, in the vaults of Erioch, but as the stories of the Word 
  Bearers assault on the Black Consuls spread, some wonder if it 
  will be brought against its ancient foes once more…
  Lorgar’s Bane is an Astartes power axe with the Felling (1) and 
  Sanctiﬁed Qualities. The wielder has an effective Fear Rating of 
  2 against Chaos Space Marines, increased to 3 against members 
  of the Word Bearers Legion. However, Word Bearers double the 
  effects of relevant Hatred talents against the wielder.
  THE LOST HALO (HOWLING GRIFFONS)
  This advanced Iron Halo had a long and glorious history in 
  the Angevin Crusade, defending the mightiest heroes of the 
  Howling Griffons from the foul xenos that claimed the Calyx 
  Expanse. It disappeared from Chapter records after the crusade’s 
  conclusion, and was not heard of again for centuries. Shortly 
  before the Jericho Warp Gate was discovered, the Omega Vault 
  yielded up the Lost Halo for unknown reasons—and without 
  any clue as to how it had arrived there.
  The Lost Halo is a Force Field with a Protection Rating of 
  55 and an Overload Roll of 01. Weapons that are not stopped 
  by the Field have their Penetration reduced by half.
  LUCIAN’S ROD (BLOOD RAVENS)
  Lucian was a legendary hero of the Blood Ravens, who some 
  claim could not channel his prodigious psychic powers through 
  any normal force weapon. He had a special force staff crafted 
  for his use, a weapon which ampliﬁed his talents tenfold. He 
  perished in single combat against a mighty Daemon Prince, 
  but his dying blows banished the foul creature.
  Lucian’s Rod is an Astartes force staff that grants a +20 to the 
  Focus Power Test to channel power through the weapon with its 
  Force Quality. However, it requires great power behind the blow 
  to function, and the Force Quality cannot be used with an effective 
  Psy Rating of less than 5 (after being modiﬁed by Power Level).
  THE MASK OF THE WATCHER 
  (ANGELS SANGUINE)
  Legends of the Primarch Sanguinius sometimes tell of his 
  powers of prophesy and divination. This power is latent in 
  all Blood Angels by virtue of the psychic imprint he left upon 
  their gene-seed, usually manifesting as the visions that lead 
  to the Black Rage. It can sometimes be harnessed for better 
  ends, and the advanced psy-active circuitry embedded in the 
  impassive golden face of the Watcher’s Mask allows the sons 
  of Sanguinius to draw on extraordinary insight.
  The Mask of the Watcher is a golden death mask that 
  can be integrated into the helm of any Astartes Armour, or 
  worn on its own. The wearer gains 1d5 additional Degrees 
  of Success on any successful Psyniscience, Scrutiny, or 
  Search Tests. At the GM’s discretion, the Battle-Brother 
  may instead receive a symbolic vision of a fact he could 
  not have otherwise learned.
  
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  MEMOR NIHILIS (FLESH TEARERS)
  This massive eviscerator chainsword is intricately worked, with 
  each tooth of the roaring blade inscribed to a level of detail few 
  artisans could manage. This ornate work was done by the hand 
  of a Sanguinary Priest, to commemorate the loss of the Chapter’s 
  warriors claimed by the Black Rage. Barely visible script details the 
  history and heraldry of dozens of warriors along the length of the 
  blade, ever reminding its wielder of the peril of losing control.
  Memor Nihilis is a two-handed variant of the Astartes 
  chainsword, more commonly known as an eviscerator. Its 
  grim reminders grant a +10 to Willpower Tests made by the 
  wielder, increasing to +20 if failure of the Tests would result 
  in gaining Insanity Points.
  NAVAL BOLTGUN (MARINES ERRANT)
  Marines Errant are used to ﬁghting in the close conﬁnes of 
  ships and in brutal toe-to-toe boarding actions. Some Battle-
  Brothers use cut down naval boltguns for such engagements 
  where a full sized weapon would be too large or unwieldy. 
  A Marines Errant Battle-Brother may exchange his starting 
  Astartes boltgun for a Naval boltgun. If he does so, he reduces 
  its Clip by 8, but halves its weight and can use it both one-
  handed and in close combat without penalty.
  ORPHEAN KEY (PRAETORS OF ORPHEUS)
  The tech-lore of the Praetors of Orpheus is justly renowned, 
  both for secrets shared with the Machine Cult and knowledge 
  unique to the Chapter. The creation of Orphean Keys is one 
  secret the Chapter has kept to itself, granting the advanced 
  tools only to the most senior Techmarines of their Chapter. 
  An Orphean Key includes all the functions of a common 
  combi-tool, but grants +20 to Tech-use Tests instead of the 
  normal bonuses. It can also serve as an auspex and multikey, 
  functioning as a normal example of such tools. Its most 
  impressive function, however, is the advanced cogitator 
  package which allows it to analyse unknown or malfunctioning 
  technology. An Orphean Key can make Common Lore (Tech) 
  and Forbidden Lore (Archaeotech) Tests to discern the function 
  of technology as if it possessed an Intelligence of 50.
  PINIONS OF ASCANIUS (EAGLE WARRIORS)
  Ascanius of the Eagle Warriors was seconded to the Deathwatch in 
  the Jericho Reach in mid-M37, where he developed a reputation 
  for swordsmanship without peer. His armour, custom-ﬁtted to 
  his enormous frame, was the subject of numerous upgrades to 
  enhance the grace and power of his strokes. Eventually, the 
  Masters of the Forge themselves were at a loss to explain the 
  modiﬁcations in full. After his death, they found they could not 
  reﬁt the full armour to accommodate another wearer, and were 
  forced to dismantle it, taking care to preserve the pauldrons and 
  vambraces that had encased his arms.
  The Pinions of Ascanius can be ﬁtted onto a suit of Astartes 
  power armour or artiﬁcer armour. They grant 12 AP to both 
  arms (replacing the normal value), and the shelter of the 
  reinforced pauldrons increases the Armour Points of the Head 
  by 1. In addition, the wielder gains +10 to Weapon Skill Tests 
  while wielding a melee weapon with the Balanced Quality.
  PRIMARCH’S EDGE (MORTIFACTORS)
  This venerable combat knife has seen millennia of service, and 
  legend has it that it was ﬁrst drawn by the Primarch Roboute 
  Guilliman. It is unknown how the Mortifactors ﬁrst came into 
  the keeping of this relic, but their most cunning armourers 
  have bent all their skill into preserving it unblemished through 
  the long years since they received it. Eventually, the Chapter 
  came into conﬂict with more traditional Chapters descended 
  from Guilleman over the keeping of their Primarch’s relic in 
  shrines deviating from the Codex. The Ultramarines eventually 
  interceded to quell the strife among their Successors, and the 
  Lord of Macragge demanded an end to the controversy. To 
  avoid either surrendering the relic or denying their Battle-
  Brothers, the Primarch’s Edge was granted to Watch Fortress 
  Erioch for safekeeping on behalf of the Chapter.
  Primarch’s Edge is an Astartes combat knife with the 
  Sanctiﬁed Quality. In addition, the wielder gains +20 to 
  Fellowship Tests to deal with the Ultramarines and their 
  Successor Chapters. 
  
  ���
  ������������������������
  RADIANT ARROW (CONSECRATORS)
  Though this venerable plasma gun is plain and unadorned, 
  it is impossible for a trained eye not to notice its superlative 
  craftsmanship and quality. The perfect proportions and design 
  of the weapon speak to a wondrous artiﬁce now lost to the 
  Imperium. The Consecrators proudly hold that the weapon 
  has never once performed less than perfectly, despite the 
  volatile nature of plasma weaponry.
  Radiant Arrow is an Astartes plasma gun which cannot Jam, 
  Overheat, or otherwise fail (short of running out of ammunition). 
  Psychic Powers such as Machine Curse and technological effects 
  such as weapons with the Haywire Quality simply have no affect.
  RAN-THAWLL’S GAZE (MENTORS)
  The Omega Vault yielded up this unique auspex upon the 
  arrival of a Battle-Brother of the Mentors Chapter to Watch-
  Fortress Erioch several centuries ago. The warrior is said to 
  have simply approached the opening doors and taken the 
  relic as if he had been expecting it, although this may be 
  simply another legend surrounding his secretive Chapter.
  Regardless of the truth of the matter, Ran-Thawll’s Gaze is 
  a highly advanced auspex with several unique functionalities. 
  It grants the normal bonuses to Awareness Tests, but extends its 
  detection range out to a kilometre without penalty. Furthermore, 
  materials that normally inhibit or block auspex scans do not 
  restrict Ran-Thawll’s Gaze. In addition, no Tech-Use Test is 
  required to set the auspex to scan for unusual readings.
  RECORD OF OBLIVION  
  (GUARDIANS OF THE COVENANT)
  The monastic Guardians of the Covenant have kept 
  many records of secrets long lost to the rest of the 
  Imperium. Among the archives and data-stacks of the 
  Chapter is a massive data-tome containing a record of 
  other civilisations brought down by the Imperium’s 
  might. These writings on now-extinct xenos races and 
  long-defunct renegade sects are now their only remnant, 
  a source of immense satisfaction to the Space Marines 
  who were the key instrument of their demise. Limited 
  selections are occasionally transcribed from the tome 
  and given to Battle-Brothers about to serve with the 
  Deathwatch in the Jericho Reach, as a token of the great 
  service they are summoned to perform.
  Possession of a Record of Oblivion is a great comfort to a 
  Battle-Brother in the hellish warzones where he must battle, 
  reminding him of what folly it is to assume anything but the 
  inexorable triumph of Mankind. The bearer of this Relic may 
  re-roll any failed Willpower Test.
  RED DAWN (ANGELS ENCARMINE)
  Though said to have been the favoured weapon of a long-
  departed Watch-Captain, this power axe has a long history 
  on the front lines of the Deathwatch’s most perilous missions. 
  Its unique power ﬁeld maintains a barely perceptible haze 
  over the blade when dormant. When the blade bites ﬂesh 
  or armour, it ﬂares with an incandescent scarlet glow like 
  a newborn star, ripping through the foe with little more 
  resistance than mist. 
  Red Dawn is an Astartes power axe with the Tearing 
  and Volatile qualities. In addition, when the wielder scores 
  Righteous Fury on a blow with Red Dawn, an effect identical 
  to a Photon Flash Grenade erupts from the target.
  REDEMPTION’S LAMENT  
  (ANGELS OF ABSOLUTION)
  Among the histories of Erioch is a curious tale regarding the 
  blade cryptically named Redemption’s Lament. It was brought 
  to the Watch-Fortress in the wargear of the veteran Battle-
  Brother Raguel, but it is not told that he ever wielded the 
  blade in battle. The histories tell that when Raguel returned to 
  his Chapter, he refused to bear his blade with him, saying that 
  its fate no longer dwelt with his brethren. A passing footnote 
  in the annals comments that Raguel’s Vigil coincides with the 
  Angels of Absolution ceasing to use the cryptic designation 
  of “Unforgiven” for the members of their Chapter.
  Redemption’s Lament is an Astartes power sword with the 
  Felling (1) and Sanctiﬁed Qualities. However, its presence is 
  a source of unease to the Angels of Absolution, and increases 
  all gains of Insanity Points by 1.
  
  ���
  ������������������������
  REFUGE IN DEFIANCE (BRAZEN CLAWS)
  There are few implements of war that better meld offensive 
  might with defensive protections than the deft guard of this 
  combat shield. The unique resonance of the protective ﬁeld 
  steadies the sword-arm or ﬁring grip of the wearer and guides 
  it towards his enemies. The most learned Forge Masters 
  believe the shield’s machine spirit can sense those who have 
  struck blows against it and manipulates this deadly link.
  Refuge in Deﬁance is an Astartes combat shield with a Protection 
  Rating of 35 and an Overload Roll of 01. Any weapons wielded 
  by the bearer gain +10 to hit against foes whose attacks have been 
  previously stopped by the Relic’s Force Field.
  RELIQUARY OF SPITE (SONS OF MEDUSA)
  The great heroes of the Sons of Medusa are often as much 
  metal as ﬂesh, having taken on the cold purity of the 
  machine. When a renowned Battle-Brother replaces some 
  of his remaining ﬂesh with unﬂinching steel, the offending 
  body part is encased in adamantium, forever preserved against 
  decay and weakness. These Reliquaries are granted to Battle-
  Brothers to stoke their hatred of inﬁrmity, and to strengthen 
  their will against the failings of ﬂesh.
  The bearer of a Reliquary of Spite gains a bonus to Toughness 
  Tests equal to twice his Willpower Bonus, In addition, the bearer 
  can spend a Fate Point to ignore Stunning, Fatigue and Critical 
  Effects (excluding limb loss and death) for 1d5 Rounds.
  REMEMBRANCE (AURORA)
  Though the members of the Deathwatch are sworn to set 
  aside their ties to their Chapter during the Vigil, they remain 
  Space Marines, forever Battle-Brothers of the Adeptus 
  Astartes. When the Aurora Chapter lost a task force in the 
  Jericho Reach to unknown xenos foes during the Age of 
  Shadow, it was the Deathwatch who rescued the survivors 
  and returned the gene-seed of the fallen. Among the losses 
  was a venerable Land Raider tank, ruined beyond repair. 
  The Forge Master of the time took it upon himself to forge 
  its main axle anew as a mighty thunder hammer, so that 
  the noble machine could avenge its destruction. Those who 
  have wielded the weapon in battle swear it strikes with the 
  force of a tank bearing down on its foe.
  Remembrance is an Astartes thunder hammer with the 
  Devastating (2) and Tearing Qualities.
  SCIPIO’S REGRET (ANGELS VERMILLION)
  As with many other Blood Angels Successors, it is the 
  practice of the Angels Vermillion to master many crafts 
  and trades over the course of a Battle-Brother’s long life. 
  The ornate and intricate ornamentation worked into the 
  chainsword now called Scipio’s Regret could not have 
  been achieved without such a life span to perfect the 
  craft. It might have been better for its wielder had he 
  not made his work so well, for Scipio was mobbed by 
  desperate underhivers after defeating the beasts that 
  plagued them, with the ungrateful wretches seeking to 
  steal his marvellous blade. A Deathwatch Kill-team on 
  the world was diverted to avenge the noble warrior and 
  recover his weapon.
  Scipio’s Regret is an Astartes chainsword with the Razor 
  Sharp Quality. It grants +20 to Fellowship Tests to impress or 
  awe others when wielded or displayed prominently.
  Na
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  25
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  ���
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  THE SCYPHUS VITAE (BLOOD DRINKERS)
  The unique curse of the Blood Drinkers is a carefully kept 
  secret, and one the Chapter has gone to great lengths to 
  keep. From some perspectives, the true worth of the mighty 
  blade known as the Scyphus Vitae is not in its killing edge 
  or fearsome length, but in the shame it can avert. The 
  Scyphus Vitae has a unique power ﬁeld permeable to the 
  blood of foes, which it channels down a deep fuller in the 
  centre of the blade, and from there, to an injector linked 
  to the med-ports of Astartes Power Armour. The weapon 
  thus allows the Red Thirst to be slaked in battle, with no 
  outsiders gaining knowledge of this secret stain on the 
  Chapter’s honour.
  The Scyphus Vitae is a two-handed Astartes power sword. 
  The wielder may drink the blood of any target to which he 
  deals Wounds with the weapon, averting negative effects from 
  the craving of his Chapter.
  SHADOW MANTLE (DARK HUNTERS)
  Although the Codex Astartes recommends that Scout 
  Armour be restricted to a Chapter’s Neophytes and their 
  Sergeants in the 10th Company, even the most fervent 
  adherents to Guilleman’s doctrine grudgingly admit 
  there is merit to equipping more experienced warriors 
  with lighter armour after seeing the Shadow Mantle 
  in action. Its cameleoline-bonded plating renders the 
  wielder nearly invisible, and the inbuilt Hunter-Killer 
  Auspex has claimed the lives of hundreds of Chaos Space 
  Marines by pinpointing the weak points in older or ill-
  maintained power armour.
  The Shadow Mantle is Astartes scout armour with an 
  integrated bodyglove that provides 7 AP to the Body and 
  Arms, and 5 AP to the Legs. Awareness Tests to spot the 
  wearer suffer a –20 penalty, which is doubled if he is standing 
  still. The armour has an inbuilt Auspex, which can be used if 
  it were a weapon’s sight by taking at least a Half Action to 
  Aim. Weapons guided by the hunter-killer auspex halve the 
  AP of enemy armour before applying Penetration.
  SHROUD OF YRNAX (DOOM EAGLES)
  This back banner is made from the remnants of a campaign 
  standard from a joint effort by the Doom Eagles and the 
  Deathwatch to put down a xenos-worshipping cult that had 
  taken over the world of Yrnax. The cult’s mad fanaticism 
  meant the world was only reclaimed when every last inhabitant 
  had been gunned down. The banner, torn and damaged in a 
  desperate attack in the latter stages of the campaign, stands as 
  a potent symbol of the lengths to which the Adeptus Astartes 
  must sometimes go, and the grim prices that must be paid.
  The Shroud of Yrnax is an Astartes back banner. The bearer 
  may gain the normal effects of a back banner even if he is not 
  the Kill-team leader. If he is the Kill-team leader, he restores 
  Cohesion equal to his Willpower Bonus each time he spends a 
  Fate Point for Cohesion, instead of the normal effects. 
  SILENT CRY (EXORCISTS)
  This stalker bolter reaped a great toll of insurgent leaders 
  and foul xenos beasts during the Angevin Crusade, striking 
  through impregnable defences to slay the enemy before they 
  became aware of the danger. The commanders of the Achilus 
  Crusade have recently learned that this famous weapon now 
  rests in the hands of the Deathwatch, and lobby with all their 
  efforts to see it put to similar use on their behalf. Some in the 
  Deathwatch are sympathetic, arguing that the weapon calls 
  out to be wielded on Crusade once more.
  Silent Cry is an astartes stalker Boltgun with the Felling (2) 
  and Razor Sharp Qualities. When it ﬁred after a Full Action spent 
  Aiming, it scores Righteous Fury on the result of a 9 or 10.
  SULLA’S UNKINDNESS 
  (KNIGHTS OF THE RAVEN)
  The origin and pattern of this highly advanced signum array 
  is unknown, but records list it with a long and glorious history 
  since it arrived on Watch-Fortress Erioch with Brother-Sergeant 
  Sulla of the Knights of the Raven. By virtue of the advanced 
  ﬁre-coordination capabilities granted by the signum, Sulla’s 
  Kill-team was able to slay a heretic army on the fringes of the 
  Hadex Anomaly, though the army numbered in the thousands, 
  and the Kill-team was running short of ammunition.
  Sulla’s Unkindness is an Astartes signum. All members of 
  the Kill-team in Squad Mode and in support range of the 
  bearer count as having signum links thanks to its advanced 
  tac-net. When a Space Marine beneﬁting from this effect 
  attacks a Horde, he does bonus Magnitude damage equal to 
  the number of members of his Kill-team in support range 
  who ﬁred on the Horde since his last turn.
  
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  5
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  TEARS OF THE SCORPION  
  (RED SCORPIONS)
  The Red Scorpions have vast armouries, compared 
  to many Chapters, with copious examples of master-
  crafted melee and ranged weapons carefully maintained 
  and protected by the Chapter. Among all of these fine 
  weapons none are as revered by the Red Scorpions as the 
  relic blades known as the Tears of the Scorpion. Ancient 
  weapons of immense spiritual value to the Chapter and of 
  long lost eldritch design they are only ever gifted to the 
  greatest of Red Scorpion Battle-Brothers, often reserved 
  for its company commanders and Chapter Masters. In 
  rare instances if a hero of the Chapter proves himself 
  worthy he may be allowed to wield one of the blades in 
  battle, but such is a rare and great honour.
  The Tears of the Scorpion generate a power ﬁeld of 
  ancient and powerful design. Other weapons with the 
  power ﬁeld quality offer no protection from this vicious 
  blade. When the wielder uses Tears of the Scorpion to Parry 
  an attack, he has a 75% chance to destroy the attacker’s 
  weapon, regardless of whether the attacker’s weapon has 
  the Power Field Quality or not.
  TORCH OF THE VIGIL  
  (DEATH SPECTRES)
  Late in the 36th millennium, a Deathwatch Kill-team 
  was allied with a squad of Space Marines belonging to 
  the Death Spectres Chapter in an action against a vile 
  xenos species deep in what would one day become the 
  Orpheus Salient. Together, the two squads were able to 
  eradicate the alien threat, but not before the sergeant of 
  the Death Specters, a honoured veteran of the Chapter, 
  was eviscerated by the vicious beasts. It was only by 
  the actions of the members of the Kill-team that the 
  sergeant’s gene-seed was preserved and harvested and his 
  ancient wargear recovered. As a reward for their aid, the 
  Death Spectres presented the stewards of Watch Fortress 
  Erioch with this mighty relic.
  The Torch of the Vigil is an Astartes heavy flamer. 
  Its profuse promethium spray imposes a –10 to Agility 
  Tests to avoid damage or catching fire. Furthermore, the 
  bright, smokeless flame imposes a –30 to Concealment 
  Tests within 30m of anything that has been set on fire 
  by the Torch.
  TULIUS’ INSIGHT (GENESIS CHAPTER)
  Those who adhere most fervently to the Codex Astartes 
  occasionally ﬁnd service in the Deathwatch to be a trial, with 
  no standard Chapter or squad conﬁgurations taking precedence 
  over the urgent needs of the Vigil. Such Battle-Brothers are often 
  pointed to the writings of Tulius of the Genesis Chapter, who 
  applied the core doctrines of the Adeptus Astartes to the duties 
  of the Deathwatch with exacting thoroughness. His original 
  work, a collection of annotations to the Codex Astartes itself, is 
  kept within a stasis-vault in Watch-Fortress Erioch, granted to 
  the most trusted leaders to assist them in their stratagems.
  A Space Marine who is able to consult Tulius’ Insight 
  before a Mission gains +20 to all Common Lore (War), 
  Scholastic Lore (Codex Astartes), and Tactics (Any) Tests for 
  the duration of the mission. If he has time to consult it in 
  reference to a speciﬁc situation, he may increase this bonus to 
  +30 and add a Degree of Success to successful tests.
  UNMAKER’S TOUCH (MINOTAURS)
  In many Chapters, the mighty chainﬁst is a weapon that 
  sees use only in the direst of conﬂicts, as the armour of most 
  Battle-Brothers is insufﬁcient to bear the weight and supply 
  the power of such a weapon. The Minotaur’s great stock of 
  Terminator Armour means that they are able to bring forth 
  such weapons more easily than most. Of the terrible weapons 
  so mounted, few are more feared than the chainﬁst called 
  Unmaker’s Touch. Its potent power ﬁeld makes a mockery of 
  armour and vehicles, and has also served admirably against 
  the creations of hereteks and other unliving foes.
  Unmaker’s Touch is an Astartes chainﬁst that increases 
  its Damage and Penetration by 5 against vehicles, structures, 
  objects, and enemies with the Machine Trait. 
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  VALIANT LEGACY (SONS OF ORAR)
  This storm shield is of great antiquity, and is said to 
  contain fragments of the original storm shield wielded 
  by the hero Orar in the Great Crusade. Those who have 
  held it claim they felt their Chapter’s spiritual patriarch 
  watching and guiding them from afar. Some scoff at this 
  legend, but none doubt that anyone bearing the shield is 
  able to achieve great deeds.
  Valiant Legacy is an Astartes storm shield with a Protection 
  Rating of 55 and an Overload Roll of 01. Its inspirational 
  effects allow the wielder to beneﬁt from triggering a 
  Demeanour an additional time each session. This may include 
  Improvements when appropriate.
  VICTORY’S PRICE (LAMENTERS)
  Bearing this power spear is viewed as both a great honour and 
  a heavy burden by the warriors of the Lamenters Chapter. It has 
  been wielded at the forefront of many great victories and mighty 
  battles. However, more of its wielders have fallen in their moment 
  of triumph than have lived to return to the Chapter’s halls. Though 
  the Adeptus Astartes know no fear, the wielders of this spear tend 
  to become concerned with ensuring that they will sell their life as 
  dearly as possible when the time comes to pay for their success.
  Victory’s Price is an Astartes power spear with the 
  Devastating (2), Felling (2), and Tearing qualities. However, 
  the wielder increases the value of all Critical Effects suffered 
  by 2 (after applying the True Grit talent).
  WEIGHT OF DUTY (HAMMERS OF DORN)
  The ﬂat head of this power-maul is lined with a miniature 
  grav-plate, similar to those that line the decks of great 
  voidships. Upon striking a foe, the grav-plate activates for 
  a brief instant, multiplying the hammer’s impact many times 
  over by increasing its descending weight.
  Weight of Duty is an Astartes power maul. It has the 
  Tearing and Concussive Qualities. Auditory protection does 
  not assist in resisting the weapon’s Concussive effect.
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  THE MEASURE OF 
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  THE INQUISITION
  
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  “The bonds of brotherhood, forged in battle in the Emperor’s 
  name, are unbreakable.”
  –Sergeant Darius, Deathwatch Kill-team Epsilon
  �
  cross the galaxy, uncountable threats to the 
  Imperium are met head on by the Adeptus Astartes 
  wherever and whenever they are needed. With 
  bolter, chainsword, and undying devotion, the enemies of 
  the Emperor are put down to safeguard humanity’s place 
  in the cosmos. When the situation is especially dire and 
  the Deathwatch is called upon, ancient oaths ensure that 
  brothers from many Space Marine Chapters answer this 
  call. But when these mighty teams come together, how 
  do their ancient beliefs, training, and even feuds affect 
  their service? This chapter explores the mind set and role-
  playing opportunities for players and Game Masters to 
  bring their characters’ past experiences into play as they 
  begin their tenure with the Deathwatch.
  The guidelines and advice given here are simply that—a 
  way for GMs to incorporate the rich history and details set 
  forth for each Chapter into their games if they choose. 
  The varied beliefs that each Space Marine Chapter has 
  can bring exciting options for how a Deathwatch team 
  operates and interacts. A great role-playing game is more 
  than just killing the xenos. Delving into what drives each 
  character is just as exciting as killing the Ork Warboss, do 
  not be afraid to tackle the challenge.
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  he recruitment processes for the Chapters of the 
  Adeptus Astartes are as varied as the heraldry on 
  their power armour. Some recruit exclusively from 
  the lands of their home world while other Chapters utilise 
  a wide swathe of planets for finding new Battle-Brothers, 
  drawing from worlds scattered throughout the Chapter’s 
  dominion. No matter where the initiates are recruited 
  from, one thing remains the same—the new Space Marine 
  will undergo a long, rigourous series of challenges and 
  trials before he is fully one of the Emperor’s Finest.
  It is through these tests and trials that the bonds of 
  brotherhood are first forged for the Space Marines. The 
  time spent learning the beliefs and battle doctrines of 
  the Chapter shapes the mind-set of the Battle-Brother 
  and how he views his duty to the Imperium and Chapter. 
  These fundamentals beliefs are so strongly ingrained into 
  the Battle-Brother that they can bring him into conflict 
  with other Imperial servants who have a different world 
  view from the Chapter. These are the challenges all 
  members of the Deathwatch must overcome if they are to 
  serve their ancient oaths successfully.
  DIVERSITY AS COMPLEXITY
  When creating the party in DEATHWATCH, a GM 
  should consider the disparate backgrounds and use 
  them to create interesting and engaging interactions 
  between the players. A newly arrived Ultramarine 
  who has taken the oaths of the Deathwatch is 
  preparing to train with his new squad-mates. The 
  GM can use this opportunity to start forging the 
  Kill-team into a true band of brothers. By focusing 
  on how the Ultramarine trains and approaches 
  combat, compared to the other members of 
  the team, he can begin to bring the personality 
  of the character to life. The GM can role-play 
  through a few rounds of mock combat between 
  the Ultramarine and one of the members of the 
  squad—perhaps someone with a vastly different 
  approach like a Space Wolf or Blood Angel.
  
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  THE BOND OF 
  BROTHERHOOD
  A Space Marine has three levels of interaction that shapes 
  who he is: the overall Chapter views and beliefs, the 
  battle doctrine and mind-set of his Battle Company, and 
  the individual bonds he forges with his squad-mates with 
  whom he fights side-by-side. A player can use all of these 
  things to make a well-rounded Space Marine that is very 
  interesting to play.
  The Chapter: The first bond that all Space Marines 
  share is the bond that makes them part of their Chapter. 
  This is coded into their flesh through the gene-seed they 
  all share, dating back to their Primarch. Even Chapters of 
  the subsequent Foundings share this trait, no matter how 
  far they are removed from the lineage of their progenitor. 
  The beliefs and combat doctrine of the Chapter for 
  most is rooted in the Codex Astartes, the tome created 
  by Roboute Guilliman after the Horus Heresy. It is at 
  the Chapter level that the command structure, battle 
  doctrine, and many inherent beliefs are created for the 
  Space Marine. A member of the Space Wolves knows 
  that it is his duty to take the battle to the foes of the 
  Emperor directly, bringing death with sword and bolter 
  in close quarters. The same cannot be said of an Iron 
  Hand, who favours dealing death from afar with master 
  crafted weaponry and war machines. 
  The belief structure created by the Chapter becomes 
  everything to the Battle-Brother. Many initiates come from 
  feudal or feral lands, who know nothing of the Imperium 
  and the greater universe, so it is through their indoctrination 
  into the Chapter that everything they know of the galaxy is 
  taught. If the Librarians and Chaplains of the Chapter teach 
  these young men that they must entreat the machine spirits 
  to make their bolters ﬁre and their starships traverse the 
  void of space, many do not think any differently and this 
  will become simple fact to the aspirant. Another Chapter 
  will teach its brethren the intricate ways of maintaining 
  their weaponry and how the Imperium works and functions. 
  These wildly disparate views on the basic structures of the 
  world around them can lead to interesting interactions for 
  members of a Deathwatch team. 
  The Company: Once an aspirant has become a 
  Space Marine, he is placed into a Battle Company. At the 
  company level, a Space Marine learns the deeper structure 
  of how he will ﬁght the enemies of Mankind. The Codex 
  Astartes outlines the progression of each Battle-Brother 
  through the Companies of their Chapter and what skills 
  he shall gain during his tenure in each. According to the 
  Codex Astartes, a Battle-Brother progresses from a Scout 
  of the 10th Company, to a Devastator of the 9th, then on 
  to an Assault Marine of the 8th Company. Once a Space 
  Marine has mastered the many ways in which he is capable 
  of making war, only then is he ready to enter the Tactical 
  squads of the Battle and reserve companies.
  Space Marine companies often have many ancient 
  traditions and rites based on their past battles and 
  achievements. These become very important to the Battle-
  Brother and will greatly influence him. For example, a 
  member of the Blood Raven Fifth Company, who lost 
  many of his brothers in a prolonged campaign against 
  the Eldar, may observe an annual rite commemorating 
  the sacrifices made to bring about victory. Missing this 
  observance—if not in an active battle situation—could 
  bring about a sense of melancholy and shame to the 
  Battle-Brother, who feels he is not properly honouring 
  his fallen comrades.
  The Squad: The most intimate bonds are amongst the 
  Battle-Brothers of the Space Marine’s squad. Day in and day 
  out, these hardened warriors ﬁght alongside each other for the 
  glory of the Emperor and the Imperium. With each battle, the 
  members of the squad become more ingrained in the ways of 
  battle and how to rely on each other in any circumstance. It is 
  within a squad—and that can be Tactical, Assault, Devastator, 
  etc.—that the character has spent the most time. When he 
  leaves his squad to begin his tenure with the Deathwatch, 
  he must leave a part of himself behind, and learn how to 
  function on a whole new level.
  THE GALOCLASS INCIDENT
  In the mid 41st Millennium, a Kill-team consisting of Space Marines from the Ultramarines, White Scars, Blood Ravens, 
  and Storm Wardens Chapters were dispatched deep into the Jericho Reach to apprehend a notorious xenos pirate who 
  had amassed a ﬂeet of dangerous size. After locating the ﬂagship of the xenos, the Kill-team made a covert insertion into 
  the ﬂagship to acquire their target. While making their way to the bridge, the Team had a disagreement about the best 
  way to proceed with the assault on the heavily fortiﬁed command post. Brother Erasmus of the Blood Ravens had issue 
  with Brother Kullen of the Storm Warden’s tactical expertise. 
  This difference of opinion stemmed from a battle almost two decades earlier in which the Blood Ravens had assisted 
  the Storm Wardens in destroying an Eldar strong point on the world of Brezal III. A disastrous plan put forth by the Storm 
  Wardens Captain in command of the forces resulted in the deaths of two squads of Blood Ravens and nearly half a company 
  of Storm Wardens. The surviving Blood Ravens developed an intense distrust of Storm Warden tactics and strategies.
  The reluctance of Brother Erasmus to follow Kullen’s lead in apprehending the xenos leader led to a heated exchange inside 
  the ﬂagship of the pirate ﬂeet and came close to costing the team their lives—exact reports of this incident have been classiﬁed 
  by the Ordo Xenos. All that is known is that Brother Iral’Hasahn of the White Scars took the lead in the ﬁnal battle and 
  successfully apprehended the xenos leader without any loss to the Kill-team. This incident has served as a cautionary tale to 
  newly inducted Deathwatch Brothers in putting aside past differences to focus solely on the mission at hand.
  
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  LEAVING IT ALL BEHIND…
  When a Chapter sends one of its Brothers off to serve the 
  Deathwatch, it can be something of a culture shock to the Space 
  Marine in question. Everyone expects a Space Marine to follow 
  whatever orders he is given, but behind the armour is more than 
  an automaton. A Battle-Brother’s training and beliefs are deeply 
  ingrained, even part of their genetic make-up, so coming to grips 
  with their new role in the Deathwatch can be very trying—not 
  that a Marine would ever let that be known. 
  Becoming part of a new squad under the auspices of the 
  Deathwatch organisation creates many new challenges for an 
  inductee. First of these trials is determining his role amongst 
  his new squad-mates. He must learn how to ﬁght alongside 
  these new Battle-Brothers who each bring their own battle 
  tactics and methods to the unit. In many instances these 
  strategies may directly contradict his own way of waging war. 
  For someone who has fought a certain way for a long time (in 
  some instances a century or more), adapting is no small feat. 
  A player should be prepared to work alongside the GM 
  in coming up with the intricate background for his character. 
  This not only allows the player to have a stronger interest in 
  shaping the game he will play in, it also gives the GM a great 
  deal of material to work with. 
  BELIEFS AND DOGMA
  As we have discussed, a Space Marine is shaped by his training 
  and beliefs. These varied outlooks will play a very strong role 
  in the interactions between members of the Kill-team. A GM 
  will have the daunting task of taking very different beliefs and 
  making them all ﬁt into a team of individuals that will gladly 
  lay down their lives for any of the other members. A common 
  role-playing practice is to just have everyone working together 
  for a common goal and ignoring the conﬂict and tension that 
  would normally arise in such a setting. This works in some 
  instances, but a good GM should look for exciting chances to 
  focus on, not ignore, these differences. 
  The common combat doctrines of the Chapters are 
  covered elsewhere in this book and in FIRST FOUNDING, and 
  provide an excellent starting block for building the types of 
  interactions GMs can use in every game. A simple method to 
  begin with is pulling out the key tenets of each Chapter to 
  aid in constructing the story. For example, if a Kill-team was 
  made up of the following Chapters, a GM could use these 
  traits to begin planning his campaign:
  Salamanders: 
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  Highly honourable; Utilise many vehicles 
  in combat; Willing to sacriﬁce to achieve a goal.
  Iron Hands: 
  ��
  Focus on augmentation; Each Battle-Brother 
  driven by hatred of their foes; Not overcome by emotions.
  White Scars:
  ��
   Highly mobile warriors; Very few 
  Dreadnoughts—strongly against being entombed; 
  Believe in harsh punishment and strict discipline.
  Raven Guard:
  ��
   Stealth and inﬁltration; Lightning strikes; 
  Cold and uncaring.
  Upon ﬁrst pass, a GM can see a few things that stand out 
  quickly about his PCs. First, there may be bad blood between 
  the Raven Guard and White Scar’s characters that can provide 
  for some interesting party interactions. Second, others may 
  consider both the Raven Guard character and Iron Hands 
  character cold and distant emotionally. Third, there are a 
  variety of battle styles that each Chapter is known for, that 
  could make for some intense combat encounters (with each 
  Battle-Brother thinking they have the best tactic to utilise).
  The GM will also have the rich backgrounds of each Chapter 
  to pull from, that will help in building the initial party bonds. 
  Both the Raven Guard and Iron Hands Chapters were part of 
  the massacre at Isstvan V, which is something deeply rooted 
  into their psyche even 10,000 years later. This may provide 
  for a path to trust and friendship that begins with these two 
  characters. The honourable nature of the Salamander could 
  help smooth over the dislike and mistrust between the Raven 
  Guard and White Scar characters. There are so many paths for 
  the GM to explore, just by looking at a few traits.
  BRINGING THE KILL-TEAM TOGETHER
  In this example, the GM has gathered his players for 
  their ﬁrst session. 
  Max (GM): (speaking aloud to the players) “As 
  you each approach the main hall, you are amazed 
  by the towering statues all around you. Heroes of 
  past Deathwatch teams look down on the gathered 
  members as if to acknowledge the service you are about 
  to embark on. Entering the courtyard, you each are 
  directed to stand in front of the Watch Commander, 
  next to your new Battle-Brothers. You each take in the 
  other members and assess them: A Raven Guard, an 
  Iron Hand, a Salamander, and a White Scar gathered 
  together to form the team.” 
  Matt (Raven Guard player): My character pauses 
  when he sees the White Scar and says, “I do not trust 
  them at all. They have betrayed their oaths to us on more 
  than one occasion and I will not serve beside them!”
  Greg (Salamanders player): I step to his side and 
  place my hand on his shoulder. “At ease my brother. 
  Put your past hatreds aside. We all have a duty to the 
  Emperor ahead of us that we must not take lightly.”
  Tom (White Scars player): I ignore the Raven 
  Guard and just focus on the Watch Commander. I 
  won’t dignify his remarks by commenting on them.
  Bob (Iron Hands player): My character turns to 
  the team and just stares at all of them. I am not sure 
  what to make of any of them this soon.
  GM (smiling slyly to himself): It appears that 
  you all have a lot to consider as you embark on this 
  new endeavour. The Watch Commander looks at you 
  all and begins speaking…
  
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  RIVALRIES AND FEUDS
  How is it that the greatest ﬁghting force of Mankind—the Space 
  Marines—can have such a long history of distrust, enmity, and 
  open warfare with their brethren? For over ten thousand years, 
  the Adeptus Astartes have fought alongside and against other 
  Space Marines in countless battles. The Great Crusade set the 
  stage for many of the most memorable feuds. During that time, 
  each Legion of Space Marines tried to outdo its brothers in 
  bringing glory to the ﬂedgling Imperium. Fighting side-by-side, 
  the original Legions often came to blows over the best way to 
  reclaim a planet that had fallen away from the Emperor’s light.
  The key in playing up the rivalries between Chapters in 
  Deathwatch is in knowing what pieces to use and what to 
  avoid. A Game Master should always try his best to allow his 
  players the option to create whatever character they want, but 
  some situations can become unfeasible and almost unplayable 
  for the parties involved. If a GM wishes to maintain a 
  believable, yet fun, game, he should be willing to make 
  compromises and keep an open dialogue with all the players. 
  It will not be any fun for the players if all they are doing each 
  session is arguing with the other members of their team.
  POSSIBLE FEUDS
  To assist GMs in coming up with interesting ideas for 
  their games, this book provided some sample feuds and 
  rivalries to use. These are only a mere fraction of the 
  possibilities that a GM can create.
  Dark Angels vs. Space Wolves: One of the most famous 
  rivalries in the Imperium, the tension between these two dates 
  back to the time of the Great Crusade and the brawls that 
  their Primarchs would engage in. While the two Chapters 
  may not always get along, they actually possess a great deal of 
  respect for one another and this rivalry is closer to competing 
  brothers than anything else.
  White Scars vs. Raven Guard: The tension between 
  members of these two Chapters is darker and deeper than 
  a friendly competition between allies. A Raven Guard views 
  the White Scars with suspicion and open contempt in many 
  instances, due to what he believes are failures to aid one 
  another in times of need. This can provide for an interesting 
  interaction between members of the Kill-team as their new 
  bonds overwrite the troubles of the past.
  Space Wolves vs. Blood Ravens: The Space Wolves have 
  a long history of distrusting what they view as sorcery, and the 
  highly psychic Blood Ravens Chapter has drawn their ire on 
  more than one occasion. During the battle of Praximil VIII, 
  the Blood Ravens reliance on Librarian intervention to oust the 
  psyker leader of the renegades entrenched there sent their Space 
  Wolves allies into a fury. The Wolf Lord who fought at their side 
  believed the tactics to be dishonourable and he made this known 
  to the Blood Ravens commander with a well-placed punch.
  Storm Wardens vs. Blood Angels: On the night 
  world of Etrimma, a small Blood Angels force had fought 
  a prolonged campaign against a force of Dark Eldar raiders 
  who were intent on securing the ancient ruins for their own 
  dark purposes. As the tide turned against the Blood Angels, a 
  Storm Wardens’ Strike Cruiser arrived on the scene to render 
  aid. Without a word, hundreds of Storm Wardens descended 
  on the battleﬁeld and routed the Dark Eldar in a matter of 
  hours. The overly proud Blood Angel Captain did not take 
  kindly to this unwelcome intervention. He was convinced that 
  he could handle matters himself and that his warriors were 
  more than capable of dealing with the Xenos threat on their 
  own. For the Blood Angels who fought in this encounter, the 
  Storm Wardens are viewed as unwelcome meddlers.
  Iron Hands vs. Ultramarines: A highly regimented 
  Ultramarine values strict adherence to the Codex Astartes 
  above all else. While the Iron Hands may structure their 
  Chapter after the tenets of the Codex, they care little for 
  the views of others and do not place much stock in the 
  Ultramarine’s complaints, preferring to let their long record 
  of service to the Imperium speak for itself.
  BACKGROUNDS
  Max is planning another session for his Deathwatch 
  campaign. The ﬁrst game went well and he was able 
  to bring the Kill-team together and start building the 
  connections between the members. He is pleased with 
  the interactions the players had in session one and their 
  varied backgrounds have provided interesting paths to 
  explore in future games.
  For his next session, Max is sending the Kill-team 
  out on their ﬁrst mission. An aggressive Tau sept has 
  been plaguing worlds near the Watch Fortress and the 
  Inquisitors of the Ordo Xenos feel he must be eliminated 
  now before a full scale war erupts throughout the 
  region. He envisions the session being a straight-
  forward attack on a Tau encampment to assassinate the 
  Shas’vre. Through the course of this mission Max plans 
  on incorporating some of the characters’ backgrounds 
  to enhance the story.
  He is going to have the Watch Commander 
  ��
  assign the leadership of the team to Matt—the 
  Raven Guard player. He knows he will employ a 
  lightning attack on the encampment, which may 
  cause disagreement from the other team members.
  Max also plans on introducing some of the history 
  ��
  the players created in their character backgrounds. 
  Greg—the Salamanders player—has indicated that 
  his original squad suffered a serious loss against 
  Tau sept in past. Max plans on using that to stir 
  emotions and situations during the game session, as 
  the character once again battles against a hated foe.
  Finally, Max intends to create a situation while the 
  ��
  players are attacking the Tau Shas’vre near the end of 
  the adventure, where Tom—the White Scars player—
  is trapped by an overwhelming number of enemies. 
  During this ﬁght, he hopes to encourage Matt to put 
  aside his distrust and anger toward members of the 
  White Scars and save one of his Battle-Brothers.
  With these notes in place, Max sets out to detail 
  the individual encounters for the game session and 
  creating stats for the enemies. He is looking forward 
  to an exciting session.
  
  ���
  ���������������������
  BRIDGING THE GAPS
  With all the turmoil and problems that each Chapter’s beliefs 
  and dogmas can bring, the ability to overcome these things 
  in the service of the Imperium is where the members of the 
  Deathwatch can really shine. A game of Deathwatch can 
  run the gamut from simply conducting raids on foul xenos 
  to deeply connected endeavours, ﬁlled with intrigue, that 
  interact with Inquisitors, Rogue Traders, and other servants 
  of the Imperium. It is up to the GM to craft these stories 
  and decide which path each game will follow. A GM must 
  be careful to not make the game too heavy on strife between 
  the players. The key is ﬁnding the right balance of personal 
  interaction that makes all the characters seem real and lifelike, 
  without having the game devolve into constant bickering 
  and one-upping the other players. Keeping the game always 
  moving forward and advancing the overall story line makes 
  for an engaging and exciting session.
  The best way to bring all of these things together is to have a 
  great villain. If the players have an overwhelming threat to focus 
  on, the individual jealousies and pettiness evaporate quickly 
  and brings the true purpose of the team to the forefront. Every 
  enemy hunted down by the Deathwatch has the potential to 
  be a threat spanning numerous game sessions. Even a lowly 
  bug hunt to eliminate lesser Tyranid creatures can be spun into 
  an epic adventure. If the focus is on the mission, the varied 
  backgrounds and past disagreements can be solved through the 
  course of the game and not be the game itself.
  THROUGH ANOTHER’S EYES
  A tactic that a GM can employ to bring his team together is to 
  place each character into a role that he is not usually comfortable 
  in. This can be structured as a training exercise for the team at 
  the Watch Fortress. Each Battle-Brother must embrace the role 
  of another on the team, using his strategies to overcome an 
  obstacle. A Space Wolf must undertake a stealth-ﬁlled mission, 
  an Ultramarine must utilise non-standard methods to achieve 
  a goal, a Raven Guard must employ heavy weapons and long 
  range ﬁrepower—there are limitless options.
  The reason for this exercise is to bring the other characters’ 
  point of view into the forefront. By walking in each other’s 
  power armoured shoes, the players are likely to begin bonding 
  and put aside their feuds and rivalries for the overall good of 
  the mission. This can help to forge the brotherhood that they 
  had with their original squads and make their time in the 
  Deathwatch a more memorable experience.
  THE INQUISITION AND 
  THE ADEPTUS ASTARTES
  For over ten millennia, the Chapters of the Adeptus Astartes 
  have waged unending war in the name of the Emperor. 
  Largely left to their own devices, the Space Marines are not 
  accustomed to answering to others in matters of war. Chapter 
  Masters are some of the greatest leaders in the galaxy and their 
  decisions affect the lives of billions. So when the Inquisition 
  arrives in a warzone or other engagement and begins making 
  demands, it may draw the ire of the Space Marines.
  
  ���
  ���������������������
  While most Adeptus Astartes recognise—and even 
  appreciate—the role that the Inquisition plays in the 
  Imperium, there are other Chapters that are distrustful of the 
  shadowy organisation. Chapters such as the Space Wolves 
  have reservations about any group wielding such unchecked 
  power. Other Space Marines may have issues stemming from 
  personal experiences with particular Inquisitors and decisions 
  they did not agree with. 
  Game Masters can play upon the mistrust and misgivings 
  that some Battle-Brothers have toward the Inquisition to 
  bring added depth to their games. While the Deathwatch is 
  not directly under the orders of the Ordo Xenos, they have 
  close ties with that mysterious body and it is the Inquisition 
  that identiﬁes many of the targets and missions for them to 
  undertake. Some Kill-teams may question the urgency of 
  a mission to recover a minor xenos when a Tyranid threat 
  looms in the Reach. Space Marines often feel that Inquisitors 
  pursue their own agendas over the safety of civilians and 
  this brings them into conﬂict. Using the various conﬂicts of 
  interest between the goals of the individual Space Marines 
  and those of the Inquisitors they work alongside, a Game 
  Master can bring a level of drama to his adventures.
  Another avenue that can be explored by GMs is an Inquisitor 
  who has turned from the path of the Imperium. Over the years, 
  many Inquisitors have become seduced by the path of Radicalism. 
  The lure of the darkness is powerful and even an Inquisitor that 
  has trained his entire life to resist it can be swayed. When an 
  Inquisitor breaks his vows, the Inquisition often handles this 
  matter internally. However, at times this is not feasible, and the 
  Inquisitor becomes the target of a Kill-team.
  If a Kill-team undertakes a mission to bring down a rogue 
  Inquisitor, then the situation has been deemed especially 
  dire. The Inquisition is loath to let anyone—even the 
  Deathwatch—know of such a transgression. Any reports of 
  such a mission would be encoded in the highest levels of 
  security and all involved would undertake oaths of secrecy. 
  PUNISHMENT OR REWARD
  The ancient oaths that the Space Marines have undertaken 
  guarantee warriors will be seconded to the Deathwatch. 
  This tenure provides valuable warriors to serve on Kill-
  teams throughout the galaxy. But are all of the Space 
  Marines who are sent to the Deathwatch viewed the 
  same amongst their Chapters? Below are two possible 
  background paths for players joining the Deathwatch—
  Revered Champion and Atonement.
  Revered Champion: When the call to send Battle-
  Brothers to the Deathwatch comes, most Chapters select their 
  ﬁnest warriors to represent them. The ancient oaths sworn 
  to support the Inquisition and the Deathwatch are taken 
  seriously and any success that a Space Marine displays while 
  serving will be reﬂected back on their Chapter. 
  A player who wishes to create his background as a Revered 
  Champion should view his time with the Deathwatch as a 
  great honour to him and his Chapter. He seeks out glory 
  and honour by his exemplary service on all missions he 
  participates in. A player should be very eager to be part of the 
  Deathwatch and serve the Emperor in this manner.
  
  ���
  ���������������������
  Atonement: For some the Chapters, tenure in the 
  Deathwatch can be a time to atone for some transgression 
  committed against the Chapter or its ways. 
  The type of infraction varies from Chapter to Chapter. For 
  those who are strict adherents to the Codex Astartes, simple 
  deviation from the tenets in the sacred text are enough to 
  have a Battle-Brother fall under the unforgiving eye of his 
  superiors. Amongst other Chapters, the infraction is usually 
  much more severe to warrant any sort of sanction. A Space 
  Marine that has been deemed lacking by his superiors has a 
  shadow cast upon him that he must exorcise. Any question 
  of a Battle-Brother’s ability to carry out his duty brings undo 
  scrutiny upon him and those he serves with. These doubts will 
  linger and fester until he is able to redeem himself in the eyes 
  of the Chapter. This redemption can take the form of crusades, 
  quests, and other heroic endeavours. This can also take the 
  form of an extended secondment to the Deathwatch.
  If a Battle-Brother has been sent to the Deathwatch as a 
  means of atonement, then that is usually kept quiet from all 
  but the Chapter’s leadership and the Space Marine in question. 
  Since serving in the Deathwatch is fraught with peril, this is 
  seen as a perfect way to atone in service to the Emperor. The 
  Space Marine will keep his past transgressions closely guarded 
  from his new squad-mates; if they were aware of these factors 
  then they would surely look at him with suspicion.
  Personal Goals and Agendas
  This can be an exciting and challenging subject for GMs to tackle. 
  However, balancing the character’s motivations and goals with 
  the overall story line can be tricky without proper planning. 
  You may be wondering what the difference is between 
  standard background stories and game changing personal 
  agendas. If a character writes in his background that he has 
  a particular hatred of Tyranids because of a past battle where 
  he lost a close squad member, that is a regular element that 
  a GM can incorporate into the game without much trouble. 
  However, a character that is hunting a dishonoured member 
  of his Chapter believed to be serving as a Black Shield is an 
  entirely different matter. 
  When a player comes to the Game Master with a 
  detailed personal goal, the GM should sit and discuss 
  the aspects of how this will impact the overall game. 
  The GM then can decide how he will mesh this into 
  his existing plans. Many personal goals and agendas can 
  derail a game if they are not handled carefully. He must 
  tread carefully so that one player’s story line does not 
  dominate and overwhelm all the other players’. If, in 
  every game session, a player is only concerned with his 
  personal mission, the other player characters will soon 
  come to resent their Battle-Brother.
  CONCLUSION
  The tips and suggestions presented in this chapter are 
  by no means exhaustive. Each GM had his own method 
  for running a game of Deathwatch and there is no right 
  way. Remember, games are all about having fun. The rich 
  history of each Space Marine Chapter provides exciting 
  options to explore in each game session. As a Space 
  Marine shall know no fear, a GM must also exhibit the 
  same willingness when he begins the auspicious mission 
  of guiding his Kill-team to glory in the Emperor’s name.
  KARANOS FALLS
  For nearly a century, Inquisitor Ivor Karanos of the Ordo Xenos pursued his lifelong ambition to ﬁnd the Tablet of 
  Irrigall. This ancient artefact was thought by many in the Ordo to be a record of an ancient xenos dynasty. Karanos 
  believed the tablet was far more than a mere record of a forgotten civilisation—he was convinced that this tablet 
  contained the secrets of their technology and advanced weaponry. It was on the world of Bregan that this long lost tablet 
  was ﬁnally found, after a quest that had consumed countless lives and resources.
  Not long after ﬁnding the artefact, Inquisitor Karanos disappeared without a trace. His ship, crew, and allies were 
  all gone in a matter of days. At ﬁrst, he was believed to have been lost to a Warp storm that was reported in the general 
  vicinity of his last known whereabouts. He was declared lost and his illustrious career became little more than a footnote 
  in the annals of the Imperial records.
  It was nearly three decades later that worlds deep in the Jericho Reach reported attacks by an unknown enemy. 
  This mysterious foe seemed to appear out of thin air and was able to overcome defences with ease. The Imperial Navy 
  began hunting for the enemy but was unsuccessful in locating any trace. All the while, attacks on out of the way worlds 
  increased. The attacks were not random, and a pattern quickly emerged to Adeptus Mechanicus Logic Engines. All the 
  worlds were once believed to be part of the same xenos empire that the Tablet of Irrigall came from, and ﬁnally the Ordo 
  Xenos stepped in to investigate further. 
  It is at this point that records of the incident become hard to pin down. Legends and tales claim that ﬁve separate 
  Inquisitors were killed while investigating this unknown enemy. The ﬁnal Inquisitor who hunted the enemy is said 
  to have sent a garbled transmission calling for aid before his death. This lost transmission claimed that Karanos had 
  returned and was now overcome by an ancient technology. The veracity of this report is impossible to ascertain as all 
  record of it has been expunged and any who had intercepted it have not been heard from since. All that is known for sure 
  is that Watch Fortresses throughout the Reach were placed on high alert and three Kill-teams were said to have gone to 
  the dead world of Corial V. There have been no reports of attacks since anywhere in the Reach.
  
  For ten millenia, Space Marines 
  from a thousand chapters have 
  fought and died in the name of 
  the Emperor of Man. Stand beside 
  your Battle-Brothers and wield your 
  wrath against your enemies. 
  Play a Battle-Brother from one of over twenty 
  Space Marine Chapters, including the stalwart 
  Crimson Fists, the noble Blood Ravens, and the 
  mysterious Legion of the Damned.
  Wield powerful relics of your chapter and unleash 
  the power of ancient artefacts to smite your foes. 
  Bear them with righteousness that your deeds 
  might be remembered beside those of ages past. 
  Explore ancient alliances and bitter rivalries 
  as you make war on the enemies of man 
  throughout the Jericho Reach. 
  AN UNPRECEDENTED GATHERING OF THE EMPEROR’S FINEST 
  Take your place among the legends of 
  the Adeptus Astartes!
  A copy of the DEATHWATCH Core Rulebook 
  is needed to use this supplement. 
  WWW.FANTASYFLIGHTGAMES.COM
  Lure of the Expanse                  RT03
  ISBN: 978-1-58994-794-8
  1354JUN12
  Honour the Chapter             DW12
  ISBN: 978-1-61661-450-8
  9 781616 614508
  53995
  ™
  ™
  
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