WH40k Deathwatch Templates

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Du musst im Administratum folgende Schritte durchführen um als Battle Brother der Deathwatch dienen zu können:

  • Chapter auswählen
  • Namen überlegen
  • Grundtemplate einfügen
  • Rolle auswählen
  • Nachteile auswählen und Punkte in Common Upgrades investieren

Chapters[Bearbeiten | Quelltext bearbeiten]

Als Erstes musst du angeben aus welchem Chapter du stammst. Schau dir die Auswahl genau an und nimm, was Dir am Besten gefällt. Die Upgrades stehen dem Charakter erst nach seinem ersten Einsatz zur Verfügung. Nicht wenn der Charakter generiert wird!

Die folgenden Chapter stehen zur Auswahl:

Black Templars[Bearbeiten | Quelltext bearbeiten]

Black Templar.gif

50 points

Die Black Templars sind fanatische wie auch meisterhafte Nahkämpfer. Ihre Kampfdoktrin erlaubt es ihnen nicht Devestator Marines zu werden. Sie misstrauen Psyker zutiefst und können nicht Librarian werden.

Special Ability

  • Demon Hunter [5] (Higher Purpose)
    • +1 Auf alle Würfe gegen Dämonen
  • Witch Hunter [5] (Higher Purpose)
    • +1 Auf alle Würfe gegen Psyker
  • Furor Templaris 4 [20] (Strong Chi 4; adds to Breaking Blow, Flying Leap, Power Blow, Pressure Points, Pressure Secrets; Waivers the Pressure Secrets prerequisite and lets Weapon Master act as prerequisite instead of Trained by a master. [20])

Disadvantages

  • Your chapters Gene-Seed has been corrupted and you lack the Betcher's Gland and the Metabolism Control 9 that most other Chapters possess. This amounts to [-70]
  • Intolerance (Psykers) [-5]

Further more

Attributes

  • Striking ST 4

Advantages

  • Enhanced Parry (One-Handed Weapon) [5]
  • Weaponmaster (One-Handed Weapon and Shield) [25]

Perks

  • Sacrifical Block (Shield) [1]
  • Sacrifical Parry (One-Handed Weapon) [1]
  • Shield-Wall Training [1]

Skills

  • Breaking Blow [1]
  • Flying Leap [1]
  • Jumping [1]
  • Power Blow [1]
  • Pressure Points (Xenos) [1]
  • Pressure Secrets (Xenos) [1]
  • improve Shield [11]


Upgrades[Bearbeiten | Quelltext bearbeiten]

  • Für dich wird Higher Purpose eine leveled Ability und kannst beide Righteous Zeal auf Stufe 3 raufkaufen, kostet [5/level]
  • Up to Strong Chi 6 or exchange for another Chi Talent which is also allowed up to 6
  • Learn all Chi Skills
  • Enhanced Parry 2 or 3 [10/level]
  • Enhanced Block 2 or 3 [5/level]
  • Enhanced Dodge 2 or 3 [15/level]
  • Up to 4 Striking ST
  • Enhanced Move (Ground) (Combat Only, -20%) [16]
  • Shield Mastery [23] (Damage Resistance 10 (Accessibility, Requires shield, -20%; Directional, Front, -20%; Limited, Large-Area Damage, -40%) [10]; Enhanced Block 1 (Limited, Ranged, -20%) [4]; Enhanced Dodge 1 (Accessibility, Requires shield, -20%; Limited, Ranged, -20%) [9].*
    • Prerequisite: Shield at 17+ and Tactics at 12+
    • You’re especially good at using your shield for cover. Add 1 to its DB anytime you block or dodge a ranged threat. In addition, against a cone, explosion, or similar large-area attack from in front, you can interpose your shield in such a way that – whether or not you dive for cover (p. B377) – it gives you an extra DR 10 vs. the effect.
  • Interdiction [5/skill]
    • Interdiction lets you make a quick, low-damage melee attack against anyone who tries to charge past you in combat. Your target must be moving from in front of you to behind you (consulting the diagram on p. B389, from any white hex to any gray or black one) and pass within reach of an attack currently possible for the skill for which you have this power-up. For example, a greatsword (Reach 1, 2) could cut at anybody running within one or two yards to flank you, while a halberd held at Reach 3 could only intercept a foe who’s exactly three yards away at some point during his pass. Roll against Parry for your combat skill as your opponent moves by. This never gets a bonus from retreating, shield DB, Shield spells, or special parry options – though Combat Reflexes and Enhanced Parry help as usual, and any penalties for bad footing, repeated parries, etc. apply. Failure means your foe slips past untouched. Success lets you roll against skill to attack a random hit location. A successful skill roll means a potential hit. Your target defends normally. If he fails, you inflict your attack’s damage at -2 or -1 per die, whichever is worse. Though you’re technically “parrying” your foe’s entire body, contact is sufficiently light that this move doesn’t count as a parry against a heavy weapon. Failure on your skill roll indicates that you didn’t even make light contact – again, your opponent slips past untouched. Whatever the outcome, each Interdiction attempt counts as a parry with the weapon or hand used (thus, it cannot be used after you All-Out Attack). You may try Interdiction more than once per turn – and intersperse it with true parries – subject to standard penalties for successive parries in a turn. For instance, if you use Interdiction and then parry with the same hand (or vice versa), the second roll suffers the usual penalty for repeated parrying. You must specialize by melee combat skill.
  • Peerless Slayer Training [9-18]
    • Prerequisites: At least three Melee Weapon Skills at 20+
  • Ultimate Ramming Speed [14]
    • If you can move even a yard, figure all your slams at full Basic Move, regardless of encumbrance, injury, or actual speed! This power-up includes the Ramming Speed Perk.
  • Greater Weapon Bond [5/weapon]

Blood Angels[Bearbeiten | Quelltext bearbeiten]

Blood Angels.gif

50 points

Special Ability

  • Blood Fever [12] (Ridiculous Luck (Combat only, -20%; Active, -40%; Unreliable (Works on 11 or less), -20%)
    • Du kannst im Kampf alle 10 Minuten im voraus ankündigen dass du für den folgenden Wurf dein Blood Fever einsetzen willst. Falls du dann eine 11 oder weniger würfelst kannst du den folgenden Wurf drei mal würfeln und wählst das für dich beste Resultat aus. Du kannst diese Art von Luck nur einsetzen für Faust-, Nah- und Fernkampf Skillwürfe, Schadenswürfe, Active Defenses, ST und DX Würfe im Close Combat - nicht für DX Würfe ob du nach knockback stehen bleibst oder für HT Würfe ob du bewusstlos, knockdown oder getötet wirst!

Disadvantages

  • The Red Thirst [-13] - Under great stress, you might fall into a Battle Rage where you can't tell friend from foe. This works like Berserker, on 12 or less. Should you fail the roll to get out of your Berserk after you killed, you will roll vs. Per -4. If you succeed you all-out attack the next enemy, if not you will all-out attack the nearest friendly target.
  • Selfless [-7] - 9 or less; no doubt, you would jump on a grenade to save your buddies.
  • Bloodlust* (15 or less) [-5]

Further more:

  • Ambidexterity [5]
  • Gunslinger (All One-Handed Weapons using Guns/Beams/Liquid Projector) [20]
  • Specialized Two-Weapon Fighting (Melee/Ranged) [5]
  • Weapon Master (One-Handed Weapons) [30]
  • 3 Perks (Vorschlag: Akimbo (Melee/Ranged), Pistol-Fist (Guns (Bolt Pistol)), Sacrifical Parry (One Weapon))

Upgrades[Bearbeiten | Quelltext bearbeiten]

  • Blood Frenzy [8] (Ridiculous Luck (Combat only, -20%; Active, -40%))
    • Dein Blood Fever wurde zum Blood Frenzy und ist nun zuverlässig: Kein würfeln mehr, es klappt alle 10 Minuten!
  • Enhanced Move (Ground) (Combat Only, -20%) [16]
  • Enhanced Parry up to 3 [5 or 10/level]
  • Extra Attack (Multistrike) up to 2
  • Greater Weapon Bond (5/weapon)
  • Interdiction [5/skill]
  • Striking ST up to 2 [5/level]
  • Two-Weapon Mastery (Upgrade from Ambidexterity and Specialized Two-Weapon Fighting) [10]

Dark Angels[Bearbeiten | Quelltext bearbeiten]

Dark Angels.gif

50 points

Die Dark Angels sind dafür bekannt, keine Handbreit dem Feinde preisgeben zu wollen. Sie kämpfen verbissen bis zum Schluss.

Special Ability

  • Stoic Defense [15] (Immunity to Pain (Combat Only, -20%; Temporary Disadvantage (Basic Move -4, -20%) [18])
    • Sobald Du diese Fähigkeit aktivierst, sind dir Knock Down Rolls egal, du spürst schlicht keinen Schmerz mehr! Gleichzeitig bewegen kannst du dich allerdings nicht mehr: Dein Basic Move sinkt um 4. Falls der Move somit auf 0 fällt kann man Step und Retreat nicht mehr benutzen. Um diesen Advantage zu aktivieren, musst du ein Ready Maneuver machen. Du darfst dieses Ready als Extra Effort Multitask machen! Falls du am schlafen oder bewusstlos bist, gilt der Advantage automatisch als "on", siehe B34. Ja, das kostet 15 und nicht 18 CP: Jeder hat High Pain Threshold, das ist lediglich ein "Upgrade". (To do so requires a one-second Ready maneuver, with activation or deactivation occurring as soon as you execute the maneuver. Unlike certain skills and magic spells, this does not require concentration; switching an advantage is second nature, and cannot be “interrupted.” The default condition (while sleeping, unconscious, etc.) is “on.”)

Disadvantages

  • TO BE DETERMINED: SECRET [-20]?
  • Stubbornness [-5]

Further More:

  • Gunslinger (all two-handed ranged weapons used with Beam Weapons, Guns, and Liquid Projector, -20%) [20]
  • Weapon Master (One-handed Weapon) [20]
  • 3 Perks (Vorschläge: Tap-Rack-Bang (Ranged Weapon Specialization), Third Hand, Tracer Eyes)
  • Breaking Blow (Guns) [4] - Needs Specialization
  • Zen Marksmanship (Guns) [8] - Needs Specilization

Upgrades[Bearbeiten | Quelltext bearbeiten]

  • upgrade to Stoic Punishement [6] (Immunity to Pain (Combat Only, -20%) [24])
  • Regeneration (Very Fast, 1 HP/s; Combat Only, -20%; Temporary Disadvantage (Basic Move -4, -20%)) [60]
    • Du heilst einen HP pro Sekunde, Bedingungen sind die gleichen wie bei Stoic Defense.
  • Extraordinary Luck [15 or 30]

Space Wolves[Bearbeiten | Quelltext bearbeiten]

Space Wolves.gif

50 points

Die Space Wolves sind wild und gleichen mit zunehmdem alter mehr und mehr Wölfen.

Special Ability

  • Night Vision 6 [1] - upgrade from NV5
  • Wolf Smelling [12] (Discriminatory Smell [12] (Not while wearing the Power Armour Helmet, -20%))
  • Wolf Hearing [12] (Discriminatory Hearing [12] (Not while wearing the Power Armour Helmet, -20%))
  • Teeth (Fangs; Armor Divisor (5), +150%) [5]

Disadvantages

  • Curse of the Wulfen [-20]
    • In moments of great stress you risk reverting to a bestial state. This is Stress Atavism (Severe) and Berserk (12 or less). After you resolved all your Berserk related rolls after combat has ended, you must roll vs. 15 to wake up from your Wulfen state. If you do not, you will run away from the Kill Team and behave like a wild animal.
  • To Be Determined [-5]

Further More:

  • Gunslinger (Guns (Boltguns)) [15]
  • Fenrisian 2 [12] - This new Talent adds to Camouflage, Hiking, Navigation, Survival, Stealth and Tracking
  • Navigation (Land) [3]
  • 2 Perks (Vorschläge: Put It In His Eye, Sure-Footed (Ice))
  • Survival (Arctic) [4]
  • Tracking [4]

Upgrades[Bearbeiten | Quelltext bearbeiten]

  • You have grown so acustomed to your Power Armour that you may buy off the Limitations on your Discriminatory Hearing and Smell [3/Advantage]
  • You may buy Fenrisian up to 6 [6/level]
  • Night Vision up to 9 [3]
  • Weaponmaster up to [30]
  • Gunslinger up to [25]
  • Damage Resistance (Thick Skin, -40%) 1-10 [3/level]
  • Acute Hearing 1-2 [2/level]
  • Acute Smell and Taste 1-2 [2/level]
  • Acute Vision 1-2 [2/level]
  • Eye of the Storm [1] (DF11:25)
  • Mountain of Meat [1]
  • You're Next! [1]
  • Focused Fury [1]
  • Huge Weapons [1/level]
  • Power Grappling [1]
  • Greater Weapon Bond [5/weapon]

Ultramarines[Bearbeiten | Quelltext bearbeiten]

Ultramarines.gif

50 points

Ultramarines sind geborene Anführer, alleine ihre Gegenwart lässt das unabwendbare abwendbar werden.

Special Ability

  • Favoured Son [15] (Luck (Wishing, Others Only, +0%))
    • Du kannst einmal pro Stunde irgendeinen Wurf (auch GM Würfe!) der dir nicht passt, 2 mal rerollen lassen und das für dich passende Ergebnis wählen - solange der Wurf nicht dich direkt betrifft!

Disadvantages

  • Fanaticism (Emperor) [-15]
  • To Be Determined [-10]

Further More:

  • IQ+1
  • Born War-Leader 2 [10]
  • Gunslinger (Guns (Boltgun) only, -40%) [15]
  • Luck [15]

Upgrades[Bearbeiten | Quelltext bearbeiten]

  • More Favoured Son [15] or Most Favoured Son [45]
  • Intuition [15] - When pressed for the right answer, you usually pick right. The GM makes an IQ roll on your behalf (+1 per "good" choice, -1 per "bad" choice). On a failure you get nothing, crit fail gives a bad choice. Success gives you a good choice and crit success the best choice.
  • Emperors Blessing [11] (Visualization (Blessing, Others Only, +0% [10]; Rules Exemption (Visualization bonus always at least +1 [1])
    • You can “bless” one specific task carried out by somebody in your presence, but never yourself. Perform a one-minute rite over him – this can’t be rushed – and then make an IQ roll. If you succeed, he gets a bonus on the first roll he makes for that task. For a task so trivial that even critical failure means no harm or loss, the bonus is your margin of success. For most adventuring actions, halve this. For a combat roll, like “The first strike on the Demon in the next room,” divide margin by three. Drop all fractions – but there’s a minimum, guaranteed +1 if you succeeded at all. The blessing ends when its bonus is claimed, it’s dispelled, or you bless another task. You can have at most one blessing active at a time. Similarly, no task can benefit from the blessing of more than one Ultramarine.
  • Born War-Leader up to 6 [5/level]
  • Weaponmaster up to [35]
  • Gunslinger up to [25]
  • Smooth Operator 1-6 [13] - which unlocks the ability to learn all relevant Skills that you do not already possess.
  • Tactician [5/level] (Destiny [5, 10 or 15]. This cribs Destiny Points from GURPS Power-Ups 5: Impulse Buys and gives them the faster regeneration of Wildcard Points in return for extra prerequisites tying them to specific feats.)
    • You can avert many combat disasters through strategy and leadership. You may buy one level of Tactician (maximum three levels) per full 12 points in the Born War Leader advantage and Leadership, Strategy, and Tactics skills. Each level gives you one Tactics Point per game session to spend as a character point on Buying Success (p. B347), for you or anybody you can see on your side! Tactics Points refill at the start of each game session. There are limits on what Tactics Points can accomplish. First, they work only in battle. Second, they can aid attack, defense, and DX rolls, and all of the mundane tasks under Combat (Dungeons, pp. 10-12) – feigning death, hasty bandaging, identifying monster weaknesses, shouting advice, taunting, and even backstabbing by your friendly assassin – but cannot affect passive HT or resistance rolls, spellcasting, or supernatural abilities. Finally, you can’t buy critical success; you’re limited to turning failures into successes (1 point), or critical failures into failures (2 points) or successes (3 points).
  • Xeno Languages (up to accented) [4/Language]
  • Rapier Wit [5]
    • Prerequisite: Smooth Operator 1, Xeno Language
  • up to Ridiculous Luck [30, 45 or 60]

Name[Bearbeiten | Quelltext bearbeiten]

WH40k Deathwatch Name.jpg

Überleg dir einen Namen der zu Dir passt. Dieser Name wird stark damit zuzsammenhängen aus welchem Chapter du stammst. Space Wolves haben andere Namen als Ultramarines..

Hier gibt es Generatoren, ansonsten schaut im Deathwatch Buch nach, dort kann man Namen auswürfeln.

Grundtemplate[Bearbeiten | Quelltext bearbeiten]

Dieses Grundtemplate hat 600 CP. Es beinhaltet alle Skills die ihr lernen könnt und die Grundausrüstung eines jeden Space Marines: Power Armour, Bolt Gun, Grenades, Combat Knife. Es ist nicht erlaubt die Werte dieses Templates zu unterschreiten. Keine CP aus Skills zurück in Attribute und derlei Tricks!

Stats [285] Ads [360] Disads [-40] Quirks [0] Skills [169] = Total [600]

  • Name: Choose Wisely
  • Race: Superhuman

Attributes [285]

  • ST 20 [90]
  • DX 16 [120]
  • IQ 12 [40]
  • HT 13 [30]
  • HP 22 [4]
  • Will 12
  • Per 12
  • FP 15 [6]
  • Basic Lift 180
  • Damage 3d/5d+2
  • Basic Speed 7 [-5]
  • Basic Move 7

Social Background

  • TL: 10
  • Cultural Familiarities:
  • Languages: Low Gothic (Native)

Advantages [360]

  • Betcher's Gland [25]
  • Combat Reflexes [15]
  • Damage Resistance (5) (Vitals Only) [18]
  • Damage Resistance (3) (Skull Only) [5]
  • Discriminatory Taste [10]
  • Doesn't Breathe (Oxygen Storage (x50)) [12]
  • Fearlessness (2) [4]
  • Fit [5]
  • High Pain Threshold [10]
  • Legal Enforcement Powers (3) [15]
  • Legal Immunity (1) [5]
  • Less Sleep (4) [8]
  • Metabolism Control (9) (Hibernation) [18]
  • Night Vision (5) [5]
  • Psychometry (Active Only; Must Eat Target; Only on Flesh and Blood; Sensitive; Takes Extra Time (+2)) [10]
  • Radiation Tolerance (PF 5) [10]
  • Renown (0) [0]
  • Resistant (Metabolic Hazards) (Very Common; Disease, Poison..) (+3) [10]
  • Social Regard (Feared) (2) [10]

Perks [9]

  • Quick Reload (Belt or Strip Feed) [1]
  • Quick Reload (Detachable Magazine) [1]
  • Quick-Sheathe (Knife) [1]
  • Quick-Sheathe (Sword) [1]
  • Quick-Sheathe (Two-Handed Sword) [1]
  • Rule of 15 [1]
  • Sacrificial Parry (Knife) [1]
  • Style Familiarity (Codex Astartes Combat Training) [1]
  • Weapon Bond (Combat Knife) [1]

Disadvantages [-40]

  • Code of Honor (Adeptus Astartes) -15
  • Duty (Deathwatch, Always, Extremely Hazardous) -20
  • Sense of Duty (Kill Team) (Small Group) -5

Skills [151]

  • Acrobatics DX/H - DX-2 14 1
  • Armoury/TL10 (Battlesuits) IQ/A - IQ-1 11 1
  • Armoury/TL10 (Heavy Weapons) IQ/A - IQ-1 11 1
  • Armoury/TL10 (Melee Weapons) IQ/A - IQ-1 11 1
  • Armoury/TL10 (Small Arms) IQ/A - IQ+2 14 8
  • Artillery/TL10 (Beams) IQ/A - IQ-1 11 1
  • Artillery/TL10 (Bombs) IQ/A - IQ-1 11 1
  • Artillery/TL10 (Cannon) IQ/A - IQ-1 11 1
  • Artillery/TL10 (Guided Missile) IQ/A - IQ+0 12 2
  • Artillery/TL10 (Torpedoes) IQ/A - IQ-1 11 1
  • Axe/Mace DX/A - DX-1 15 1
  • Battlesuit/TL10 DX/A - DX+2 18 2
  • Beam Weapons/TL10 (Pistol) DX/E - DX+0 16 1
  • Beam Weapons/TL10 (Projector) DX/E - DX+0 16 1
  • Beam Weapons/TL10 (Rifle) DX/E - DX+0 16 1
  • Brawling (Add Punch w/Gauntlets & Kick w/Boots Combat Table Entries, +0) DX/E - DX+2 18 4
  • Broadsword DX/A - DX-1 15 1
  • Camouflage IQ/E - IQ+0 12 1
  • Climbing DX/A - DX-1 15 1
  • Common Lore (Imperium) IQ/A - IQ-1 11 1
  • Common Lore (War) IQ/A - IQ-1 11 1
  • Driving/TL10 (Heavy Wheeled) DX/A - DX-1 15 1
  • Driving/TL10 (Tracked) DX/A - DX-1 15 1
  • Electronics Operation/TL10 (Communications) IQ/A - IQ-1 11 2
  • Explosives/TL10 (Demolition) IQ/A - IQ+2 14 8
  • Explosives/TL10 (Fireworks) IQ/A - IQ+2 14 8
  • Fast-Draw/TL10 (Ammo) DX/E - DX+1 17 1
  • Fast-Draw (Knife) DX/E - DX+1 17 1
  • Fast-Draw (Long Arm) DX/E - DX+1 17 1
  • Fast-Draw (Pistol) DX/E - DX+1 17 1
  • Fast-Draw (Sword) DX/E - DX+1 17 1
  • Fast-Draw (Two-Handed Sword) DX/E - DX+1 17 1
  • First Aid/TL10 (Superhuman) IQ/E - IQ+0 12 1
  • Forbidden Lore (Deatchwatch) IQ/A - IQ-1 11 1
  • Forbidden Lore (Home Chapter) IQ/A - IQ-1 11 1
  • Forbidden Lore (Xenos) IQ/A - IQ-1 11 1
  • Forced Entry DX/E - DX+0 16 1
  • Forward Observer/TL10 IQ/A - IQ-1 11 1
  • Gunner/TL10 (Beams) DX/E - DX+0 16 1
  • Gunner/TL10 (Cannon) DX/E - DX+0 16 1
  • Gunner/TL10 (Machine Gun) DX/E - DX+0 16 1
  • Gunner/TL10 (Rockets) DX/E - DX+0 16 1
  • Guns/TL10 (Bolt Pistol) DX/E - DX+0 16 1
  • Guns/TL10 (Boltgun) DX/E - DX+0 16 1
  • Guns/TL10 (Heavy Bolter) DX/E - DX+0 16 1
  • Guns/TL10 (Light Anti-Armor Weapon) DX/E - DX+0 16 1
  • Guns/TL10 (Light Machine Gun) DX/E - DX+0 16 1
  • Guns/TL10 (Pistol) DX/E - DX+0 16 1
  • Guns/TL10 (Rifle) DX/E - DX+0 16 1
  • Guns/TL10 (Shotgun) DX/E - DX+0 16 1
  • Hiking HT/A - HT-1 12 1
  • Interrogation IQ/A - IQ-1 11 1
  • Intimidation Will/A - Will-1 11 2
  • Judo DX/H - DX+2 18 12
  • Karate (Add Punch w/Gauntlets & Kick w/Boots Combat Table Entries, +0) DX/H - DX+2 18 12
  • Knife DX/E - DX+2 18 4
  • Leadership IQ/A - IQ-1 11 1
  • Liquid Projector/TL10 (Flame Pistol) DX/E - DX+0 16 1
  • Liquid Projector/TL10 (Flamer) DX/E - DX+0 16 1
  • Liquid Projector/TL10 (Heavy Flamer) DX/E - DX+0 16 1
  • Navigation/TL10 (Land) IQ/A - IQ-1 11 1
  • Observation Per/A - Per-1 11 2
  • Piloting/TL10 (Contragravity) DX/A - DX-1 15 1
  • Piloting/TL10 (Flight Pack) DX/A - DX-1 15 1
  • Polearm DX/A - DX-1 15 1
  • Savoir-Faire (Adeptus Astartes) IQ/E - IQ+0 12 1
  • Savoir-Faire (Military) IQ/E - IQ+0 12 1
  • Scrounging Per/E - Per+0 12 1
  • Search Per/A - Per-1 11 1
  • Shield (Shield) DX/E - DX+0 16 1
  • Shortsword DX/A - DX-1 15 1
  • Soldier/TL10 IQ/A - IQ-1 11 1
  • Spacer/TL10 IQ/E - IQ+0 12 1
  • Spear DX/A - DX-1 15 1
  • Staff DX/A - DX-1 15 1
  • Stealth DX/A - DX-1 15 1
  • Strategy (Land) IQ/H - IQ-2 10 1
  • Tactics IQ/H - IQ+0 12 4
  • Throwing DX/A - DX-1 15 1
  • Thrown Weapon (Axe/Mace) DX/E - DX+0 16 1
  • Thrown Weapon (Knife) DX/E - DX+0 16 1
  • Thrown Weapon (Spear) DX/E - DX+0 16 1
  • Traps/TL10 IQ/A - IQ-1 11 2
  • Two-Handed Axe/Mace DX/A - DX-1 15 1
  • Two-Handed Sword DX/A - DX-1 15 1
  • Wrestling DX/A - DX+2 18 8

Hand Weapons

   Astartes Combat Knife  LC:4  $7200  Wgt:3  
   Knife swing  Dam:4d (2) cut  Reach:C,1  Parry:13  ST:7  Skill:SK:Sword!, SK:Knife, ST:DX-4, SK:Force Sword-3, SK:Main-Gauche-3, SK:Shortsword-3, SK:Cut!  
   Knife thrust  Dam:2d+2 (2) imp  Reach:C,1  Parry:13  ST:7  Skill:SK:Sword!, SK:Knife, ST:DX-4, SK:Force Sword-3, SK:Main-Gauche-3, SK:Shortsword-3, SK:Cut!  
   Butt Stock of Astartes MK Vb Godwyn pattern (Boltgun) LC:2|2|4  $2900  Wgt:15  
   Dam:3d+2 (2) cr  Reach:1,2*  Parry:10  ST:0  Skill:SK:Staff, ST:DX-5, SK:Polearm-4, SK:Spear-2  

Ranged Weapons

3  Astartes Blind Grenade  LC:2  Dam:HT-5 aff (10 yd.)  Acc:  Range:105  
   RoF:  Shots:  ST:  Bulk:  Rcl:  $120  Wgt:3  Notes:[2,5]  
3  Astartes Frag Grenade  LC:1  Dam:8dx2 cr ex [2d]  Acc:0  Range:105  
   RoF:1  Shots:T(1)  ST:5  Bulk:-1  Rcl:  $120  Wgt:3  
2  Astartes Krak Grenade  LC:1  $160  Wgt:2  
   impact  Dam:6dx7 (10) cr inc  Acc:0  Range:105  
   RoF:1  Shots:T(1)  ST:5  Bulk:-1  Rcl:  
   follow-up  Dam:8d cr ex [3d]  Acc:0  Range:105  
   RoF:1  Shots:T(1)  ST:5  Bulk:-1  Rcl:  
1  Astartes MK Vb Godwyn pattern (Boltgun)  LC:2|2|4  $2900  Wgt:15  
   APHEX  Dam:9d (2) pi++  Acc:4  Range:200 / 1000  
   RoF:15  Shots:30(3)  ST:12†  Bulk:-5  Rcl:2  
   follow-up  Dam:1d cr ex [1d]  Acc:4  Range:200 / 1000  
   RoF:  Shots:  ST:12†  Bulk:  Rcl:  
3  Astartes Smoke Grenade  LC:2  Dam:spec. smoke (7 yd.)  Acc:  Range:105  
   RoF:  Shots:  ST:  Bulk:  Rcl:  $120  Wgt:3  Notes:[2,5]  

Armor & Possessions

1  _Armor  $180000  Wgt:300  Location:  
1  _Combat  $191420  Wgt:344  Location:  
1  Astartes Power Armour (Mark VII)  $160000  Wgt:280  Location:full suit  
1  Astartes Power Armour Helmet (Mark VII)  $20000  Wgt:20  Location:head  
1  Grenade Dispenser  $520  Wgt:11  Location:  
20  Magazine, Boltgun, 30 Cartridges  $1600  Wgt:30  Location:

Rollen[Bearbeiten | Quelltext bearbeiten]

Wähle eine dieser Rollen aus.

Apothecary[Bearbeiten | Quelltext bearbeiten]

Deathwatch Apothecary from the Ultramarines Chapter

50 points - Space Wolves cannot choose this path

“Yours is to serve, unto the last drop of your blood, that your brothers might live to fight on. Watch over them, heal them, offer up your very life should it extend theirs but a moment, and by your sacrifice the enemy be slain. And when the time comes that you must fulfil your most solemn oath, speak clearly, speak proudly, speed the bolt that brings his end and send him joyous to the Emperor’s side. Then do your duty, take that which is due, and know your mission is done.” – Extract from the Apocrypha of Eons, Verse V, Chapter L (M40 Redaction)

Spezialist für Heilung, Krankheiten und Gifte jeder Art. Er heilt Verwundete, reklamiert die Progenoide aus Gefallenen, verseucht und vergiftet die Feinde. Er stellt seine spezielle Ausrüstung selbst her, besitzt aber immer ein Laserskalpell welches er im Kampf als Messer einsetzen kann.

Attributes

  • IQ+2 [40]
  • DX-2 [-40]
  • Per-2 [-10]

Advantages

  • Apothecary Talent 2 (Bioengineering, Diagnosis, Electronics Operation (Medical), Engineering (Medical), First Aid, Pharmacy, Physician, Psychology, Surgery, Poison [10/level]) [20]

Skills

  • Upgrade Guns (Bolt Pistol or Boltgun) [11]
  • Upgrade Knife [8]
  • Bioengineering (Genetical Engineering) [1] - Um auf die schnelle während eines Einsatzes neue Kampfstoffe zu entwickeln wird dieser Skill benötigt. Kann natürlich auch in einem Laboratorium, wie üblich, eingesetzt werden.
  • Diagnosis [1]
  • Electronic Operations (Medical) [1] - Viele Diagnosegeräte benutzen diesen Skill.
  • Electronic Repair (Medical) [4] - Falls Geräte auf dem Einsatz beschädigt werden.
  • Engineering (Medical) [1] - Ja, ihr könnt auch neue Gerätschaften erfinden.
  • First Aid upgrade [3] - Mainskill - Damit könnt ihr den Space Marines den Helm schnell (1 sek.) entfernen um ihnen etwas zu spritzen; heilen: 2x1d+1 in 30 Minuten, -10 für Insta. Heilt 2x weil alle Space Marines 20+ HP haben.
  • Pharmacy (Synthetic) [1] - Erkennen und herstellen von Medikamenten
  • Physician [1] - Verabreichen von Hyposprays und ähnlichem
  • Poison [2] - Erkennen und herstellen von Giften
  • Psychology (Adeptus Astartes) [1] - Erkennen abnormaler Verhaltensweisen von Space Marines und deren Heilung
  • Religious Ritual (Apothecary) [4] - Um Progenoide korrekt zu entfernen, wird dieser Skill eingesetzt
  • Surgery [1] - Manchmal muss einfach operiert werden. Kann auch genutzt werden um Resourcen für Gifte aus gefallenen Feinde zu extrahieren.

Assault Marine[Bearbeiten | Quelltext bearbeiten]

Deathwatch Assault Marine from the Dark Angels Chapter

50 points

“Look not behind you, brother. Know in your heart that your kin are there, offering their fire and their prayers. Look instead to your foe as you scream from the skies upon jets of white fire. Take but one instant to savour the fear in his eyes as he looks skywards, and there, in the keen edge of your blade, he sees his doom, delivered by your hand.” – Extract from the Apocrypha of Eons, Verse I, Chapter VI

Nahkämpfer die mit einem Jump Pack ausgerüstet sind um direkt in die Gegner zu fliegen.

Skills

  • Upgrade Guns (Bolt Pistol) or Liquid Projector (Flame Pistol) [11]
  • Upgrade a DX/A Melee Weapon Skill [15]
  • Upgrade Knife [8] or Brawling and Karate [8]
  • Upgrade Acrobatics [1]
  • Upgrade Piloting (Flight Pack) [11]
  • Upgrade Stealth [3]
  • Aerobatics [1]

To Do:

  • Jump Pack genau definieren: Gewicht, Sprungweite, Sprungzeit, Effekt beim Aufschlag mit Feinden, Anzahl Uses

Devastator Marine[Bearbeiten | Quelltext bearbeiten]

Deathwatch Devastator from the Blood Angels Chapter

50 points - Black Templars cannot choose this path

“Look to your fore—there you shall see your foe. Blast him! With bolt, flame, and plasma, lay waste to his body and shrive his very soul. Do this so that your brothers may close upon their target, do it because their very lives depend upon your deeds, do it because theyare your kin, and you are theirs, and you can never fail.” – Extract from the Apocrypha of Eons, Verse I, Chapter V

  • Spezialist für schwere Waffen.

Perks

  • Cookie Cutter [1]

Skills

  • Upgrade Guns (Heavy Bolter) [11]
  • Upgrade Staff or Spear [15]
  • Upgrade Beam Weapons (Projector) [11]
  • Upgrade Liquid Projector (Heavy Flamer) [11]
  • Architecture [1] - um zu wissen welche Wände man zerstören kann ohne sich unter Schutt zu begraben.

Librarian[Bearbeiten | Quelltext bearbeiten]

Deathwatch Librarian from the Storm Wardens Chapter

50 points - Black Templars cannot choose this path

“Your fate is to know that which may not be known, to look into those places of darkness and desolation and know that horrors look back upon you. Speak not to your brothers of such things, but use the gifts you have been given, by the Emperor himself, to blast and sear and rend and banish all those who would deny us our destiny.” – Extract from the Apocrypha of Eons, Verse XXI, Chapter LXI (Appendix cii)

Alle Librarians wurden als Psyker geboren und sind fähig die Kräfte des Geistes gegen die Feinde der Menschheit ins Feld zu führen.

WARNUNG: Wer einen Psyker spielen will, darf sich nicht vor intensivem Studium der Regeln drücken. Die meisten Fähigkeiten muss man selber bauen und dem GM zur Bewilligung vorlegen. Ich halte mich am ehesten an Psi wie es in DF14 beschrieben wird. Schaut dort rein und checkt die Fähigkeiten hier aus.

Attributes

  • IQ+2 [40]
  • DX-2 [-40]

Advantages

  • Pskyer Talent 1 [5]
  • Smite [25]

Skills

  • Upgrade Guns (Bolt Pistol) or Liquid Projector (Flame Pistol) [3]
  • Upgrade a DX/A Melee Weapon Skill [15] [11]
  • Upgrade Brawling [12] [4]
  • Forbidden Lore (Psyker) [2]

Psyker Talent[Bearbeiten | Quelltext bearbeiten]

Psi Talent gives +1 per level to all rolls (most often against IQ, Will, or Perception) to activate Psionics abilities, analyze feedback from them, target psi attacks, and so on. Psi abilities require 1 FP to activate for a minute and 1 FP/minute to maintain - or 1 FP per attack. Using them attracts psionic dangers. The GM will secretly roll 3d each time a psi activates one of his gifts out of combat (at most once perminute), and once after any battle in which psi was used at all (regardless of what abilities, by whom, or how often). On 6 or less, some psionic threat appears.

Psyker Traits[Bearbeiten | Quelltext bearbeiten]

Diese Traits sind selbst erfunden oder aus DF14 geklaut. Schaut Euch dort um oder bastelt Euch selbst etwas!

Smite [25/Level]

  • Prerequisite: Psyker 1

Der Psyker kann tödliche Blitze aus seiner Hand auf Gegner schiessen. Benutze Brawling+Psyker Talent um bis zu 20m weit zu treffen. Der Gegner kann Dodgen, falls er getroffen wird zählt seine Rüstung nicht! Eine RoF von 10 gepaart mit Rcl 1 rundet das Ganze ab. Pro Level macht man 1d burn Schaden - bis max. Level 6 (Mit Psyker 6).

Weitere mögliche Fähigkeiten:

  • Battlesense
  • Dispel Psi
  • Empathy
  • Fear
  • Intuition
  • Mind Blast
  • Mind Shield
  • ...

Buffs und Debuffs[Bearbeiten | Quelltext bearbeiten]

Buffs und Debuffs sind modeliert wie die Bard-Songs aus DF11:20, haben aber eine von den Bard-Songs abweichende Modifikatorenliste. Modifier: Area Effect, 2 yards, +50%; Power Modifier (Psyker), -10%; Based on Will, +20%; Emanation, -20%; Malediction 1, +100%; Selective Area, +20% = 50-10+20-20+100+20 = +160%

Hit them [38]

  • Prerequisites: Psyker 1

Jeder Bruder der in deinem oder einem angrenzenden Hex steht, erhält +1 auf alle Weapon Skills.

Affliction 1 (Advantages (+1 to Weapon Skill), +120%; Area Effect (2 yd), +50%; Based On Will, +20%; Emanation, -20%; Malediction, +100%; PM (Psyker), -10%; Selective Area, +20%

Doom [30]

  • Prerequisites: Psyker 1

Jeder Gegner der in deinem oder einem angrenzenden Hex steht und einen Quick Contest (Will) verliert, erhält -4 auf DX.

Affliction 1 (Attribute Penalty: DX-4, +40%; Area Effect (2 yd), +50%; Based On Will, +20%; Emanation, -20%; Malediction, +100%; PM (Psyker), -10%; Selective Area, +20%

Tactical[Bearbeiten | Quelltext bearbeiten]

Deathwatch Tactical Marine from the Space Wolves Chapter

50 points

“No place shall be denied to them, no enemy shall bar their way. They shall be proud of heart and stoic of spirit. They shall be measured and wise, yet their hatred shall burn with such heat that their enemies wither and die before them. They shall be masters of every weapon, every ploy, and every strategy, fierce in the attack and solid in the defence. They shall go where others fear to tread, and return victorious, that we all might live but one more day.” – Extract from the Apocrypha of Eons, Verse I, Chapter III

Skills

  • Upgrade Guns (Boltgun) [11]
  • Upgrade a DX/A Melee Weapon Skill [15]
  • Upgrade Throwing [1]
  • Upgrade Beam Weapons (Rifle) [11]
  • Upgrade Liquid Projector (Flamer) [11]

Techmarine[Bearbeiten | Quelltext bearbeiten]

Deathwatch Techmarine from the Black Templar Chapter

50 points

“Yours is to heed the machine as others heed their kin. Tend to the war spirits all about, but do so in the knowledge that you do the Emperor’s duty. Without your ministrations, no bolt may be fired, and no enemy slain.” – Extract from the Apocrypha of Eons, Verse III, Chapter CIV

Attributes

  • IQ+2 [40]
  • DX-2 [-40]
  • Will-2 [-10]

Advantages

  • Gadgeteer (Quick) (Combat Engineering, -50%) [25]
  • Versatile [5]
  • Extra Arms 1 (Extra Flexible, +50%) [15]

Skills

  • Remove Armoury [-11]
  • Upgrade Guns (Boltgun) [11]
  • Engineer! [12]
  • Scrounging upgrade [3]

Nachteile[Bearbeiten | Quelltext bearbeiten]

40k Deathwatch Nachteile.jpg

Du hast bereits zwei gewichtige Nachteile: Duty der Deathwach gegenüber, sowie einen sehr strengen Code of Honor.

Suche Dir weitere -20 CP in Disadvantages aus, die zu einem Spacemarine und deinem Chapter im Besonderen passen. Beispiele (Keine abschliessende Liste):

  • Bloodlust [-10*]
  • Callous [-5]
  • Charitable (Humans only, -30%) [-10*]
  • Chummy [-5] or Gregarious [-10]
  • Loner [-5]
  • Fanaticism (Emperor or Chapter)[-15]
  • Impulsiveness [-10*]
  • Intolerance (Aliens or Mutants) [-5] or Intolerance (Non-Humans) [-10] - You will refuse to fight alongside armies that include abhuman warriors or alien races. Do not ask, 'Why kill the alien?' Rather ask, 'Why not?'
  • Obsession (Join Veteran Company) (Long-Term Goal) [-10*]
  • Overconfindence [-5*]
  • Sense of Duty (Humanity) [-10]
  • Stubbornness [-5*]
  • ...

Common Upgrades[Bearbeiten | Quelltext bearbeiten]

Attributes

  • ST up to 30, Striking ST 1-2 [5/level], Lifting ST 1-2 [3/level], HP 1-3 [2/level]
  • DX up to 25
  • IQ up to 25
  • HT up to 25

Secondary Traits

  • HP up to ST+30%
  • Will up to 25
  • Per up to 25
  • FP up to HT+30%

Tertiary Traits

  • Basic Speed up to (DX+HT)/4+2.00
  • Basic Move up to Basic Speed+3

Advantages

  • Absolute Direction [5] or 3D Spatial Sense [10]
  • Absolute Timing [2]
  • Ambidexterity [5]
  • Catfall [10]
  • Charisma 1-4 [5/level]
  • Common Sense [10]
  • Daredevil [15]
  • Eidetic Memory [5] or Photographic Memory [10]
  • Enhanced Block 1 [5]
  • Enhanced Dodge 1 [15]
  • Enhanced Parry 1 [10]
  • Enhanced Time Sense [30] - as an upgrade to Combat Reflexes, see Gun Fu for Full Rules
  • Extra Attack 1 (Multistrike, +20%) [30]
  • Fearlessness 3-4 [2/level]
  • Flexibility [5]
  • G-Experience [1-10]
  • Gizmo 1-4 [5/level]
  • Hard to Kill 1-2 [2/level]
  • Hard to Subdue 1-2 [2/level]
  • Heroic Reserve [3/level] - One FP per full 10 Points in Combat Skills (Melee, Ranged, Unarmed - chi skills don't count)
  • High Manual Dexterity 1-4 [5/level]
  • Higher Purpose (Slay one specific kind of xenos: Ork, Necro, Tyranid...) [5]
  • Language (High Gothic) (Native) [6]
  • Luck [15]
  • Mind Shield 1-2 [4/level]
  • Perfect Balance [15]
  • Peripheral Vision [15]
  • Regeneration (Slow, 1 HP/12h) [10]
  • Resistant to Metabolic Hazards +8 [+5] -upgrade
  • Serendipity [15]
  • Single-Minded [5]
  • Special Rapport (One Kill Team Member) [5]
  • Talents: Stalker 1-4 [5/level], Mr. Smash 1-4 [5/level], Born Soldier [5/level], Born Tactitican [8/level], Jack of all Trades 1-3 [10/level] - Ja diese Talente "stacken" mit Talenten Eures Chapters.
  • Unfazeable [15]
  • Very Fit [15]
  • Very High Pain Threshold [5]- as an Upgrade to High Pain Threshold
  • Voice [15]

Perks

  • Ihr besitzt bereits 9 Perks mit dem Grundtemplate. Pro 10 CP in den genannten Skills dürft ihr einen CP ausgeben: Guns (Bolt Pistol, Boltgun or Heavy Bolter), Beam Weapons (any), Liquid Projector (Flame Pistol, Flamer or Heavy Flamer), Fast-Draw (any), Armoury (any)
  • Erlaubt ist was nicht bereits in einem Chapter Template als Upgrade erwähnt wurde. Prerequisites beachten! Fragt mich am Besten bevor ihr was aussergewöhnliches nehmt!
  • Gun Fu, Martial Arts, Dungeon Fantasy, Monster Hunters, Power-Ups 1: Perks... sind gute Quellen. Achtet aber auf die Prerequisites!

Skills

  • Erlaubt ist es alle Skills zu erhöhen die nun auf dem Charaktersheet stehen. Falls ihr neue Skills hinzulernen wollt die weder in einem Talent noch auf den Templates zu finden sind, bitte fragt mich zuerst.